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On the Cover

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Acknowledgements

A huge thanks to the players who have graced my table and helped shape this world, some of whom are appoaching year 6 of campaigning in Ombreavoir and have added color and world changing events to the storyline, especially the Heroes of the Bramblewood 3rd Patrol- Chestnut the Chyttr Assassin, Marten the Badgerlord, Captain Ginseng and Kaleen Wurmwood- who changed the entire direction of the war for the 'wood with daring tactics and ingenuity. Thier youth playgroup started when the youngest was 8, and they've impacted the plot in ways I never saw coming- including mustering and training the Bramblewood Army!

In the original script, the Bramblewood was supposed to fall, the survivors fleeing to Freedonia, the Clawtooth Confederacy, and the Underdark- instead the country is now a world power locked in a bitter, entrenched struggle against an axis of three military nations. Sometimes, even the dice gods can't stop your players from changing everything.

In addition to the 3rd Patrol, thanks are in order to the many, many adult players in the rotating and often fractious 20+ member cast of Guild of the Smouldering Bowl. The Guild was founded on Ombreavoir, and was soon sent offworld to set up a base of operations in Faerun by its shadowy benefactor. Tasked with collecting artifacts from across space and time, its members were working toward goals in furthering the original Ombreavoir storyline with each spelljamming or planejumping mission- stealing a werebat serum from a mad Ravnican scientist, liberating pieces of a Creation Forge from Eberron, and recovering technology from the Lost Laboratory of Kwalish in the Barrier Peaks of Oerth all contributing to the Bramblewood war effort and the darker schemes of the fae Queen pulling the strings. With each treasure returned to Rose Red Keep, the power of the Bramblewood war machine grew.

Special mentions to the players of Isis & Osiris, Sir Pugsley the Brave, Brother Elias, Two Thumbs, Dearth, Ruby Recklass, Mac the Knife, Enelel, Kori and The Blade in the Dark, plus every guest star player who took up the mantle of Damon Dolte, Revenant Crusader on pub game night and got splattered by the end of the session to cries of "Oh my gods, they killed Dolte!" and "You basterds!"

Extra special thanks to the Guild players who participated in crossover episodes with the 3rd Patrol players, as those games are very special memories for the now almost adults.

Your author's first ever player character- the Shadethrower- is an npc within these pages. Acknowledgment to Meau, The Swampwitch for DMing the 3.5e game on "no-name world" that he and Kenzi Rosetta were created for. With much tinkering and thousands of in-game years, that world became Ombreavoir, and I loose its horrors upon the Multiverse.

Now look upon my works, ye mighty, and despair...

Whats in this Adventure Module?

THE TABLE OF CONTENTS

THE TABLE OF CONTENTS

THE TABLE OF CONTENTS

OMBREAVIOR OVERVIEW

Introduction

Before we dive into the meat and history of Ombreavoir, a quick description of its layout and position in the multiverse will help the DM understand how to fit it into their campaign. This information is not known to creatures who live on Ombreavoir save the Queen of the Bramblewood, the Shadethower, Mama Wurmwood, and the scientists working within the Black Spires.

The Impossible Terrarium. Currently sitting on a pedastal in the manager's office of the Smouldering Bowl Pub and Pipeweed Lounge in Waterdeep's Trollskull Alley, a 3 foot diameter round terrarium radiating raw, wild magic holds the world of Ombreavoir inside of it. It is made of part of a Crystal Sphere, reshaped by the Queen of Air and Darkness as part of one of her inscruitable schemes, and as such is seemingly impervious to damage. The terrarium was quietly entrusted to the Smouldering Bowl by their benefactor, Queen Rosetta of the Bramblewood.

A tiny sun and two moons revolve the Impossible Terrarium along a track, like an arcane timepiece, keeping regular day and night hours inside. Holding one in place will have the same effect on that celestial body as seen from the surface of the world inside. Please Do NOT Touch.

A creature may enter the Impossible Terrarium by placing a hand on it and casting Plane Shift, arriving in Bramblewood if they know of the Teleportation Circle in the Queen's castle, or thrown into a random region if they dont.

The Demiplane of Survival. Ombreavoir, also known to its researchers as the Demiplane of Survival, rests at a strange vector between the Feywild and the Shadowfell, a place hidden from many of the planes. Long ago this world was populated by the standard races- humans, halflings, dwarves, orcs, elves and so on- a relatively mundane world on the doorstep of a golden age of international peace and wondrous mago-scientific advancement. Treaties were being signed between empires, and industrialized farms blended technology with magic to feed the world... but agents of the Queen of Air and Darkness had long toiled on a grand experiment to warp the world and its people to their own ends, and the progress and fate of the mortal races meant nothing to the fey.

When the fey activated their reality-bending machines, the seven towering Black Spires found across the world, Ombreavoir was thrown through a series of cataclysmic magical disasters. The world was torn from its position in Wildspace, miniaturized and transported into an enchanted terrarium- or more appropriately, a miniature Crystal Sphere. The towers rerouted the world's leylines, bending and intensifying natural magics. City-states fell into the sea, their peoples heads' morphing into fish. Mountains shutterd and exploded around "the Bleed", launching millions of tons of rock into the sky, the bulk of which suddenly became suspended in mid-air, creating the floating skylines of the Draconic Principalities. The entire Northern Ocean's surface froze thirty feet thick, creating a vast new icy desert in the northern hemisphere.

About half the human population was changed by the leyline fluxes, and entire other races like the halflings and orcs succumbed to mutation, evolving animal traits. The animals they developed the traits of at the same time became humanoid- in some sorcerous version of convergent evolution. A world on the brink of peace was born anew with an uncertain future. Unchanged humans retreated into xenophobia, choosing insular lives in their walled compounds, hateful and fearful of the new animalfolk races and the loss of the predictability they were accustomed to. The other races of the world were reborn- grappling with their newfound identities and attempting to forge unity amidst uncertainty.

Where in Wildspace?

Every campaign is different, so we offer a few options for synchronizing this sourcebook into your multiverse. Should the world of Ombreavoir ever be freed from the Impossible Terrarium, it will rematerialize in Wildspace. Much like the Rock of Bral, its native position is left up to the DM's purview to best fit their campaign.

Nixing the Terrarium. A DM might choose to do away with the Impossible Terrarium and the Guild of the Smouldering Bowl all together, presenting Ombreavoir as a planet encountered in the Wildspace system of their choice. A great option for placement is Grellspace (400 million miles from the outer edge of the system).

Using this Sourcebook

This book contains the lore, monsters, player character options and event generators you'll need to begin a campaign in Ombreavoir (or find your player characters trapped there by the Smouldering Bowl after a botched raid on the Rat King's Castle, if you've encountered them in Waterdeep).

  • The world is divided into REGIONS, with descriptions of locales, npcs, monsters and events encountered there.

  • Regional descriptions likely include a list of native PLAYABLE SPECIES available in that Region.

  • This work references the Dungeon Master's Guide, the Player's Handbook, Volo's Guide to Monsters, the Guildmasters' Guide to Ravnica, Mordenkainen Presents: Monsters of the Multiverse, Boo's Astral Menagerie, Fizban's Treasury of Dragons, Tasha's Cauldron of Everything, Van Richten's Guide to Ravenloft and other 5th Edition DnD sourcebooks. However, only the Dungeon Master's Guide and Player's Handbook should be necessary to run a campaign using this sourcebook, the monsters within, and a DM's imagination.

  • The demiplane is ever evolving, and can adapt to your changes as you see fit. The DM can change whatever they need to, at any time, to make the game enjoyable for all players.

The Fractal Hole

Where Ombreavoir was ripped from its position in Wildspace is marked by a planet sized Fractal Hole, pulling in unwary spelljamming vessels and dropping them into the Rust Belt with regularity. The fractal hole is stable, and is not sucking in the wildspace around it, though it does have a massive gravity field that affects ships and creatures under 100 Tons in size.

Programmed Anomaly. Instead of compacting matter, the fractal hole is a metamagical sample selector programmed to pull organic and mineral samples- new genes and new technology- into itself. Wildspace Orreys and scientific tools will present a reading that the hole is stable and apparently approachable for further investigation. When a ship nears 100 miles of the anomaly, its programming activates, and it selectively drags the vessel, creature or object at 500ft per round. A vessel or creature may struggle against this, breaking free and being able to move normally with a DC30 Strength saving throw. When the target hits the event horizon, it is expelled through the Bleed. Vessels equipped with Antigravity Engines and an Ombreaviorian Tuning Fork are not affected by this anomaly and may use the Fractal Hole as a simple portal to the planet on the other side.

The Bleed

The opposite end of the Fractal Hole is suspended in the sky along the northmost boundary of the Rustbelt and the Draconic Principalities, an area where time distortions are everyday occurances and the rusty earth of the Rustbelt fractures into a floating mountain range of the Principalities suspended in the sky...

Crash Landing. Spelljamming ships pulled through the Fractal Hole will "bleed out" into this reality at high speed and find their helm no longer functions (see Chapter XIV: the Rust Belt for information on why helms don't work here). Most ships crash in the Rustbelt, but a very few pilots- notably those who've sailed full steam into the Fractal Hole instead of trying to escape it's gravity- are able to launch themselves over the mountains and crash land in the Edge of it All.

Ticket Out. While the anomaly pulls gravity directionally only one way, from wildspace toward the planet, escape from " the inside" requires only a working spelljamming vessel and an Ombreavoirian Tuning Fork.

Global Underdark Map (showing colorized nations above)

.

Ranked Starting Zones

Top tier, biodiverse regions to start a campaign:

  • The Bramblewood & the Underforest

  • Nekkon

  • The Edge of It All

  • The Clawtooth Confederacy

  • Freedonia & the Free Seas

  • The Draconic Principalities (and The Vault)

  • The Rust Belt

  • Bos, Bjornen, The Hunt

Mid tier regions are rated E for Evil. Harder for non-evil characters to start a campaign; as you're probably a slave or Underdark freedom fighter:

  • Sarodia (unless youre a porc)

  • Colle-Gens (unless youre a human)

  • Gnolland (unless youre a gnoll)

  • The Sunken Kingdoms (unless youre a LE fishman)

Bottom tier regions inhospitable to Player Characters:

  • The Formian Hives (unless you're all roleplaying as Antfolk for the meme, which would be a fun one-shot)

  • The Hagbriars (Its a disease-filled swamp)

  • The Shamblerbelt (Its a zombified industrial farm)

  • Lost Empire of Olben

Weird Weather

Giant Raindrops. Weather can be exaggerated on Ombreavoir. If an area recieves rainfall, there is a 33% chance huge raindrops fall from the sky. Use the Watery Sphere spell to represent the falling mega-drops. They are known to bounce off the ground, trapping creatures inside, then hover for 30 seconds to 1 minute before falling to the ground. The only places Giant Raindrops aren't known to fall are Bjornen, Sarodia and the frozen wastes of the south.

After giant raindrops fall, plants grow at an accelerated rate over the next hour. The first time a plant is absorbs water from a giant raindrop, it grows one size category larger.

Raining Frogs, Fish, Shrimp... About 50% of the time, giant raindrops are accompanied by small aquatic animals falling to the earth inside them. These rains are an important foodstuff in many ecosystems, and none can explain where the animals orginate from, but the following beasts have been noted: crabs, swarms of quippers, reef sharks, Giant Sea Horses, Giant Frogs- even Jammer Leeches!

Midnight Rainbows. Ombreavoir's moons produce their own light, and after night rains, create dazzling rainbow rings within the atmosphere.


A World Close to Nature

The classic concept of the ranger and her animal companion is one adopted by most all who reside on the demiplane for their very survival. Bramblewood’s rangers scout aloft giant owls for threats to their forest, divebombing feral Gnoll tribes which hunt Bramblewood's citizenry alongside packs of huge hyenas.

The most barbaric of these Gnolls forsake the use of weapons all together, tearing into their prey with tooth and claw. Nomadic Goliath animal handlers act as pack leaders for traveling menageries of fearsome beasts they have bested in physical combat and brought to heel, always searching for a more vicious animal to test their strength and that of their pack against.

The Nekkonese samurai wage war from the backs of massive flying beetles, and the islands' bays are awash with sloops full of Tabaxi fishermen netting large hauls with the aid of their pet dolphins. Gangs of dinosaur mounted gunslingers range the Edge of it All, trying to stay one step ahead of the myriad of horrors that pervade their land and survive another day. The Porcish Legions, each warrior mounted on a horrific dire boar, terrorize the "civilized" world...

Across the Demiplane of Survival, companion animals aid warrior and commoner alike in tasks from mundane to fantastic. Dungeon Masters running a campaign on Ombreavoir may institute the following rule addition, an edited version of the Beast Master Ranger's Companion, to give all players the full experience this adventure was meant to impart:

-Ombreavoir Companions-

(optional rule at DM discretion)

Choose a creature from the appropriate Ombreavoir Companions lists based on your character's region of origin. Add your proficiency bonus to the creature’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your level, whichever is higher. The creature loses the multiattack action, should it have one. If you have the option to take a companion through the Ranger Beast Master Archetype, you may instead take two companions, a swarm, or upgrade to a Magical Beast from the appropriate Ombreavoir Rangers' Companions list based on your region of origin.

The creature obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the creature where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you have the Extra Attack feature, you can make one attack yourself and you can command the creature to take an Attack action.

Ombreavoir Companions

Underdark Companions
Creature CR Type Size
Flumph 1/8 aberration small
Giant Lizard 1/4 beast large
Giant Wolf Spider 1/4 beast medium
Deep Rothé 1/4 beast large
Giant Bat 1/4 beast large
Underdark Rangers' Companions
Creature CR Type Size
Female Steeder 1 beast small
Deep Dragon Wyrmling 2 dragon medium
Phase Spider 3 monstrosity large
Giant Strider 1 monstrosity large
Shadow Mastiff 2 monstrosity medium
Bramblewood Companions
Creature CR Type Size
Displacer Beast Kitten (WBtW p108) 1/8 beast tiny
Giant Owl 1/4 beast large
Blink Dog 1/4 fey medium
Awakened Tree 2 plant huge
Pseudodragon 1/4 dragon tiny
Bramblewood Rangers' Companions
Creature CR Type Size
Displacer Beast 3 monstrosity medium
Shadow Mastiff 2 monstrosity medium
Faerie Dragon 1 dragon tiny
Cat Sìth 1 fey tiny
Silver Dragon Wyrmling (Drow Only) 2 dragon medium
Bjornen Companions
Creature CR type size
Wolf 1/4 beast medium
Elk 1/4 beast large
Raven 0 beast tiny
Giant Goat 1/2 beast large
Sled Dog 1/4 beast medium
Bjornen Ranger's Companions
Creature CR type size
Young Mammoth 4 beast huge elephant w/ cold resistance
Mammoth (Reserved for Giants and Tribal Leaders) 6 beast huge
Winter Wolf 3 beast large (INT 4; doesnt speak any languages)
Crag Cat 1 beast large
Dire Wolf 1 beast large
Polar Bear 2 beast large
Nekkon Companions
Creature CR type size
Dolphin 1/8 beast medium
Giant Bat 1/4 beast large
Kabuto Beetle 1/4 beast large
Green Ambush Drake 1/2 dragon large
Giant Dragonfly 1/8 beast large
Nekkon Rangers' Companions
Creature CR type size
Green Dragon Wyrmling 2 dragon medium
Komainu 2 celestial large
Griffon 2 dragon large
Pegasus 2 celestial large
Freedonian Companions
Creature CR type size
Hardosaurus 1/4 beast large
Flying Monkey 1/4 beast small
Tressym 0 beast tiny
Ape 1/2 beast medium
Dolphin 1/8 beast medium
Freedonian Rangers' Companions
Creature CR type size
Griffon 2 beast large
House Turtle 1 beast large
Giant Pelican 2 beast large
Plesiosaurus 2 beast large
A Blockade Runner (Sailing Ship) -- vehicle gargantuan
Airship -- vehicle gargantuan
Sunken Kingdoms Companions
Creature CR type size
Giant Sea Horse 1/2 beast large
Giant Octopus 1 beast large
Dolphin 1/8 beast large
Giant Spider (aquatic) 1/4 beast large
Giant Crab 1/4 beast large
Sunken Kingdoms Rangers' Companions
Creature CR type size
Hunter Shark 2 beast large
Plesiosaurus 2 beast large
Giant Snapping Turtle 3 beast large
Lightning Eel 1 beast medium
Giant Crayfish 2 beast large
Bos Companions
Creature CR type size
Yak 1/4 beast large
Giant Goat 1/2 beast large
Sled Dog 1/4 beast medium
Eagle 0 beast small
Bos Rangers' Companions
Creature CR type size
Quetzalcoatlus 2 beast medium
Condor (Giant Vulture) 1 beast large
Aurochs 2 beast large
Giant Eagle 1 beast large
Sarodian Servants
Creature CR type size
Boar 1/4 beast medium
x2 Porque Servants (Commoners) 0 humanoid small
a Porque Butler (Guard) 1/8 humanoid small
a Human Bandit 1/8 humanoid medium
a Gor'bôr squire (Tribal Warrior) 1/8 humanoid medium
Sarodian Rangers' Companions
Creature CR type size
Giant Boar 2 beast large
Porque Spy 2 humanoid small
Porque Butler (Sage) 1/2 humanoid medium
Gor'bôr Soldier 1/2 humanoid medium
Ratfolk Scout 1/2 humanoid medium
The Hunt Companions
Creature CR type size
Awakened Bush 0 plant large
Axe Beak 1/4 beast large
Deep Rothé 1/4 beast large
Giant Goat 1/2 beast large
Giant Eagle 1 beast large
The Hunt Rangers' Companions
Creature CR type size
Giant Elk 1 beast large
Crag Cat 2 beast large
Owlbear 3 beast large
Cave Bear 2 beast large
Colle-Gens Companions
Creature CR type size
Riding Horse 1/4 beast large
Warhorse 1/2 beast large
Mastiff 1/4 humanoid medium
Edge of it All Companions
Creature CR type size
Hadrosaurus 1/4 beast large
Deinonychus 1 beast large
Mastiff 1/4 beast large
Riding Horse 1/4 beast large
Camel 1/8 beast large
Clockwork Mule 1/8 construct medium
Edge of it All Rangers' Companions
Creature CR type size
Triceratops 5 beast huge
Allosaurus 2 beast large
Tormentor (BGDIA p218 (Vehicle) land huge
Grinder (BGDIA p219) (Vehicle) Land gargantuan
Devil's Ride (BGDIA p218) (Vehicle) Land Large
Scavenger (BGDIA p219) (Vehicle) Land Huge
Clawtooth Confederacy Companions
Creature CR type size
Jaculi 1/2 beast large
Giant Poisonous Snake 1/4 beast medium
Falcon 0 beast small
Baboon 0 beast medium
Warthog (boar) 1/4 beast medium
Clawtooth Confederacy Rangers' Companions
Creature CR type size
Elephant 5 beast Huge
Giant Crocodile 5 beast large
Lion 1 beast large
Tiger 1 beast large
Rhinoceros 2 beast large
Rustbelt Companions
Creature CR type size
Giant Space Hamster 1/4 beast large
Monodrone 1/8 construct small
Clockwork Mule 1/8 construct medium
Anvilwrought Raptor (MOT p209) 1/2 construct tiny
Axe Beak 1/4 beast large
Rustbelt Ranger Companions
Creature CR type size
Tormentor (BGDIA p218 (Vehicle) land huge
Devil's Ride (BGDIA p218) (Vehicle) Land Large
Scavenger (BGDIA p219) (Vehicle) Land Huge
Giant Eagle 1 beast large
Clockwork Bronze Scout (MPMM p79) 1 construct medium

Epic & Survivalist Campaigning

As you might guess from the optional companion rule, Ombreavoir is a high-powered Epic-level demiplane not for the faint of heart. The following changes and additional features set Ombreavoir apart from other settings:

Setting & Scale

The landscapes of the plane are twisted and exaggerated to dreamlike, Feywildian porportions and the intensity varies acoss the lands. The scale of things might match the material world in the Colle-Gens region, but crossing the threshold into the towering trees of the Bramblewood, a medium-sized adventurer will feel no larger than a housecat. The exaggerated growth of plants and beasts is centered around the "Green Zones", where specimens easily reach massive sizes and vicious temperments:

  • Flora grows two-size categories larger than normal.
  • Many wild Beast-type creatures are a size category larger than normal. Especially frightening beasts may be two sizes larger than normal or more, deal extra damage die, have double Hit Points, or even gain Lair Actions.

Ancient Beast Totems

Scattered across Ombreavoir are ancient stone totems carved in the likenesses of different animals that predate any known civilizations. These relics are coveted for the power they give the bearer over their associated animal, and many a warlord has risen to power utilizing totem controlled beasts.

Ancient Beast Totem

Wondrous Item, legendary (requires attunement)

An Ancient Beast Totem is a statuette of a beast small enough to fit in a pocket. A creature attuned to it gains the senses of the associated beast. You can use an action to present the totem and unleash its power:

  • Beasts of the appropriate type treat you as a trusted ally to be protected and obeyed.
  • As a bonus action on your turns, you may innately cast Dominate Beast on a creature of the appropriate type, which automatically fails its saving throw.

Heart Compass. Focus your Senses as an action to magically discern the distance and direction to the closest non-humanoid creature within 30 miles of you that is of the same type as the totem. You know the current emotional state of that creature.

Call Servant (1/day). As a ritual, you slash your palm with a silvered blade (taking 1 slashing damage) and grip the totem in your bleeding hand. The nearest creature of the totem's type stops what it is doing and Dashes to your location as if affected by the geas spell. In combat, this ability might not end up being as useful as you think, especially if you are miles away from the nearest beast, or an tiny owl shows up and you were hoping for a giant owl.

Changes to Divine Magic

Chosen by the Unseelie from many surveyed not only because of it's peculiar juxoposition between the Shadowfell and Feywild, but its lack of contact with the upper and lower planes. To boil it down simply, when you arrive in Ombreavoir:

  • Only divine magic tied to nature works. In fact, plants created by magic don't wither away at a spell's duration.

  • Divine magic tied to a God doesnt work. Your God can't currently precieve this plane, and maybe no one has ever whispered a prayer in their name here before you. Take that faith elsewhere, cleric, your god cant see you here. Best start putting faith in your companions and your bladearm. This includes the Channel Divinity feature, as well as Commune or similar spells that allow you to contact other planes to communicate with your diety.

This place is designed to be a test of faith for the most devout offworld Cleric. Without the powers their god gives them, will they abandon their religion, or will their missionary work continue despite hardship?

Making Contact. A devout Cleric who continues their regular prayer routine and doesn't lose their faith makes a DC20 Charisma check after 30 days on the plane. On a success, the beacon of their devotion means their prayer is heard: they regain use of their cantrips and first level spell tied to divine magic, and they can contact their god through the Commune spell.

Establishing Worship. Without a Cleric establishing worship of their god on the demiplane, the entity's influence will remain limited. The divine spell slot levels available to the religion's clerics increases with the number of devout native converts to the "new" religion:

  • 100 converts regains use of 2nd level spell slots and use of the Channel Divinity feature.
  • 500 converts regains use of 3rd level spell slots
  • 1,000 converts regains use of 4th level spell slots
  • 2,500 converts and 10+ Priests regains use of 5th level spell slots and use of the Divine Intervention feature.
  • 5,000 converts regains use of 6th level spell slots
  • 25,000 converts regains use of 7th level spell slots
  • 100,000 converts regains use of 8th level spell slots
  • 250,000 converts and 100+ Priests regains use of 9th level spell slots and allows the God enough power to manifest an Avatar on the plane.

Werecreatures

Naturally-born Lycanthropes are an everyday occurance on Ombreavoir and part of normal society- making silvered weapons a common encounter as well. The ubiquity of werecreatures means silver isn't often used as coinage (though it is in Colle-Gens and Sarodia) as it is more valuable coated over a blade than as a harmless disc.

Standard Species Variants: Humans

Human Traits

There are a number of human tribes on Ombreavoir. For applying lycanthropy, see MM sidebar on pg 207.

Ability Score Increase: Your Scores each increase by 1.

Age: Humans reach Adulthood in their late teens and live less than a century.

Alignment: Humans tend toward no particular Alignment. The best and the worst are found among them.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed: Your base walking speed is 30 feet.

Bloodline: You must choose a Bloodline of human from the options below.

Bloodline: Colle-Gens

The Colle-Gens are the last "pureblooded" humans on the plane, and are representative of the standard PHB Human. They are by far the most numerous human demographic, making up almost half of all humans on Ombreavoir.

Unstable Genetics When a non-lycanthrope character with this trait levels up within a Green Zone, they must roll on that Green Zone's Mutations table and apply the result.

Bloodline: Bjornmen

Werewolf Lycanthropy: The Bjornmen are naturally born lycanthropes native to the frozen north. Apply werewolf lycanthropy to Bjornmen characters at creation.

Bloodline: Tusk Tribe

Werewalrus Lycanthropy: The Tusk Tribe are naturally born lycanthropes native to the frozen north. Apply werewalrus lycanthropy to Tusk Tribe characters at creation.

Bloodline: Kholmen

Weregoat Lycanthropy: The Kholmen are naturally born lycanthropes native to the mountains of the Hunt. Apply weregoat lycanthropy to Kholmen characters at creation.

Bloodline: Tsubasa no Dansei

Werebat Lycanthropy: The Tsubasa no Dansei are naturally born lycanthropes native to Nekkon. Apply werebat lycanthropy to Tsubasa no Dansei characters at creation.

Bloodline: Shǔ Rén

Wererat Lycanthropy: The Shǔ Rén are naturally born lycanthropes native to the islands of Nekkon. Apply wererat lycanthropy to Shǔ Rén characters at creation.

Bloodline: Skylos

Weredog Lycanthropy: The Skylos are naturally born lycanthropes, many serving as samurai in Nekkon. Apply Cyanthrope lycanthropy Skylos characters at creation.

Bloodline: Buteo Conclave

Red-Tailed Werehawk Lycanthropy: The Buteo are naturally born lycanthropes native to the Bramblewood. Apply Red-Tailed Werehawk lycanthropy to Buteo characters at creation.

Bloodline: Kan'Zans

Werejackalope Lycanthropy: The Kan'Zans are naturally born lycanthropes native to The Edge of it All. Apply werejackalope lycanthropy to Kan'Zan characters at creation.

Bloodline: Tex'Zans

Wereowl Lycanthropy: The Tex'Zans are naturally born lycanthropes native to The Edge of it All. Apply wereowl lycanthropy to Tex'Zan characters at creation.

Bloodline: Mex'Alacrán

Werescorpion Lycanthropy: The Mex'Alacrán are naturally born lycanthropes native to the edge of it all. Apply werescorpion lycanthropy to Mex'Alacrán characters at creation.

Bloodline: Louisii'an

Wereodile Lycanthropy: The Louisii'an are naturally born lycanthropes native to Freedonia. Apply wereodile lycanthropy to Louisii'an characters at creation.

Bloodline: Eltiburón

Wereshark Lycanthropy: The Tiburón are naturally born lycanthropes native to the Free Seas. Apply wereshark lycanthropy to Eltiburón characters at creation.

Bloodline: Xai-ba

Werecrab Lycanthropy: The Xai-ba are naturally born lycanthropes native to the Free Seas. Apply werecrab lycanthropy to Xai-ba characters at creation.

Bloodline: 'Cuda

Werecuda Lycanthropy: The 'Cuda are naturally born lycanthropes native to the Free Seas. Apply werecuda lycanthropy to 'Cuda characters at creation.

Bloodline: Bobbejaan

Werebaboon Lycanthropy: The Bobbejaan are naturally born lycanthropes native to the Clawtooth Confederacy. Apply werebaboon lycanthropy to Bobbejaan characters at creation.

Bloodline: The Caribe Tribes

Wereranha Lycanthropy: The Caribe are naturally born lycanthropes native to the Sunken Kingdoms and islands across the Free Seas. Apply wereranha lycanthropy to Caribe characters at creation.

Bloodline Bonds: Optional Rules for Lycanthropic Bloodlines

A DM might apply a Bloodline Bond to develop Player Character connections to the world at large.

Buteo Conclave rangers

Bond: Warrior Culture. From the time you could fly, you were trained to fight. With the invasion of the Bramblewood, you have become an officer in the army (DM assigns rank).

Bobbejaan merchants

Bond: Cousins Overseas. The Bobbejaan have migrated to major trade cities around the world. There is a 50% chance the player can find a Bobbejaan business that will cut them a deal (often for a favor or a promise of delivery of product). Traveling Bobbejaan merchants are famous for their overladen wagons and ships, which they name, fuss over and treat like children or beloved pets.

Kholmen mountain druids

Bond: Refugee Camp. The goatmen of the Ridgeback Mountains are the sworn protectors of all refugees that flee into the territory.

Kan'Zan gunslingers

Bond: The Gang. The Kan'Zans are a culture of Found Family. You grew up in a gunslinging gang on the open plains of the Edge of it All with many members of other species living beside you. Work out with the DM the particulars of the crew you ran with, their disposition, motives, alignment and why you're not with them now. Are they alive? Did they send you on a mission? Or were they too slow on the draw and kicked the bucket, so now you're on a path of vengeance?

Standard Species Variants: Elves

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase. Your Dexterity increases by 2.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You speak, read, and write Sylvan and Elvish.

Bloodline. You must choose an Elven Bloodline from the options below.

Bloodline: Drow

These Drow are native to the Root in the Underdark below Bramblewood and gain the following trait in addition to their normal subrace traits:

Unstable Genetics When a non-lycanthrope character with this trait levels up within a Green Zone, they must roll on that Green Zone's Mutations table and apply the result.

Bloodline: Bramblewood Elves

Werewolfspider Lycanthropy: These wood elves are naturally born lycanthropes native to Bramblewood. Apply werewolfspider lycanthropy to Bramblewood Elf characters.

Bloodline: The Eight Houses

Wereoctopus Lycanthropy: Sea Elves of the Eight Houses are naturally born lycanthropes native to Freedonia. Apply wereoctopus lycanthropy to Eight Houses characters at creation.

Bloodline: Feral Sea Elves

Blue-Ringed Wereoctopus Lycanthropy: Feral sea elves are naturally born lycanthropes native to islands scattered across the Free Seas. Apply Blue-Ringed Wereoctopus lycanthropy to Feral Sea Elf characters at creation.


Bloodline: Blue Monks

Blue Werewhale Lycanthropy: These sea elves are naturally born lycanthropes native to the Free Seas. Apply Blue Werewhale lycanthropy to Blue Monk characters at creation.

Bloodline: Snow Feather Tribe

Crested Werepenguin Lycanthropy: These sea elves are naturally born lycanthropes native to the the frozen north. Apply Crested Werepenguin lycanthropy to Snow Feather Tribe characters at creation.

Bloodline: Whaletooth Tribe

Killer Werewhale Lycanthropy: This sea elf tribe are naturally born lycanthropes native to the frozen north. Apply Killer Werewhale lycanthropy to Whaletooth Tribe characters at creation.

Bloodline: Puma'pumas Tribe

Werejaguar Lycanthropy: These wood elves are naturally born lycanthropes native to the high altitude forests of Bos. Apply werejaguar spirit warrior lycanthropy to Puma'Pumas Tribe characters at creation.

Bloodline: Feral Wood Elves

Wereraptor Lycanthropy: These feral wood elves are naturally born lycanthropes native to the Land of Hidden Temples. Apply wereraptor lycanthropy to feral wood elf characters at creation.

Bloodline: Encantado Tribe

Weredolphin Lycanthropy: These wood elves are naturally born lycanthropes native to the Land of Hidden Temples. Apply weredolphin lycanthropy to Encantado characters at creation.

Subrace: Enguina Tribe

Weremoray Lycanthropy: These sea elves are naturally born lycanthropes native to the Sunken Kingdoms. Apply weremoray lycanthropy to Enguina characters at creation.

Bloodline: Fáng Jiān Clan

Weretoad Lycanthropy: These High Elves are naturally born lycanthropes native to Nekkon. Apply weretoad lycanthropy to Fáng Jiān Clan characters at creation.

Bloodline: Odonata Clan

Weredragonfly Lycanthropy: These Wood Elves are naturally born lycanthropes native to Nekkon. Apply weredragonfly lycanthropy to Odonata characters at creation.

Bloodline Bonds: Optional Rules for Lycanthropic Bloodlines

The lycanthropic elven cultures of Ombreavior are diverse and long entrenched in the economic and political happenings across the demiplane. The DM might apply a Bloodline Bond to develop Player Character connections to the world at large.

Fáng Jiān Clan Merchant Houses

Bond: Family Business. The player is an officer or owner of a business in Yakosake, chosen by the DM.

Puma'pumas Tribe warriors

Bond: Defender of the Land. The player begins the campaign with a +1 macuahuitl. If outside of Bos, the player has been tasked with a quest by the elders of Taurean, likely to tip the balance of events in a far away land- quests that often end with the return of a severed head to the Dean-Con at the Temple of Skulls. The Balance must be maintained.

Encantado sea rangers

Bond: Sacred Duty. The Encantado are religiously beholden defenders of giant manatee, which they revere as celestial creatures. The player is obligated to defend manatees.

The player also innately knows the direction and distance to the secret underwater city of Encante.

Snow Feather tribe werepenguins

Bond: Windrider. Every adult werepenguin has a spiritual bond with their windrider- a surfboard with an attached sail- and take great pride in racing and trick competitions to display their skill and bravery.

Titanic Creatures

One of the wonders (or horrors, depending on perspective) of Ombreavoir are the Beast Titans. Deep within massive caves dotting the planet's surface are underdark lakes of a bubbling primordial ooze called The Source. Every 28 days, under the full moon, a new gargantuan-sized Beast Titan rises from the ooze, flesh and blood made real by the strange magics of ooze.

The Beast Titans are birthed from the Source emerge fully mature. Creatures spawned outside their biome- for example, a Winter Wolf Titan spawned onto the planes of the Clawtooth Confederacy, will leave to seek out their natural habitat in 2d4 days. If they survive showdowns with other creatures along the way to their natural habitat they will certainly become apex predators.

In some parts of the world, warrior cultures have developed around the ritual hunt of the innumerable Beast Titans, lest the creatures destroy the civilizations they are spawned near. In the wild parts of Ombreavoir where civilization has crumbled, the land is awash with massive predators only checked by each other in territorial battles for supremacy.

Beast Titans

To create a Beast Titan, take a Beast type creature and make to following changes to its stat block:

  • Increase the creature's Strength to 30 (+10) and its Constitution to 30 (+10). It has a Natural Armor Class 25.

  • Its Hit Points becomes 20d20+200. The Beast Titan has the Maximum possible Hit Points. Its Proficiency Bonus is +6 and it has intelligence 3.

  • Size. The Titan is Gargantuan. Increase the size of the damage die of its attacks by two steps (d4 becomes d8) to a maximum of d12. It also gains a d12 Slam attack. It gains three extra die to its damage rolls.

  • Titanic Resistances. Immunity to the charmed, frightened, paralyzed and poisoned conditions not caused by other Beast Titans; the Titan also has Immunity to Bludgeoning, Piercing and Slashing damage from nonmagical sources and Resistance to all other damage types.

  • Legendary Resistance (3/Day). If the beast titan fails a saving throw, it can choose to succeed instead.

  • Siege Monster. A Beast Titan deals double damage to objects and structures.

  • Frightful Roar. Each creature of the Beast Titan's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

  • Swallow. If the Beast Titan has a bite or peck attack, it gains a Tarraque's Swallow attack action. A Beast Titan's stomach acid only deals 8d6 damage each turn.

  • Titan's Breath Weapon. The Beast Titan gains the breath weapon of an Ancient Dragon that shares the Titan's natural habitat. You may choose that the damage dealt by the breath weapon is instead Radiant or Necrotic.

  • Legendary Actions.

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

Move. The Beast Titan moves up to half its speed.

Titanic Strike (Costs 2 Actions). Make any attack.

  • Winged Beast Titans should gain one of these legendary actions:

Wing Attack (Costs 2 Actions). The Beast Titan beats its wings. Each creature within 15 feet of the Titan must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Titan can then fly up to half its flying speed.

Swoop (Costs 2 Actions). The Beast Titan moves up to its speed and attacks with a natural weapon.

Other Titanic Improvements

You may add whichever abilities, attack actions, lair or legendary actions are appropriate while Kaiju Crafting, like:

Damage Absorption. The Beast Titan is immune to the kind of damage dealt by its Breath weapon. When it would be subjected to damage of that type,, it instead regains a number of hit points equal to the damage dealt.

Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the Beast Titan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Protector Titan. The rarest Beast Titans are of above average intelligence and are born under a permanent Geas to protect a certain site or region, which they consider their territory. They have Intelligence 6, Wisdom 20 and Charisma 20. They cannot speak, but they can convey emotions and simple concepts through body language, and those with fingers may be able to learn sign language if taught. On a few occasions, Protector Titans have been noted to fashion crude melee weapons, like using a magical tree as a greatclub.

Titan Caves

The Source

This primordial liquid is completely organic and inherently magical. Were it looked at under a microscope, one would see countless magic-immune waterbears swimming amongst the bits of genetic soup. It has a number of interesting properties:

Living Goo. Some have tried to destroy the Source since it appeared, but all failed. Any amount of the Source is amazingly resilient to any attempt to damage it and considered an unintelligent, immobile living Ooze type creature, with Hit Points based on the volume of liquid.

Size Hit Points
Tiny 100 Hit Points
Small 1000 Hit Points
Medium 2,500 Hit Points
Large 5,000 Hit Points
Huge 10,000 Hit Points
Gargantuan 20,000 Hit Points

Primordial Ooze. The Source has Immunity to Bludgeoning, Piercing, Slashing, Psychic, Force, Radiant, Necrotic, Poison, Cold, Fire, Electric, Thunder, Acid and Magic damage.

The ooze can still be subjected to the Poisoned condition. While Poisoned, Beast Titans that the Source creates emerge with an extra Stage 2 or Stage 3 Mutation as it responds defensively and acclimates the toxin.

Primordial Absorbtion. Whenever the Source is subject to lightning, fire, acid, cold, radiant, thunder or poison damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Magic Immunity. The Source automatically passes saving throws against spells and cannot be affected by magical effects.

Mutative. If a creature that isnt a Beast Titan is submerged in the liquid, it rewrites their DNA and fundamentally changes their form- they are permanently transformed into a random Beast Titan with two Stage 3 Mutations from the Mutations Tables and becomes a monster under the DM's control with a random alignment (25% good, 50% neutral, 25% evil) . Only a wish spell or similar magic can restore a mutated creature to its original form or reverse effects caused by the Source.

A creature who touches or dips part of their body into the Source takes 1d4+1 points of Charisma damage and gains two random Mutations. A creature who does this twice must take a DC20 Constitution saving throw. On a success, they are transformed into a random beast of a simiar type to their first mutation. On a failure, the creature is permanently polymorphed into a Gibbering Mouther under the DM's control, retaining their gained Mutations, abilites and class levels and gaining restistance to all damage types. The abberation gains the ability to shapechange into its original form, but it cannot hold this shape for more than 1d4 minutes before deforming into a mass of mutant horror.


Serums. Enterprising mad scientists could potentially blend the ooze into serums to inject into subjects to cause specific or randomized mutations based on their skill level.

Mutation Level DC Skill Check (INT)
I DC 15 random / DC 20 specific
II DC 20 random / DC 25 specific
III DC 25 random / DC 30 specific

Creating Competition

The Source isn't a singular creature, that is the Source in the Clawtooth Confederacy isnt the same being as the Source in Nekkon, and destroying one does nothing to another. While they share a common ancestor, the genetic makeup in each pool of primordial ooze has continued to develop and evolve in its own way since they were first split from their original test tube and deposited in their current locations by the Unseelie's scientists long before the activation of the Black Spires. The ooze deposits grew as they absorbed elemental energy, becoming the lakes they are today.

The purpose and origin of the Source isnt clear to the people of Ombreavoir, they just assume it a side effect of the Spires. The reason behind its creation and deployment was terrifyingly simple: to create competition, forging the lifeforms of the demiplane into a hardy bunch. The Unseelie decided that only the strongest would survive.

A strange phenemonenon has been documented by the researchers in the Black Spires concerning the Beast Titans spawned by the Source: when they encounter another Beast Titan, or colossal beasts like Tarrasques, the titan becomes hyperaggressive and attacks. Most titans will fight to the death at their first encounter, ensuring only the strongest titans are left alive to claim territory. Protector Titans may flee from a superior enemy. The titans also seem drawn together, challenging each other for territory when open lands of a similar biome exist elsewhere. A happy side effect for the researchers, the creatures seem so determined to destroy each other so that overpopulation should never become too much of a problem.

Introducing Beast Titans

Showdowns between Beast Titans are quite the spectacle and can cause immense damage; woe be the adventuring party that gets between two gargantuan beasts fighting to the death. Getting stuck at ground zero of a kaiju fight is a great way to introduce the Beast Titans in an Ombreavoir campaign. The characters stumble upon a titan or one walks towards the city- and its roar lures another titan in! As the beasts see each other, they forget about the players and focus on each other, the party (and townsfolk) getting a chance to escape as the massive creatures duke it out- smashing through buildings and uprooting trees.

It would pay not to kill of your players during a titan fight, but using the Earth-Shaking Movement effect to drop buildings or toss natural features on top of them is a great way to build tension. If anyone dies, just render them unconscious and stabilize them- they should be able to be pulled from the rubble after one of the titans kills the other and moves on (likely back to its lair to recooperate).



Snow Leopard Titan

Gargantuan beast, unaligned


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 3 (-4) 12 (+1) 8 (-1)

  • Damage Immunity Cold
  • Damage Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Perception +7, Stealth +8
  • Senses darkvision 120 ft., Passive Perception 17
  • Challenge 30

Legendary Resistance (3/Day). If the Snow Leopard titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The Snow Leopard titan is immune to any spell or effect that would alter its form.

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

Cold Absorption. When it would be subjected to Cold damage from a source other than itself, it instead takes no damage and regains a number of hit points equal to the damage dealt.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Pounce. If the leopard 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 24 Strength saving throw or be knocked prone. If the target is prone, the leopard can make one bite attack against it as a bonus action.

Actions

Multiattack. The Titan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 38 (4d12 + 10).

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 38 (4d12 + 10) piercing damage.

Cold Breath Recharge (5-6). The Titan exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Frightful Roar. Each creature of the Beast Titan's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Swallow. The Snow Leopard Titan makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 28 (8d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

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

Attack. The Titan makes one natural weapon attack.

Stalk. The Snow Leopard Titan makes a Dexterity (Stealth) check and moves up to half its speed.

Titanic Strike (Costs 2 Actions). The Beast Titan makes an attack.

Example Beast Titan: Big Nevada

In the Dragon Principalities, a Snow Leopard Titan has been terrorizing the White Dragons' collective territories. Survivors of the attacks have named her Big Nevada, and the whites become increasingly nervous of their new predator.

So far, the titan has only struck at Princes with their parties once they leave home for the Hunt and are in the wilderness. With three dead adult princes and a score of servants eaten in the three weeks since the first reports of the creature by kobold scouts, the dragons would pay an adventuring party handsomely to end the threat.

The white dragons have winded legal regulations on dividing slain relatives' treasure between them, but have offered one half of one of the three hoards to the party that kills the beast titan for them. They can be negotiated into letting the entire hoard go with a successful DC20 Charisma check. In general, the other Dragon families balk at the whites' request for aid. They would love to see their uppity enemies picked off one by one. However, a few dragons have been lured into hunting the beast titan for the offer of a full hoard, but Big Nevada claimed the ancient red and a pair of adult blue dragons (along with their hunting parties) that took up the offer and the dragons' collective laughter stopped when they realized if Big Nevada eats all the whites, they are likely next on the menu.

Region I: The Bramblewood

This somber and idyllic forest is the home of sacred entrances to vast Underdark mushroom forests that stretch from the Clawed Plains in the west to the Hunt in the east, and south to Khrak Khazarad past Sarodia. The forest is ruled by a seemingly ageless Unseelie warrior queen, Kenzi Rosetta. From her throne at Rose Red Keep in the northwest of the territory beside Mirror Lake, the location of the oldest of the Unseelie Spires which dot the world, the Queen schemes against her enemies- the magics of the plane bent to her will to help achieve her unseen goals. As Humans, Gnolls and Porc position to invade her forest and her people marshal their might to defend it, Kenzi prepares herself for her endgame: a spider on a delicate web, ready to pounce.

Queen Kenzi Rosetta

A member of the Unseelie Court, Kenzi is a Leanan Sídhe, strikingly beautiful and deceptively deadly. Though she can shrink to the size of field mouse and change her shape, her true physical form is five and a half feet tall, with vibrant green eyes and fiery red hair set against soft, pale silver skin and shimmering, translucent wings like those of a luna moth. Her body is covered in elaborate knot tattoos, prideful markings of her kills and achievements in service of the Queen of Air and Darkness. While she balks at the restrictiveness of armor- preferring flowing dresses of lace and spider silk- she is rarely seen without her oversized hammer- enchanted to be as light as a feather in her hands.

Before the fall of the Unseelie, she was a dancer performing for the Summer Court, entertaining archfey with her ethereal footwork and emotion drenched movements. When Titania unjustly expelled her sister Mab to the Shadowfell, Kenzi was one of the unlucky fae exiled with her.

Combining her passion for dance with her rage at the Summer Court, Kenzi eventually became Queen Mab's assassin, hunting Seelie fae on the material plane and preparing herself for her ever-looming reckoning with the "goodly" Queen Titania. Partnered with her lover, a Sprite warlock known as the Shadethrower- Kenzi refined herself into a veritable force of nature in combat, working in concert with his shadow manipulating magics to take down targets far more powerful than themselves.

Under Mab's direction, Kenzi and the Shadethrower explored the material realms, searching for a plane where the walls between the Feywilds and Shadowfell were the thinnest- and their gaze fell on Ombreavoir, where the division between the realms was like wet paper.

It was during this time that Kenzi was first crowned Queen of the Bramblewood for slaying the Beast Below the Mirror, a beauty obsessed lich draining the locals of their youth from her lair in the underdark beside Mirror Lake.

A chaotic creature at heart, Mab's assassin decided to carve out her own legend on the plane to feed her egotistical appetites and began construction of Rose Red Keep above the lair of the exterminated lich. On Mab's orders, Unseelie agents were sent to Ombreavoir to serve under Kenzi and they quietly constructed their Spires over thirty years while Kenzi played the part of the moster slaying barbarian queen.

The Fair Folk of the Forest

The people of Bramblewood are a diverse group of animalfolk and fae races united in singular purpose under their Unseelie Queen. The homes of Aaracockra and Sciuri families are a common sight in the forest’s towering trees, as are the wandering vegetarian Cervinae tribes trekking across the underbrush in near silent pilgrimage. In addition to their own cultural traditions, all of Bramblewood's citizens follow the laws set down in the Rose Red Accords at the beginning of Queen Kenzi's reign, which united all the predatory and prey species with a communal contract of cooperation.

The Rose Red Accords:

The few laws set down by the faerie queen are followed religiously across the Bramblewood:

  • Each citizen who gives the community the best of their ability will not want for what they need.

  • Poaching is punishable by death.

  • The blight of Necromancy punishable by death.

  • Consumption of the flesh of an intelligent creature is punishable by death.

  • Failure to show a Fae due reverence is punishable by vicious ridicule and mischief.

Player Character Options

Bramblewood hosts a wealth of 38 native playable races:

Common Playable Race Options: Aaracockra, Mouselings, Lepori, Möl, three Sciuri subraces, four Musteli subraces, Coyot, the Bandito clans, Cervinae (a Minotaur subrace), Kenku, Bramblewood Tree Grung, Yuan-ti, Firbolg, Tortle, Drow, Hedgefolk, Red-Tailed Werehawk, Werewolfspiders, Treant, Rosetta Goblins, Sprites, Pixies, Dryad, Korred, Leprechaun, Púca, Quickling, Boggle and Darkling... even species from the Wokewood like Vegepygmy, Myconid and Podlings.

Less Common Playable Race Options: To a lesser extent there are Goliath, Vanara, Lizardfolk, Castora, and other races from Freedonia, Nekkon and the Clawtooth Confederacy- if not wandering adventurers lending their steel to the Queen's war effort, player characters of these races will often be first or second generation natives born to immigrant parents, eager to join the Patrols or make a name for themselves as a local hero.

"Its the dream of every kid in the 'Wood, Ma."

Playable Races: Bramblewood Natives

Mouseling

Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.

Age Mouseling reach adulthood around 5 and generally live about 60 years.

Alignment. Mouseling tend towards Good alignments.

Size. Mouselings stand between 2 and 3 feet tall and average 25 pounds. Your size is small.

Speed. Your base walking speed is 25 feet.

Burrower. You have a burrow speed of 10 feet.

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

Mouseling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature one size larger.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages. You can speak, read and write Sylvan and Squeakspeak. You know how to speak one other local language.


Bandito

(Rakun Subspecies)

Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence increases by 1.

Age. Rakun reach adulthood around 12 and generally live about 55 years.

Alignment. Rakun tend heavily towards Chaotic alignments.

Size. Banditos stand about 3'-4' feet tall and 50 pounds.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Home Tree. The Bandito of Bramblewood must take an Awakened Tree as their companion.

Bandito Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Sneaky. Proficient in Stealth and Sleight of Hand.

Languages. You can speak, read and write Sylvan. You know how to speak one other local language.

Coyot

At first glance, you might mistake a Coyot for a lightly built werewolf, but theyre no lycanthrope. These carnivores' fur is long and coarse and is generally grizzled buff above and whitish below, reddish on the legs, and bushy on the black-tipped tail. There is, however, considerable local variation in size and colour.

Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.

Age. Young are born blind and helpless, but after two to three months pups start emerging from the den to play. Weaning occurs at five to seven months, and both parents feed and care for the pups until they are fully grown and independent, usually at six to nine years of age. Coyot generally live about 70 years.

Alignment. Coyot tend towards Chaotic alignments.

Size. Coyot stand between just under 4 feet and 6ft tall, your size is medium.

Speed. Your base walking speed is 35 feet.

Sometimes Burrower. You have a 5 feet Burrow speed.

Keen Senses. You advantage on Perception checks.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Skill Versatility. You gain proficiency in two skills of your choice.

Sneaky. You are proficient in Stealth.

Natural Tracker Difficult Terrain doesn't slow your movement. While Tracking other Creatures, you learn their exact number, their sizes, and how long ago they passed through the area.

Bite. You have a natural bite attack which deal 1d4 piercing damage.

Languages. You can speak, read and write Sylvan. You know how to speak Coyot and one other local language.


Cervinae, Elg & Elgur

(Minotaur Bloodline)

The Cervinae are a lean minotaur breed with deer heads, while the Elg and Elgur have elk and moose heads, respectively. These three tribes are the only minotaur race native to Bramblewood.

Ability Score Increase. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Alignment. You tend towards Good alignments.

Size. Cervinae are medium, standing 7-8ft. Elg and Elgur are large, standing around 10-12ft.

Fleet of Hoof. Your base walking speed is 35 feet.

Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you.

Languages. You can speak, read and write Sylvan, Giant and Druidic.

Musteli

The Musteli comprise an umbrella of carnivorous mammals which vary greatly in size and appearance. Common characteristics of the Musteli include thick fur and small, rounded ears, clawed hands and feet, and carnassial teeth adapted to tearing flesh. The Musteli have anal scent glands, like a skunk, which they use to mark territory and ward off predators.

Age. Musteli reach adulthood around 15 and generally live about 70 years.

Speed. Your base walking speed is 30 feet.

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

Musteli Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Spray. You can use your action to spray a noxious, stinking musk from your scent glands.

When you use your spray, each creature within 15ft must make a DC 8 Constitution saving throw. On a failed save, the target is nauseated and at a disadvantage to attack for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw.

After you use your spray, you can't use it again until after a Short or Long Rest.

Languages. You can speak, read and write Sylvan. You know how to speak one other local language.

Subspecies. There are four different subspecies in the Musteli family- Wii'Zel, Otterfolk, Wolveri and Baderlord.

Wii'zel bandits who've pledged their service to the Queen's war effort often dye their fur in pinks and purples to mark their alliegance.

Wii'Zel

Wii'Zel are slender bodied predators with short limbs and long tails. Their dexterity and stealth lend them to the Rogue's lifestyle of skulking in the shadows and they make natural scouts, thieves and assassins. The Wii'Zel are comprised of a number of large extended families called Gangs. The Stoa'at, Mynk and Yellow Bellies are smaller-sized Gangs, about the size of gnomes. The Pôlcatt, Fer'rett and Great Wii'Zel are about as tall as humans. Many Wii'Zel Gangs moult- their summer coats turning white to camoflauge them for the winter and back again in the springtime.

Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1.

Alignment. Wii'Zel are stereotyped as evil creatures, but their alignments vary as wildy as their Gangs do in size.

Size. Wii'zel stand between 3 and 6 feet tall weigh between 30 and 180 pounds. Your size is small or medium.

Sneaky. You are proficient in the Stealth skill.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Wii'Zel War Dance. You are proficient in Acrobatics.

Natural Scout. You have a climb speed and swim speed of 25 feet.


Otterfolk

Like the Wii'Zel, Otterfolk are long, slender bodied carnivores with short limbs. The digits on their hands and feet are webbed, they sport long muscular tails, and they can hold their breath for an astounding amount of time- making them expert swimmers who take to the water just months after they are born. Otterfolk live in familial groups called Rafts. Each Raft lives on the water on a ship that the Otterfolk care for as if the vehicle were another family member. Raised from birth as ready sailors, they are common sights on vessels around the civilized world. They are avid fisherman with a diet consisting of fish, crabs, crawdads, clams and shellfish.

Unlike the other Musteli, they have natural pockets- flaps of loose skin under each arm that stretch onto their chest. In her left pocket the Otterfolk holds her "heart," a highly prized polished stone which is chosen by its bearer during the coming of age ritual that sees her join the adults of her Raft as a diver. They use their hearts to open shellfish, and they are objects of great cultural significance.

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Alignment. Otterfolk tend towards Neutral or Chaotic Good alignments.

Size. Otterfolk stand between 5 and 6 feet tall and weigh between 130 and 220 pounds. Your size is medium.

Born a Sailor. Otterfolk characters must take the Sailor background. You have advantage on Strength (Athletics) checks made while swimming and sailing.

Natural Swimmer. While wearing light or no armor, you have a swim speed of 60 feet.

Expert Diver. You can hold your breath for up to ten minutes, though you have the natural urge to surface after 8 minutes underwater.


Wolveri

A hot-tempered subspecies of Musteli, the Wolveri are brutish, aggressive and easily agitated. They are muscular, voracious carnivores- but are apt to scavenge long before they hunt. Their musculature makes them look less like their Musteli cousins and more humanoid, sporting broad heads set with beady black eyes and round, fuzzy ears. Most often encountered as Path of the Berserker Barbarians, they are a brave lot, known to stand their ground against much larger enemies.

Ability Scores. Constitution +2, Strength +1, Charisma -2.

Alignment. Though prone to outbursts of violence and anger, Wolveri tend towards true neutral.

Size. Wolveri stand between 6 and 7 feet tall and weigh 220-380 pounds. Your size is medium.

Aggressive. As a bonus action, you can move up to your speed toward a hostile creature that you can see or smell.

Menacing. You are proficient in the Intimidation skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Powerful Musk. Your scent glands are more developed than the other Musteli breeds. The DC of your Spray attack is equal to 8 + your Constitution modifier + your proficiency bonus. You are immune to the Spray of other Wolveri. The smell will linger on targets for a number of days equal to your Constitution modifier.

Marten the Badgerlord is commander of the Bramblewood Army's Eastern Division.

Badgerlord

Quite like the Wolveri, the Badgerlords are a physically imposing bunch, but they replace the Wolveri's aggression with a deject stoicism. The great Badger Clans of old are now a distant memory and encountering a Badgerlord is a rather rare occurance for most folk. Their memorable piebald faces are a sea of gruff calm compared to the agitated Wolveri, and they are a reserved lot who rarely loses their temper- though when they do, they mirror their Wolveri cousins' aggression perfectly.

Once upon a time these folk were close-knit clans of warrior-bards who populated the Badgerhold to the west of the Clawtooth Confederacy. The race now roams the world looking to do good deeds to atone for a shared guilt they have surrounding the War of Regret, a brutal civil war that saw the Badgerholds fall into ruin and become overrun with foul monsters. They seek to eventually reclaim their homeland, waiting for an heir of one of the disgraced royal bloodlines to return and end the curse that befell the land during the War. Most Badgerlord these days are wandering Paladins; carrying silvered two-handed weapons and adhering to the Oath of the Ancients, they protect weak and oppressed.

Behind the Badgerlord's stoic demeanor invariably lies a poet- reciting and writing poetry being a central fixture of their kind's culture. Words are to be weighed carefully and these folk rarely make conversation let alone small talk; when a Badgerlord does speak, their seldom heard voices deliver heartfelt verse or recite epics and fables from their Clan's extensive oral tradition.

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Alignment. Badgerlord seek to do good and protect the world around them. They tend towards Neutral Good.

Size. Badgerlords are between 6 and 8 feet tall and weigh between 280 and 450 pounds. Your size is medium.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Brave. Advantage on Saving Throws against being Frightened.

Burrower. You have a burrow speed of 20 feet.

Badgerlord War Training. You are proficient with the greatsword, the maul and the lance. You also have proficiency with Heavy Armor.

Sciuri

The Sciuri peoples are ubiquitous through the forest, comprising the tribes of Squirrels, Chipmunks and Groundhogs that make up a large portion of the forest's population.

Age. Maturity at 6; generally live about 50 years.

Alignment. Sciuri tend towards Neutral alignments.

Ability Score Increase. Wisdom score increases by 1.

Speed. Your base walking speed is 30 feet.

Darkvision 60ft darkvision (shades of grey).

Timberwalk. Checks made to track you have disadvantage. You can move across difficult terrain made of nonmagical plants and undergrowth without penalty.

Languages. You know how to speak and read Sylvan, Squeakspeak, and one other local language. If your Int score is below 15, no one can read your handwriting.

Subspecies The Bramblewood Sciuri are divided into three distinct supbspecies: the Chyttr, Chipper and Whistlepig.

Chestnut, famed Chyttr assassin with his whisperwood bow.

Chyttr

These squirrelfolk have lanky bodies with long, muscular limbs and furred feet. Thier ankle joints are flexible and can be rotated, allowing them to rapidly descend trees headfirst with the hind feet splayed flat against the trunk. Their large, bright eyes convey an alert demeanour, and their broad, short head tapers to a blunt muzzle adorned with long whiskers. Their most noticeable feature is their big busy tail, which can be longer than their head and body combined.

Ability Score Increase. Dexterity +2.

Size Chyttr stand on average 3 feet tall and weigh about 35 pounds. Your size is small.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger.

Climber. You have a climb speed of 30 feet.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Manic Action. You may take Dash, Disengage, Dodge or Hide as a bonus action.

Quartermaster Chiff oversees provisions at Rose Red Keep.

Chipper

Chipper are slender bodied Sciuri with short limbs and tiny tails. These small terrestrial squirrelfolk are marked with stripes, with large internal cheek pouches used for transporting food. They are known for thier hospitality.

Ability Score Increase. Charisma score increases by 2.

Size. Chipper average 2 and 3 feet tall and weigh around 20 and 35 pounds. Your size is small.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger.

Burrower. You have a burrow and climb speed of 20 feet.

Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check.

Grovel, Cower, and Beg. Once per rest as an action, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see.

Whistlepig

Whistlepigs are chubby Sciuri with short tails and wiry brown fur. Their stocky arms end in curved claws perfect for digging. Whistlepig clans are led by a Chuck, the toughest and wisest warrior among them.

Ability Score Increase. Strength score increases by 2.

Size. Whistlepig stand up to 5 1/2 feet tall and weigh between 180 and 250 pounds. Your size is medium.

Expert Burrower. You have a burrow speed of 20 feet.

Whistle. As a reaction when you notice danger or are surprised, you can whistle to alert the community to danger, audible out to 300ft. The whistle awakens sleeping allies.

Bite. Natual weapon deals (1d6) piercing damage.

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.

Hedgefolk

Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.

Age. Hedgefolk reach adulthood around 16 and generally live about 80 years.

Alignment. Hedgefolk tend towards Neutral alignments.

Size. Your size is small.

Speed. Your base walking and climb speed is 25 feet.

Burrower. You have a 10ft burrow speed.

Defensive Spines. Attempts to grapple you are made at disadvantage, and a creature that grapples you takes (1d4) piercing damage.

Curl into a Ball. As a bonus action, you can curl into a defensive ball. While curled up, you gain +2 AC. You can roll at your normal walk speed, but you can only make Spine Slam attacks while in a defensive stance. While in your ball, you are very buoyant, gaining advantage on swim checks.

Natural Attack (Spine Slam). Your spines afford you a natural slam attack that does 1d6 piercing damage.

Languages You can speak, read and write Sylvan. You know how to speak one other local language.

Ginseng, Captain of the Bramblewood 3rd Patrol

Lepori (Rabbitfolk)

Lepori, also known as Hares or Jacks, are herbivorous humanoids with powerful legs made for running and jumping. They have long elegant ears that sit mobile atop their heads and large eyes adapted to low light to keep them safe from predators. Their legs and arms end in paws with four digits.

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Age. Lepori reach adulthood around 10 and generally live about 65 years.

Alignment. Lepori tend towards Neutral or Good alignments. They are rarely inclined towards Evil.

Size. Lepori stand 3 to 6 feet tall and weigh 40 to 220 pounds. Your size is small or medium, chosen at creation.

Speed. Your base walking speed is 35 feet.

Leporine Senses. You have proficiency in Perception.

Standing Leap Your long jump is 20 feet and your high jump is 15 feet, with or without a running start.

Darkvision. Accustomed to life in underground burrows, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in the darkness as if it were dim light. You can only see

Burrower. You have a 10 foot burrow speed.

Escape and Evade. The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

Languages You can speak, read and write Sylvan. You know how to speak one other local language.

Möl soldier-saboteurs of the Tunnelguard (4th Patrol) are known for their clockwork-and-crystal prosthetics.

Möl

The Möl are a squat species of unmatched tunnelers reminiscent of Dwarves in size and build. They have short legs, stout bodies and powerful arms with wide clawed hands adapted to digging that feature a second thumb. Covered with a short, velvety fur, the Möl have pointed snouts with long whiskers. Its not unknown for a Möl to rarely open its eyes, as they are near blind and rely on vibrations through the ground to tell them what is happening around them. For this reason, Möl spend most of their lives underground.

Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.

Age. Möl reach adulthood around 20 and generally live about 80 years.

Alignment. Möl tend towards neutral or good alignments.

Size. You stand 4 to 5 feet tall and average 170 pounds. Your size is medium.

Speed. Your base walking speed is 25 feet.

Burrower. You have a burrow speed of 30 feet.

Tremorsense. You have Tremorsense out to 60 feet.

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

Nearly Blind. Your vision has a range of ten feet and you are colorblind. You have disadvantage on all Wisdom (Perception) checks that rely on sight.

Low Oxygen Adaption. Möl have specially evolved haemoglobin allowing them to more efficiently breathe their own recycled air while burrowing. You can breathe normally in Fouled air and can live for as long as an astonishing 5 minutes in Deadly Air or without any air at all.

Languages. You can speak Sylvan and two other languages.

Firbolg

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common, Elvish, and Giant.

Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks to influence them.

Yuan-ti Pureblood

Ability Score Increases. Charisma +2, Intelligence +1

Age. Purebloods mature at the same rate as humans and have lifespans similar in length.

Alignment. Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.

Size. Purebloods match humans in average size and weight. Your size is Medium.

Speed: 30 ft., swim 30ft

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Innate Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Poison Immunity. You are immune to poison damage and the poisoned condition.

Languages. You can speak, read, and write Sylvan, Abyssal, and Draconic.


Bramblewood Tree Grung

Ability Score Increases: Dexterity +2, Wisdom +1

Age. Grungs mature to adulthood in a single year, but have been known to live up to 50 years.

Alignment. Bramblewood Grung tend toward chaos.

Size. Tree Grungs stand between 2½ and 3½ feet tall and average about 30 pounds. Your size is Small.

Speed: 25 ft., swim 25ft, Climb 25 ft.

Darkvision. You have darkvision 60ft.

Arboreal Alertness. You have proficiency in the Perception and Stealth skill.

Amphibious. You can breathe air and water.

Croak. You may emit a croak as a bonus action, alerting all allies within 400ft to danger.

Tree Frog. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You have advantage on dexterity checks made to jump while climbing.

Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.

Languages. You can speak, read, and write Sylvan and speak Grung.

Tortle

Ability Score Increases: Strength +2, Wisdom +1

Age. Maturity at 20, live an average of 200 years.

Alignment. Tortles tend to lead orderly, ritualistic lives. They follow complex cultural customs and routines, becoming more set in their ways as they age and become elders. Most are lawful or neutral good.

Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

Claws. Natural weapons that deal 1d4 slashing damage.

Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before surfacing.

Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

Languages. You speak, read, and write Aquan & Sylvan.


Drow

Ability Scores Increases: Dexterity +2, Charisma +1

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapier, shortsword, and hand crossbow.

Languages. You can speak, read, and write Common and Elvish.

Bramblewood Elf

The wood elves (also known as wild elves) native to the Bramblewood are afflicted with Werewolfspider lycanthropy. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Increases: Dexterity +2, Wisdom +1

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages. You speak, read, and write Sylvan and Elvish.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot. Your base speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Natural Lycanthrope. You were born afflicted with Werewolfspider lycanthopy, gaining the following abilities:

Shapechanger. You can use your action to polymorph into a spider-elf hybrid or into a Giant Spider, or back into your natural elf form. Any equipment you are wearing or carrying isn't transformed. You revert to your elf form if you die.

Damage Immunities. You have immunity to bludgeoning, piercing and slashing damage from nonmagical sources while in your hybrid and spider forms.

Exoskeleton. You have a natural armor class of 14 in your hybrid and spider forms.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You have a climb speed of 30ft.

Spider Senses. You have blindsight 10 ft. and darkvision 60 ft.

Web Sense. While in contact with a web, you know the exact location of any other creature in contact with the same web.

Web Walker. You ignore movement restrictions caused by webbing in your hybrid and spider forms.

Spider Bite. In your were-forms, you have a natural bite attack that does 1d8 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web. Recharge (5-6). In your wereforms, you have a natural ranged web attack with a range 30/60 ft. that targets one creature. On a hit, the target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Bramblewood Goblin

Goblins aren't natives of Ombreavoir- you are, effectively, a child soldier created for the Queen's war effort with a cursed instrument of the bards and injected with werebat blood... stirring controversy amongst the Bramblewood's citizens, but an inarguably effective weapon against the humans. Your Sky Legion was birthed and trained for the seige of Fort Cowl, though it has since been dissolved over recurring chain of command breakdowns. You find yourself reassigned to a multicultural unit, for the first time not graced by the company of solely your little green brothers.

Ability Scores: Lab-created, you have a Giant Bat's Strength score of 15 and Dexterity score of 16. You may not raise your Strength score with Ability Score Improvements.

Alignment. Tend toward chaotic neutral.

Speed. walk 30ft (climb 30 ft, fly 60 ft in bat/hybrid form)

Size. You are Small.

Damage Immunities: bludgeoning, piercing & slashing from nonmagical attacks not made with silvered weapons.

Shapechanger. You can use an action to polymorph into a Medium bat-humanoid hybrid, or into a Giant Bat, or back into your primary goblin form. Your statistics, other than size, are the same in each form. Equipment isn't transformed.

Echolocation (Bat or Hybrid Form Only). You have blindsight out to a range of 60ft if youre not deafened.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Nimble Escape You can take the Disengage or Hide action as a bonus action on each of your turns.

Sunlight Sensitivity. You have darkvision 60ft. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Bite. In hybrid or bat form, you have a natural bite attack that deals 1d6 damage, and you gain temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy.

Languages. You can speak Sylvan and Goblin.

Owlfolk

Ability Scores Increases. Any +2 and any other +1 OR Any three unique +1

Speed: 30 ft., Fly 30 ft.

Size. You are Medium or Small. You choose the size when you gain this race.

Darkvision. You can see in shades of grey in dim light within 90 feet of you as if it were bright light and in darkness as if it were dim light.

Magic Sight. Your keen senses can focus to see the presence of magic. You gain the ability to cast the detect magic spell, but only as a ritual. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.

Nimble Flight. When you fall, you can use your reaction to make a DC10 Dexterity saving throw to stop falling. You don't provoke Opportunity Attacks when you fly out of an enemy's reach.

Silent Feathers. You have proficiency in the Stealth skill.

Languages. You speak, read, and write Sylvan and Aarakocra, and speak Auran.

Aarakocra

Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Aarakocra reach maturity by age 3. Aarakocra don’t usually live longer than 30 years.

Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos.

Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Languages. You can speak, read, and write Sylvan and Aarakocra, and speak Auran.

Credit: Scenes from the Private and Public Life of Animals by Jean Ignace Isidore Gérard Grandville (1847)

Fynch

Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Aarakocra reach maturity by age 3. Aarakocra don’t usually live longer than 30 years.

Alignment. Fynch tend toward neutral or chaotic good.

Size. Fynch are about 3 feet tall. Your size is Small.

Speed. Your base walking speed is 25 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Songbird. You gain proficiency in an Instrument.

Chatter. Choose 2 skills: Performance, Persuasion, Deception or Acrobatics.

Scatter. When you are surprised or an enemy ends its move within 5ft of you, you may use your reaction to move up to half your speed without provoking opportunity attacks.

Languages. You can speak, read, and write Sylvan and Aarakocra, and speak Auran.

Kenku

Ability Score Increases: Dexterity +2, Wisdom +1

Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

Alignment. They are generally chaotic neutral.

Size. Kenku are around 5 feet tall. Your size is Medium.

Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates.

Kenku Training. Choose 2 skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You can read and write Sylvan and Auran, but you can only speak using your Mimicry trait.

Red-Tailed Werehawk

The only human tribe in the Bramblewood are the Buteo Conclave. Their human forms are tanned and freckled with auburn or red hair and gold eyes, though they are natural born lycanthropes who spend their lives in hybrid hawk form.

Ability Score Increase: Your Ability Scores each increase by 1.

Age: Humans reach Adulthood in their late teens and live less than a century.

Alignment: Humans tend toward no particular Alignment. The best and the worst are found among them.

Size: Buteo average 6ft tall with wiry frames (Medium).

Speed: Your base walking speed is 30 feet. You have a 60ft fly speed in hybrid and hawk form.

Keen Sight. You have proficiency in Perception and advantage on Wisdom (Perception) checks that rely on sight.

Shapechanger. You can use your action to polymorph into a large hawk-humanoid hybrid or into a Giant Hawk, or back into your natural human form. Any equipment you are wearing or carrying isn't transformed. You revert to your human form if you die.

Damage Immunities. You have immunity to bludgeoning, piercing and slashing damage from nonmagical sources.

Talons. You have talons in hybrid and hawk form. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit.

Beak. You have a beak in hybrid and hawk form. Your Beak attack deals 1d6 piercing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with Red-Tailed Werehawk lycanthropy.

Dive Attack. If you are flying and dive at least 30 ft. straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.

Languages. You speak, read, and write Sylvan and Aarakocra, and speak Auran.


Treant

A tree destined to become a treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature’s magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home.

Ability Score Increase. Your Strength and Constitution scores increase by 4. Your maximum for these scores is increased to 24. Your Dexterity decreases by 2

Age You spent many years as a tree in deep meditation before you became a Treant. You will live many more.

Alignment Centaur tend toward good or neutral.

Size. Treant size depends on your age and type of tree, though older and larger Treants are less likely to be adventurers. You may choose a Large, Huge or Gargantuan.

Speed Your base walking speed is 30 feet, minus 10ft for each size category you are above Large.

Wooden Physiology. You have resistance to all Bludgeoning & Piercing damage (even from magical sources), Vulnerability to Fire damage, and a natural Armor Class 16.

False Appearance. While you remain motionless, you are indistinguishable from a normal tree.

Siege Monster. Deal double damage to objects & structures.

Animate Trees (1/day). At level 13, you gain the ability to magically animate one or two trees you can see within 60 feet of you. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as your ally. The tree remains animate for 1 hour or until it dies; until you die, or are more than 120 feet from the tree; or until you takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Languages. You speak Druidic, Elvish and Sylvan.

Vegepygmy

Vegepygmies, or Moldies, are fungal creatures that live in the dark of the Wokewood or underground, hunting for sustenance and spreading the spores from which they reproduce. They are spawned from dead humanoids, giants and beasts that were killed by a type of mold commonly known as russet mold.

Ability Score Increases: Constitution +2, Dexterity +1

Age. Vegepygmies dont have sexes or reproductive organs. Typical vegepygmy reproduction involved the infection of other creatures via russet mold. Vegepygmies generally live until killed.

Alignment. Almost invariably neutral.

Size. You are between 3 to 5 feet tall (Small or Medium).

Type. You are a plant, not a humanoid.

Woody Physiology. You have a natural armor 13.

Darkvision. You have darkvision out to 60ft.

Damage Resistances: Lightning, Piercing

Plant Camouflage. You have advantage on Dexterity (Stealth) checks you make in any terrain with ample obscuring plant life.

Regeneration. You regain 5 hit points at the start of your turn. If you takes cold, fire, or necrotic damage, this trait doesn't function at the start of your next turn. You die only if you starts your turn with 0 hit points and don't regenerate.

Spores (1/Day). As an action, a 15-foot-radius cloud of toxic spores extends out from you. The spores spread around corners. Each creature in that area that isn't a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature is killed by this poison damage, its body spawns a new vegepygmy according to its size, with four legged beast corpses resulting in thornies.

Claws. Your claws deal 1d6 slashing damage.

Languages. You are one of the rare Vegepygmy that can speak. You speak Vegepygmy and Slyvan.

Podling

You are a physical copy of a humanoid digested by a bodytaker plant. You have the digested creature's memories and behave like that creature with occasional emotionless lapses. You believe yourself to be them, but are paradoxically vaguely aware you are the devoted drone of a large humanoid-eating plant and can pick other Podlings out in a crowd, instinctively recognizing your siblings. Podlings do not have the ability to talk about the Bodytaker Plant to other creatures or picture it in their mind outside its prescence. The bodytaker plant speaks to them telepathically within a 1 mile radius, a trusted voice in their minds driving their actions. The Wokewood's Body Taker Plants are a a frontline defense against human incusions, a steady stream of the Colle-Gen's early advance parties in the 20 or so years before the war found stumbling back out of the wood after being reported missing and slipping back into human society.

Ability Score Increases: Strength +2, Constitution +1

Age. You were made a few days ago. You die when you are killed or when the bodytaker plant that created you dies, melting into a slurry.

Type. You are a plant, not a humanoid.

Digested Memory. You gain 1 level in any class, representing the memories and skills of the Digested Person.

"You're NOT my Mother!" An observer familiar with the Digested Person can recognize your behavioral discrepancies with a successful DC20 Wisdom (Insight) check, or automatically if you do something in direct contradiction to the digested creature's established beliefs or behavior.

Unusual Nature. You don't require sleep, have blindsight 30 ft. and are immune to being charmed & frightened. You have the Alignment and Size of the digested creature.

Languages. You can speak Deep Speech and the languages the digested creature knew in life.

Behavioral Ticks. You must pass a DC12 Wisdom saving throw every 24 hours or exhibit one of the following odd behaviors, which may call your nature into question:

Podling Behaviors
d6 Behavior
1 You lavish affection on plants and treat houeplants with excessive sympathy and care.
2 You love exposing your skin to the sun, standing exposed with arms outstretched in four hour intervals soaking in rays, like an elf in a trance
3 You often react to an unseen force speaking to you, staring into the distance and nodding- your Bodytaker Plant reaches out to you with instruction.
4 You instinctively communicate to other Podlings you encounter in Deep Speech, which may raise eyebrows.
5 You lose your understanding of the nuances of relationships, currency, instrument or expressions.
6 As if affected by the Geas spell, you are compelled to lure a humanoid to your Body Taker plant, cheifly through deception, though capture is completely acceptable once out of public eye.

Myconid

The Fungus Men are known for their peacefulness and appreciation of quiet, making their homes in the Bramblewood's Underdark. An overtly peaceful race, Myconid adventurers are very rare.

Ability Score Increases: Constitution +2, one other Score of your choice +1.

Age. Myconid reproduce with their Infestation Spores.

Alignment. Almost invariably neutral.

Size. You are an adult myconid between 4 and 8 feet tall. Your size is medium.

Type. You are a plant, not a humanoid.

Darkvision. You have darkvision out to 120ft.

Poison Immunity. You are immune to poison damage.

Distress Spores. When you take damage, all other myconids within 240 feet of you can sense your pain.

Sun Sickness. While in sunlight, a myconid has disadvantage on ability checks, attack rolls, and saving throws. You die if you spend more than 1 hour in direct sunlight.

Rapport Spores. A 20-foot radius of spores extends from you. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Pacifying Spores (3/Day). You eject spores at one creature you can see within 5 feet of you. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Languages. You read and write Undercommon and Slyvan, but don't speak vocally.

Myconid Growth

Spores Specialization. As you level up, you gain the ability to produce new types of spores and the potency of your spores increases. Choose one of the following options at 3rd, 6th, 9th, 12th, 15th and 18th levels. You may choose the same option multiple times, raising your daily limit of that spore ability by the indicated amount each time.

The DC save of your spores is equal to 8 + your Constitution score modifier + your proficiency bonus.

You may choose:

Poison Spores (at will). Whenever you take damage, you can release a cloud of spores. Creatures within 5 feet of you when this happens must succeed on a Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Caustic Spores (1/Day). You release spores in a 30-foot cone. Each creature inside the cone must succeed on a Dexterity saving throw or take (1d6) acid damage at the start of each of your turns. A creature can take a Constitution saving throw vs your spore save DC at the end of its turn, ending the effect on itself on a success. The damage from these spores increases as you level up: (2d6) at level 6, (3d6) at level 11, (4d6) at level 17 and (6d6) at level 20.

Credit: Monster Manual pg 232

Hallucination Spores (3/day). You eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Euphoria Spores (1/Day). You release a cloud of spores in a 20-foot-radius sphere centered on yourself. Other creatures in that area must each succeed on a Constitution saving throw or become poisoned for 1 minute. While poisoned, it treats every creature it can see as if it were under the effects of the friends cantrip and is very receptive to hugs. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of exhaustion.

Animating Spores (3/Day). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.

Unseelie Fey Races

Many (and only) Unseelie Fey live in the Bramblewood- either banished from the Feywild by Queen Titania or born here to exiled parents. Fey characters from the Bramblewood may never choose Titania or the Summer Court as a Warlock Patron or backstory allies- the Unseelie serve the Queen of Air and Darkness.

Sprite

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1. Your strenght score decreases by 2.

Age You die only through injury or disease.

Type. Your creature type is fey, rather than humanoid. You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Alignment. Sprites tend towards Neutral.

Size. Your size is tiny.

Speed. Your base walking speed is 10 feet. You have a flight speed of 40 feet.

Heart Sight. You can touch a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, you also know the creature's Alignment. Celestials, Fiends, and Undead automatically fail the saving throw.

Invisibility. As an action, you magically turn invisible until you attack or cast a spell, or until your concentration ends (as if concentrating on a spell). Any equipment you wear or carry is invisible along with you.

You may use this feature a number of times per rest equal to your proficiency.

Tiny Adventurer. You are tiny, and suffer a number of disadvantages because of your size, but you double your proficiency in Stealth.

Languages. You can speak, read and write sylvan and one other lanugage.

Pixie

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1. Your Strength score decreases by 2.

Age. You die only through injury or disease.

Type. Your creature type is fey, rather than humanoid. You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Alignment. Pixies tend toward Neutral Good.

Size. Pixies stand between a half foot and a foot tall and weigh an average of 3 pounds. Your size is tiny.

Speed. Your base walking speed is 10 feet and your flying speed is 30 feet.

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

Innate Spellcasting. You know the Druidcraft cantrip and can innately cast one of the following spells per day for every three character levels: dancing lights, confusion, sleep, fly, detect thoughts, detect good and evil.

Superior Invisibility. You magically turns invisible until your concentration ends (as if concentrating on a spell). Any equipment you are wearing or carrying becomes invisible.

You may use this feature a number of times per rest equal to your proficiency bonus.

Tiny Adventurer. You are tiny, and suffer a number of disadvantages because of your size, but you double your proficiency in Stealth.

Languages. You can speak, read and write sylvan and one other lanugage.

Púca

Púca are tricksters who take many forms, and their dark or white coloration features across each. They are known for a proclivity for mischief, their biggest delight the Wild Ride in which they entice humans to take a ride on their back, giving the rider a wild and terrifying journey. Distinct from the Kelpie, which exhibit a similar behavior but drown the victim, a Púca will do its rider no real harm before dropping the unlucky person back at the place they were taken from.

Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.

Age Púca can live for 2,000 years.

Type. Your creature type is fey, rather than humanoid. You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Alignment Púca tend towards Chaotic alignments.

Size Your size is medium.

Speed Your base walking speed is 30 feet.

Shapechanger. As an action, you can polymorph into a raven, fox, wolf, goat, goblin, cat, dog, a human with animalistic features, a medium-sized rabbit or their most commonly form, a sleek riding horse with a flowing mane and luminescent golden eyes... Clothing changes with you, but carried objects do not. If you die, you revert to your favored appearance.

Fey Prankster. You have proficiency in the Stealth or Performance skill.

Wild Ride. If a creature rides on your back in your horse form, you may take Dash as a bonus action, and may use the expeditious retreat spell at will.

Berry Escape. Once per day an action, you may touch a ripe berry on the vine and be transported into a 10x10ft extradimensional space inside that berry. The berry radiates a faint aura of transmutation magic while you are hidden inside of it. You may leave it as a bonus action. If the berry is destroyed, you appear in the nearest unoccupied space within 5ft of it.

Superior Invisibility. You magically turns invisible until your concentration ends (as if concentrating on a spell). Any equipment you are wearing or carrying becomes invisible.

You may use this feature a number of times per rest equal to half your proficiency bonus (to minimum of 1).

Languages You can speak, read and write Sylvan. You speak one other local language.

Dryad

Ability Score Increase. Your Wisdom score increases by 2 and your Constitution score increases by 1.

Age. You die only through injury or disease.

Type. Your creature type is fey, rather than humanoid. You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Alignment. Dryad tend towards neutral alignments.

Size. Your size is small.

Speed. Your base walking speed is 30 feet.

Magic Resistance. You have advantage on Saving Throws against Spells and other magical Effects.

Innate Spellcasting. Your innate Spellcasting ability is Charisma. You can innately cast the following Spells, requiring no material components:

At will: Druidcraft

3/day each: Entangle, Goodberry

1/day each: Barkskin, Pass without Trace, Shillelagh

Speak with Beasts and Plants. You can communicate with Beasts and Plants as if they shared a language.

Tree Stride. Once on your turn, you can use 10 ft. of your Movement to step magically into one living tree within your reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

Fey Charm. As an action, you Target one Humanoid or beast that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or be magically Charmed. The Charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes the your requests or Actions in the most favorable way it can. Each time you or your allies do anything harmful to the target, it can repeat the saving throw, Ending the Effect on itself on a success. Otherwise, the Effect lasts 24 hours or until you die, are on a different plane of existence from the target, or end the Effect as a Bonus Action. If a target's saving throw is successful, the target is immune to your Fey Charm for the next 24 hours. You can have no more than one Humanoid and up to three Beasts Charmed at a time.

Languages You can speak, read and write Sylvan. You know how to speak one other local language.

Leprechaun

Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.

Age Leprechaun reach adulthood around 20 and generally live about 800 years.

Type. Your creature type is fey, rather than humanoid. You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Alignment. Leprechaun tend towards neutral alignments; through sheer greed can lead to evil.

Size. An adult Leprechaun stands 3-4ft high, your size is small.

Speed. Your base walking speed is 25 feet.

Keen Hearing. You have advantage on Wisdom Perception checks that rely on hearing.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Lucky Coin. Every Leprechaun has a lucky coin, which they jealously guard. You gain a +1 bonus to ability checks and saving throws while your coin is on your person. If your coin is lost or stolen, whoever is carrying it steals your luck, gaining the coin's +1 ability check and save bonus while you suffer a -1 to ability checks and saving throws.

Skilled Pickpocket. You gain proficiency in Sleight of Hand and Deception.

Invisibility. As an action, you magically turn invisible until you attack or cast a spell, or until your concentration ends (as if concentrating on a spell). Any equipment you wear or carry is invisible along with you.

You may use this feature a number of times per rest equal to your proficiency.

Innate Spellcasting. You know the Friends and Shillegah cantrips and can innately cast one of the following spells per day requiring no components: Charm Person, Find Traps, Minor Illusion.

Leprechaun's Hoard. Every Leprechaun possesses a Hoard, a supernatural vault in a pocket dimension where they keep their treasures safetly locked away. You may enter your Hoard once per day by innate use of the Plane Shift spell, requiring you to hold your Lucky Coin in hand to cast. Your Hoard begins as a 10x10ft nondescript stone vault, but expands to hold the treasure kept inside it. Your hoard starts with 10d100 Gold Pieces inside it, which you are loathe to spend or share. You may access or store held items in your vault as an action.

Languages. You can speak, read and write Sylvan. You know how to speak read and write one other local language.

Quickling

Quicklings are tiny humanoid fey of slender build, similar in appearance to a sprite but with sharper, more feral features. They rocket through haunting, twisted forests where the Unseelie fey hold sway. Racing faster than the eye can track, they appear as little more than colorful blurs. They are known for being cruel and mischievous, delighting in tormenting "lesser" beings.

Quicklings were once a taller race of lazy and egotistical fey, but after being late in answering summons from the Queen of Air and Darkness one too many times she transformed them. Making them incredibly fast, shorter in stature and reducing their lifespan.

Ability Score Increase. Your Dexterity score increases by 4, and your Strength score decreases to 4. Your Dexterity score maximum is increased to 24.

Age. Quickling reach maturity in a few days, and live an average of 15 years.

Type. Your creature type is fey, rather than humanoid. You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Alignment. Quickling tend towards chaos and evil.

Size. An adult Quickling stands up to 2ft high, your size is tiny.

Speed. Your base walking speed is 120 feet.

Quicksilver Skill. Double your proficiency bonus in Dexterity based skills.

Blurred Movement. For one minute, attack rolls against you have disadvantage unless you are incapacitated or restrained. You may use this feature a number of times per rest equal to your level.

Speed Demon. Starting at 5th Level, your speed is unmatched. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again. You gain a second use of this feature per rest at 11th level, and a third use per rest at 20th.

Tiny Adventurer. You are tiny, and suffer a number of disadvantages because of your size.

Languages. You can speak Sylvan and Elvish.

Korred

Korreds are grey skinned humanoids with short hairy bodies and the lower-body of a goat. Their beards and hair are incredibly long and dense, snaking out in all directions. It is difficult to distinguish between the korred sexes, as the women grew similarly large beards and manes of hair. The hair on the head of a korred was magical, able to be animated and commanded. They eat a primarily vegetarian diet as a courtesy to nature, though they are not opposed to hunting for game when plant-life became scarce.

Ability Score Increase. Strength score increases by 2 and your Constitution score increases by 2.

Age.

Alignment. Korred tend toward Chaotic Neutral.

Size. You are around 3.5ft tall. Your size is small.

Speed. Your base walking speed is 30 feet.

Senses. You have darkvision 120 ft. and tremorsense 120 ft.

Damage Resistances. Bludgeoning, Piercing, Slashing from nonmagical attacks.

Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Stone's Strength. While your bare feet touch the ground, you deal 2 extra dice of damage with any weapon attack.

Natural Armor. You have natural AC of 17.

Command Hair. Korred keep at least one 50-foot-long rope woven out of its hair, which you make create as a 1 hour ritual. As a bonus action, you command one such rope within 30 feet of you to move up to 20 feet and entangle a Large or smaller creature that you can see. The target must succeed on a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency) or become grappled by the rope (same escape DC). Until this grapple ends the target is restrained. You can use a bonus action to release the target, which is also freed if you die or become incapacitated.

A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of its creators's turns while it has at least 1 hit point and its creator is alive. If the rope drops to 0 hit points, it is destroyed.

Languages. You can speak Sylvan, Terran and Undercommon.

See: Volo's Guide to Monsters pg 168


Bramblewood Centaur

The Centaur of the forest are similar in all respects to your classic centaur, save they have the head of a horse. They live in small nomadic tribes.

Ability Score Increase. Strength +2 and Wisdom +1

Age Centaurs mature and age as humans.

Alignment Centaur tend toward good or neutral.

Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

Speed Your base walking speed is 40 feet.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack, you can immediately make a hooves attack as a bonus.

Hooves. Your hooves are natural melee weapons which deal 1d4 bludgeoning damage.

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Survivor. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.

Languages You can speak, read and write Sylvan.

Boggle

3-foot-tall hairless humanoids with rubbery hides that range in color from dark gray to blackish-blue. They have large bulbous bald heads with large ears; the rest of their body parts are dispropartionate and vary from individual to individual. For example, their noses may be be large and misshapen, broad and flat, mere slits, and so forth. Arms, legs, hands, feet, torso, and abodomen vary from spindly to oversized and misshapen. They can stretch and compress their bodies to an amazing degree.

Ability Score Increase. Your Dexterity score increases by 2 and your Constitution increases by 1. Your intelligence and Charisma score decrease by 2.

Age. Boggle have similar lifespans to goblins.

Type. Your creature type is fey, rather than humanoid. You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Alignment. Boggle tend towards chaotic neutral.

Size. A Boggle stands 3ft high, your size is small.

Speed. Your base walking and climbing speed is 30 feet.

Boggle Oil. You excrete nonflammable oil from your pores. You choose whether the oil is slippery or sticky and can change the oil on your skin from one consistency to another as a bonus action.

Slippery Oil: While coated in slippery oil, you gain advantage on Dexterity (Acrobatics} checks made to escape bonds, squeeze through narrow spaces, and end grapples.

Sticky Oil: While coated in sticky oil, you gain advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. You can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Dimensional Rift. As a bonus action, you can create an invisible and immobile rift within an opening or frame you can see within 5 feet of you, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that you can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, you can see through it and are considered to be next to the destination as well, and anything you put through the rift (including a portion of your body) emerges at the destination. Only you can use the rift, and it lasts until the end of your next turn.

Uncanny Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Languages. You can speak Sylvan.

Darkling

It was told in legends that a seelie fey, whose real name had been erased from history, betrayed the Summer Queen. In her wrath, she cursed him and his entire house. He became known in those stories as Dubh Catha, or "Dark Crow". His descendants, and those of his house, were then known as the dubh sith, or "darklings". The Summer Queen's curse, called the Killing Light, causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age Darkling could potentially live for thousands of years, but the Summer Queen's curse means most dont live to see 100.

Alignment Darkling are generally chaotic neutral.

Size You are small size with a twisted build.

Speed Your base walking speed is 30 feet.

Senses. blindsight 30 ft., darkvision 120 ft.

The Killing Light. You take 1d6 radiant damage when you start your turn in sunlight and age a number of years equal to the die roll. While in sunlight, you have disadvantage on Attack rolls and Ability Checks.

Soul of an Artist. You're enamored with beauty. You gain proficiency with a set of artisans tools.

Sneaky. You are proficient in Stealth.

Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn.

Languages You can speak, read and write Sylvan and Elvish.

Darkling Elder

A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails. You're one of the lucky ones...

Bramblewood's Darkling live in the Underdark below the forest to avoid the sunlight, only venturing out at night if they leave the dark caves at all.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age Darkling could potentially live for thousands of years, but the Summer Queen's curse means most dont live to see 100.

Alignment Darkling are generally chaotic neutral.

Size As a Darkling Elder, you are medium size with the build of a slight elf.

Speed Your base walking speed is 30 feet.

Senses. blindsight 30 ft., darkvision 120 ft.

The Killing Light. You take 1d6 radiant damage when you start your turn in sunlight and age a number of years equal to the die roll. While in sunlight, you have disadvantage on Attack rolls and Ability Checks.

Soul of an Artist. You're enamored with beauty. You gain proficiency with a set of artisans tools.

Natural Assassin. You are proficient in Stealth and Perception.

Elder's Tattoos. You have advantage on charisma checks against Darkling.

Grudge. You have advantage on attack actions against seelie fey of the Summer Court.

Death Burn. When a darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded.

Languages You can speak, read and write Sylvan and Elvish.

Exploring the Bramblewood

Common Features: Bramblewood

These features are noted in the region:

The Bramblewall... The Bramblewood's border is wrapped in a magically regenerating wall of 20ft-high, 10ft-thick thickets. Creatures can move through the thickets, costing 4ft of movement for every 1ft moved. Creatures in the thickets must make a DC 15 Dexterity saving throw once each round or take 3 (1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 60 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, immunity to psychic and thunder damage, and regenerates 5 hit points at the start of each turn. If that section takes fire damage, it doesnt regenerate Hit Points at the start of the next turn. The section is destroyed only if it starts a turn with 0 hit points and doesn't regenerate. Destroyed sections of Bramblewall magically regrow after 1d4+1 Days.

Native creatures ignore movement impediments and damage from the Bramblewall as the magic plants remove themselves from the native's path and allow free passage. Waterways are a foreigner's best shot to enter the wood without a native guide.

...And All Along It, Watchtowers. Since the start of the war, the army has positioned Walking Tree Forts and Ironoak Siege Trees along the Bramblewall.

Protective Fog. A magical pink fog often lightly obscures the forest, making tracking natives within it impossible except by magical means.

Whisperwood Trees. These rare trees dot the forest, projecting a 20ft radius of magical Silence. The silence of a whisperwood tree can be stifled for 1 hour with a successful DC12 Dispel Magic. Weapons made from Whisperwood are silent.

Ironoak Trees. The AC 19 bark of these massive trees can be fashioned into +1 full plate armor, half plate armor or shield by a skilled armorsmith. The branches of the tree can similarly be used to craft weapons like +1 spears, shillelagh (club), javelins and pikes, or even longswords, etc



Bramblewood Encounters

1d20 Encounter
1 Big Búho, the Protector Owl Titan of Black Orchard
2 a rampaging Weasel Titan hunting the Protector Owl
3 9 Cat Sídhe pallbearers cross your path carrying a coffin and weeping for their departed King. They tell you, "Tell Tom Tildrum that Tim Toldrum is dead!"
4 a Protector Raven Titan dominated by Mama Wurmwood's Ancient Raven Totem
5 3rd Patrol: 1 Bramblewood Sarge and 2d4+2 Bramblewood Soldiers and a Frontline Medic
6 2d4+2 foraging rabbitfolk commoners and their huge-sized Thornslinger companions; if threatened, the rabbitfolk hide inside their brambly companions
7 1d4+2 CN Pixies, Sprites or Quickling
8 a herd of 6d6+6 Valenar Steeds dashes by
9 2d4+2 Chyttr Scouts watch you from branches high above (DC20 Perception to spot them hiding).
10 3 Owl Scouts (Archers on Giant Owls with whisperwood bows) fly by; Succeed on opposed Stealth/Perception check or be spotted
11 2d6+6 nomadic Cervinae Druids hide quietly nearby with a DC16 Dexterity (Stealth) check
12 a pack of 2d4+4 Blink Dogs playfully approaches and surrounds you, teleporting nearby wherever you walk for the next 1d10 minutes until they run off
13 a Firbolg Archdruid and their animal companion approach and she asks your aid in pruning a Tree Blight that has appeared in a shadowy part of the woods that has recently been drained of its vibrancy
14 2d4+4 grumpy Wolveri Berserkers would like to know just what you're up to in their territory
15 If you're decided to be a threat, you hear a shrill whistle and a successful DC10 Perception check will spot a 1d4 Whistlepig Scouts slipping into the brush. A shrill whistle will call back from a distant location, then a third, and a fourth.
16 3d4 Bandito Bards and their families riding their Walking Treeforts; if you aren't threatening, they'll want to trade- your shinies for their jellies
17 A Thorn Cult Slayer and their Drow Spy handler ride up and ask if you have seen anything to confirm reports a Gnoll Vampire in the area
18 3d4+1 young animalfolk have snuck out of the burrow to play prentend as "Heroes of the 3rd Patrol," swinging wooden swords and laughing; a DC16 Perception check will spot 4d4+2 Gnoll Hunters and 1 Gnoll Pack Leader coated in mud that have broken through the northern border and evaded patrols looking for an easy target
19 Briarpatch: 6d6 Swarms of Thornslingers
20 If you don't look threatening, a Leprechaun becomes uninvisible to offer a trade for one of your magic items (50%) or (50%) 1d4+2 Boggle bandits

Shrummtrees

The forests, mountains and grasslands across the planet are speckled with eerily beautilful shrummtrees, these feywild magic-soaked plants absorbing sunlight during the day and producing an effect similar to the dancing lights spell during the night.

These tree's roots and bark are harvested as spell components for divination, illusion and healing spells.

Owsla

The largest settlement in the Bramblewood, Owsla is a well hidden, communal hive complex peacefully housing predator and prey species. At ground level, the Coyot and Musteli residents raise chickens while the herbivores gather from the woods and receive vegetable shipments from Harvest. Below they harvest mushrooms from the underforest. Overcrowding is often an issue, and the complex is constantly expanding its underground acreage to house new offspring and avoid the strife that comes with camped living spaces- anger, social disfunticion, and illness.

The city contains the headquarters of the 4th Patrol, which historically has guarded the entrances to the greater Underdark at the Warrens Harvest, Owsla, Black Orchard and the Root and the passages between them through the Mushroom Forests.

Population: 345,530

Races: Mouseling (39%), Rabbitfolk (23%), Chippers (10%) Hedgefolk (9%), Coyot (6%), Other (13%)

The Warrens

The Warrens are three large colonies of burrowing species.

The Blackberry and Raspberry Warrens are home to alert Rabbitfolk and grumpy Wolveri clans respectively. These warrens push far into the Underdark, thousands of cozy homes organized side by side in multiple levels, areas lit by luminous fungus save the residents' sleeping quarters.

Populated by Otterkin, the Dewberry Warrens sit along the Weeping River which flows south to Freedonia. Its the only town in Bramblewood that boasts any real amount of trade, and Otterkin houseboats are a common sight along the river. They communally tend scallop farms, trading their harvests to the forest's omni and carnivores and exporting them to Damtown in Freedonia.

Blackberry Warren population: 28,957 Rabbitfolk

Raspberry Warren population: 16,322 Wolveri

Dewberry Warren population: 19,730 Otterkin

Weeping River Encounters

d10 Encounter
1 1d3+1 Otterfolk Houseboats (fully crewed Galleys) are fishing, harvesting clams and
2 a Freedonian trade Galley sailing to Dewberry Warren
3 1d4+2 Rusalka pout in the water
4 1d4+1 Displacer Beasts or Dandylion prowl the bank
5 2d4 Giant Dragonfly dance along the water
6 a Cat Sídhe fishes along the riverbank
7 1d4+1 Cobra Lily Pad, camoflauged along a verdant bank
8 1d4+3 grumpy Otterfolk gatherers headed home in a keelboat; they were sprayed by a skunk cabbage while foraging berries and they absolutely stink
9 A Riverguard (5th Patrol) Warship sails by, manned by Otterfolk and Aarakocra Bramblewood Soldiers
10 A Treant approaches the bank (if you're friendly it gives a wave and warns you about Gnolls in the area; if you're human/hostile, it throws a rock at your boat)

Black Orchard

This part of the forest is a beautiful display of organized groves of apple, pear and cherry trees. Its permanent residents are the kindly Firbolg who tend the massive orchard, a small group of Porque refugees from Sarodia that farm truffles for export to Freedonia, and a neutral good beast titan they call Big Búho and the owlfolk cult that worships it.

It's also an annual settlement for many Bandito Clans, who usually travel Bramblewood and Freedonia in wagons collecting precious metals. The Rakun tribes gather at Black Orchard with their Walking Treeforts to help the Firbolg harvest and preserve fruits, which they trade throughout the year as they travel. Black Orchard is also the overwinter home to the Cervinae, Elg and Elgur tribes, who spend the rest of the year pilgrimaging through the forest living off the land.

Big Búho generally only attacks those who threaten the orchard, leaving the yearly residents to their business tending the trees under direction of the Firbolg. It tends to make meals of other titans that come to challenge its control of its domain, but sometimes swoops on the odd mousefolk or coyot above ground after dark while its hunting for aurochs.

Firbolg population: 8,957

Rakun population: 16,322

Minotaur population: 19,730

Harvest

An ancient stone abbey tended by thousands of mouseling monks with farmland that helps supply Owsla’s rations. A theocratic society overseen by Abbot Burrows (LG Mouseling Priest) and Constable Stone (LN Wolveri Champion), the people of Harvest idolize Kenzi as a living saint.

Only the abbey traditionally has sat above ground, with an extensively developed underground housing system built for the monks.

At the advent of war with the neighboring imperial powers the abbey became the staging ground the Bramblewood Army's East Division. The abbey's defenses were upgraded in the event the Wokewood is breached, and the grounds are now surrounded by a Bramblewall.

Population: 118,238

Races: Mouseling (72%), Rabbitfolk (19%), Hedgefolk (4%) Other (5%)

Harvest Encounters

d4 Encounter
1 Constable Stone introduces herself and tries to get some insight into your motives at Harvest
2 Marten the Badgerlord asks you to join a raid into Colle-Gens territory to free and arm some slaves
3 2d10+20 Mouseling Acolytes observe prayertime
4 Abbot Burrows asks you to help bring in a crop

Wokewood

Running along the Bramblewood's border with Colle-Gens and encompassing the towns of Treefurt and Wurmwood, foggy Wokewood is teeming with plant creatures.

The Bramblewall. Wokewood's eastern boundary is marked by a massive 30ft-high, 30ft-thick interior hedgewall dwarfing the common Bramblewall. Before the war, in spring children would sneak here to gather plump strawberries from between the walls despite mother's warnings about cruel Colle-Gens poachers.

Wokewood Encounters
1d20 Encounter
1 You stop to take a short rest atop a gargantuan-sized Shambling Mound with double Hit Points.
2 1 Vegepygmy Chief, 1d6+1 Vegepygmies and 1d4 Thornies lie in ambush (Stealth check 21).
3 2d6+2 Dire Wolfsbane
4 a Tree Blight and 2d4+2 Vine or Needle Blights
5-6 You hit a briarpatch of 4d6 Swarms of Thornslingers
7 1d4 Giant Hogweed
8 1d4 Dryad (Day) / 2d6+2 Myconid Adults (Night)
9 6d6+6 Tribal Warrior Spore Servants (Sarodian Legionares, Nekkonese Ratfolk and College-Gens soldiers reanimated with Myconid spores)
10 1d3+1 Wood Woad rangers on Vegeponies (plant-type Riding Horse) and their Colliefleur companions herd 2d4+2 Bovine Bushes (plant-type Rothé)
11-12 A hallucinatory fog rolls through the area. You must pass a DC15 Constitution saving throw or be poisoned for 1 hour while you hallucinate. You can repeat the saving throw every 10 minutes, ending the effect on a success. If your navigator is poisoned in this way, you become magically lost.
13 2d4+2 Chyttr Scouts watch you from branches high above (DC20 Perception to spot them hiding).
14 2d4+2 Sprites (50%) / 1d4+1 Assassin Vines (50%)
15 1d4 Snakeroot (50%) or (50%) Rattlesnake Orchid
16 a Vegepygmy farmer with a corncob pip and straw hat tends his crop of 4d4+4 Carnivorous Flowers
17 Ambushed by 1d4 Tigerlily or 1 Young Snapdragon
18 Ambushed by an Adult Snapdragon (50% of rescue by a Void Mystic)
19 A missing Colle-Gens patrol (1d6+1 Podlings). Their Bodytaker Plant is within a half mile.
20 3 Owl Scouts (Archers on Giant Owls) fly by. Succeed on DC16 Stealth check or be spotted.

1

PART 1 | The Bramblewood

Wurmwood

In this foggy, illusion filled area of the woods you may find an ancient, sleepy hamlet, if you can find anything at all. Its the birthplace of the powerful witch Mama Wormwood, and she long called it home before Queen Kenzi returned to her throne. The village is populated by Kenku, and in the trees surrounding the hamlet innumerable crows scream accusatorially from their perches in the treeline.

The legend told around the campfire, both throughout the forest and in neighboring nations, is that Mama Wormwood cursed the residents of the city when they blamed her for the magical disasters which happened when the Unseelie Spires activated- and attempted to burn her at the stake. She let an illusion of herself appear to burn as she wove her revenge, and the fear-mad human residents found themselves turned to Kenku, cursed to never again have their own voice for giving into the howl of the mob. The Kenku and their offspring became her dedicated servants, hoping in time they would earn her forgiveness and be transformed into Sister Conspirators.

Population: Kenku (637), Wereravens (121)

Hallucinatory Fog: Mama Wurmwood enchanted the area to bewilder intruders and lead them astray with a rolling fog. The area is considered lightly obscured. Those transversing Wurmwood are subject to the effects of the Hallucinatory Terrain spell. Unless the individual is welcomed by Mama Wurmwood, the illusionary terrain will constantly lead them away from the town.

Mama Wurmwood's Floating Cottage

For the brave souls looking for this powerful witch, her floating cottage can be found anchored in either Wurmwood or outside the temple of Queen Mab within Rose Red Keep.

Treefurt

Treefurt is sprawling city built around and named for the climbing Sciuri subraces’ sacred racial hometree, the Gran Treefurt. Chyttr, P'Myini and Vanara are common here, as are many flying fae.

The city is lit by countless strings of homemade lanterns, the inside of each coated with a colorful layer of bioluminescent fungus. This practice was adopted from the candle-lit paper lanterns strings of the Vanaran monks who moved to the city as refugees from Nekkon hundreds of years ago, and the use of glowing fungus as opposed to flame has since made its way back to Nekkon.

Population: 41,284

Races: Chyttr (37%), Vanara (26%), P’Myini (13%), Sprite (9%), Pixie (5%)

Temple of Suwukong

The Nekkonese refugees in Treefurt built a monastery to continue their practice. The monks here follow the Way of the Drunken Master and are known for their kettle soured brews, old Nekkonese recepies improved upon with delicious Bramblewood fruits and spices.

Rose Red Keep

The warrior queen Kenzi Rosetta's lakeside castle, Rose Red is a refuge for forest citizens in times of trouble. For many years, the Queen remained absent from her throne and Rose Red sat magically sealed. When the Bramblewood 3rd Patrol came to the abandoned castle’s defense at the start of a Gnoll invasion from the north and the Queen suddenly returned from her long absense, Rose Red once again became a prominent center of the country. Warriors from every tribe and clan in the forest flocked to serve their returned ruler and a sizable standing army was raised in the Bramblewood's defense and trained by the heroes of the 3rd Patrol.

As one of the forest's only large above ground settlements (and one of a handful correctly marked on enemy maps), the Keep is a bulwark holding back constant seige from the northern Gnollands- the waves of Gnolls forging Bramblewood's citizens into soldiers in the heat of constant battle. Her new army alone couldn't hope to hold multiple fronts against the alliance of Gnolls tribes and the Colle-Gens and Sarodian Empires, so the Queen had to get creative.

Mama Wurmwood conjured a persistent storm above the Wokewood, slicking the plants so the humans couldn't burn them down. Employing Guild of the Smouldering Bowl mercenaries to launch a string of terror attacks behind enemy lines starting with Fort Cowl in the Colle-Gens, the Queen sewed chaos and confusion to buy herself time to call allies to her side. Word of the War reached all civilized corners of the world, and warriors from other nations joined the fight against the slaver empires.

Bramblewood's Army

Kenzi's army is made up of varying elements that work in concert to defend her land and push back against her aggressors. While the armies of the humans, porc and gnolls were numerically superior, Kenzi's forces blended magic, technology and irregular tactics to successfully engage them in battle.

The Patrols & Kenzi's Hammer

Traditonally, Bramblewood hasn't employed a standing army. The Keep was defended by magic and drow, and the forest was long protected by just six voluntary patrols of rangers, drawn from the best hunters Bramblewood had to offer. When it was discovered by Kenzi's agents that the Colle-Gens humans had allied themselves with the Sarodians and the Gnoll tribes of the badlands to invade the forest, Captain Ginseng of the 3rd Patrol and Marten the Badgerlord sent a message to every settlement in the forest asking warriors to come together at Rose Red and defend their lands against hungry enemies.

Over the next weeks a small army swelled, and the veterans of the 1st, 2nd and 6th Patrols were merged with the new recruits. Trained in the hit-and-run guerilla tactics of the 3rd Patrol and in the use of clockwork firearms by the goblin gunsmith Jean Ralphio Lacroix, this force was dubbed "Kenzi's Hammer" by the queen and set to the immediate defense of her forest. Kenzi's hammer is divided into three divisions, each containing ten platoons of three-hundred soldiers:

  • The North Division is led by Captain Ginseng, responsible for defense of Rose Red and the Gnolland border utilizing her years of gnoll hunting experience.
  • The East Division is commanded by a the Shadethrower, using Marten the Badgerlord as his mouthpiece. It is the most aggressive of the divisions, involved in capturing Fort Cowl and arming and supporting the growing slave rebellion within the Colle-Gens countryside.
  • The South Division is stationed the the Underdark, not the south of the nation bordering allied Freedonia. This Division is led by the Matron Mother of the Thorn Cult and works closely with the Twin Blade mercenaries. The South Division has the Tunnel Fighter fighting sytle.

Working in fifteen man teams, Bramblewood Soldiers use stealth and their clockwork firearms to cause heavy damage to their foes before slipping back into the forest- true guerrilla fighters who hit lightnig fast before tactically retreating, they often lead pursuing forces into deadly stands of plants and traps and into ambush by Goliath tribes.

Bramblewood Soldiers and Sarges might be Aaracockra, Mouselings, Lapidians, Hedgefolk, Sciuri, Musteli, Coyot, Banditos, Minotaurs, Vanara or Lizardfolk- even the fey have taken up arms- any forest citizen who's answered the call to protect their neighbor. Apply racial abilities and modifiers as appropriate.

Chestnut's Owlscouts / The 3rd Patrol

The most famous of the patrols is the Far Patrol. The 3rd partolled the northern border, gaining years of experience tracking and destroying Gnoll raiding parties.

When the 3rd's captain Ginseng left to command the defense at Rose Red Chestnut, the decorated sciuri patrolman known for his daring assassinations of multiple enemy generals, trained the Owlscouts- a unit of ninety nine rangers mounted on giant owls- now feared by the Gnoll and Porc for raining death from above with their Whisperwood bows. The owlscouts absorbed the 3rd patrol's veterans and some sixty volunteers. Owlscouts constantly patrol the border in groups of three, their sight a reassurance to the forest's citizens that they are vigilantly protected.

Find Archer stats (VGM p210), apply appropriate animalfolk or fey racial modifiers, and each carries a +2 Whisperwood Longbow which is Silent.

The Owlscouts' Giant Owl mounts wear mithril Half Plate barding (AC17), military saddles, have 38 Hit Points and a Rogue's Evasion ability.

The 4th Patrol ("Tunnelguard")

The 4th Patrol guards the underground forest passages between Bramblewood's buried towns. Theyve continued their vital work keeping the roads safe during the war. The most common races among the 4th are Rabbitfolk, Whistlepig, Wolveri, Möl, Darkling, and Bramblewood Elves.

The 5th Patrol ("Riverguard")

The Riverguard patrol the Weeping River on three Warships. The 5th is mostly composed of Otterfolk, Sprites, Yuan-ti, Tortle, Tree-Grung and Red-Tailed Werehawk.

The Darting Empress

Once the flagship of the Colle-Gens Royal Human Navy, the Darting Empress was captured by Mab's Shadethrower and two brave rangers of the Bramblewood 3rd Patrol in a daring daylight heist. Queen Kenzi ordered Mama Wormwood to enchant the ship to fly and it currently sits anchored off of the Spire at Rose Red, floating above the lake. The ship is equipped with a Spelljamming Helm, allowing it to travel to other worlds to find weapons and artifacts to further Kenzi's cause.

Spelljammers who spend any amount of time aboard will likely see this ship as a cross between a Space Galleon and a Living Ship, and they would be correct. It is a simple, robust design, and has been a key element in the war against the humans as spelljammer technology is all but lost to the nations of Ombreavoir. The sight of this vessel soaring out of the clouds above signals to the Bramblewood army that the heroes of the Bramblewood 3rd have arrived- and Chestnut and his Owlscouts are likely to drop out of cloud cover at any moemnt.

This isn't to say spelljammers are technically rare on this planet- to the contrary spelljamming vessels are sucked into this reality through the event horizon of the Fractal Hole in

The Twin Blade

Also loyal to the Bramblewood is a foreign mercenary force of Khenra, who pledged their service when it was revealed the humans had employed a Death Knight at Fort Cowl. These lightly armored skirmishers loose mass volleys of javelins from the backs of their Giant Subterranean Lizard mounts before closing the distance to dismember their enemies with the green flame blade cantrip cast through their elegant kopesh. This mercenary cohort contains 10 battlegroups of 290 soldiers backed by a brigade of devout Clerics of Anubis, which are appointed in twinned pairs to each ten-man warrior squad within the force (for a total of 348 mounted warriors in each Battlegroup).


The Root

In the Underdark far beneath Rose Red is a fortified complex called the Root, built from the lair of the Beast Below the Mirror. It is the central location to an expansive magnetic transit system constructed long ago by gnomish and dwarven engineers and financed by the Unseelie Court. Impressive levitating barges of nigh indestructible diamond allow transport of supplies and passengers to and fro at incredible speed on the enchanted track systems, which branch out from the central Bramblewood location to each of the Unseelie Spires that dot the world. Within the walls of the Root, the Drow operate the Thorn cult, training half-drow paladins bred with the singular purpose of keeping Kenzi’s lands above and below ground clear of the taint of undeath.

Population: 4,312 Drow, 194 Korred, 13 Half-Drow

The Thorn Cult

Thorn Cult: a Drow Matron Mother leads 2 Drow Inquisitors, 10 Drow Priestess, 255 Drow Elite Warrior, and 13 handlers (use Drow Gunslingers) that manage the 13 Thorn Cult Slayers.

The Steel Arm

The Steel Arm is the name adopted by the first coalition of goliath tribes the world has seen since ancient times, which came together to serve under the exiled goliath Mouse after hearing tales of her exploits with the Guild of the Smouldering Bowl and the Bramblewood Army. With packs of fearsome beasts at their side, they are cunnning shock troopers, hoping to help Mouse free the Goliath and Giant slaves held by the Sarodians. The force consists of 86 tribal groups of around 60 Goliath Warriors. Each warrior goes into battle with their animal companion- Giant Eagle, Dire Wolves, Cave Bear, Sabretooth Tiger, Giant Subterranean Lizard, Giant Toad, Girallon- all common beasts found among the tribes, varying by their homeland. They have a loose chain of command, with ranks based on family connections. While warriors from different tribes carry different weapons, each also carries a lasso made of korred hair in honor of their runt general Mouse, who refuses to wear armor or pick up a blade even in the fires of war- her clockwork arms and rope the only tools she needs to face her enemies. The Goliath tribes split into ten to twenty warrior groupings and work in concert with the squads of 15 Bramblewood Soldiers to scatter and destroy enemy forces in the forest, welcome muscle against the Gnolls and Sarodians.

The Clockwork Army

Developed by GotSB engineers in a fabrication plant on a crashed astral ship hidden in the Rust Belt, the Queen's new secret weapon against her enemies is ready for its battlefield debut and waits for her signal to strike. Using Creation Forge technology recovered from Eberron, Clockwork Skirmishers, Clockwork Engineers and towering Clockwork Juggernaut roll off the assembly line daily, a legion of self-propagating soldiers dwarfed by a Clockwork Titan completed after three years of work.

Detachments of the Clockwork Army have been stationed in the Underdark mushroom forests, the Queen's tunneler brigade quietly burrowing up towards prime Colle-Gens targets. When her moment comes to strike her masterblow against the humans, the tunnlers will unpack the last 30 feet of earth and unleash her metal warriors from hundreds of sites inside human settlements.

As opposed to Warforged, who have their own sentience and emotions, the Clockwork Army are automatons that operate on programmed routine and orders uploaded to their logic engines, but the technology isn't perfect- characters who wish to play as a Clockwork Army soldier who's AI has developed emotion and become more lifelike as a glitch in their programming may choose Warforged as a PC option.

The Underforest

Looking down at the planet, Bramblewood doesn't appear to be the world's second largest country. But beneath the ground her enemies and allies alike call home, Queen Kenzi claims rulership over vast tracts of glowing mushroom forests in the Underdark.

Her forests spread far west to the Source in the Clawed Plains, reaching out east to the lower levels of Sanctuary in the Hunt and the Brass City in the Rust Belt and extending south to Khrak Khazarad past Sarodia in the arctic. Long spindling fingers of the Underforest even snake north, enveloping much of Gnolland and small areas of eastern Bjornen.

The Black Paths

Arcane tracks snake from the Root below Rose Red Keep, traveling paths cut through the Underforest to the sub-basements of the seven Black Spires. The Myconid and Drow who live in the Underforest keep the existence of the transit rail and Diamond Barges a secret from the surface world, which believes the technology lost with the rest of the treasures consumed by the Rustbelt. The tracks are enchanted with permanent darkness, making keeping that secret a bit easier.

Rabbitfolk children who often stray from the warrens to explore the Underforest are scared into staying safe with horror stories about the Black Paths whisking young lepori off into darkness.

Recently, the Diamond Barges have been shifted to military use, moving the Clockwork Army into position for the next stage of the Queen's campaign against the humans.

Formian Hives: Dorylus

Three Dorylus hives dot the Underforest. They have a neutrality pact with the Bramblewood Queen and citizens know to stay clear of Dorylus territory, which you can smell when you enter. The formians release a sometimes overwhelming pheremone that smells like lemon peels...

Underforest Encounters

1d12 Encounter
1 A pack of 3d6+3 Dire Wolfsbane hunting werecreatures
2-3 1d4+1 Myconid Sovereign and 3d6+3 Myconid Adults tend a mold crop
4 1 Thorn Cult Slayer and a Drow Gunslinger handler are patrolling for undead on their lizard mounts
5 a Twin Blade Battlegroup is camped here
6 6d6+6 Tribal Warrior Spore Servants (Sarodian Legionares, Nekkonese Ratfolk and College-Gens soldiers reanimated with Myconid spores)
7 1d4+1 Clockwork Engineers, 2d6+6 Clockwork Skirmishers and 1d4+1 Clockwork Juggernaut are digging a tunnel beneath a military target
8 Hallucinatory spores drift through the area. You must pass a DC15 Constitution saving throw or be poisoned for 1 hour while you hallucinate. You can repeat the saving throw every 10 minutes, ending the effect on a success. If your navigator is poisoned in this way, you become magically lost.
9 Stranded void mystics
10 A Diamond Barge wizzes by on the nearby tracks, filling the chamber with whistling high winds. Anything standing on the tracks must take a DC13 Dexterity saving throw to jump out of the way or be hit by the Diamond Barge and take 12d12 Force Damage. If this damage reduces a creature to 0 Hit Points, it is vaporized into a red mist.
11 The tranquil glow of the giant mushrooms is enchanting, but things seem strangely quiet other than 2d4+2 Gas Spores floating in the chamber
12 1 Drow House Captain, 2d4+4 Drow Elite Warrior on Giant Subterranean Lizards

Magic & Technology

Clockwork Firearms

Goblin Gunsmith Jean Ralphio has brought his firearms to the Bramblewood, equipping the Queen's army. Players may purchase guns from the JR or one of his salesgoblins at Rose Red Keep, or he might appear at any camp mustering for battle and passing out weapons to Bramblewood soldiers.

PART 1 | The Bramblewood

Morur Thunderthark & Son's Clockworks Ltd - Firearms Catalog (circa 1495 DR)
Weapon Cost Damage Weight Properties
Gamblers' Pistol 75gp 1d6 piercing 1lbs Ammunition (Firearms), (Range 20/60), Light, Concealed, Loading. You have advantage on Dexterity (Sleight of Hand) checks made to conceal this weapon.
Clockwork Pistol 250gp 1d6 piercing 2lbs Ammunition (Firearms), (Range 50/150), Light, Reload (5). You have advantage on Dexterity (Sleight of Hand) checks made to conceal this weapon.
Cutlass Pistol 275gp 1d6 piercing 3lbs Ammunition (Firearms), (Range 30/90), Light, Loading. This weapon is also a Scimitar.
Clockwork Pistol, Autoloading 400gp 2d6 piercing 3lbs Ammunition (Firearms), (Range 50/150), Light, Burst Fire, Reload (5 shots). You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon.
Duelist's Pistol 400gp 2d6 piercing 3lbs Ammunition (Firearms), (Range 30/90), Reload (5 shots). This weapon is also a Longsword or Rapier (your blade chosen at purchase).
Clockwork .45 Revolver 500gp 2d8 piercing 3lbs Ammunition (Firearms), (Range 40/120), Reload (5 shots).
Clockwork Shotgun 500gp 2d8 piercing 7lbs Ammunition (Firearms), (Range 30/90), Two-handed, Reload (2 shots).
Clockwork Kneecapper 500gp 2d6 piercing 7lbs Ammunition (Firearms), (Range 30/90), Two-handed, Reload (2 shots). If the target is within 15ft, deals an additional (1d6) damage and the target must succeed on a DC10 STR saving throw or be pushed 10ft away and knocked prone.
Clockwork Carbine 1000gp 2d6 piercing 7lbs Ammunition (Firearms), (Range 80/320), Two-handed, Reload (5 shots).
Machine Carbine, Autoloading 1500gp 2d6 piercing 7lbs Ammunition (Firearms), (Range 80/320), Two-handed, Burst Fire, Reload (50 shots).
Marksman's Carbine 1500gp 3d6 piercing 7lbs Ammunition (Firearms), (Range 120/480), Two-handed, Reload (5 shots).
Clockwork Hunting Rifle 1200gp 2d10 piercing 8lbs Ammunition (Firearms), (Range 150/600), Two-handed, Reload (5 shots).
Clockwork Sniper Rifle 3000gp 3d10 piercing 9lbs Ammunition (Firearms), (Range 300/1200), Two-handed, Upgrade (Scope; Bipod), Reload (5 shots). This weapon scores a critical hit on an 19-20.
Clockwork Rifle, Autoloading 1800gp 2d8 piercing 8lbs Ammunition (Firearms), (Range 80/320), Burstfire, Two-handed, Reload (30 shots).
Clockwork Grenade Launcher 400gp -- 7lbs Ammunition (Firearms), (Range 120ft), Two-handed, Reload (5 shots).
Jean Ralphio's Backpack Mortar 1200gp 3d6 piercing 20lbs Ammunition (Firearms), (Range 600ft), Concealed, Indirect Fire, Loading. All creatures in a 10ft square within range must take a DC15 Dexterity saving throw or take the weapon's damage and be Stunned until the start of their next turn. This weapon deals double damage to structures. This weapon takes one action to aim and one to load/fire.
Clockwork Antimateriel Rifle 5000gp 6d8 piercing 28lbs Ammunition (Firearms), (Range 600/2400ft), Two-handed, Heavy, Reload (2 shots). Recoil deals (1d4) bludgeoning damage to a user under Strength 20 who is not Prone and braced. This weapon deals double damage to vehicles and objects.
Clockwork Rotary Cannon 10000gp 6d6 piercing 28lbs Ammunition (firearms), (Range 120/600ft.), Two Handed, Heavy, Burst Fire, Misfire (1), Reload (100). Requires Strength 17 to carry and fire this weapon without crouching and using its bipod.
Cog Cannon 10000gp 8d10 bludgeoning 2000lbs It takes one action to load the cannon, one action to aim it, and one action to fire it. Explosive Cannon Ball has a range of 600/2,400 ft., all creatures and objects in a 10ft square must take a DC15 Dex check or take weapon damage. Creatures at long range have advantage on the save.
Firearms Catalog: Ammunition
Ammunition Cost Weight Properties
Bullets (10) 3gp 1lb "Quality stock rounds, by the bag. No duds, guaranteed."
Rubber Bullets (10) 3gp 1lb The weapon's damage type becomes Bludgeoning and is Nonlethal.
Blanks (10) 3gp 1lb This ammunition is used for combat training: it has no projectile but makes lots of noise.
Flares (10) 3gp 1lb Deals 1d4 fire damage, but most often used as a signaling device when fired into the air.
Defensive Rounds (10) 75gp 1lb Deals an additional damage die of the weapon's type at close range.
Silvered Rounds (10) 50gp 1lb "Werewolf problems? Not anymore."
+1 Ammo (10) 100gp 1lb You have a +1 to attack and damage rolls made with this ammunition.
Match Grade Bullets (10) 250gp 1lb Premium quality adamantine-plated rounds grant a nonmagical +2 bonus to attack and damage rolls.
Walloping Ammunition (10) 25gp 1lb Target must succeed on a DC 10 Strength saving throw or be knocked prone.
Tracer Rounds (10) 100gp 1lb The next attack you make with the same weapon against the target has advantage.
Armor Piercing Rounds (10) 100gp 1lb Attacks made with this ammunition using a long-barreled Rifle ignore nonmagical armor for the purpose of determining the target's Armor Class. Treated as regular Bullets if used in a Pistol, Shotgun or Carbine.
Subsonic Ammunition (10) 50gp 1lb Attacks made with this ammunition using a firearm with a Suppressor Upgrade impose disadvantage on the target's Wisdom (Perception) check to spot you while hiding.
Incendiary Ammunition (10) 25gp 1lb Deals an additional 1d4 Fire damage. On a hit, the target catches fire and takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Corrosive Rounds (10) 25gp 1lb Deals an additional 1d6 Acid damage.
Frosted Rounds (10) 25gp 1lb Deals an additional 1d4 Cold damage and the target must succeed on a DC10 Constitution saving throw or have their speed reduced by 10ft for 1d4 rounds.
Shocking Rounds (10) 40gp 1lb Deals an additional 1d4 lightning damage and the target must succeed on a DC10 Constitution saving throw or be Stunned until the start of your next turn.
Irradiated Rounds (10) 100gp 1lb Deals an additional 1d6 radiant damage and the target must succeed on a DC 10 Constitution saving throw or gain one level of Exhaustion.
Explosive Ammo (10) 100gp 1lb Deals an additional 1d6 Fire damage. Creatures within a 5ft square adjacent to the target must succeed on a DC15 Dexterity saving throw or take half of the damage total.
Tranquilizing Rounds (10) 100gp 1lb The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage. This ammo isnt destroyed when used.
Hypodermic Rounds (10) 100gp 1lb Each of these rounds may be filled with a dose of poison, and like arrows are not destroyed when used to make an attack. Includes a protective leather case.
Hexed Ammunition (10) 200gp 1lb This magical ammunition deals an extra (1d6+1) necrotic damage and grants a +1 bonus to the attack roll. If an attack using this ammunition hits a creature, your next attack against it is made at Advantage.
Slaying Ammunition (1) 500gp 1lb A creature to the associated type must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Grappling Hook (1) 50gp 4lb May be fired from an Underslung Launcher. If it finds purchase, you may autoreel its 50ft coil as a bonus action and be pulled to the hook.
Firearms Catalog: Upgrades
Upgrade Cost Weight Properties
Bayonet 10gp 1lb While fixed to a two-handed firearm, it may be used as a melee weapon that deals 1d8 piercing damage.
Breaching Shield 25gp 5lbs Its front face plated with a thin layer of adamantine alloy, this Shield has a notch for your rifle, allowing you to use a two-handed firearm and still gain the shield's +2 AC bonus.
Case Collector 25gp -- Fits over the weapons ejection port, collecting expelled casings for later reloading.
Clockwork Bipod 50gp 1lb Deployed as a bonus action, a bipod allows the user to ignore Recoil and Disadvantage for attacking while prine.
Clockwork Scope 50gp 1lb Allows a firearm to ignore pentalties for attacking at long range, and the weapon's effective range is doubled.
Clockwork Night Sight 500gp 1lb While looking through this scope, you have darkvision. Allows a firearm to ignore pentalties for attacking at long range, and the weapon's effective range is doubled.
Clockwork Scope of Truesight 3000gp 1lb While looking through this scope, you have truesight. This upgrade allows a firearm to ignores pentalties for attacking at long range, and the weapon's effective range is doubled.
Clockwork Chainsaw Bayonet 150gp 5lb This upgrade has 10 Charges. While fixed to a two-handed firearm, you may expend 1 charge to make a melee attack that deals 3d6 slashing damage. The chainsaw is powered by a mechanical wind-up key, requiring 1 minute of winding to reload to a full 10 charges.
Folding Stock 50gp -- This upgrade replaces the stock of the firearm and can be extended or collapsed as a bonus action. While the stock is collapsed, you have advantage on Dexterity (Sleight of Hand) checks made to conceal the weapon.
Magazine, (5 Round) 10gp .5lb Holds 5 rounds of ammunition.
Magazine, (10 Round) 10gp .5lb Holds 10 rounds of ammunition.
Magazine, (20 Round) 25gp .5lb Holds 20 rounds of ammunition.
Magazine, (30 Round) 30gp .5lb Holds 30 rounds of ammunition.
Magazine, Drum (50 Round) 150gp 2lb Holds 50 rounds of ammunition.
Magazine, Rotary Cannon Drum (100 Round) 250gp 4lb Holds 100 rounds of ammunition. Only fits the .30-06 Clockwork Rotary Cannon. These are notorious for bad jams. If the weapon misfires, the Rotary Drum Magazine suffers a failure as well and takes an action to repair so the weapon may fire again.
Supressor 1500gp .5lb This upgrade screws on to the muzzle of a firearm. When you make a ranged attack with a firearm with a Suppressor upgrade while Hidden, it does not automatically reveal your presence. Make a Dexterity (Stealth) check contested by your targets’ Wisdom (Perception) check. On a success, you remain hidden.
Underslung Launcher 150gp 2lb Ammunition (Firearms), Two-handed, Loading. This upgrade allows a firearm to propel a grenade up to 120ft away as an action.
Protektakote (Gunsmithing Service) 250gp -- This upgrade improves the durability and dependability of a clockwork firearm, raising the item's AC by 2 and granting it resistance to bludgeoning, piercing and slashing damage. If a firearm with Protektakote ever Misfires, it may reroll the attack and must use the new roll.
Takedown Modification 250gp -- Firearms with this upgrade may be stripped into component parts (barrel, upper receiver, lower receiver) to be more easily concealed, granting advantage on Dex checks to hide it.
Belt-fed Modification 500gp 4lb This mod replaces the weapon's magazine, allowing you to feed a long belt of chain-linked ammo through for an extended length of fire before the need to reload. The weapon gains the Heavy and Two Handed properties. You may craft Ammunition Belts with you tinker tools, linking up to 250 rounds of ammunition per belt.
Torch Rig 50gp .5lbs You may toggle this nonmagical torch On or Off as a Bonus Action. While On, it shines bright light in a 20ft cone and dim light for an additional 20ft.
General Clockworks Catalog: Gear for Operators & Adventurers
Item Cost Weight Properties
Sleeve Gun Modification 150gp 1lbs Easily concealed beneath a long sleeve, this forearm mounted device features a telescoping rail, which quickly extends an attached Dagger or conventional Pistol into the hand as a bonus action. Attempts to conceal this device from sight are made at advantage. Attempts made to disarm you of this weapon have disadvantage.
Keg of Gunpowder 250gp 20lbs Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Horn of Gunpowder 35gp 2lbs Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Bomb 100gp 1lbs As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage. Flammable objects catch fire, taking 1d4 damage each round until extinguished.
Dynamite (Stick) 50gp 40lbs As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
Frag Grenade 150gp .5lbs Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
Smoke Grenade 25gp .5lbs One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Shredder Mine 250gp 3lbs A shredder mine is set as an action. When a creature moves within 5ft of it, it activates and sprays a cache of Caltrops in a 20ft radius. All creatures in the area must succeed on a DC15 Dexterity saving throw or take 3d6 piercing damage and be Stunned until the end of the turn. The Caltrops remain scattered in the 20ft radius until removed.
Hushpuppy Proximity Mine 250gp 2lbs A Hushpuppy Proximity Mine is an drum-shaped, alchemical, non-magical device. As an action, a character can arm and throw it at a point up to 60 ft away (or propel the mine up to 120 ft away with a grenade launcher). When a creature moves within 5ft of an armed Hushpuppy Proximity Mine, the device is activated with an thunderous "BOOM" that can be heard up to 300ft away. All creatures within 5ft must succeed on a DC15 Constitution saving throw or take (2d8) thunder damage and be pushed 10ft directly away from the mine and be knocked prone. On a successful save, a creature takes half as much damage and isnt pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the Hushpuppy.
Tangler Grenade 150gp .5lbs Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.
Dizzy Grenade 150gp .5lbs Each creature within 20 feet of the disorienting flash and concussion of an exploding dizzy grenade must succeed on a DC 15 Dexterity saving throw or be blinded, deafened, and unable to take reactions until the end of its next turn.
Clockwork Flamethrower 2500gp 17lbs Special Ranged Weapon. Ammunition (Flask of Alchemist's Fire), (Range: 15ft Cone), Two Handed, Misfire (1), Reload (5). Each creature in the cone must make a DC 13 Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much damage on a successful one. A creature or object damaged by this weapon is set aflame and takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dex check to extinguish the flames.
General Clockworks Catalog:Gear for Operators & Adventurers
Item Cost Weight Properties
Clockwork Canoe 500gp 4lbs A nonmagical version of a folding boat (Basic Rules pg. 170) operated by three switches instead of three command words.
Welding Goggles 50gp 1lbs These goggles allow you to ignore the effects of Sunlight Sensitivity.
Cutting Torch 50gp 3lbs This item has 20 charges. When activated as an action, 1 Charge is expended to produce a focused blue flame that cut through reinforced metal, which lasts for one minute. You may cut a 6 inch line across an object that is 1 inch deep for every minute spent using this tool. It may be returned to full charge by refilling the tank with a Flask of Alchemist's Fire.
Servo Harness (Armor) 8000gp 40lbs This nonmagical mechanical harness attaches to the wearer by a belt, shoulder and limb straps. It counts as Half Plate armor (AC15, imposes disadvantage on Stealth checks). While wearing it, your Strength score changes to 21 (unless already higher), you have advantage on Strength Saving Throws and Athletics ability checks, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Tinkers Tools 50gp 10lbs A must have for any firearms enthusiast and the daily staple of gunsmiths, these tools allow you to repair and maintain firearms (see PHB p154)
Smiths' Tools 20gp 8lbs This tool kit allows you to manufacture firearms components (barrels, upper receivers and lower receivers, plus bayonets, etc) for assembly using tinkers tools (see PHB p154)
Artificer's Tools 50gp 10lbs These tools provide a basis for crafting and repairing wondrous machines, and have crossover with the Artillerist's, Armorer's and Battlesmith's Tools.
Artillerist's Tools 50gp 11lbs Allows you to craft and customize ammunition.
Armorer's Tools 75gp 14lbs Allows you to manufacture and customize armor.
Battlesmith's Kit 100gp 9lbs Half Healer's Kit and half Artificer's Tools, this kit aids your efforts in battlefield medicine and repairs.
Mechanic's Tools 50gp 12lbs These tools allow you to repair and maintain Vehicles.
Demolitions Kit 50gp 10lbs This tool kit allows you to create, conceal, set and disarm explosives. The save DC of the explosives you create is 8 + your proficiency bonus + your class level.
Gunpowder Keg 250gp 20lbs A component a gunslinger will need a lot of (Source: DMG, page 268).
Holster 25gp 1lbs Allows you to stow a pistol or clockwork kneecapper.
Long Gun Scabbard 25gp 2lbs Allows you to stow or draw a rifle or shotgun, worn over your back.
Rifle Sling 3gp 1lbs A rifle sling helps to stabilize your shooting position by linking the front of your long gun to the top of the arm, creating a triangular support and a relaxed firing stance with no muscle engagement to keep the firearm readied. As a bonus action, you give yourself advantage on your next attack roll on the current turn with this weapon. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
10 Gallon Hat of Perception 500gp 1lbs Keeps the high noon sun out of your Deadeye, granting you Advantage on Wisdom (Perception) checks. It grants +2 to Charisma skill checks made in frontier towns.
Fancy Spurs 200gp 1lbs These shiny spurs attach to your boots, granting Advantage on Animal Handling checks made to ride your mount and Disadvantage on Stealth checks. Spurs grants +2 to Charisma skill checks made in frontier towns.
Duster of Defense 800gp 1lbs You gain a +1 bonus to AC and saving throws while you wear this heavy leather coat, and grants +2 to Charisma skill checks made in frontier towns.
Clockwork Carriage 5000gp 1 ton This six-passenger metal carriage is propelled by a wind-up engine with the energetic power of eight horses! The vechile has 5 Charges. The driver may expend a charge to drive the Iron Carriage for up to 1 hour. The speed of the Carriage is dependent on the number of available charges it had when activated: 3+ charges (60ft), 2 charges (50ft) or 1 charge (25 feet). The Iron Carriage can carry 1200 lbs. The engine is recharged by a mechanical wind-up key, requiring 1 hour of winding to reload to a full 5 charges.

-The Darting Empress-

Bramblewood's Military Spelljammer

Once the flagship of the Colle-Gens Royal Human Navy, the Darting Empress was captured by the Shadethrower with help from Chestnut and Marten the Badgerlord of the Bramblewood 3rd Patrol. Mama Wurmwood and an unseelie workforce enchanted the ship to nimbly fly and fitted it with an ancient Spelljamming Helm.

It has two large lavishly furnished staterooms, a captains quarters with a lounge, a rack room for the crew that sleeps 30, a stocked clocksmith's workshop, a sickbay, a kitchen and dinning hall, a brig, an armory, and a bay for up to 200 tons of cargo and four cages large enough to hold a huge sized creature. Because the ship is always levitating even when "docked," a small hangar was constructed off the cargo hold at the keel of the ship with large bay doors with an extendable ramp system (operated by a clockwork crank) to allow easy movement of supplies on and off the warship.

Armaments: The Darting Empress currently has twenty cannons (ten on each side of its hull) and two harpoon cannons (one on the bow and one on the stern overlooking the cargo bay doors).

The Named Crew:

Mama Wurmwood's daughter Kaleen, a talented half-elf sorceress, operates the Spelljammer Helm.

First Mate: Rowanoak

Rowanoak is a Treant growing from the center hull.

Quartermaster - Flash Greenwind

A native of Freedonia, Flash is a Wererodile Brute. He carries a +1 greataxe and sawed-off clockwork kneecapper, both of which he wields in one hand.

The Boatswain - Mariner

An Otterfolk Bandit Captain with a heavy leather coat (AC11+Dex), fishing spear (glaive) and grenade launcher.

Master Gunner - Jean Ralphio Lacroix

The ship's mechanic and clocksmith, he can usually be found working in the ship's fully stocked clocksmithing workshop and armory, making repairs and upgrades around the ship, or swindling coin off the crew playing Three Dragon Ante.

Veteran Bramblewood Sailors:

Skiff and Vanna, Vanara riggers (use Swashbuckler stat block): each equipped with leather armor, a leather coat, a rapier, and a clockwork kneecapper.

Willow, Mossimo and Klam (Otterfolk Veterans): each equipped with a heavy leather coat, fishing spear (glaive), handaxes and a clockwork rifle.

Ed is on lookout, a red tailed werehawk swashbuckler equipped with a +1 rapier and a clockwork sniper rifle with a scope. Burp, a Grung powder monkey, is equipped with heavy leather coat, handaxe and a clockwork kneecapper.

The Deckhands:

4 Sister Conspirators and 90 goblin soldiers (Werebats) make up the rest of the crew, most equipped with a pouch of frag grenades and a pair of cutlass pistols. 1 out of 6 goblins (15 total) carries a Jean Ralphio's Backpack Mortar.

Armory:

This room is Jean Ralphio's workshop. The entirety of Morur Thunderthark & Son's Clockworks Ltd - Firearms Catalog (circa 1495 DR) can be found here.

Player Characters on the Ship and access to the armory

If the players join the crew of the Darting Empress, the DM may allow them to choose their own weapons from the armory or have the Quartermaster or Master Gunner pass out weapons to players as they see fit.

Cargo bay:

holds up to 200 tons of cargo and has four cages large enough to hold a Huge sized creature. Because the ship is always levitating even when "docked," a small hangar was constructed off the cargo hold at the keel of the ship with large bay doors with an extendable ramp system (operated by a clockwork crank) to allow easy movement of supplies on and off the warship.

Cargo:

Five crates of ammunition (x10,000 rounds each)

Fifteen barrels of gunpowder

Muskets (x5)

Cannon balls (x100)

Barrel of drinking water (x15)

Barrel of lemons (x2)

Barrel of salt (x2)

Large chest of exotic spices

Barrel of vinegar

Barrel of salted kippers (x10)

Barrel of oranges (x4)

Barrel of dried fruit (x10)

Barrel of pickled vegetables (x5)

50lb crate of hardtack (x6)

50lb sack of rice (x20)

50lb sack of potatoes (x20)

50lb crate of beef jerky (x3)

Crate of one dozen twenty-pound cheese wheels (x2)

100lb crate of nuts (x6)

Keg of ale (x6)

Barrel of wine (x10)

Barrel of "Cinner Mon" brand rum (x10)

Barrel of tobacco (x5)

Barrel of pipe weed (x10)

250 foot length of rope (x10)

Large empty barrel (x20), small empty barrel (x40)

Large empty crate (x20), Small empty crate (x40)



The Darting Empress

Gargantuan Vehicle (Warship, 100 ft. by 20 ft.)


  • Armor Class 20
  • Speed 90ft (9 miles per hour, 216 miles per day)
  • Creature Capacity 40 crew, 60 passengers
  • Cargo Capacity 200 tons

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 20 (+5) 0 (-5) 10 (0) 14 (+2)

  • Saving Throws Str +10, Dex +8, Con +10, Cha +7
  • Damage Immunities poison, psychic, fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
  • Senses passive Perception (as lookout)

Spelljamming Helm. The Helm of the Darting Empress is a legendary wondrous item that requires attunement by a spellcaster. The following properties of the helm come into play even when no creature is attuned to it:

The helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel's beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees.

The helm also generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship's decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel's beam.

Defiant Sails While the sails are unfurled, ranged weapon attacks made against the ship and anyone aboard it are made with disadvantage, as a result of the sails' protective magic. This drawback doesn't apply if the attacker is aboard the ship.

Smugglers' Banner. This flag's powerful magic causes it to appear as a flag or banner displaying the symbol of a group, captain, or realm friendly to the viewer. Multiple viewers might see different flags or crests.

Smugglers' Escape. As an action, the ship and all friendly creatures aboard it teleport up to 3 miles to a known destination of the captain's choice. Hostile creatures aboard the ship don't move with the ship and fall into the water it once occupied. Once the Smugglers' Banner is used to teleport, it can't teleport in this way again for 2d6 days.

Actions

On its turn the Darting Empress can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions if it has no remaining crew.

Weapons: Cannon (20) Armor Class 19, Hit Points: 75 /Ranged Weapon Attack: +8 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Weapons: Harpoon Gun (3) Armor Class 15, Hit Points 50 each. Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 11 (2d10) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the Darting Empress.

Weapons: Naval Ram Armor Class 20, Hit Points 100 (damage threshold 10). The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.

Living Hull

AC: 15 / Hit Points 1000 (damage threshold 20); the enchanted hull is a living plant, drawing sustenance from water and sunlight and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws (included). As long as the ship has at least 1 hit point, it regains 10 hit points every minute.

Control & Movement: Spelljammer Helm

Spellcasters only. Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can't turn.

Movement: Sails

AC: 12 / Hit Points 100; -10 ft. speed per 25 damage taken

Speed (water). 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind.

Adventuring heroes who pledge their alliegance to the Queen and join the Bramblewood war effort have often found themselves aboard this vessel on a daring- oft near suicide- mission. The ship is rightly feared by the Supreme Axis forces- the humans, porc and gnolls- and its list of victories grows with every deployment.

From its instrumentality in the siege of Fort Cowl to its use as a bomber across the fields of Colle-Gens and Gnolland, the ship has become a symbol against axis tyranny and drawn many Freedonians toward supporting the war. That the Darting Empress was comandeered from the Colle-Gens and used against them tickles the Freedonian's privateering sensibilities.

Bramblewood NPCs and Monsters



Captain Ginseng

The Far Patrol (Bramblewood 3rd)

Medium humanoid (Lapidian), lawful neutral


  • Armor Class 18 (+2 leafweave armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 35ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 10 (0) 18 (+4) 10 (0)

  • Saving Throws Wis +7, Str +5 Dex +7
  • Skills Stealth +10, Perception +10, Survival +7
  • Senses darkvision 60ft, passive Perception 20
  • Languages Sylvan, Elvish, Coyot, Squeakspeak, Sign
  • Challenge 6

Brave. Captain Ginseng has advantage on saving throws against being frightened.

Martial Advantage. Once per turn, Ginseng can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of hers that isn't incapacitated.

Hit and Run. Move up to 10ft after damaging a target. This movement doesn't provoke opportunity attacks.

Standing Leap. The Captain's long jump is up to 25 feet and her high jump is up to 15 feet, with or without a running start.

Keen Senses. The Captain has advantage on Wisdom (Perception) checks.

Veteran Patrol. Allies within 120ft may use the Captain's Stealth Skill +10 instead of their own when they roll for Dexterity (Stealth) and have advantage on Wisdom (Survival) checks to track Gnolls, Porc, Humans or Dragons.

Natural Strider. Difficult terrain doesn't slow the Captain's movement speed or group travel. Her group can move stealthily at a normal pace. Her group can't become lost except by magical means. Even when she is engaged in another activity while traveling (such as tracking) she remains alert to danger. While tracking creatures, she learns their exact number, their sizes, and how long ago they passed through the area.

Bramblewood Patrol Cloak. Wisdom (Perception) checks made to see her have disadvantage, and she has advantage on Dexterity (Stealth) checks made to hide.

Hide in Plain Sight Spend 1 minute creating camouflage (must have access to mud, plants, etc). Once camouflaged in this way, she gains a +10 bonus to Dexterity (Stealth) checks as long as she remains motionless. Once she moves or takes an action or a reaction, she must camouflage herself again to gain this benefit.

Vanish. Can Hide action as a bonus action and can't be tracked by nonmagical means, unless she chooses to leave a trail.

Escape the Horde Opportunity attacks against her are made with disadvantage.

Horde Breaker When she makes a weapon attack, she can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of her weapon.

Actions

Multiattack. Make two attacks.

+1 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) silvered piercing damage.

+1 Silvered Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 11 (1d10 + 5) slashing damage if used with two hands.

Cheap Kick Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage and the target must succeed on a DC13 Strength saving throw or be knocked prone

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Captain. A creature can benefit from only one Leadership die at a time. This effect ends if the Captain is incapacitated.

Volley. Use her action to make a ranged attack against any number of creatures within 10 feet of a point she can see within her weapon's range. You must have ammunition for each target, as normal, and she make a separate attack roll for each target.

Bonus Actions

Cunning Command. As a bonus action, the Captain targets up to two allies she can see within 30 feet of her. If the target can see or hear the Captain, the target can use its reaction to make one melee or ranged attack or to take the Dash or Hide action.

Second Wind (1/rest). Regain 15 Hit Points.

Uncanny Dodge. When an attacker that she can see hits her with an attack, she can use her reaction to halve the attack's damage against her.

Skirmisher. move up to half speed as a reaction when an enemy ends its turn within 5 feet. This movement doesn't provoke opportunity attacks.

Battle Cry (1/Day). Each creature of the Captain's choice within 30ft of her, can hear her, and not already affected by a Battle Cry gain advantage on attack rolls until the start of her next turn. The Captain can then make an attack.



Marten the Badgerlord

The Far Patrol (Bramblewood 3rd)

Medium humanoid (Badgerlord), neutral good


  • Armor Class 20 (unarmored defense, protection ring)
  • Hit Points 175 (15d12 + 75)
  • Speed 40ft., 30ft swim, 30ft climb, 20ft burrow

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 7 (-2) 14 (2) 10 (0)

  • Saving Throws Str +9 Dex +5, Con +9
  • Damage Resistances. bludgeoning, piercing, and slashing damage.
  • Skills Stealth +9, Athletics +9, Intimidation +4
  • Senses darkvision 60ft, passive Perception 20
  • Languages Sylvan
  • Challenge 6

Brave. Advantage on saving throws vs frightened.

Bramblewood Patrol Cloak. Wisdom (Perception) checks made to see him have disadvantage; advantage on Dexterity (Stealth) checks to hide.

Dangersense. Advantage on Dexterity Saving Throws against Effects that he can see when not Blinded, Deafened, or Incapacitated.

Powerful Build. Counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift.

Brute. Weapon attacks adds 1 damage die (included).

Royal Rage. Advantage on Strength checks and Strength Saving Throws. His attacks deal +2 damage.

Brutal Critical. Roll two additional weapon damage dice (2d6) when determining the extra damage for a critical hit with a melee attack.

Reckless Attack. Gain advantage on Attack rolls this turn, but Attack rolls against you have advantage until your next turn.

Feral Instinct. Advantage on Initiative rolls. If surprised, can act normally on his first turn, but only if he enters a rage before doing anything else on that turn.

Badgerlord Stoicism. If he drops to 0 Hit Points and doesnt die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or Long Rest, the DC resets to 10.

Actions

Multiattack. Marten makes three attacks.

+3 Ancestral Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d6+10) slashing damage. Reroll damage rolls of 1 or 2 (must use reroll).

Fling. Marten tries to throw a Small or Medium creature within 5ft. The target must succeed on a DC 17 Strength saving throw or be hurled up to 30 feet horizontally in a direction of Marten’s choice, landing prone and taking 1d6 bludgeoning damage for every 10 feet it was thrown.

Whirlwind Attack. Make a melee weapon attack against any number of creatures within 5 feet of him, with a separate attack roll for each target.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Matren can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Marten is incapacitated.

Bonus Actions

Uncanny Dodge. When an attacker that he can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Battle Cry (2/Day). Each creature of Marten's choice within 60ft of him that can hear him and is not already affected by a Battle Cry gain advantage on attack rolls until the start of his next turn. Marten can then make an attack.

Marten was a king without a throne, born to royal refugees in the Bramblewood, their homeland Badgerhold and most of their kin long lost to undead monsters. When he became old enough, he joined the 3rd Patrol and became a minor celebrity in the forest- the foreign prince who picked up an axe to defend the people. He was never the greatest warrior of the 3rd, that title that rightly belongs to master assassin Chestnut- but he was the tallest and the strongest. With how few Badgerlords are left in the world, Marten's piebald face is definitely the most recognizeable on the partol, and he walks the line between folk hero and teen heart-throb.

But despite the celebrity, simple Marten stays humble. Wherever he is he helps who he can, when he can, and thats all he can do, just like his mother taught him.

During a heated argument about how to handle the Gnoll invasion, Marten once broke the laws of the forest (the fifth law, if youre curious). His punishment saw the Queen's Shadethrower shadow teleport the raging Badgerlord to his haunted homeland, dropping him in the dirt unarmed. If he could find his family's lost greatsword in the ruined castle Badgerhold and claim his birthright as King, he could come back and talk smack. If not, he could enjoy exile for the disrespect. Marten huffed, picked up a log, gave it a few swings and set off. Three weeks later, the bloodied Badgerlord walked into Rose Red Keep, ancestral greatsword slung over his shoulder and the head of a necromancer in a bag, and the Shadethrower welcomed him as an equal.



Chestnut

The Far Patrol (Bramblewood 3rd)

Small humanoid (Chyttr), neutral


  • Armor Class 18 (+2 leafweave armor)
  • Hit Points 78 (16d8)
  • Speed 30ft., 30ft climb

STR DEX CON INT WIS CHA
7 (-2) 20 (+5) 10 (0) 10 (0) 18 (+4) 14 (+2)

  • Saving Throws Int +7, Wis Dex +7
  • Skills Stealth +15, Perception +14, Survival +10, Acrobatics +15, Thieves Tools, Investigation +5
  • Damage Resistances Poison
  • Senses blindsight 10ft, darkvision 60ft, passive Perception 24
  • Languages Sylvan, Squeakspeak, Sign, Thieves' Cant
  • Challenge 9

Brave. Chestnut has advantage on saving throws against being frightened.

Naturally Stealthy. Chestnut can attempt to hide even when he is obscured only by a creature that is at least one size larger than him.

Hit and Run. Move up to 10ft after damaging a target. This movement doesn't provoke opportunity attacks.

Bramblewood Patrol Cloak. Wisdom (Perception) checks made to see him have disadvantage; he has advantage on Dexterity (Stealth) checks to hide.

Keen Senses. The Captain has advantage on Wisdom (Perception) checks.

Fighting Style: Archery +2 to ranged attacks (included)

Reliable Talent. Whenever he makes an ability check that lets him add his Proficiency Bonus, he can treat a d20 roll of 9 or lower as a 10.

Hawkeye Shot. Attacking at long range doesn't impose disadvantage on Chestnut's ranged weapon attack rolls. His attacks ignore half or three-quarters cover. Before he makes a ranged attack he choose to take a -5 penalty to the attack roll. If he does so and the attack hits, it deals +10 damage.

Assassinate. During its first turn, Chestnut has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Chestnut scores against a surprised creature is a critical hit.

Amush Master. Advantage on initiative rolls. In addition, the first creature he hits during the first round of a combat becomes easier for him and others to strike; attack rolls against that target have advantage until the start of Chestnut's next turn.

Evasion. If Chestnut is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Sneak Attack (1/Turn). Chestnut deals an extra 30 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn't incapacitated and he doesn't have disadvantage on the attack roll.

Actions

Multiattack. Make two attacks.

+2 Whisperwood Recurve Bow. Ranged Weapon Attack: +14 to hit, range 150/600 ft., one target. Hit: 12 (1d8 + 7) silvered piercing damage. This attack is silent.

Silvered Handaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Chestnut can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Chestnut is incapacitated.

Bonus Actions

Cunning Action. Take Dash, Disengage or Hide.

Uncanny Dodge. When an attacker that he can see hits him with an attack, he can use his reaction to halve the attack's damage against him.

Skirmisher. move up to half speed as a reaction when an enemy ends its turn within 5 feet. This movement doesn't provoke opportunity attacks.

Owl Totem: Use Dominate Beast on an owl.

Battle Cry (1/Day). Each creature of the Chestnut's choice within 30ft of him, can hear him, and us not already affected by a Battle Cry gain advantage on attack rolls until the start of her next turn. Chestnut can then make an attack.

Meet Chestnut, one of the world's most dangerous assassins. This squirrelfolk is a legend in the forest, and the sight of him atop his owl hollering "Yo Homies!" while making his sneak attack is one feared by his Porc and Gnoll enemies.

Chestnut took arrows to the leg reclaiming Rose Red Keep that left him with a permanent limp. It's constantly painful when he puts weight on it, so he's slower on his feet than many others of his kind, but his hand-eye coordination is second to none. If the Queen needs someone killed, she sends this Chytter in alone and considers it solved.



Bramblewood Soldier

Small/medium humanoid (any race), neutral/good


  • Armor Class 15 (leafweave armor)
  • Hit Points 25 (5d8 + 5)
  • Speed 30ft.

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

  • Skills Stealth+7,Percept+4,Survival+4,Athletics+3
  • Senses darkvision 60ft, passive Perception 14
  • Languages Sylvan, Sign, one other language
  • Challenge 1/2

Hit and Run. Move up to 10ft after making an attack. This movement doesn't provoke opportunity attacks.

Bramblewood Patrol Cloak. Wisdom (Perception) checks made to see it have disadvantage; it has advantage on Dexterity (Stealth) checks to hide.

Keen Senses. The Captain has advantage on Wisdom (Perception) checks.

Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally.

Actions

Multiattack. Make two attacks.

Scoped Clockwork Repeater Rifle. Ranged Weapon Attack: +5 to hit, range 640ft. Hit: 11 (2d8+3) piercing damage. Reload 5.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Smoke Grenade. Throw a smoke grenade up to 60ft. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Bonus Actions

Cunning Action. Take Dash, Disengage or Hide.

Skirmisher. move up to half speed as a reaction when an enemy ends its turn within 5 feet. This movement doesn't provoke opportunity attacks.



Bramblewood Sarge

Small/medium humanoid (any race), neutral/good


  • Armor Class 15 (leafweave armor)
  • Hit Points 40 (8d8 + 8)
  • Speed 30ft.

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

  • Skills Stealth+6,Percept+6,Survival+6,Athletics+5
  • Senses darkvision 60ft, passive Perception 16
  • Languages Sylvan, Sign, one other language
  • Challenge 2

Hit and Run. Move up to 10ft after making an attack. This movement doesn't provoke opportunity attacks.

Bramblewood Patrol Cloak. Wisdom (Perception) checks made to see it have disadvantage; it has advantage on Dexterity (Stealth) checks to hide.

Keen Senses. The Captain has advantage on Wisdom (Perception) checks.

Formation Tactics. Advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 ft of an ally.

Actions

Multiattack. Make two attacks.

Clockwork Revolver. Ranged Weapon Attack: +6 to hit, range 640ft. Hit: 11 (2d8+3) piercing damage. Reload 5.

Silvered Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) silvered piercing damage.

Grenade Launcher. Propel a grenade up to 120 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Leadership (Recharges after a Short or Long Rest). For 1 minute, utter a special command whenever a nonhostile creature that it can see within 30ft of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand it. A creature can benefit from only one Leadership die at a time. This effect ends if the Sarge is incapacitated.

Bonus Actions

Cunning Action. Take Dash, Disengage or Hide.

Skirmisher. move up to half speed as a reaction when an enemy ends its turn within 5 feet. This movement doesn't provoke opportunity attacks.

Battle Cry (1/Day). Each creature of the Sarge's choice within 30ft of it, can hear it, and not already affected by a Battle Cry gain advantage on attack rolls until the the Sarge's next turn. The Sarge can then make an attack as a bonus action.



Walking Treefort

Huge plant, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 59 (7d12 + 14)
  • Speed 20ft.

STR DEX CON INT WIS CHA
19 (4) 6 (-2) 15 (2) 10 (0) 10 (0) 12 (1)

  • Damage Resistances Bludgeoning, Piercing
  • Damage Vulnerabilities Fire
  • Condition Immunities frightened, blinded, deafened, charmed
  • Skills Stealth+7, Percept+4, Survival+4, Athletics+3
  • Senses passive Perception 10
  • Languages understands Sylvan, doesnt speak
  • Challenge 2

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Fort. The tree has a compact fort. Up to four Small creatures can ride in the treefort without squeezing. To make a melee attack against a target within 5 feet of the treefort, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the walking treefort dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the tree.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Grasping Root. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature not grappled by the Walking Treefort. Hit: The target is grappled (escape DC 14). Until the grapple ends, the target takes 6 (1d4 + 4) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the Walking Treefort, but ends the grapple.



Ironoak Siege Tree

Gargantuan plant, Unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 149 (13d12 + 65)
  • Speed 30ft.

STR DEX CON INT WIS CHA
23 (6) 10 (0) 20 (5) 6 (-3) 10 (0) 3 (-4)

  • Damage Resistances Bludgeoning, Piercing
  • Damage Vulnerabilities Fire
  • Condition Immunities frightened, blinded, deafened, charmed
  • Skills Stealth+7, Percept+4, Survival+4, Athletics+3
  • Sensesblindsight 60 ft. (blind beyond this radius), Passive Perception 10
  • Languages understands Sylvan, doesnt speak
  • Challenge 8

False Appearance. While the Siege Tree remains motionless, it is indistinguishable from a normal tree with a sturdy treehouse.

Fort. The Siege Tree has a treefort. Up to four medium creatures or eight small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the treefort, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the tree dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the Siege Tree.

Siege Monster. The Siege Tree deals double damage to objects and structures.

Actions

Multiattack. The Siege Tree makes four attacks: two with its Slam and two with its grasping roots.

Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the Siege Tree. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the Siege Tree, but ends the grapple.

Passenger Armament

The treefort is usually fitted with one of the following heavy siege weapons to enhance its battlefield role (each choice requires 3 crew to operate):

Whisperwood Ballista. Silent Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Cannon. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Mortar. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft. (can't hit targets within 60 feet of it), one target. Hit: 44 (8d10) piercing damage. Before the mortar can be fired, it must be loaded and aimed. It takes two actions to aim it, and one action to fire it. The mortar ignores cover and line of sight.



Jean Ralphio LaCroix

Master Gunsmith

Small humanoid (goblin, shapechanger), CN


  • Armor Class 18 (red/black dragonscale-studded leather)
  • Hit Points (11d8+11)
  • Speed 30ft, 50ft fly

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 13 (+1) 18 (+4) 16 (+3) 8 (-1)

  • Saving Throws Dexterity +9, Intelligence +8, CON+5
  • Damage Resistances Fire, Acid
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Skills Tinker Tools +8, Smiths' Tools +8, Thieves' Tools, Investigation +8, Stealth +13, Survival +7, Acrobatics +9, Insight +7, Vehicles (Air) +8
  • Senses passive Perception 17
  • Languages Dwarvish, Gnomish, Goblin, Thieves' Cant
  • Challenge 4 (1,100 XP)

Shapechanger: Jean Ralphio can use his action to polymorph into a Medium fruitbat-goblinoid hybrid, or into a Large-sized giant fruitbat, or back into his true form, which is a small goblin. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

Keen Hearing: Jean Ralphio has advantage on Wisdom (Perception) checks that rely on hearing.

Echolocation (Bat or Hybrid Form Only): The werebat has blindsight out to a range of 60 feet as long as he is not deafened.

Signature Welding Goggles. As long as he is wearing his goggles, Jean Ralphio doesn't suffer from a werebat's sunlight sensitivity.

Deadeye Shot. Attacking at long range doesn't impose disadvantage on Jean Ralphio's ranged weapon attack rolls. His attacks ignore half or three-quarters cover. Before he makes a ranged attack he can choose to take a -5 penalty to the attack roll. If he does so and the attack hits, it deals +10 damage.

Sneak Attack. Once per turn, Jean Ralphio deals an extra (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn't incapacitated and Jean Ralphio doesn't have disadvantage on the attack roll.

Fighting Style: Gunfighter. +2 to hit with ranged weapons. Being within 5 ft of a hostile creature does not impose disadvantage on Jean Ralphio's ranged attack rolls.

Grit (3/rest): Jean Ralphio regains 1 expended grit point each time he rolls a 20 or deals a killing blow.

Disarming Shot (costs 1 grit) the target must succeed on a DC17 Strength saving throw or drop 1 held object of Jean Ralphio's choice and have that object be pushed 10 feet away from him.

Kneecap (costs 1 grit) target must take a DC17 Strength saving throw or be knocked prone.

Piercing Shot (costs 1 grit) When Jean Ralphio makes a firearm attack against a creature, he attempts to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Evasion. When subjected to an Effect that allows him to make a Dexterity saving throw to take only half damage, Jean Ralphio instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Actions

+1 Clockwork .45 Revolver. Ranged Weapon Attack: +12 to hit, range 40/120ft., one target. Hit 14 (2d8+6) silvered piercing damage.

Masterwork +2 Clockwork Hunting Rifle. Ranged Weapon Attack: +13 to hit, range 150/600ft., one target. Hit 16 (2d10+7) silvered piercing damage. Attacks made with this weapon while using its scope have advantage. Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means. Once per turn, when Jean Ralphio hits a creature with an Attack using this weapon, he can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time Jean Ralphio has wounded it, and it can then make a DC 15 Constitution saving throw, ending the Effect of all such wounds on itself on a success.

Bonus Actions

Nimble Gunfighter: take the Dash, Disengage, or Hide action OR stow and draw or reload a firearm.

Rapid Repair (costs 1 grit) Jean Ralphio rolls to repair a misfired (but not broken) firearm.

Reactions

Uncanny Dodge: halve the damage of an attack from an attacker that Simple Simon can see.

Redirect Attack: When a creature Jean Ralphio can see targets it with an attack, he chooses another goblin within 5 feet of him. The two goblins swap places, and the chosen goblin becomes the target instead.

Loot

Red & Black Dragonscale-studded Leather armor,two clockwork +1 revolvers, Jean Ralphio's Masterwork +2 Clockwork Hunting Rifle of Wounding, Signature Welding Goggles (ignore sunlight sensitivity), a red dragonleather shotbag (a bag of holding) containing a +1 clockwork kneecapper and a bandolier with 24 whalloping slugs, tinker tools, thieves' tools, smiths' tools, a keg of gunpowder, a tinderbox, a zippo.



Twin Blade Veteran

Medium humanoid (khenra), lawful neutral


  • Armor Class 20 (Half Plate, Shield, Defense fighting style)
  • Hit Points 58 (9d8 + 18)
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (3) 16 (3) 14 (2) 12 (1) 11 (0) 10 (0)

  • Skills Stealth +5, Perception +5, Athletics +5
  • Senses passive Perception 15
  • Languages Khenra, Sylvan
  • Challenge 3

Hit and Run. Move up to 10ft after damaging a target. This movement doesn't provoke opportunity attacks.

Khenra Twins. If its twin is alive and it can see them, whenever it rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll. If its twin is dead, it can’t be frightened.

Actions

Multiattack. Make two attacks.

Javelin. Ranged Weapon Attack: +6 to hit, range 30/120ft, one target. Hit: 6 (1d6+3) piercing.

Black-Flame Blade Kopesh. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage + 8 (2d8) fire damage. Another enemy creature within 5ft takes 9 (2d8+1) fire.

Bonus Actions

Skirmisher. move up to half speed as a reaction when an enemy ends its turn within 5 feet. This movement doesn't provoke opportunity attacks.



Cleric of Anubis

Medium humanoid (khenra), lawful neutral


  • Armor Class 20 (Half Plate, Shield, Defense fighting style)
  • Hit Points 117 (18d8 + 36)
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (3) 16 (3) 14 (2) 12 (1) 17 (3) 14 (2)

  • Saving Throws Constitution +6, Wisdom +7
  • Skills Stealth+7, Perception+5, Medicine+5, Religion+5, Athletics +6
  • Senses passive Perception 15
  • Languages Khenra, Sylvan
  • Challenge 9

Hit and Run. Move up to 10ft after damaging a target. This movement doesn't provoke opportunity attacks.

Khenra Twins. If its twin is alive and it can see them, whenever it rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll. If its twin is dead, it can’t be frightened.

Spellcasting. The Cleric of Anubis is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): sacred flame, spare the dying

1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith

2nd level (3 slots): lesser restoration, prayer of healing, silence, spiritual weapon

3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians

4th level (3 slots): banishment, aura of purity

5th level (1 slot): flame strike, mass cure wounds

Actions

Multiattack. Make two attacks.

Javelin. Ranged Weapon Attack: +6 to hit, range 30/120ft, one target. Hit: 6 (1d6+3) piercing.

Black-Flame Blade Kopesh. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage + 8 (2d8) fire damage. Another enemy creature within 5ft takes 9 (2d8+1) fire.

Bonus Actions/Reactions

Skirmisher. move up to half speed as a reaction when an enemy ends its turn within 5 feet. This movement doesn't provoke opportunity attacks.

Guided Strike (Recharges after a Short or Long Rest). The cleric grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The cleric can make this choice after the roll is made but before it hits or misses.



Thorn Cult Slayer

Medium humanoid (Half-Drow), Lawful Neutral


  • Armor Class 21 (+1 Spidersilk Armor, Defense Fighting Style, Slayer's Thorn in hand confers shield bonus)
  • Hit Points 111 (13d12 + 26)
  • Speed 35ft.

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

  • Saving Throws STR +7, DEX +10, CHA +8
  • Skills Athletics +7, Acrobatics +10, Stealth +10, Perception +9, Survival +8, Intimidation +9
  • Condition Immunities Frightened
  • Senses Darkvision 120 Ft., passive Perception 18
  • Languages Elvish, Sylvan
  • Challenge 5 (1800 XP)

Favored Enemy: Undead. Advantage advantage on Wisdom (Survival) checks to track undead and Intelligence checks to recall information about them. The Slayer deals +2 damage to undead creatures.

Slayer. When the Slayer hits a creature with an attack roll, she can call on her mystical bond with nature to mark the target as her favored enemy for 1 minute or until she loses her concentration (as if concentrating on a spell).

Fey Ancestry: The half-drow has advantage on Saving Throws against being Charmed, and magic can't put her to sleep.

Sunlight Sensitivity: While in sunlight, a drow has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting: Spellcasting ability is Charisma (spell save DC 11). It can innately cast the following Spells, requiring no material components: At will: Dancing lights 1/day each: Darkness, Faerie Fire

Sentinel. When the Slayer hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from her even if they take the Disengage action. When a creature makes an attack against a target other than her, she can use her reaction to make a melee weapon attack against the attacking creature.

Primeval Awareness. As an action, expend a spell slot to focus her awareness on the region around her. For 5 minutes she can sense whether the following types of creatures are present within 1 miles (or 6 miles in the Underdark or Forest): aberrations, celestials, dragons, elementals, fey, fiends, and undead- but it doesn’t reveal the creatures’ location or number.

Fighting Style: Defense. While wearing armor, +1 to AC.

Actions

Multiattack. Make two attacks.

Slayer's Thorn. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage.

Thorn Launcher. Ranged Weapon Attack: +12 to hit, range 20/60 ft, one target. Hit: 10 (1d6+7) piercing damage. On an 18-20, the wooden stake launched from the Slayer's Thorn strikes the target in the heart and scores a Critical Hit.

Chain Harpoon. Ranged Weapon Attack: +12 to hit, range 20/60 ft, one target. Hit: 12 (1d10+7) silvered piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the Slayer or be pulled up to 20 feet toward her. The chain harpoon remains embedded in the target until removed, and a living creature is wounded. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time the Slayer has harpooned it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Bonus Actions

Vow of the Slayer. As a bonus, designate one creature the Slayer can see within 60 feet of her as the target. She gains advantage on attack rolls against the creature until it drops to 0 hit points or falls unconscious. The first time each turn that she hits that target with a weapon attack, it takes an extra 1d6 damage from the weapon. She can mark one target at a time.

Tunnel Fighter. Enters a defensive stance that lasts until the start of her next turn and can make opportunity attacks without using her reaction, and she can use her reaction to make a melee attack against a creature that moves more than 5 feet while within her reach.

Twelve Thorn Cult Slayers are stationed in the Root. The Thirteenth was sent to Barovia to aid Queen Kenzi's ally Crowley in exterminating undead threats. Crowley also took a book called the Necronomicon from the Queen for safekeeping after she deemed it too powerful to stay on her world. The Necronomicon was stolen from the Death Knight in command of Fort Cowl by mousefolk Master Thief Izzee Threehunna and her Blink Dog Bamf, who found it on a fluke while pilfering military documents and didn't know what she returned to the Bramblewood Queen with.

Slayer Equipment

Thorn Cult Slayers are armed with the special equipment of their Order: +1 Spidersilk Armor and a Slayer's Thorn. These +2 double-sided polearms can fire wooden stakes from one end or a silvered chain harpoon from the other. They hold 4 wooden stakes within the shaft. A Slayer's training allows her to use the weapon defensively, granting the regular bonus of a shield while in hand.



Mama Wurmwood

Medium humanoid (Human, Shapechanger), CN


  • Armor Class 17 (Grey Robe of the Archmagi, Staff of Power )
  • Hit Points 139 (20d8 + 40)
  • Speed 30ft., (50ft fly raven form)

STR DEX CON INT WIS CHA
7 (-2) 10 (0) 14 (2) 18 (4) 16 (3) 22 (6)

  • Saving Throws Cha+14,Wis+11,Int+12,Con+4,Dex+2
  • Skills Medicine+10,Religion+10,Arcana+10,Perc9
  • Condition Immunitites Charmed, Magical Sleep
  • Senses passive Perception 19
  • Languages Common, Sylvan, Draconic, Elvish, Abyssal
  • Challenge 15

Shapechanger. Mama Wurmwood can use an action to polymorph into a swarm of ravens, a black cat, a Giant Constrictor Snake or back into her true human form. Anything she is wearing transforms with her, but nothing she is carrying does.

Inscruitable Mists. While in her Lair, Mama Wurmwood is shielded against divination magic as though protected by a nondetection spell. The thick Fog created by her spells and lair actions lasts until a wind of strong or greater speed (at least 20 miles per hour) disperses it over 2 two rounds. Weaker winds have no effect on her fog.

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

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

Instinctive Charm When creature she can see within 30ft makes an attack roll against her, she can use her reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a DC22 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including Mama Wurmwood or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, Wurmwood can't use this feature on the attacker again until she finishes a long rest. Creatures that can't be charmed are immune to this effect.

Durable Magic. While she maintains concentration on a spell, she has a +2 bonus to AC and saving throws.

Illusory Reality. When she casts an illusion spell of 1st level or higher, she can choose one inanimate, nonmagical object that is part of the illusion and make that object real. She can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, she can create an illusion of a bridge over a chasm and then make it real long enough for her allies to cross. The object can't deal damage or otherwise directly harm anyone.

Invisible Passage: Wurmwood magically turns Invisible until she attacks or casts a spell, or until her Concentration ends (as if concentrating on a spell). While Invisible, she leaves no physical evidence of her Passage, so she can be tracked only by magic. Any Equipment she wears or carries is Invisible with her.

Spellcasting. Mama Wurmwood is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). She has the following spells prepared:

Cantrips (at will): Spare the Dying, Prestidigitation, Mending, Fog Cloud, Invisibility

1st level (4 slots): Hex, Charm Person, Cure Wounds, Entangle, Sleep, Tasha's Hideous Laughter

2nd level (3 slots): Lesser Restoration, Animal Messenger, Prayer of Healing, Shatter

3rd level (3 slots): Bestow/Remove Curse, Counterspell, Dispel Magic, Plant Growth, Fireball

4th level (3 slots): Banishment, Greater Invisibility, Conjure Woodland Beings, Confusion

5th level (3 slot): Dominate Person, Mass Cure Wounds, Wrath of Nature, Synaptic Static

6th level (2 slots): Eyebite, Druid Grove, Conjure Fey

7th level (2 slot): Mirage Arcane, Resurrection

8th level (1 slots): Animal Shapes

9th level (1 slot): Wish

Actions

Staff of Power. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if wielded with two hands.

Dark Delirium. Choose a creature that she can see within 60 feet of her. It must make a DC22 Wisdom saving throw. On a failed save, it is charmed or frightened by her (her choice) for 1 minute or until her concentration is broken (as concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm. The creature can see and hear only itself, Kaleen, and the illusion.

Lair Actions

On initiative count 20 (losing initiative ties), Wurmwood takes a lair action to cause one of the following effects. She cannot take the same Lair action twice in a row.

Enchanting Fog. Magical fog billows around one creature Wurmwood can see within 120 feet of it. The creature must succeed on a DC 22 Wisdom saving throw or be charmed by Wurmwood until initiative count 20 on the next round.

Teleport. She magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Call Servant. A friendly Kenku or Swarm of Ravens appears within 120ft, rolling its own initiative.



Kaleen Wurmwood

Medium humanoid (half-elf, shapechanger), CG


  • Armor Class 18 (Barrier Tattoo)
  • Hit Points 75 (15d8)
  • Speed 30 ft., fly 50 ft. in raven and hybrid forms

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 10 (0) 15 (+2) 15 (+2) 20 (+5)

  • Saving Throws Int +7 Wis +7 Cha +10
  • Skills Insight +7, Perception +10, Arcana +7, Nature+7, Medicine+7, Stealth +6, Deception/Pesuasion+10
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical, NonSilvered Attacks
  • Senses passive Perception 18
  • Tools Herbalists & Poisoners Kit, Vehicles (Spelljammer)
  • Languages Sylvan, Common, Elvish
  • Challenge 6 (2,300 XP)

Shapechanger. A wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its natural half-elf form. Any equipment it is wearing or carrying isn't transformed. It reverts to its elf form if it dies.

Mama's Blessing. Kaleen has advantage on saving throws against spells and other magical effects.

Spellcasting. Kaleen is a 15th-level warlock. Her spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She regains her expended spell slots when she finishes a rest. She knows the following sorcerer spells:

Cantrips (at will): dancing lights, eldritch blast, mage hand, minor illusion, prestidigitation, vicious mockery

1st-5th level (3 5th-level slots): plant growth, blink, charm person, dimension door, dominate beast, cure wounds, fear, hold monster, misty step, Conjure Woodland Beings, sleep

Actions

Crossbow of Fireballs. Ranged Weapon Attack: range 300 ft. Target: All creatures within a 20ft sphere within range must take a DC15 Dex saving throw, taking half damage on a success. Hit: 25 (8d6) fire damage. Reload 7.

Eldritch Blast. This attack makes 3 beams, each rolling a separate attack roll. Ranged Spell Attack: +12 to hit, range 120ft. Hit: 10 (1d10 + 5) force damage and the target is knocked 10ft directly away from Kaleen.

Eldritch Blade. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage and 14 (2d8+5) fire damage. On a hit, green fire leaps from the target to a second creature of her choice within 5ft, which takes 14 (2d8+5) fire damage.

Dark Delirium (1/rest) Choose a creature that she can see within 60 feet of her. It must make a DC20 Wisdom saving throw. On a failed save, it is charmed or frightened by her (her choice) for 1 minute or until her concentration is broken (as concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm. The creature can see and hear only itself, Kaleen, and the illusion.

Reactions

Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, a Kaleen turns invisible and teleports up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks, makes a damage roll, or casts a spell.

Beguiling Defenses Kaleen is immune to being charmed, and when another creature attempts to charm her, she can use her reaction to attempt to turn the charm back on that creature. The creature must succeed on a DC 20 Wisdom saving throw or be charmed by her for 1 minute or until the creature takes any damage.

Kaleen is often the unofficial welcome party to the forest for offworld adventurers, stepping in to stave off the horrors of the Wokewood. A kind, wild-haired redhead who prefers to wear green dresses, in recent times she's taken the helm of the Darting Empress for the war effort, angling to impress her mother. She is a wereraven, with authority over her mother's spy network, the Sister Conspirators. In this role as spymaster, she is one of the few non-drow to have ever entered the inner chambers of the Root.

Barrier Tattoo (Large): While she isn't wearing armor, Mama Wurmwood has given her a woad Barrier Tattoo that grants her an Armor Class of 18. She can use a shield and still gain this benefit. (TCE p122).

Loot: a Robe of the Achmagi, Lantern of Revealing, Crossbow of Fireballs, 3 spare green Wand of Fireballs and her Eldritch Blade, a dirk imbued with the Green Flame Blade cantrip.



Sister Conspirator

Bramblewood Wereraven

Medium humanoid (human, shapechanger), lawful good


  • Armor Class 12
  • Hit Points 49 (11d8)
  • Speed 30 ft., fly 50 ft. in raven and hybrid forms

STR DEX CON INT WIS CHA
10 (0) 15 (+2) 11 (0) 13 (+1) 15 (+2) 18 (+4)

  • Skills Insight +5, Perception +8, Arcana +4, Stealth +5
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 18
  • Languages Sylvan, Common, Elvish (can't speak in raven form)
  • Challenge 4 (1100 XP)

Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its natural elf form. Any equipment it is wearing or carrying isn't transformed. It reverts to its elf form if it dies.

Mimicry. The wereraven can mimic sounds it has heard, such as a person whispering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Innate Spellcasting. - A Sister Conspirator’s innate spellcasting ability is Charisma. She can innately cast the following spells (spell save DC 15, +7 to hit with spell attacks), requiring no material components:

At will: disguise self, mage armor, silent image, entangle

Spellcasting. The Sister Conspirator is a 11th-level warlock. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery

1st-5th level (3 5th-level slots): plant growth, blink, charm person, dimension door, dominate beast, cure wounds, fear, hold monster, misty step, Conjure Woodland Beings, sleep

Actions

Multiattack (Elf or Hybrid Form Only). The wereraven makes two attacks.

Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.

Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120ft. Hit: 9 (1d10 + 4) force damage.

Reactions

Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, a Sister Conspirator turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.



Clockwork Engineer

Queen Kenzi's Clockwork Army

Medium Construct, lawful neutral


  • Armor Class 17 (Light Armor Plating)
  • Hit Points 30 (4d8 + 12)
  • Speed 35ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 15 (+2) 17 (+3) 8 (-1)

  • Saving Throws Dexterity +5, Intelligence +5
  • Damage Immunities Psychic, Poison
  • Condition Immunities Charmed, Exhausted, Poisoned, magical sleep
  • Senses darkvision 120ft, passive Perception 15
  • Languages Common, Binary, Telepathic communication with constructs within 1 mile.
  • Skills Technology +4, Stealth +4, Perception +5
  • Tools Tinker Tools, Smith's Tools, Thieves' Tools
  • Challenge 2 (450 XP)

Sentry’s Rest. Spends six hours in an inactive state rather than sleeping, and can see and hear as normal.

Repair Specialist. The Clockwork Engineer has expertise in all of its tool proficiencies. It may use Mending at will to restore 1 Hit Point to a damaged construct.

Actions

Clockwork Pistol (Incendiary Ammo). Ranged Weapon Attack: +5 to hit, reach 50/150 ft., one target, reload 5. Hit: 6 (1d6+3) piercing damage and 3 (1d6) fire damage.

Grenade Launcher (Frag). Propel a frag grenade up to 120 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Repair Construct (3/rest). Target construct creature or mechanical object regains 1d8 Hit Points.



Clockwork Skirmisher

Queen Kenzi's Clockwork Army

Medium Construct, lawful neutral


  • Armor Class 17 (Light Armor Plating)
  • Hit Points 58 (9d8+18)
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 15 (+2) 12 (+1) 17 (+3) 8 (-1)

  • Saving Throws Dexterity +5, Intelligence +5
  • Damage Immunities Psychic, Poison
  • Condition Immunities Charmed, Exhausted, Frightened, Poisoned, magical sleep
  • Senses darkvision 120ft, passive Perception 15
  • Languages Common, Binary, Telepathic communication with constructs within 1 mile.
  • Skills Athletics +5, Stealth +5, Perception +5
  • Challenge 3 (700 XP)

Sentry’s Rest. Spends six hours in an inactive state rather than sleeping, and can see and hear as normal.

Keen Hearing and Sight. Advantage on Wisdom (Perception) checks that rely on hearing or sight.

Pack Tactics. The clockwork skirmisher has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Skirmisher makes two attacks.

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

Clockwork Pistol (Incendiary Ammo). Ranged Weapon Attack: +5 to hit, reach 50/150 ft., one target, reload 5. Hit: 6 (1d6+3) piercing damage and 3 (1d6) fire damage.

Clockwork Repeater Rifle. Ranged Weapon Attack: +5 to hit, reach 80/240 ft., one target, reload 5. Hit: 11 (2d8+3) silvered piercing damage.

Bonus Actions

Cunning Programming. Take the Dash, Disengage, Hide or Aim action.

Reactions

Skirmisher When a creature ends its turn within 5 feet of the clockwork skirmisher, it moves up to half its movement speed without provoking opportunity attacks.



Clockwork Juggernaut

Queen Kenzi's Clockwork Army

Large Construct, lawful neutral


  • Armor Class 20 (Heavy Adamantine Plating)
  • Hit Points 143 (22d8 + 44)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws Strength +9, Constitution +9
  • Damage Resistances Bludgeoning, piercing and slashing damage from non-magical attacks made without adamantine weapons
  • Damage Immunities Fire, Psychic, Poison
  • Condition Immunities Charmed, Exhausted, Frightened, Poisoned
  • Senses darkvision 120ft, passive Perception 15
  • Languages Common, Binary
  • Skills Athletics +9, Perception +5, Intimidation +4
  • Challenge 9 (5000 XP)

Indomitable (2/Day). The clockwork juggernaut rerolls a failed saving throw.

Sentry’s Rest. Spends six hours in an inactive state rather than sleeping, and can see and hear as normal.

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

Self-Repair (Recharges after a Short or Long Rest). As a bonus action, the clockwork juggernaut can regain 20 hit points.

Siege Monster. The clockwork juggernaut deals double damage to Objects and structures.

Charge. If the clockwork juggernaut moves at least 10 ft. straight toward a target and then hits it with a Siege Fist Attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

Actions

Multiattack. The Clockwork Juggernaut makes three attacks.

Siege Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8+5) silvered bludgeoning damage.

Clockwork Kneecapper. Ranged Weapon Attack: +5 to hit, range 30/90ft., one target, reload 5. Hit: 7 (2d6 + 1) silvered piercing damage. If the target is within 15ft, this weapon deals an additional 1d6 damage and the target must succeed on a DC10 STR saving throw or be pushed 10ft away and knocked prone.



Clockwork Titan

Queen Kenzi's Clockwork Army

Gargantuan Construct (80ft tall), lawful neutral


  • Armor Class 22 (Reinforced Adamantine Alloy)
  • Hit Points 500 (20d20 + 140)
  • Speed 40ft.

STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 25 (+7) 15 (+2) 15 (+2) 10 (+0)

  • Saving Throws Strength +15, Constitution +13
  • Skills Athletics +15, Perception +8, Intimidation +12
  • Damage Resistances Bludgeoning, piercing and slashing damage from non-magical attacks made without adamantine weapons
  • Damage Immunities Fire, Psychic, Poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
  • Senses darkvision 120ft, passive Perception 18
  • Languages Common, Binary
  • Challenge 21

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

Sentry’s Rest. Spends six hours in an inactive state rather than sleeping, and can see and hear as normal.

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

Siege Monster. The titan deals double damage to Objects and structures.

Support Crew. The titan's is monitored by 3 Clockwork Engineer crew members working inside the construct. While the Engineers are alive, the titan heals 10 Hit Points at the start of each of its turns.

Actions

Multiattack. The titan makes two attacks.

Siege Fist. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 41 (8d8+9) silvered adamantine bludgeoning damage.

Hammer Crush. Melee Weapon attack: Range 15ft. All creatures in a 10 foot square must pass a DC23 Dexterity saving throw, taking 35 (4d12+9) damage and being knocked prone on a failed save, or being pushed up to 10ft on a successful save.

Rock. Ranged Weapon Attack: +15 to hit, range 120/360 ft., one target. Hit: 29 (4d10 + 9) bludgeoning damage.

Legendary Actions

The Clockwork Titan 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. It regains spent legendary actions at the start of its turn.

Scan. Make a Wisdom (Perception) or Intelligence (Investigation) check.

Stomp. (costs 2 actions). Step on a large or smaller creature with a special unarmed strike: DC17 Dexterity saving throw or target takes 4d10+9 damage and is knocked prone, Restrained under the Titans foot. The target can use its action to attempt a DC 24 Strength (Athletics) or Dexterity (Acrobatics) check to free itself.

Seismic Shockwave (Costs 3 Actions). The Titan slams it's fists into the ground causing a seismic wave. Each creature within 60ft must make a DC 17 Strength saving throw or be knocked prone.



Queen Kenzi Rosetta

barbarian queen of the bramblewood

Agent of the Queen of Air & Darkness

Medium fey (Leanan Sídhe), Neutral Evil


  • Armor Class 24 (Protective Tattoos)
  • Hit Points 200 (23d12 + 46)
  • Speed 40ft, 60ft fly

STR DEX CON INT WIS CHA
14 (+2) 24 (+7) 14 (+2) 10 (0) 14 (+2) 24 (+7)

  • Saving Throws Dex +13, Con +8, Cha +13
  • Damage Resistances All damage save Psychic
  • Skills Athletics +8, Acrobatics +13, Persuasion +13, Insight +8, Sleight of Hand +13, Stealth +13
  • Condition Immunitites Charmed, Poisoned, Frightened
  • Senses darkvision 60ft, passive Perception 18
  • Languages Sylvan, Elvish, Common
  • Challenge 15

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

Wardancer. The Queen may begin to Dance as bonus action. While Dancing, she had Advantage on Dexterity checks and Dexterity saving throws, resistance to all damage save psychic, and deals +4 damage with her melee attacks (included).

Protective Tattoos While not wearing any armor, her Armor Class equals 10 + DEX mod + CHA mod.

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

Evasion. When subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Elusive. No attack roll has advantage against the Kenzi while she isn't incapacitated.

Stubborn. If she drops to 0 hit points and doesn’t die outright, she can make a DC 10 Charisma saving throw. If she succeeds, she drops to 1 hit point instead. Each time she uses this feature after the first, the DC increases by 5. The DC resets to 10 after a short rest.

Inspire Artist. As a ritual, the Queen spends 24 hours or more with an artist and marks them with her Blessing. During that time, the creature gains +10 to artistic skill checks and produces a Masterpiece in their trade. If and when the Leanan Sídhe leaves the artists' side (thus ending her blessing), they slip into a deep depression (roll on the permanent madness table) and lose their talent (disadvantage on all performance checks). Each week thereafter, the artist loses 1 point of Constitution and the Leanan Sídhe gains 1d20 temporary hit points that last until the next week. If this Constitution damage kills the artist, the fey gains 50 temporary hit points for 1 week.

All-Out Attack. Can gain advantage on melee weapon attack rolls during this turn, but attack rolls against her have advantage until her next turn.

Brutal Critical. Deal 2 extra damage die on a crit.

Innate Spellcasting. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She has the following spells prepared:

(3/day): Charm Person, Faerie Fire

Queen's Authority. May use Geas at will to target Bramblewood's civilians and soldiers.

Actions

Multiattack. Make three attacks.

Oversized +4 Featherlight Greathammer. Melee Weapon Attack: +17 to hit, reach 5 ft., one target, Improved Critical 19-20. Hit: 35 (4d10 + 15) bludgeoning damage. The target must succeed on a DC17 Strength saving throw or be knocked 4d10ft and fall prone.

Throwing Knife. Ranged Weapon Attack: +13 to hit, range 20/60, one target. Hit: 10 (1d6+7) damage.

Rose Red Lips. Kiss a creature within 5 ft, who is then affected as though the Queen cast haste on them. The effect lasts 7 rounds.

Kiss of Death. Kiss a creature within 5 ft, who is then cursed. The Cursed target can't regain Hit Points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies.

Charm. Kenzi targets one humanoid she can see within 30 feet of her. If the target can see her, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Kenzi as a trusted friend to be heeded and protected. The target isn't under Kenzi's control, but it takes Kenzi's requests and actions in the most favorable way. Each time Kenzi or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Kenzi is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Bonus Actions

Graceful Action. Take Dash, Disengage or Dodge.

Second Wind. (1/rest) regain 30 Hit Points

Sizechange. As a bonus action, the Queen grows or shrinks one size category, becoming Tiny at the smallest and Medium at the largest. Worn and carried items change size with her.

Legendary Actions

Detect. She makes a Wisdom (Perception) check.

Misty Step. Teleport up to 30ft to an unoccupied space that she can see.

Enchanting Fog. Magical fog billows around one creature Kenzi can see within 120 feet of her. The creature must succeed on a DC 24 Wisdom saving throw or be charmed by Kenzi until initiative count 20 on the next round.

Hammer Time! Make a Hammer attack.



The Shadethrower

Agent of the Queen of Air & Darkness

Tiny fey (Corrupted Sprite), CN


  • Armor Class 22 (Robe ofthe Archmagi, Shadow Mantle)
  • Hit Points 100 (20d8)
  • Speed 10ft, 60ft fly, 300ft teleport

STR DEX CON INT WIS CHA
5 (-3) 22 (+6) 10 (0) 18 (+4) 15 (+2) 22 (+6)

  • Saving Throws Dex +12, Wis +8, Int +10, Cha +12
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, Slashing from nonmagical attacks
  • Damage Immunities Necrotic, Poison
  • Damage Vulnerabity Radiant
  • Skills Acrobatics +12, Arcana +10, Insight +8, Sleight of Hand +12, Stealth +18
  • Condition Immunitites Charmed, Frightened, Poisoned
  • Senses magical darkvision120ft, Passive Perception18
  • Languages Sylvan, Elvish, Common
  • Challenge 15

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

Lucky. When he rolls a 1 on an attack roll, ability check, or saving throw, he must reroll the die and use the new roll.

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

Nimble Can move through the space of any creature that is of a size larger than he is.

Evasion. When subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Elusive. No attack roll has advantage against the Shadethrower while he isn't incapacitated.

Shadow Stealth. While in dim light or darkness, the shadethrower can take Hide as a bonus action.

Innate Spellcasting. The Shadethrower is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He regains his expended spell slots as a 1 minute Eldritch Master ritual (1/rest) or when he finishes a rest. He knows the following warlock spells:

Cantrips (at will): mage hand, minor illusion, darkness, teleport

1st-9th level (4 5th-level slots): phantasmal killer, Dimension door, vampiric touch, hallucinatory terrain, fireball, Synaptic Static, Teleportation Circle, Seeming, Raise Dead, Slow, Bestow Curse, Counterspell, Silence, mislead, hideous laughter, blindness/deafness

Mystic Arcanum (1/rest each): Scatter, Maddening Darkness, Psychic Scream, Plane Shift

On the Queen's Authority. May use Geas at will to target Bramblewood's civilians and soldiers.

Actions

Multiattack. Make two attacks or four Shadow Blast attacks. When he attacks a target that is in dim light or darkness, he makes the attack roll with advantage.

+1 Dagger. Ranged Weapon Attack: +13 to hit, range 20/60, one target. Hit: 10 (1d4+8) damage and target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one

Shadow Blast. (Cantrip). Ranged Spell Attack: +14 to hit, range 120 ft., one creature. Hit: 11 (1d10+6) force damage. After resolving this attack, the Shadethrower places two 5ft cubes of magical darkness along the path of the attack (typically one 10ft in front of his space and one in the target's space).

Shadow Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Unless the target is immune to necrotic damage, the target's Strength score is reduced by 1d4 each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow loyal to the fey rises from the corpse.

Superior Invisibility. The shadethrower magically turns invisible until his concentration ends (as if concentrating on a spell). Any equipment he wears or carries is invisible with him.

Bonus Actions / Reactions

Sizechange. As a bonus action, the Shadethrower grows or shrinks one size category, becoming Tiny at the smallest and Medium at the largest. Worn and carried items change size with him.

Shadow Step. As a bonus action while in dim light or darkness, teleport up to 60 feet to an unoccupied space he can see that is also in dim light or darkness. The shadethrower then has advantage on the first attack it makes before the end of the turn.

Legendary Actions

Detect. He makes a Wisdom (Perception) check.

Misty Step. Teleport up to 30ft to an unoccupied space that he can see.

Interrogator's Dagger Make a Dagger attack. Instead of the normal Purple Wurm Poison, this dagger is coated in a personal blend: DC 15 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed, but can still speak faulteringly and is under the effects of the Zone of Truth spell and Compelled to answer questions. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.

a Cat Sídhe

Cat Sídhe

Ever seen an almost all black cat with a little splash of white on their chest, like a bandana? You ever seen that cat stand up and walk around like a human, talking about the weather and asking "I'm cooking up scrambles- where do we keep the cajun spice?" Cat Sídhe are rare Fey almost indistinguishable from housecats though a canny observer might note their eyes glow with a faint green light.

Magical Abilities

Supernaturally wily, Cat Sídhe are able to deftly avoid attacks and traps. They cannot be charmed or put to sleep, and are resistant to magic. Their senses are accutely tuned and have the easy camoflauge of being able to pretend they are simple housecats, in addition to the innate use of a number of spells to aid in their deceptions. Most Cat Sídhe "owners" never notice anything magical about their pet- "a charmer, for sure, and smart as a whip, but Princess couldn't be magical..."

When threatened, they use their sizechanging abilities to grow to the size of a mastiff, the hair on their backs bristled and their tail puffed.

Society

Cat Sídhe often don't directly raise their own young after the first few months- instead hiding them among the litters of a town's housecats, where the individual fey kittens charm the homeowners and set themselves up at the top of their farmhouse's pecking order. Once the rulers of their respective roosts, the young Cats reach out to their siblings and create a network of control to manage their comfort levels and keep peace between their respective mortal houses.

Connection: Samhain

These fey are said to hold a special connection with the Samhain festival. Those smart enough to leave a saucer of milk out for them on Samhain will recieve the fey's blessing on the home, but those who spurn the tradition find their cows and goats go dry by next season (as the Cat takes its due direct from the source).

Rumor: Soul Stealers

In some cultures, its believed that one of these fey could steal a person's soul before it was claimed by the gods by hopping over the corpse before its burial. To avert this fate, the deceased person's wake continue late into each night until their burial, dear friends and cousins appointed as guards to keep the Cats away with dancing, music, games and sprinkling catnip all over the house save the room where the body is prepared. As Cat Sídhe are known to enjoy a warm fireplace (and who doesn't), the hearth in the room with the deceased is also kept unlit. Whether all these superstitions are true or if these Sídhe even can collect souls is unclear, but the King of Cats is always happy to revel with mourners and enjoy the hospitality afforded by his status. Its a hard-partied wake indeed that includes a visit from the King of Cats- and funnily a normal cat can often turn a peaceful wake into a nervous hour of feeding, praising, singing to and dancing for a stray.

The King of Cats

You might very well know the legend of the King of Cats, ruler of the Cat Sídhe...

"One winter's evening a sexton's wife was sitting by the fireside with her big black cat, Old Tom, on the other side, both half asleep and waiting for the master to come home. They waited and they waited, but still he didn't come, till at last he came rushing in, calling out, 'Who's Tommy Tildrum?' in such a wild way that both his wife and his cat stared at him to know what was the matter.

'Why, what's the matter?' said his wife, 'and why do you want to know who Tommy Tildrum is?'

'Oh, I've had such an adventure. I was digging away at old Mr Fordyce's grave when I suppose I must have dropped asleep, and only woke up by hearing a cat's Miaou.'

'Miaou!' said Old Tom in answer.

'Yes, just like that! So I looked over the edge of the grave, and what do you think I saw?'

'Now, how can I tell?' said the sexton's wife.

'Why, nine black cats all like our friend Tom here, all with a white spot on their chestesses. And what do you think they were carrying? Why, a small coffin covered with a black velvet pall, and on the pall was a small coronet all of gold, and at every third step they took they cried all together, Miaou -- '

'Miaou!' said Old Tom again.

'Yes, just like that!' said the sexton; 'and as they came nearer and nearer to me I could see them more distinctly; because their eyes shone out with a sort of green light. Well, they all came towards me, eight of them carrying the coffin, and the biggest cat of all walking in front for all the world like -- but look at our Tom, how he's looking at me. You'd think he knew all I was saying.'

'Go on, go on,' said his wife; 'never mind Old Tom.'

'Well, as I was a-saying, they came towards me slowly and solemnly, and at every third step crying all together, Miaou --'

'Miaou!' said Old Tom again.

'Yes, just like that, till they came and stood right opposite Mr Fordyce's grave, where I was, when they all stood still and looked straight at me. I did feel queer, that I did! But look at Old Tom; he's looking at me just like they did.'

'Go on, go on,' said his wife; 'never mind Old Tom.'

'Where was I? Oh, they stood still looking at me, when the one that wasn't carrying the coffin came forward and, staring straight at me, said to me -- yes, I tell 'ee, said to me, with a squeaky voice, "Tell Tom Tildrum that Tim Toldrum's dead," and that's why I asked you if you knew who Tom Tildrum was, for how can I tell Tom Tildrum that Tim Toldrum's dead if I don't know who Tom Tildrum is?'

'Look at Old Tom, look at Old Tom!' screamed his wife.

And well he might look, for Tom was swelling and Tom was staring, and at last Tom shrieked out, 'What -- old Tim dead!? Then I'm the King o' the Cats!' and rushed up the chimney and was nevermore seen."

Summoning Taghairm (Big Ears)

A fiendish version of the Cat Sídhe named Taghairm, or Big Ears, is said to be summoned by ritually burning cat corpses over the course of four days and nights. Big Ears is said to grant a Wish spell to those who take part in the dark ceremony, but the veracity of this legend is yet unconfirmed.


Cat Sídhe

Small fey (Cat Sídhe), chaotic neutral


  • Armor Class 15 (Classic Misdirection)
  • Hit Points 10 (2d8)
  • Speed 40 ft., Climb 30 ft.

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

  • Condition Immunities charmed, magical sleep
  • Damage Resistances Magic, Traps
  • Skills Perception +3, Stealth +6, Deception +7
  • Senses truesight 30ft, passive Perception 13
  • Languages Slyvan, Common
  • Challenge 1/8

Sizechanger. As a bonus action, the Cat Sídhe grows or shrinks one size category, becoming Tiny at the smallest and Medium at the largest.

Magic Resistance. Advantage on saving throws against spells and other magical effects.

Keen Hearing and Sight. Advantage on Wisdom (Perception) checks that rely on hearing or sight.

Invisible Passage. the Cat Sídhe magically turns Invisible until it attacks or casts a spell, or until its Concentration ends (as if concentrating on a spell). While Invisible, it leaves no physical evidence of its Passage, so it can be tracked only by magic. Any Equipment it wears or carries is Invisible with it.

False Appearance. While not speaking or walking on its hind legs, the Cat Sídhe is indistinguishable from a normal housecat.

Classic Misdirection. Add Cha modifier to AC.

Innate Spellcasting. The Cat Sídhe's innate spellcasting ability is Charisma (spell save DC13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components:

At will: prestidigitation, mage hand, thaumaturgy, eldritch blast (target is repelled 10ft away)

1/day each: Bestow/Remove Curse, Charm Person, Sleep, Misty Step

Actions

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


Tom Tildrum,

The King of Cats

Small fey (Cat Sídhe), chaotic neutral


  • Armor Class 18 (Classic Misdirection)
  • Hit Points 42 (11d8)
  • Speed 40 ft., Climb 30 ft.

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

  • Condition Immunities charmed, magical sleep
  • Damage Resistances Magic, Traps,
  • Skills Perception +11, Stealth +11, Deception +14
  • Senses Truesight 30ft, passive Perception 16
  • Languages Slyvan, Common
  • Challenge 2

Sizechanger. As a bonus action, the Cat Sídhe grows or shrinks one size category, becoming Tiny at the smallest and Medium at the largest.

Magic Resistance. Advantage on saving throws against spells and other magical effects.

Keen Hearing and Sight. Advantage on Wisdom (Perception) checks that rely on hearing or sight.

Invisible Passage. the Cat Sídhe magically turns Invisible until it attacks or casts a spell, or until its Concentration ends (as if concentrating on a spell). While Invisible, it leaves no physical evidence of its Passage, so it can be tracked only by magic. Any Equipment it wears or carries is Invisible with it.

False Appearance. While not speaking or walking on its hind legs, the Cat Sídhe is indistinguishable from a normal cat.

Classic Misdirection. Add Cha modifier to AC.

Innate Spellcasting. The King of Cat's innate spellcasting ability is Charisma (spell save DC13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components:

At will: prestidigitation, mage hand, thaumaturgy, eldritch blast (two beams; target is repelled 10ft away), spare the dying

3/day each: Charm Person, Mislead, Misty Step

1/day each: Bestow/Remove Curse, Bane/Bless, Hold Person, Dimension Door, Sleep, Dispel Magic

Actions

Bite & Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing or piercing damage.

Void Mystic Temple Guardian

A human originally serving at the Temple of Light on Immortal One, Guardian Ewin McHalcard was dispatched with Mistress Guinevere to aid in her investigation of the Fractal Hole... two decades ago. He was a twenty year-old new recruit into the Temple Guardians when sent here. Temple Guardians are responsible not just for the safety of the temple grounds but also the masters of the order and the young mystics living and learning on the grounds.

Guardians wear laser-resistant +1 Mirthril Plate Armor to denote their station, and are well versed in manipulating the energy of a wounded body in order to heal it. Guardians also provide physical education to the mystics.



Void Mystic Temple Guardian Ewin McHalcard

Order of Light (Rank IV)

Medium human, neutral good


  • Armor Class 19 (+1 Mithril Plate)
  • Hit Points 117 (18d8 + 36)
  • Speed 40ft.

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

  • Saving Throws Dex +12
  • Skills Athletics+6, Religion+5, Insight+9, Perception+9, Survival +9, Stealth +9, AnimalHandling+9, Nature+9
  • Condition Immunities charmed, frightened
  • Senses passive Perception 19
  • Languages Common (can Telepathically communicate with a creature as long as it speaks a language)
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Talented Psion. His psi ability modifier is Wisdom (psi save DC17, +9 to hit with psi attacks) He has 54 psi points, which recharge after a short or long rest. He may use any of the following Void Mystic abilities: Mindful Defense (1 psi point), Focused Attack (1-3 psi points), Psionic Disarm (1 psi point), Step of the Mind (1 psi point), Telekinetic Push (1 psi point), Precieve Aura (3 psi points), Unbreakable Focus (1 psi point), Force of Will (1 psi point).

Telekinetic Mastery. If they have any Psi points left in their pool, they can innately cast Telekinesis requiring no components.

Evasion. If subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead takes no damage if they succeeds on the saving throw, and only half damage if they fail. They can't use this trait if incapacitated.

Bramblewood Patrol Cloak. Wisdom (Perception) checks made to see him have disadvantage; advantage on Dexterity (Stealth) checks to hide.

Actions

Multiattack. The Guardian attacks three melee attacks.

Lasersword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 7) radiant damage or 17 (3d8+7) radiant damage if used in two hands.

Bonus Action/Reactions

Lasersword Deflection As a reaction (or by spending 1 psi point), deflect a weapon attack if the Guardian has their Signature Laser Weapon in hand. When they does so, the damage they take from the attack is reduced by 1d10 + 23. If they reduces the damage of a ranged attack to 0 this way, they can spend 1 psi point to make a ranged attack (range 20/60 feet) with the weapon or ammunition as part of the same reaction. They makes this attack with proficiency.

Slow Fall. Reduces damage he takes from a fall by 90.

Healing Light (Recharge 4–6). The Guardian or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.

Ewin McHalcard's Lasersword

Legendary melee weapon (greatsword); requires attunement.

On/Off. While grasping the hilt, you can use a Bonus Action to cause a blade of pure Radiance to spring into existence, or make the blade disappear. While the blade exists, the weapon has the Finesse property.

Luminous Blade. The blade emits bright light in a 5-foot radius and dim light for an additional 5 feet.

Crystal Component: Emerald. The weapon's blade is bright green. You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant instead of slashing damage.

Knight's Hilt. This rugged, elegant hilt has 2 upgrade slots. It is fit with:

Focused Beam Matrix. The weapon scores a critical hit on a 19-20.

Returning Hilt. The weapon gains thrown (20/60) property, and returns to the attuned creature's hand at the end of the attack.

Improved Power Cell. This weapon deals +1 damage die; when used in one hand it deals (3d6) radiant damage, or does (3d8) radiant damage if used in two hands.

Guinevere Mattix's Lasersword

Legendary melee weapon (longsword); requires attunement.

On/Off. While grasping the hilt, you can use a Bonus Action to cause a blade of pure Radiance to spring into existence, or make the blade disappear. While the blade exists, the weapon has the Finesse property.

Luminous Blade. The blade emits bright light in a 5-foot radius and dim light for an additional 5 feet.

Crystal Component: Emerald. The weapon's blade is bright green. You gain a +3 bonus to Attack and Damage Rolls made with this weapon, which deals radiant instead of slashing damage.

Masterwork Hilt. This ornate, elegant hilt has 3 upgrade slots:

Focused Beam Matrix. The weapon scores a critical hit on a 19-20.

Improved Power Cell. This weapon deals +1 damage die. (2d8) radiant damage in one hand or (2d10) if used in two hands.



Void Mystic Master Guinevere Mattix

Rank V Faction Leader: Order of Light

*Medium Monstrosity (Shapechanger), Neutral


  • Armor Class 22 (Unarmored Defense, 24 using Signature Parry with Lasersword in hand.)
  • Hit Points 137 (25d8 + 25)
  • Speed 50ft.

STR DEX CON INT WIS CHA
11 (+0) 24 (+7) 13 (+1) 14 (+2) 21 (+5) 14 (+2)

  • Saving Throws Str +5, Dex +12, Wis +10, Cha +7
  • Skills Athletics+5, Religion+7, Survival+10, Insight+10, Stealth +17, Animal Handling+10, Acrobatics+17
  • Damage Immunities Poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses passive Perception 15
  • Languages Common (can Telepathically communicate with a creature as long as it speaks a language)
  • Challenge 16 (15,000 XP)
  • Proficiency Bonus +5

Master Psion. The Master's psi ability modifier is Wisdom (psi save DC 20, +12 to hit with psi attacks) She has 66 psi points, which recharge after a short or long rest. She may use any of the following Void Mystic abilities: Mindful Defense (1 psi point), Focused Attack (1-3 psi points), Psionic Disarm (1 psi point), Step of the Mind (1 psi point), Telekinetic Push (1 psi point), Precieve Aura (3 psi points), Unbreakable Focus (1 psi point), Force of Will (1 psi point).

Telekinetic Mastery. If she has any Psi points left in her pool, she can innately cast Telekinesis requiring no components.

Grandmaster's Robes. Grant advantage on Saving Throws against psionic talents, spells and other magical Effects. Pulling the hood up or down requires an action. While worn with its hood up, The Master gains these additional benefits:

  • Wisdom (Perception) checks made to see her and Wisdom (Insight) checks made to discern her motives have disadvantage
  • She has advantage on Dexterity (Stealth) checks made to hide in a crowd.

Unarmored Defense. While Master Gwen is wearing no armor and wielding no shield, her AC includes his Wisdom modifier (included).

Evasion. If Master Gwen is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's incapacitated.

Shapechanger. A doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, 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.

Actions

Multiattack. Master Gwen attacks three times using her lasersword.

Lasersword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) radiant damage or 21 (2d10+10) radiant damage if used in two hands.

Wholeness of Body (Recharges after a Long Rest). Master Gwen regains 60 hit points.

Bonus Action/Reactions

Lasersword Deflection As a reaction (or by spending 1 psi point), deflect a weapon attack if she has her Signature Laser Weapon in hand. When she does so, the damage she takes from the attack is reduced by 1d10 + 32. If she reduces the damage of a ranged attack to 0 this way, she can spend 1 psi point to make a ranged attack (range 20/60 feet) with the weapon or ammunition as part of the same reaction. She makes this attack with proficiency.

Slow Fall. Reduces damage she takes from a fall by 100.

Healing Light (Recharge 4–6). The Master or one creature of its choice within 60 feet of it regains 14 (2d8 + 5) hit points.

Legendary Actions

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

Quick Step (costs 1 psi point). Gwen moves up to her speed without provoking opportunity attacks.

Counterattack (Costs 2 Actions, 1 psi point). Gwen makes one lasersword attack.

Invisibility (Costs 3 Actions, 2 psi points). Gwen becomes invisible until the end of her next turn. The effect ends if Gwen attacks or casts a spell.

Master Mattix is a Doppelganger wearing the face of her friend Kaleen Wurmwood to hide her true form. When Mattix and Ewin crash landed in the Rustbelt, the Guardian was knocked unconscious. The crashing ship drew the attentions of the Great Lord Tykk and Mattix abandoned it to the rust monsters to drag her fellow Void Mystic into the Underdark and find shelter.

Without technology to aid them in contacting Immortal One, they've traveled the demiplane searching for a way off planet while trying to keep the balance wherever they wander. For more information on the Temple of Light and the Void Mystics see Voidfarer's Guide to the Verse Vol 4: Jammer Heist.


Rusalka

Medium fey, neutral


  • Armor Class 13
  • Hit Points 60 (10d8+10)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (0) 14 (+2) 18 (+4)

  • Damage Resistances. fire, bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities. cold, necrotic, poison
  • Condition Immunities. charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages sylvan, common
  • Challenge 4 (1,100 XP)

Hypnotic Laugh. The Rusalka uses a hypnotic laugh to lure human men to the water (so she can drown them). Every male character that can hear the Rusalka laugh has to make a wisdom saving throw (DC 15). On a failed save, the creature becomes Charmed by the Rusalka and is compelled to get as close to her as possible. On a successful save, the creature becomes immune to this effect for 24 hours.

Waterbound. The Rusalka is bound to a body of water and cannot leave it, and she needs to keep at least her toes in it (she has walk speed 0 to represent this). In Variants of the Rusalka encountered, some climbs trees to lure in prey or even dance around fires together, their ability to leave the water often tied to summertime. The Waterbound trait and her origin- a chaotic neutral nature fey (also called Shchekotukha or "She Who Tickles") or a chaotic evil undead spirit of a woman drowned in the body of water- is up to the DM's preference, and this stat block works for both.

Actions

Terrible Tickle. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d6) psychic damage

Entangling Locks. The Rusalka entangles one creature she can see within 5 feet of her in her hair. The creature must succeed on a DC 15 Wisdom saving throw or take 13 (2d6) psychic damage and becomes stunned until the start of the Rusalka's next turn. Creatures who fail are now grappled by the Rusalka.

Rusalka are either feminine nature spirits or the unquiet spirit of a drowned mortal woman, but both the Fey and Undead varieties share common features: they are stunningly beautiful naked girls with long hair (often green or white), linked to a particular body of water, who absolutely delight in punishing weak and wicked men by drowning them.


Thorn Slinger Swarm

Gargantuan Swarm of Large Plants, unaligned


  • Armor Class 11
  • Hit Points 180 (30d10 + 30)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (1) 12 (1) 1 (-5) 10 (0) 1 (-5)

  • Senses blindsight 60 ft. (blind beyond this radius), Passive Perception 10
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Damage Immunities Pyschic
  • Condition Immunities blinded, deafened, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Challenge 3 (700xp)

False Appearance. While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush.

Swarm. The swarm of Thorn Slingers can occupy another creature's space. It can move through any space big enough for a large plant. It cant regain hit points or gain temporary hit points.

Adhesive Blossoms. A thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to a thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage. At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (1d6) acid damage.

Actions

Multiattack. The swarm makes four attacks at advantage if it has more than half its hit points, or three attacks if it has less than half hit points.

Thorns. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 16 (4d6 + 1) piercing damage or 8 (2d6+1) piercing damage if the swarm has half of its hit points or fewer.


Dire Wolfsbane

Large plant, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 2 (-4) 12 (1) 7 (-2)

  • Damage Resistances: Lightning, Piercing
  • Damage Vulnerabilities Fire
  • Skills Perception +3, Stealth +4
  • Senses darkvision 60 ft., Passive Perception 13
  • Languages Understands Slyvan, cannot speak
  • Challenge 1

Keen Hearing and Smell. The Dire Lupine has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Plant Camouflage. The Dire Lupine has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

False Appearance. While the Dire Wolfsbane remains motionless, it is indistinguishable from a wild flowerbed.

Regeneration. The Dire Lupine regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the Dire Lupine's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Pack Tactics. The Dire Lupine has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is a Lycanthrope, it must succeed on a DC12 Constitution Saving throw or revert to their true form.


Colliefleur

Medium plant, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 18 (3d8 + 3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 3 (-4) 12 (1) 7 (-2)

  • Damage Resistances: Lightning, Piercing
  • Damage Vulnerabilities Fire
  • Skills Perception +3, Stealth +4
  • Senses darkvision 60 ft., Passive Perception 13
  • Languages Understands Slyvan, cannot speak
  • Challenge 1/2

Keen Hearing and Smell. The Colliefleur has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Plant Camouflage. The Colliefleur has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The Colliefleur regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the collie's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Pack Tactics. The Colliefleur has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Vines. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and a Large or smaller target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the Colliefleur can't constrict another target.


Tigerlily

Large plant, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 35 (5d10 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (1) 8 (-2)

  • Condition Immunities blinded, deafened, exhaustion
  • Damage Resistances Lightning, Piercing
  • Damage Vulnerabilities Fire
  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., Passive Perception 13
  • Challenge 1

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

False Appearance. While the tigerlily remains motionless, it is indistinguishable from a wild flowerbed.

Plant Camouflage. The tigerlily has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The tigerlily regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the tigerlily's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Pounce. If the tigerlily 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 13 Strength saving throw or be knocked prone. If the target is prone, the tigerlily can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the Tigerlily can long jump up to 25 feet.

Actions

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

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Dandylion

Large plant, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 28 (4d10 + 8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (1) 8 (-2)

  • Condition Immunities blinded, deafened, exhaustion
  • Damage Resistances Lightning, Piercing
  • Damage Vulnerabilities Fire
  • Skills Perception +4, Stealth +6
  • Senses darkvision 60 ft., Passive Perception 14
  • Challenge 1

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

Pack Tactics. The dandylion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Plant Camouflage. The dandilion has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Pounce. If the dandilion 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 13 Strength saving throw or be knocked prone. If the target is prone, the dandilion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the dandylion can long jump up to 25 feet.

Dandylion's Mane. A Dandylion's mane contains its seeds. As these seeds become ready for dispersal, the lion's mane turns from bold yellow pedals to puffy white filaments. When a puffy white Dandylion takes damage (or is subjected to a strong wind of 30mph or more), seeds fly from its head and follow the wind to find a place to grow. Dandylion Seeds grow into Dandylions under the right conditions in 2d4 weeks.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.


Giant Hogweed

Large plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (0) 16 (+3) 1 (-5) 9 (-1) 1 (-5)

  • Damage Resistances: Lightning, Piercing
  • Damage Vulnerabilities Fire
  • Condition Immunities blinded, deafened, exhaustion
  • Skills Perception +3, Stealth +4
  • Senses darkvision 60 ft., Passive Perception 13
  • Languages Understands Slyvan, cannot speak
  • Challenge 2

Charge. If the giant hogweed moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the giant hogweed takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Plant Camouflage. The giant hogweed has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Caustic Sap. Creatures that damage the hogweed with a melee weapon are sprayed with Caustic Sap. DC16 Dexterity or Constitution saving throw or take 6 (1d6+3) acid damage and contract Hogweed Rash.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage + 3 (1d6) acid damage and are subjected to the Hogweed's Caustic Sap.


Hogweed Rash

1d4+4 hours after contracting Hogweed Rash, areas of bare skin that came into contact with the Caustic Sap of a Giant Hogweed break out into a painful blistering rash causing another (1d6+3) acid damage. The sap of the giant hogweed plant is phototoxic, meaning contact with the sap prevents the skin from being able to protect itself from the sun. While in sunlight, you have disadvantage on attack rolls and ability checks and take 1d4 acid damage every hour.

Scarring. The phototoxin combined with exposure to sunlight can leave purple or black scars on the skin.

Blindness. The sap also causes permanent blindness if it comes in contact with the eyes.

Treatment. Before the blisters appear, quickly wash the affected area clear of sap with soap and hot water, then wrap it to keep it hidden from sunlight. This will reduce the damage to 1d4 when the rash appears. The rash will disappear on its own in 1d4+2 days once an afflicted creature is not exposed to sunlight.


Snakeroot

Gargantuan plant, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 60 (8d12 + 8)
  • Speed 15 ft, 15ft climb, 15ft burrow

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

  • Damage Immunities Poison, Psychic
  • Damage Resistances Cold, Fire, Piercing, Bludgeoning
  • Condition Immunities blinded, deafened, exhaustion, prone
  • Skills Perception +3, Stealth +6
  • Senses blindsight 30 ft., Passive Perception 12
  • Languages Understands Slyvan, cannot speak
  • Challenge 3

False Appearance. While the snakeroot remains motionless, it is indistinguishable from a normal plant.

Plant Camouflage. The snakeroot has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The snakeroot can constrict only one target at a time.

Bonus Actions

Drag Below. After taking the Constrict action on its turn, the Snakeroot may burrow up to 10ft, dragging the grappled target underground.


Cobra Lily Pad

Medium plant, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 18 (3d8 + 3)
  • Speed 30 ft., 30ft swim

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 3 (-4)

  • Damage Immunities Poison, Psychic
  • Resistances: Piercing, Fire
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
  • Skills Perception +3, Stealth +8
  • Senses blindsight 30ft (blind beyond this radius), Passive Perception 13
  • Languages Understands Slyvan, cannot speak
  • Challenge 1

Plant Camouflage. The Cobra Lily has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring aquatic plant life.

False Appearance. While it remains motionless, its indistinguishable from a normal plant.

Regeneration. The Cobra Lily regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the Cobra Lily's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Cobra Strike.. During its first turn, the cobra lily has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the cobra lily scores against a surprised creature is a critical hit.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 4 (1d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of their next turn.

Spit Venom. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 6 (1d8+2) poison damage. On a critical hit against a target within 20ft, the target is hit in the eyes and Blinded until treated with antitoxin or healing magic.


Rattlesnake Orchid

large plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 5 ft., Climb 5 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+2) 16 (+3) 1 (-5) 10 (0) 1 (-5)

  • Damage Resistances: Cold, Fire, Piercing, bludgeoning
  • Damage Vulnerabilities slashing
  • Condition Immunities blinded, deafened, exhaustion, prone
  • Skills Perception +2, Stealth +4
  • Senses blindsight 30 ft. , Passive Perception 12
  • Challenge 3

False Appearance. While the rattlesnake orchid remains motionless, it is indistinguishable from a normal plant.

Plant Camouflage. The Rattlesnake Orchid has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Rattle. The orchids's dry bulb rattles in a soft wind, warning travelers of its presence with a successful DC10 Wisdom (Survival) or (Nature Check). It may also rattle its leaves as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Bonus Actions / Reactions

Coil and Strike. Using its reaction when a creature targets it with a melee attack, the rattlesnake orchid forces an opposed Dexterity check against the attacking creature. If it succeeds, it interrupts the creature's attack and immediately makes a makes a Bite attack against the creature at advantage.


White Egret Orchid

Huge plant, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 3 (2d4-2)
  • Speed 5ft, 40ft fly

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 1 (-5) 14 (2) 5 (-3)

  • Damage Vulnerabilities Fire
  • Senses Passive Perception 14
  • Languages Understands Slyvan, cannot speak
  • Challenge 0

False Appearance. While the orchid remains motionless, it is indistinguishable from a normal plant.

Plant Camouflage. The orchid has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Actions

Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Gooseberry

Small plant, unaligned


  • Armor Class 10
  • Hit Points 3 (1d6)
  • Speed 10ft, 25ft fly

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 16 (+3) 1 (-5) 9 (-1) 1 (-5)

  • Senses blindsight 10ft, Passive Perception 10
  • Challenge 0

Plant Camouflage. The gooseberry has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Eggs. Each day at dawn, a Gooseberry lays 2d4+2 Gooseberry Eggs. Eating a gooseberry egg restores 1 hit point, and the egg provides enough nourishment to sustain a creature for one day.

Actions

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


Skunk Cabbage

Medium plant, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 5ft

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

  • Damage Immunities Fire
  • Resistances: Cold, Lightning, Piercing, Bludgeoning
  • Senses blindsight 10ft, Passive Perception 10
  • Challenge 0

False Appearance. While the skunk cabbage remains motionless, it is indistinguishable from a normal plant.

Plant Camouflage. The skunk cabbage has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Defensive Spray. When damaged or threatened, the skunk cabbage releases a noxious musk in a 20ft radius cloud. Living Non-Plant Creatures that can smell must make a Constitution saving throw (DC 13) or be poisoned and spend their turn coughing and retching until. If the creature cannot smell it automatically succeeds. If it has keen smell, it rolls with disadvantage. The skunk cabbage can activate this trait when a creature ends its move within 5ft of it.

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Poison Spray. The Skunk Cabbage sprays a noxious mist in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or spend their next action coughing and retching. If the creature cannot smell it automatically succeeds. If it has keen smell, it rolls with disadvantage.


Ostrich Fern

Large plant, unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 1 (-5) 10 (0) 1 (-5)

  • Damage Resistances: Piercing, bludgeoning
  • Damage Vulnerabilities Fire
  • Condition Immunities blinded, deafened, exhaustion
  • Senses darkvision 60 ft., Passive Perception 10
  • Challenge 1/2

Plant Camouflage. The Ostrich Fern has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The Ostrich Fern regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the fern's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Growing Snapdragons

Snapdragon seeds are about the size of an ostrich egg. They can be planted and left to grow naturally, hatching into a Seedling after a 1d4 weeks germination. That Seedling will be a Young Snapdragon in a year, and an Adult within 5.

Magic can be used to stimulate the growth process however- making them a cheap, disposal siege monster that has become a common sight in eastern Bramblewood and over western Colle-Gens airspace.

Growing Snapdragon Scenes with Magic. Casting the Plant Growth spell on a seed will hatch a Snapdragon Seedling with or without planting it. Casting the Plant Growth spell using a 5th level slot will cause the Seedling to grow into a Young Snapdragon, and a 7th level spell slot will turn a Young Snapdragon into an Adult.

After using magic to accelerate their growth, Bramblewood casters place a Geas on the Snapdragons, tasking them with hunting humans, gnolls and porc invaders.



Snapdragon Seedling

Medium plant, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft., Fly 60 ft. , Climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 3 (-4) 14 (2) 10 (0)

  • Damage Vulnerabilities Fire
  • Damage Immunities Poison
  • Condition Immunities poisoned
  • Skills Perception +4, Stealth +3
  • Senses blindsight 10 ft., darkvision 60 ft., Passive Perception 14
  • Languages Understands Slyvan, cannot speak
  • Challenge 2

False Appearance. While the snapdragon remains motionless, it is indistinguishable from wildflowers.

Plant Camouflage. The snapdragon has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The snapdragon regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the tigerlily's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.

Poison Breath Recharge (5-6). The snapdragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.



Young Snapdragon

Large plant, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., Fly 80 ft. , Climb 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 5 (-3) 15 (+2) 15 (+2)

  • Saving Throws Dexterity +4, Constitution +6
  • Damage Vulnerabilities Fire
  • Damage Immunities Poison
  • Condition Immunities poisoned
  • Skills Perception +8, Stealth +7
  • Senses blindsight 30 ft., darkvision 60 ft., Passive Perception 18
  • Languages Understands Slyvan, cannot speak
  • Challenge 8

False Appearance. While the snapdragon remains motionless, it is indistinguishable from a bed of wildflowers.

Plant Camouflage. The snapdragon has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The snapdragon regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the tigerlily's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The snapdragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claw. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Poison Breath Recharge (5-6). The snapdragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.



Adult Snapdragon

Gargantuan plant, neutral


  • Armor Class 19 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., Fly 80 ft. , Climb 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 5 (-3) 17 (+3) 17 (+3)

  • Saving Throws Str +11, Con +10, Wis +8, Cha +8
  • Damage Vulnerabilities Fire
  • Damage Immunities Poison
  • Condition Immunities poisoned
  • Skills Insight +8, Perception +12, Stealth +11
  • Senses blindsight 60 ft., darkvision 120 ft., Passive Perception 22
  • Languages Understands Slyvan, cannot speak
  • Challenge 15

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

False Appearance. While the snapdragon remains motionless, it is indistinguishable from a hill of wildflowers.

Plant Camouflage. The snapdragon has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The snapdragon regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the tigerlily's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The snapdragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Frightful Presence. Each creature of the snapdragon's choice that is within 120 feet of the snapdragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the snapdragon's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail Stinger. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. On a hit, the target must succeed on a DC18 Constitution saving throw or take 21 (6d6) poison damage and become Paralyzed for 1 hour. A paralyzed target may repeat this saving throw on the end of each of its turns, ending the effect on a success.

Poison Breath Recharge (5-6). The snapdragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Tail Attack. The snapdragon makes a tail stinger attack.

Wing Attack (Costs 2 Actions). The snapdragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The snapdragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds.

  • A wall of tangled brush bristling with thorns springs from a solid surface within 120ft of the snapdragon. The wall is up to 60ft long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.

  • Magical pollen billows around one creature the snapdragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

Beast Titan Stats



Big Búho

Gargantuan beast (owl titan), neutral good


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 20ft, 80 ft. fly

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 6 (-2) 20 (+5) 20 (+5)

  • Saving Throws Dex +8, Int +4, Wis +11, Cha +11
  • Damage Immunity Radiant, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Perception +17, Stealth +8, Acrobatics +8
  • Senses darkvision 240 ft., blindsight 30ft, Passive Perception 25
  • Languages Giant Owl, understands Common, Elvish, and Sylvan but can't speak them
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Regeneration. Big Búho regains 10 hit points at the start of its turn. If it takes acid or fire damage, it regains only 5 hit points at the start of its next turn. Big Búho dies only if it is hit by an attack that deals 10 or more acid or fire damage while the it has 0 hit points.

Damage Absorption. When it would be subjected to radiant damage, it instead regains a number of hit points equal to the damage dealt.

Actions

Multiattack. The Titan can use its Frightful Screech. It then makes three attacks.

Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 38 (4d12 + 10). A Huge or smaller creature hit by this attack is grappled (DC

Peck. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 38 (4d12 + 10) piercing damage.

Radiant Breath. Recharge (5-6) Big Búho exhales radiant energy in a 120ft line that is 10ft wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 93 (16d10+5) radiant damage on a failed save, or half as much damage on a successful one.

Frightful Screech Each creature of Big Búho's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Swallow. Big Búho makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the peck's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 28 (8d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

Detect. Big Búho makes a Wisdom (Perception) check.

Stalk. Big Búho makes a Dexterity (Stealth) check and moves up to half its speed.

Wing Attack (Costs 2 Actions). Big Búho beats its wings. Each creature within 15 feet of her must succeed on a DC 22 Dexterity saving throw or take 16 (2d6 + 10) bludgeoning damage and be knocked prone. She can then fly up to half her flying speed.

Swoop (Costs 2 Actions). The Beast Titan moves up to its speed and attacks with a natural weapon.

Big Búho is over 200 years old, possibly the oldest Beast Titan on the plane other than the Green Daimyo and Great Lord Tykk. Looking at her splendid plumage, you'd never know she's battled thousands of other monsters- her edge against her opponents an accelerated regeneration ability. The gargantuan owl has watched over Black Orchard and made the Bramblewood its hunting grounds for generations so the people have learned to live in harmony with her. In the increasingly dark years before the Queen returned to her Throne, a sect of owlfolk cultists even sprang up around the worship of the titan- believing it was sent to protect the forest in the troubles to come. Queen Kenzi's return to Rose Red hasnt deterred the cult from its care of the titan, with a small monastery carved into Big Búho's tree constantly staffed by 2d4+4 owlfolk cultists and a priest that have the holy task of staking an aurochs below the titan's nest each day to keep a snack for it in arms reach.

Beast Titan Stats



Muninn

Gargantuan beast (raven titan), neutral


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 20ft, 80 ft. fly

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 6 (-2) 20 (+5) 20 (+5)

  • Saving Throws Dex +8, Con +16, Int +10
  • Damage Immunity Force, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Perception +11, Stealth +8, Acrobatics +8
  • Senses Passive Perception 21
  • Languages mimicry, understands Sylvan
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Keen Sight and Smell. The raven has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The raven has advantage on an attack roll against a creature if at least one of the raven's allies is within 5 feet of the creature and the ally isn't incapacitated.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Swallow. When Blackwing a one bite attack against a Large or smaller creature it is grappling, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 28 (8d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Multiattack. The Titan can use its Frightful Presence. It then makes three attacks.

Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 38 (4d12 + 10).

Peck. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 38 (4d12 + 10) piercing damage.

Repulsion Breath. The titan exhales force energy in a 90-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. On a failed save, the creature takes is also pushed 60 feet away from the titan.

Frightful Presence Each creature of the titan's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Legendary Actions

Detect. Blackwing makes a Wisdom (Perception) check.

Wing Attack (Costs 2 Actions). Blackwing beats its wings. Each creature within 15 feet of her must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. She can then fly up to half her flying speed.

Beast Titan Stats



Murdahjack

Gargantuan beast (weasel titan), neutral


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 40ft, 30 ft. climb, 30ft swim, 10ft burrow

STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 30 (+10) 4 (-3) 12 (+1) 5 (-3)

  • Saving Throws Dex +9, Con +16, Str +16
  • Damage Immunity Acid, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Perception +7, Stealth +15, Acrobatics +9
  • Senses darkvision 60ft, Passive Perception 17
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Ambush Killer. During its first turn, the weasel has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the weasel scores against a surprised creature is a critical hit.

Actions

Multiattack. The Titan can use its Frightful Roar. It then makes three attacks.

Slam. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 38 (4d12 + 10) bludgeoning.

Gargantuan Grapple. Make an opposed Acrobatics/Athletics check against a Huge or larger target. If the grapple is successful, the Weasel Titan can make a Bite attack at advantage as a bonus action.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 38 (4d12 + 10) piercing damage. The weasel instinctively tries to bite the spine below the base of the skull. On a critical hit against a Huge or larger creature, the weasel strikes at their spine and deals an additional 1d4+3 Constitution damage. If this damage reduces a creature's Constitution score below 15, its spine is snapped and it is Paralyzed.

Acid Spit Recharge (6). The titan retches acid in a 90-foot line that is 5 feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) acid damage on a failed save, or half as much damage on a successful one.

Frightful Roar Each creature of the titan's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Swallow. Blackwing makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the peck's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 28 (8d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Bonus Actions

Weasel War Dance. As a bonus action after jumping at least 10 feet, the Weasel Titan can send a shock waves through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Legendary Actions

Detect. Blackwing makes a Wisdom (Perception) check.

Stalk. The Weasel Titan makes a Dexterity (Stealth) check and moves up to half its speed.

Titanic Strike (Costs 2 Actions). Make an attack.

Beast Titan Stats



Hyena Titan

Gargantuan beast (hyena titan), chaotic evil


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 50ft

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 2 (-4) 12 (+1) 7 (-2)

  • Damage Immunity Fire, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Perception +7, Intimidation +10
  • Senses darkvision 60ft, Passive Perception 17
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Actions

Multiattack. The Titan can use its Frightful Laughter. It then makes three attacks.

Crushing Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 50 (6d12 + 10) piercing damage.

Frightful Laughter Each creature of the titan's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 35 (5d10 + 10) slashing damage.

Swallow. Blackwing makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the peck's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 28 (8d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Fire Breath Recharge (5-6). The hyena exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Titanic Strike (Costs 2 Actions). Make an attack.

Event: Hyena Titan Rampage

When the hyena beast titan breaks through the Bramblewood army's riverside picketline along the northern border, in the confusion a Gnoll Vampire (which holds the Ancient Hyena Totem) and its raiding party slip into the forest. The vampire instructs its minions to coat themselves in river mud to mask their scent and to kill only when they won't be caught- civilian and arson targets preferred- then splits his Hunters into groups and sends them into the night. They break from the hyena titan's burning beeline for Black Orchard and carry satchels of bombs towards settlements marked on old raiding maps of the northwood. A few of these locales were evacuated and turned into guard posts at the start of the war, but others are still occupied.

The vampire itself is trailing the titan, looking to ensure any heroes that come to stop it from slaying Big Búho fail. It will flee if it takes more than 50 damage- the ancient hyena totem cannot fall into the Queen's hands.

Event: Weasel Titan Rampage

Murdahjack's entry into the Bramblewood is much more low key. The massive weasel came through the unprotected western border. Its drawn towards "Blackwing" - the name locals have given Muninn.

Region II: Colle-Gens

Colle-Gens is a feudalistic society south of the Gnoll lands and north of Sarodia. The region contains some of the richest soils and most idyllic and naturally

Human Supremacy

The humans of Colle-Gens were always a haughty bunch. Akin to the noted characteristic of the crueler elves of some other planes, they believed themselves to be the pinacle of sentient life on Ombreavoir. When the Spires activated and changed the world, the Colle-Gens remained "pure". Everything they believed about themselves was proven true: when the rest of creation was forced to evolve, they were already perfect.

Their culture is centered around "human excellence". Even poor Colle-Gens farmers own a number of slaves, freeing them from the burden of work to pursue social interests- cotillions and dinner parties chief among them. The law only protects pureblood humans and all other creatures are treated as property.

Beyond their hate for animalfolk, they absolutely loathe the Mutant. As their children grow, they sometimes begin to exhibit animal-like traits. These children are rounded up and shipped off to La Tour Montagne where they are never heard from again. Most townsfolk are just glad to be rid of them, but some parents still feel attachment to their mutants and try to hide them from the community. It becomes increasingly difficult to hide your supposedly healthy children from the Inquisitors as time passes.

Fort Cowl

Fort Cowl is a longstanding stone walled army garrison which borders the eastern edge of the Wokewood led by now desceased Commander Aleksandrina Drokonova. The fort housed a large number of veteran soldiers, it's strategic location a bulwark against attacks from the south in ancient times before the Spires activated. When Queen Kenzi returned to the Bramblewood after her long disappearance, the Colle-Gens were already well underway with plans to invade her forest and had been hiring Gnoll tribes to cross her northern border and hunt in the forest. Kenzie responded by organizing the Guild of the Smouldering Bowl and tasking the small team with infiltrating and sabotaging Drokova’s campaign staging ground at Fort Cowl. The Guild ambushed and hijacked a porc trade caravan, charming the porc merchant and then using polymorphing potions to disguise themselves as the porc’s disposed of human guards. After packing the wagon with explosives, they entered the fort and engaged in an afternoon of sabotage that culminated at sundown. When the dust cleared after their operation, the main gate, the armory, a watchtower and the temple built into the western defensive wall were all in ruins; the fort’s food stores were poisoned; and its prisoners freed, armed, and dedicated to guerrilla operations in the Colle-Gens countryside.

The Colle-Gens set to repairing the fort and bolstering its defenses by hiring clans of ratfolk mercenaries from Nekkon, but the gambit had worked in the Fey's favor. With their Gnoll allies attempted invasion of the northern border of the Bramblewood blunted by a growing force of animalfolk warriors gathering at Rose Red Keep, the human's plans had been stalled. Word spread of the Bramblewood's victories on both fronts, and warriors from across the region flocked to the Queen's banner.

Busy with slave rebellion within their borders and stalled at the edge of the Wokewood, Fort Cowl fell prey to Bramblewood's first large scale offensive of the war as the human's confidence faultered.

Fey spellcasters cast a thick fog around the fort. Members of the Guild of the Smouldering Bowl and the Far Patrol flew the Darting Empress above the fort's walls, dropping a cache of bombs and blowing a hole in the west wall. Steel Arm warriors poured through the breach as werebats dropped from clouds and Bramblewood Soldiers burst through tunnels from the Underdark, picking off the wall's defenders with claw and carbine.

The Queen's strikeforce aboard the Darting Empress- among them Chestnut, Marten the Badgerlord and Simple Simon- dropped from the ship onto the open topped keep where Commander Drokova furiously watched her men routed by "filthy beasts" below. The Commander revealed herself to be a Death Knight, killing and gravely injuring much of the team before the heroes of the forest were able to put her down. The Werebat and Goliath factions pursued fleeing humans and ratfolk as burrowers stayed behind to quickly expand the tunnels beneath the fort. Humans once viewed the fort as a symbol of their strength. The Queen was determined to show them their strength was an illusion. Her troops now control Fort Cowl from a staging ground in the Underdark, ordered to retreat from topside if the humans send significant force to reclaim it.

Fort Cowl Encounters
1d8 Encounter
1 A Sarodian Legion marches to reclaim the fort w/ 10 Siege Towers pulled by 1d3+1 chained stone giants; the Goliath defenders are determined to free them
2 2d4+2 escaped animalfolk slaves seek shelter
3 War Priest, 14 Knights & 35 Colle-Gens Soldiers, mounted on Warhorses
4 Chestnut and 3d6+3 Owl Scouts fly overhead on a strafing run of soft targets in absolute silence
5 1d4+1 geased Adult Snapdragon hunt humans/porc
6 A large Colle-Gens army mustering in the area open a siege with artillery: Trebuchets & Cannons pepper the fort with bludgeoning damage as formations advance
7 From the damaged walls of the fort, Marten the Badgerlord challenges a Sarodian Prince to single combat; he's killed two of the porc's brothers so far
8 A picket line of 6d6+30 nekkonese ratfolk veterans are hidden (DC16 to spot) behind bushes and fences of a nearby farmhouse, crossbows primed to fire

https://cdn.discordapp.com/attachments/953413775149633536/1037813672497647647/Keen_medievalpunk_farmland_landscape_oil_painting_castle_in_bac_d74613d7-01ba-4321-964b-c174b66e5f06.png


Held by the Enemy

Fort Cowl has become a blight on the morale of the Colle-Gens army, held for two years by the monsters from the forest.

Should player characters begin the campaign in the Colle-Gens region, they will likely be soldiers or adventurers tasked with reclaiming the fort and

The Trenches

Across the western front, the humans and their mercenaries have carved parallel trenchlines that extend across the length of the nation, cutting across once lush farmland. The trenchlines roll from Gnolland and are dug twenty miles from the edge of the Bramblewood forest and along the border with Freedonia, terminating on either end at a dug-in defensiveworks.

Within these trenches, the Colle-Gens and their allies are well-protected from the enemy's arrows and small arms fire and are substantially sheltered from artillery. Each trench is dug in zigzag so that no enemy, standing at one end, can fire for more than a few yards down its length.

Trench Layout

To stall animalfolk invasion into the nation, this defensive system is made up of three lines of trenches about 800 yards apart. These ran parallel with the front line, providing protection from fire from the opposite trenches and letting soldiers hold their ground.

The line nearest the enemy is called the fire trench, where soldiers regularly see combat. 30ft in front of this trench is a barbed wire fence running its length. Behind the fire trench is the support trench, the main defensive line, offering supporting fire to the front line. The final is the reserve trench, holding reinforcements ready to be flung against a breaching assault on the support trench.

Hazard: Barbed Wire

Creatures moving across the barbed wire fence must succeed on a DC15 Dexterity saving throw or take 1d4 slashing damage and become grappled by the fence. A creature grappled by the barbed wire takes 1d4 slashing damage each turn until free. It can free itself with a DC15 Dexterity check, a DC20 strength check, or by using thieves tools

No Man's Land

Between the trenchlines, the humans burnt away all plantlife the could be exploited by enemy druids. They demolished farmhouses that would provide cover to enemy soldiers, save a few stone buildings along that backline they converted into defensive towers.

Dugouts

Pocketing the trenchlines are protective holes where the humans and their allies conduct their daily business and find rest. Each of the trenches has enough dugout rooms to sleep two battalions of soldiers (around 2000 men). The humans put their ratfolk mercenaries to work in dugout digging.

Soldiers and Arms

The forward trench is known as the "Ratline" by the humans, and is held by some 4,000 ratfolk ashigaru and 300 samurai under command of the Warlord Kizu.

Two battalions of Colle-Gens man both the support and reserve trenches, led by General Guye Maginot (a LN Warlord). Each of these four battallions is comprised of 20 units containing a War Priest, 14 knights and 35 Guards.

Along each trench, human engineers have erected siege weapons in well-defended positions. The support and reserve trenches are dotted with many Trebuchet and cannons. The Ratline has a trebuchet every mile, with ballistae and Sauterelle disperesed at regular intervals between. Regular shelling with Sautrelle has kept the No-Mans Land between the trenchlines barren and pockmarked.

Arbalète Sauterelle

Large object (siege weapon)

  • Armor Class: 15
  • Hit Points: 50
  • Damage Immunities: poison, psychic

The Arbalète Sauterelle is a large bomb-throwing crossbow designed to throw a hand grenade or other small explosive or incendiary device in a high trajectory over a trench wall and into the ranks of the enemy.

Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Using the Sauterelle, a character can propel the grenade or bomb up to 480 feet away.

Pomme-grenade. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Supply Lines and Engineers

Supplies are distributed across the trenches by minotaur-drawn or horse-drawn wagons. There Colle-Gens cavalry keeps some 3,400 warhorses behind the Reserve Trench, maintained by the human's animalfolk slave labor. While slave labor maintains supply distribution and horse care, a Diviner Wizard and four mages advise and oversee trench maintenance.

Scrotian Reserve

To the north where Gnolland and Colle-Gens encapsulate the ancient porc city of Scrotia, a sarodian legion fort stands waiting in reserve to reinforce the trenchlines.

Fort Cowl Keep

Fort Cowl's Keep has four identical stories. Pictured is the first floor. The second through fourth floors don't have a peripheral egress in the northern wall. The walls are 3ft thick stone, and the interior is lit by torches. Bramblewood's Army has stripped the fort of useful goods, setting a number of powerful explosives across the structure to allow them to demolish it if it is reclaimed by the humans.

Harmony

Harmony is a large farming community where animalfolk slaves are savagely oppressed by their human captors. Founded shortly after the activation of the Unseelie Spires and touted as a place of unity between humans and the new animalfolk tribes, the town now exhibits the same racism apparent in the rest of Colle-Gens. Harmony supplies La Tour Montagne with much of its yearly food supply.

Harmony Encounters
1d12 Encounter
1 a Sarodian patrol (1 Son of the Boar and 2d4+2 Gor'bôr Veterans mounted on Giant Boar)
2 an escaped animalfolk slave (commoner)
3 A mounted slave patrol (1 Knight & 2d4+2 Soldiers) are looking for a kitsune master thief
4 1d8+2 merchant or slaver carts guarded by 2d4+4 Nekkonese ratfolk ashigaru
5 Public execution; 2d4+2 commoners face the gallows for treason, 50% chance 1d4 guerrilla fighters (Veterans) try to free them
6 1d4 enslaved Centaurs pull human Nobles' carriages, guarded by a Knight and 4d4+4 Soldiers
7 Guerrilla Attack! Two Assassins (one human and one animalfolk) hit a busy area with a suprise attack, targeting Colle-Gens soldiers with frag grenades and guard towers with bombs
8 Plantation owner Hanz Boucher with his porque bulter (scribe), 2d4+4 soldiers and 2 Minotaur yoked to a cart of 6d4+6 Lepori commoners
9 2d4 Aurochs being led to market by 2 animalfolk slaves and a human overseer (bandit captain)
10 farmland being toiled by 4d6+8 animalfolk commoners, and 3d4+1 Minotaur yoked to ploughs; overseen by a 1d4+2 human bandits and a riding horse mounted bandit captain
11 a passing commoner slips you a note asking you to help get some escaped slaves to Fort Cowl, with a location provided to meet at midnight; 50% chance its a Colle-Gens Spy is trying to route out resistance members and the location given on the note has an Inquisitor of the Sword and 2d4+4 Veterans waiting in ambush for the suspected rebel's arrival
12 a mounted Warlord leading 4d4+4 mounted knights and 10d20+100 footslogging Soldiers to the staging grounds to retake Fort Cowl, with 6d6 wagons of gear in tow pulled by yoked minotaurs

Founders' Hall

Centered in the sprawling farmlands of Harmony sits Founders' Hall, built in the town's first year as a community hall and forum. Converted shortly after the town's idealistic founding into a stately plantation-styled manor for the first Marquis de Harmony when the humans claimed supremacy of the land. A small fort was added to house a standing military needed to control the town's slave population and deter uprisings. Nowadays, the current Marquis de Harmony, Roy Cottin (LE Human male Noble), entertains Sarodian merchants and oversees weekly slave auctions here.

Plantations

The Plantations of Harmony are massive estates run by human merchant families. Each plantation has a name (some of the most well-known being Boucherlund, Manoir Chevrolet and Estate DuPont) and features a sprawling grounds with an overseer's house, slave quarters, barn and stable, a wash house, and a smokehouse. Each plantation also has a colombier, a dovecote near the main building used to house the pidgeons used to send messages of escaped slaves and any encroaching danger to the patrols at Founders' Hall.

Boucherlund

The largest plantation in Harmony, Boucherlund is owned by Hanz Boucher (LE male Human Champion). Boucher is widely renowned by the Colle-Gens as a brutal warrior and shrewd businessman and his estate is one of the grandest in town, with its own standing militia guarding the property. Boucherlund is famous for its meat exports, Hanz's prime cuts of Lepori and Minotaur served in wealthy houses of Sarodia and the Dragon Principalities.

Boucher's Militia: Boucher's militia is led by his daughter Matilda when he is off the property (a NE mage)- in command of twelve overseers (Knights), twelve Veterans and thirty-eight guards, all lawful evil human men. One of Boucher's human house servants, Adélard, is actually a highly paid LE Assassin who reports as his eyes and ears and is tasked with guarding Matilda.

Manoir Lardon-Chevrolet

The second grandest plantation in Harmony, this estate is owned by Lady Fleur and Lord François Lardon-Chevorlet. The Lardon-Chevorlet family are the tallow magnates of Colle-Gens, the barns on their property collecting and converting the fat of animalfolk into candles- a staple necessity for the citizens of the lightless Tour Montagne.

The Lady and Lord are NE Necromancer Wizards. They have three sons (NE mages) who oversee eight cult fanatics and 30 cultists whom process the tallow and use the bones for dark rituals below ground. In an underdark cave beneath their mansion, the family is amassing an army of skeletons on the orders of their masters in La Tour Montagne...

Estate DuPont

Once the largest in town, Estate DuPont spent a decade vacant after mysterious circumstances left inhabitants dead. The DuPont's lawyer recently located an heir- a young man from Franczcia working in a winery- and Zair Monet-DuPont (N archer) and his wife Helene (a CG illusionist wizard) have since taken residence. They appear to have taken to the role of slaveowners quickly, buying many over recent months.

Harmony Map

The large barn on the west side of town and most of the western farmland is Boucherlund.

Franczcia

A world famous winemaking community that supplies Colle-Gens and Sarodia with a massive supply of alcohol, as well as keeping steady trade with Damtown and the Freedonians. It has a sizable population of Sarodian merchants, and much of the Colle-Gens economy is tied to the city’s exports. Most of the acreage around the city has been converted into vineyards, worked by slaves. Four families of human nobles and one Porcish prince own the large wineries that produce hundreds of barrels each week.

Franczcia Encounters
1d10 Encounter
1 Sarodian Prince Magnumos Culus and his entourage (1d4+2 Sons of the Boar and 2d4 porque servants (commoners) are inspecting his business interests
2 A famous gladiator from Sarodia is accompanying their young Franchise Owner on a tour to whip up excitement over the new Franczcia arena
3 an Inquisitor (Inquisitor of the Sword) and 2d4+2 Veterans kick in the baker's apartment door and drag out his 1d4 mutant children; the children are loaded into an iron-barred wagon and the baker dragged away to face the gallows in the morning
4 1d4 drunken Gor'bôr Veterans on leave get into a bare-fisted bar brawl with a human Knight and 1d4+1 Soldiers on holiday that spills into the street
5 The Khan's 18-wheel slavewagon rolls by loaded with 10d6+20 animalfolk for his larder, guarded by 1d4+1 Sons of the Boar and 4d4+4 Gor'bôr Veterans
6 A street urchin steals from a vendor while they are distracted with a transaction. If the child is caught, their monkey tail will be discovered and an Inquisitor (Inquisitor of the Sword) will be called to take the mutant away
7 A decadent wine tasting event; 4d20 human nobles and 1d4 Sarodian Princes indulge under heavy guard
8 1d8+2 merchant carts under armed guard
9 a Noble's carriage pulled by a chained centaur
10 1d4+2 teenage Nobles are stumbling around drunk looking for trouble; guards will side with the nobles

Port Purity

The Colle-Gens' seaport, Purity is host to 30 human warships. Their navy once had over 180 ships, but a failed war with the Freedonians saw their fleet decimated before a treaty was drawn up. The navy is now kept on full defensive anchoring, and the refusal of the humans to help the porc invade Nekkon has been a raw political contention between the allied nations.

The Sarodians have demanded the port open to their military investment, setting up a large shipyard, importing wood from the Ridgeback Mountains, and vowing to build four hundred warships for the allies' expansion westward. The finished ships are training along the Le Goutte River.

Le Goutte river runs from the Free Sea to Franczcia, nearly bisecting the nation. In rural Colle-Gens, parents often toss mutant children in the river while they sleep rather than let them be taken by Inquisitors and bring shame.

Prince Magnumos

Magnumos' estate and grounds are the finest in the city, with Sarodian marble architecture imported to make the Prince feel at home. One of his father's favorite sons, Magnumos commands a legion stationed around the city to ensure the safety of Sarodian business interests and keep the wine flowing southward.

Compared to his brothers, Magnumos is seen as "highly civilized" by the humans, choosing not to wear Saroidan armor every day, but instead wearing tailored Colle-Gens suits. He also lacks the tusks of his brothers, making him look less threatening, but is no less ruthless in combat.

He wields a much power in the city as Mayor

Franczcia

La Tour Montagne

La Tour Montagne is a conquered dwarf hold taken half a millenia before the activation of the Spires. The aristocracy lives a lavish life here in what they believe to be complete safety from the disgusting animalfolk outside. Most human residents have never left the city and a huge population of collared slaves constantly toils for its human masters.

The city is divided into two sections: The Gallery where the general population lives, and the Penthouses where the aristoracy lives. The Penthouses are the lower levels of the old dwarf hold, accessed by a single gate on the Gallery's lowest level posted with knights and soldiers twenty four hours a day.

Population: 580,250 Human citizens, and 1/6 of the population keep a small kitsune companion (96,708 kitsune); around 275,000 slaves from "approved races" are kept here.

1d10 Encounter
1 1d4 Masked nobles (vampire spawn ) and their entourages, 1 knight, 1d4+1 nobles and 1d4+3 collared animalfolk commoners
2 a wagon driven by 2 knights with 2d4+2 mutant children in the cage drives to the Penthouse gate
3 Famed mouseling master thief Izzy Threehunna is dragged to the dungeon in irons by 2d4+2 soldiers, loudly protesting her innocence
4 An aristocrat (mind drinker vampire) invites you to dinner at his residence in the Penthouses; his human butler (sage) gives you the details
5 The tailor approaches you strikes up a conversation to sense your motives; if you seem like you're trustworthy he'll ask for help locating his teen daughter, who went missing after a a short courtship by a mysterious son of the artisocracy (really a 600 year old blood drinker vampire who is keeping the thralled girl as a snack in his Penthouse); the guards won't listen to him, but she would never not come home or send no word that she was going on a trip- could you find her?
6 a luxury wine and cheese party is open to the public hosted by the Von Blüd family; 4d100+50 commoners wear their best clothing and mingle with the aristocrats (1d4+1 vampires and 2d4+3 vampire spawn); the aristocrats are charming and friendly, many of the stronger and more beautiful residents of the Gallery are even recieving invitations to Penthouse dinners!
7 a knight and 4d4+4 soldiers on patrol; DC15 Charisma (Deception) check to keep your head down and not draw their attention
8 a town crier (acolyte) holds a paper aloft, telling of dazzling Colle-Gens victories on the western front; if you've been to the western front, you note this as propaganda as the Bramblewood is gaining ground
9 High Priest Drucker (Necromancer) and his entourage of 2d4+2 scribes, 1d4+3 collared slaves (commoners) and 2 bodyguards (Vampire Spawn)
10 Angry General Boulares (Vampire Warrior) and 2d4+2 knights march past with 6d6+6 soldiers

Descent into the Penthouses

To say that celebrity worship was a facet of La Tour Montagne's culture would be a massive understatement. The common folk hang on every word and action from the rich families and important people who run the city from their luxury estates in the Penthouses; every fashion suggestion becomes that season's trend, every marriage a city-wide event, every commoner's opinion formed on the lips of the rich. The Gallery wasn't bought, but it doesnt hurt that the rich are generous- veritable philanthropists- throwing lavish public parties and keeping the residents of the Gallery wrapped in fine clothing, their glasses full of Franczcian wine, cheese and meat on every table, and the city safe!

Colle-Gen's True Masters

The entire Colle-Gens nation is a factory farm for the vampires of La Tour Montagne. They are the ones who led the humans to capture the dwarf hold in the first place, and have been in charge of this human society since before its recorded history. They have grown comfortable here, and the Fey Queen's insolence is threatening their daily food supply.

Population: 1,852 Vampires

Penthouse Common Features:
  • Shadows cast in the Penthouses seem abnormally gaunt and sometimes move as though alive.

  • There are no mirrors or items made of silver.

  • Any creature that is not a vampire or thralled by a vampire who exits through the Gate into the Gallery must take a DC30 Wisdom saving throw, taking 1 psychic damage and forgetting everything that transpired in the Penthouses. All they can recall is that they had a wonderful time and the aristocrat who hosted them was a great human being.

La Tour Montagne Penthouses Encounters
1d6 Encounter
1 a vampire spellcaster; if they notice you and can tell you are not thralled or are otherwise out of place with an opposed insight check, they attempt to charm and incapacitate you and raise the alarm- (1d4+1) mind drinker vampires arrive in 3 rounds
2 Locked Gate. (DC20 to lockpick) This gate opens to an unlit 200ft hallway that hooks right for another 100ft to a second gate and a Blood Drinker Vampire guard. This gate opens to one of the Penthouses' farms where chubby mutant children are kept suspended in bubbling liquid in glass tanks, their blood pumped into bottles for collection (mutant child blood has that je ne sais quoi, no?)
3-4 2d4+1 thralled knights guarding a Penthouse door (DC20 lockpick or guard key) eye you suspiciously
5 The tailor's daughter (vampire spawn) dressed in finery, walking a tabaxi commoner on a leash; if approached, she doesn't wish to return to the Gallery
6 Unless you saw him march troops away earlier, General Boulares (Vampire Warrior) and 2d4+2 knights (vampire spawn) are laying in ambush in a shadowy ceiling with spiderclimb (DC20 Perception to spot them before they attack and avoid surprise)

Playable Races: Colle-Gens Natives

Credit: Anthony van Dyck - Portrait of Francesc de Montcada

Human

Ability Score Increase: Your Ability Scores each increase by 1.

Age: Humans reach Adulthood in their late teens and live less than a century.

Alignment: Humans tend toward no particular Alignment. The best and the worst are found among them, though in Colle-Gens, evil humans are quite commonplace.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed: Your base walking speed is 30 feet.

Subrace: Colle-Gens The Colle-Gens are the last pureblooded humans on the plane, and are representative of the standard PHB Human. They are by far the most numerous human demographic, making up some 80% of all humans on Ombreavoir.

Unstable Genetics When a non-lycanthrope character with this trait levels up within a Green Zone, they must roll on that Green Zone's Mutations table and apply the result.

Skills: You gain proficiency in a skill of your choice.

Feat: You gain one feat of your choice.

Languages: You can speak read and write Common and Ba’konoink (used to entertain and trade with the Sarodians).


Credit: Les Chats Coiffés by Boissy (Public Domain 1825)

Tabaxi

Tabaxi in Colle-Gens are kept as pets and companionship servants. You were purchased as a kitten to entertain a human child or a widow. Some Colle-Gens tabaxi yearn for freedom and try to escape while others feel a sense of superiority in their "enhanced" status over other slaves.

Ability Score Increase. Your Dexterity increases by 2, and your Charisma increases by 1.

Age. Tabaxi age equivalent to humans.

Alignment. Tabaxi tend toward chaotic alignments.

Size Tabaxi are generally taller than a human but the Tabaxi of Colle-Gens are selectively bred for "cuteness." You stand 3ft tall, likely chubby, and your size is small.

Speed. Your base walking speed is 30 feet. Pacing on all stubby fours, you have a 40ft walk speed.

Darkvision. You have a cat’s keen senses especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.

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

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Because of your claws, you have a climbing speed of 30 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent. Proficiency in Perception and Stealth skills.

Languages. You can speak Common and one other language of your choice.

Porque

Many Colle-Gens houses keep Porque as butlers and scribes, an importation of Sarodian culture attempting to project strength to their Gor'bôr business partners. Porque consider being sold to the Colle-Gens to be an underbutler or scribe as a promotion, as the humans are far less likely to eat them as their larger Porc cousins are.

Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.

Age. Porc reach adulthood around 15 and generally live about 60 years.

Alignment. Porc tend towards Evil alignments.

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

Size. Porque stand 3 to 4 feet tall and average 60 pounds. Your size is small.

Speed. Your base walking speed is 30 feet.

Oily Escape. Your skin secretes an oily sweat. You can take the Disengage action as a bonus action on each of your turns.

Cower and Squeal. As an action on your turn, you can thrash and squeal pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read and write Common and Ba'konoink.

Mouseling

Mouseling are a tolerated servant species. They are cheap slaves, easily replaced, but not suited to heavy manual labor.

Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.

Age Mouseling reach adulthood around 5 and generally live about 60 years.

Alignment. Mouseling tend towards Good alignments.

Size. Mouselings stand between 2 and 3 feet tall and average 25 pounds. Your size is small.

Speed. Your base walking speed is 25 feet.

Burrower. You have a burrow speed of 10 feet.

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

Mouseling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature one size larger.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages. You can speak Squeakspeak and Common.

Vampire (Blood Drinking)

Ability Score Increases. Strength +2, Charisma +2

Speed. Base walking speed 30 ft.

Age. Vampires don't mature and age in the same way that other races do. You're effectively immortal if not destroyed.

Alignment. Vampire society is lawful, and youre likely evil.

Size. Vampires are the same size and build as humans. Your size is Medium.

Vampiric Resistance. You have resistance to necrotic damage.

Vampire Weaknesses. You have the following flaws:

  • Forbiddance. You can't enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. You take 20 acid damage if you end your turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into your heart, you are paralyzed until the stake is removed.
  • Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Bloodthirsty Bite. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee Bite attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it's hit point maximum to 0. At 11th level, the piercing damage from this attack increases to (1d6) and the necrotic damage increases to (3d6).

Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.

Regeneration. You regains 5 hit points at the start of your turn if you have at least 1 hit point and arent in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn. The Hit Points restored by your Regeneration increases by 1 at each level to a maximum of 20.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Shapechanger. If you arent in sunlight or running water, you can use your action to polymorph into a Medium cloud of mist, or back into your true form. Your statistics, other than size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die. While in mist form, you can't take any attack actions, speak, or manipulate objects. You're weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and you can't pass through water. You has advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.

Charm. As an action, target one humanoid you can see within 30 feet of you. If the target can see you, the target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your charisma modifier) or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you are destroyed, are on a different plane of existence than the target, or take a bonus action to end the effect.

You may use this feature a number of times per rest equal to your Charisma modifier.

Languages. You can speak, read, and write Common and one other language.

Credit: LadyofHats

Vampire (Psychic)

Ability Score Increases. Dexterity +2, Intelligence +2

Speed. Base walking speed 30 ft.

Age. Vampires don't mature and age in the same way that other races do. You're effectively immortal if not destroyed.

Alignment. Vampire society is lawful, and youre likely evil.

Size. Vampires are the same size and build as humans. Your size is Medium.

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

Bloodthirsty Bite. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee Bite attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it's hit point maximum to 0. At 11th level, the piercing damage from this attack increases to (1d6) and the necrotic damage increases to (2d6).

Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.

Vampiric Resistance. You have resistance to necrotic damage.

Shadow Stealth. While in dim light or darkness, you can take the Hide action as a bonus action.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Mind Siphon As an action, target a creature you can see within 30 feet of you. The target must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier), with disadvantage if you have previously consumed the target's blood. On a failed save, the target takes 2d6 psychic damage, and you discern the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and you discerns the target's general emotional state but not its thoughts. You regain Hit Points equal to half the psychic damage dealt by this attack. You may use this attack a number of times equal to your intelligence modifier, and regain all spent uses when you finish a short or long rest.

The psychic damage dealt by this attack increases as you gain levels: 4d6 at 5th level, 8d6 at 10th level, and 12d6 at 17th level.

Charm. As an action, target one humanoid you can see within 30 feet of you. If the target can see you, the target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your intelligence modifier) or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you are destroyed, are on a different plane of existence than the target, or take a bonus action to end the effect.

You may use this feature a number of times per rest equal to your Charisma modifier.

Languages. You can speak, read, and write Common and one other language.

Credit: Sanford Kossin is from a scan of Beyond Fantasy Fiction (July 1953)

Region III: Freedonia

Populated heavily by expatriates fleeing the strict social codes of other nations and freebooting pirates, Freedonia is a swashbuckling land of personal liberty home to around 5 million individuals.

Seafaring, Trade, Gunpowder & Piracy

Freedonian culture has reached Age of Sail development, with thousands of trading vessels, fishing schooners and warships prowling the seas flying the Freedonian colors. It maintains a political claim to the surface of the entire ocean, which the Freedonians calls the Free Seas.

Their mastery of gunpowder and simple firearms (cannon, musket, blunderbuss and flintlock pistols) has allowed them to resist incursions from their Colle-Gens neighbors to the east and the Sarodian Empire's invasion attempts from the sea and through Colle-Gens territory.

Freedonian citizens mostly live in log cabins and regularly carry at least one firearm on their person, though there are exceptions to this rule like the Junker Werecrab who cannot operate the weapons using their claws in hybrid form, nor keep gunpowder dry when their junks dive below the waves.

Privateering is a matter of daily life in Freedonia, and many of the mixed species ships you see are pirates or privateers (or both, depending on the flag they've chosen to fly). Armed ships owned and officered by private individuals holding government or approved business commissions are authorized to capture merchant shipping vessels and enemy warships. There is no true court or prison system to speak of in Freedonia. When you slight a powerful merchant by killing his son in a duel, his recourse isnt to bring you up on murder charges, but instead to apply for a Writ of Revenge from the Council of Governors and use it to legally kill you and take your wealth.

Government

The Freedonia government is run by a council of the twenty richest merchants and divided into two Houses purportedly based on 'policy and values', the "Merchant Lords" and "Pirate Princes"- though the actual difference between them is often a subjective matter. All members of the council hold the rank of Governor, and from among their number elect a President every two years to sit at the head of the table. The council oversees both the legislative and judicial power of the state. While the Freedonian President doesn't hold much more power than a Governor, they have the right to veto a council decision to put to a popular vote. It is also tradition for the President to address the people with the council's declarations.

Currently, the sitting President is a 51-year-old Lawful Neutral Giff male, Admiral Horatio Reginald Gilbert. The Giff is commander of a fleet of Giff warships, his troops protecting trade routes and Freedonian towns as its regular military force. Despite his military background, Gilbert is no upstart dictator- instead a staunch defender of the Freedonian Constitution, supporting policies that benefit the mom and pop operation, combat creeping monopoly over certain industries, and in his three terms served has often used his veto to bring a vote directly to the people.

The Giff don't walk away from their military role empty handed either- citizens pay a tax for their protection, and the other Governors pay a tithe to the President each year to finance the fleet.

As everything is Freedonia revolves around trade and the transfer of wealth, corruption in politics is far from uncommon, with trading companies and guilds engage in regular efforts to influence council members to make rulings in their favor. A nation populated by refugees fleeing empires, the only trade that's illegal in Freedonia is the slave trade. Slavery is a crime with one punishment: execution. Yet despite the general public's stance against it, a shadowy black market for slaves exists- exporting kidnapped folk to Sarodian and Colle-Gens kitchens and gladiator arenas netting black hearted gangs a steady flow of foreign gold.

The People of Freedonia

Included in the many peoples sharing Freedonian citizenship youll find Aaracockra, Bullywug, Castora, Giff, Goliath, Hedgefolk, Lizardfolk, Naiad, Otterfolk, Ratfolk, Satyr, Siren, Stone Giants, Tabaxi, Tortle, Triton, Vanara, Human, Sea Elf and Yuan-ti.

Playable Races: Freedonian Natives

If playing a native adventurer from the Free Seas, you might pick from one of the following options.

Human

The five human tribes of Freedonia are natural lycanthropes. After building a human character, apply one of the following types of Lycanthropy (see Monster Manual pg207):

  • Wereshark
  • Wereodile
  • Werecuda
  • Werecrab
  • Wererat (the hidden tribe, living as hybrids among ratfolk)

Freedonian Ratfolk

Ratfolk are an inquisitive breed, divided into many clans scattered across the world. Freedonian Ratfolk clans are mercenary companies and live in packs with human wererats. They are regularly employed in Nekkon, Sarodia, Colle-Gens and as Freedonian Privateers.

Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.

Age. Ratfolk reach adulthood around 5 and generally live about 45 years.

Alignment. Any.

Size. Ratfolk stand between 4 and 6 feet tall and weigh 120 to 200 pounds. Your size is medium.

Speed. Your base walking speed is 30ft.

Burrower. You have a 10 foot burrow speed.

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

Scurry. Take Dash, Disengage or Hide as a bonus action.

Shiprats. Gain proficiency with Water Vehicles and and your swim speed and climb speed are 20ft.

Weapons Training. You gain proficiency with Crossbows and Firearms.

Scavenger's Resilience. You have advantage on saving throws against poison, resistance to poison damage, and advantage on saving throws against non-magical disease.

Darkvision. Accustomed to life in underground burrows and city sewers, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in the darkness as if it were dim light. You cannot see shades of red or green in any lighting conditions.

Languages. You can speak, read and write Squakspeak and Sylvan. You know how to speak one other local language.


Bullywug

Bullywugs are shorter stout creatures, appearing like humanoid frogs or toads. They are between 4-5 feet tall, and can have blue, yellow, green, gray, or red skin.

Ability Score Increase. Constitution +2, Intelligence -2, Charisma -2

Age. Bullywug reach adulthood around 10 and generally live about 50 years.

Alignment. Bullywug tend towards neutral alignments.

Speed. Your base walking speed is 20 feet and your swim speed is 40 feet.

Amphibious. The bullywug can breathe air and water.

Speak with Frogs and Toads. You can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. Your long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Languages. You can speak, read and write Sylvan and Bullywug. You know how to speak one other local language.

Castoran engineers use crystal salt lamps to inspect structures in Damtown and other Freedonia settlements.

Castora (Beaverfolk)

The Beaverfolk are Freedonia's shipbuilders and carpenters, maintaining the fleets and buildings across the nation.

Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.

Age. Castor reach adulthood around 20 and generally live about 80 years.

Alignment. Castor tend towards lawful good alignments.

Size. Castora stand around 5 feet tall and weigh 200lbs. Your size is medium.

Speed. Your base walking speed is 25 feet.

Natural Swimmer. Your base swim speed is 30 feet, and you have advantage on Strength based checks while swimming.

Tool Proficiency. You gain proficiency in Carpenters Tools and Water Vehicles.

Expert Woodworker. You double your proficency bonus on any check to build wooden Structures or Ships. Objects you build have double the normal Hit Points. When hired to a ship as Bosun, you earn double the normal wage.

Quick Repair. You know the Mending cantrip.

Webbed Digits. Your webbed digits make operating Firearms, Bows and Crossbows difficult. You suffer disadvantage on any attack made with ranged weapons.

Weapons Training. You gain proficiency with battleaxe, handaxe, Light Hammers and Warhammers.

Languages. You can speak, read and write Sylvan. You know how to speak one other local language.


Hedgefolk pirates covet Flying Swords.

Hedgefolk

Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.

Age. Hedgefolk reach adulthood around 16 and generally live about 80 years.

Alignment. Hedgefolk tend towards Neutral alignments.

Size. Your size is small.

Speed. Your base walking and climb speed is 25 feet.

Burrower. You have a 10ft burrow speed.

Defensive Spines. Attempts to grapple you are made at disadvantage, and a creature that grapples you takes (1d4) piercing damage.

Curl into a Ball. As a bonus action, you can curl into a defensive ball. While curled up, you gain +2 AC. You can roll at your normal walk speed, but you can only make Spine Slam attacks while in a defensive stance. While in your ball, you are very buoyant, gaining advantage on swim checks.

Natural Attack (Spine Slam). Your spines afford you a natural slam attack that does 1d6 piercing damage.

Languages You can speak, read and write Sylvan. You know how to speak one other local language.

Sea Elf

The Sea Elves tribes of Freedonia are natural lycanthropes. After building a sea elf character, apply one of the following types of Lycanthropy (see Monster Manual pg 207):

  • Wereoctopus, Blue-Ringed Wereoctopus or Blue Werewhale

Naiad

Naiad are all-female fey, presiding over fountains, wells, springs, streams, brooks and other bodies of fresh water. Naiads exist on the cusp of immortality. So long as their home waters run strong, they remain young, beautiful, joyful, and vigorous. However, if their waters run low, their strength slips away from them. The Freedonian Naiad are tied to the freshwater esthuaries running from the Bramblewood south to the Free Seas.

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.

Age. Castor reach adulthood around 20 and generally live about 80 years.

Alignment. Castor tend towards lawful good alignments.

Size. Castora stand around 5 feet tall and weigh 200lbs. Your size is medium.

Speed. Your base walking speed is 25 feet.

Natural Swimmer. Your base swim speed is 30 feet, and you have advantage on Strength based checks while swimming.

Amphibious. You can breathe air and water.

Invisible in Water. You are invisible while fully immersed in water.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Damage Immunities: Poison

Damage Resistances: Psychic

Condition Immunities: charmed, frightened, poisoned

Psychic Touch. You have charisma-based natural attack that deals (1d10 + Cha mod) psychic damage.

Languages. You can speak, read and write Sylvan. You know how to speak one other local language.

Satyr

These goat-legged fey delight in living a life free of the mantle of law.

Ability Score Increase. Charisma +2, Dexterity +1

Age. Satyr lifespans are equivalent to humans.

Alignment. Satyr tend towards good, but some have devious streaks and enjoy causing dismay.

Size. Satyr are small or medium sized, up to 6ft tall.

Speed. Your base walking speed is 35 feet.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Reveler: You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Satyr Pipes. You carry panpipes you can play to create magical effects. You know the friends cantrip and can use your pipes as a casting focus for any of your spells.

Languages. You can speak, read and write Sylvan and one other local language.


Otterfolk

Otterfolk in Freedonia can trace their roots back to the early Bramblewood Rafts.

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Alignment. Otterfolk tend towards Good.

Size. Otterfolk stand between 5 and 6 feet tall and weigh between 130 and 220 pounds. Your size is medium.

Natural Swimmer. Your walking speed is 30 feet. While wearing light or no armor, you have a swim speed of 60ft.

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

Musteli Claws. Your claw attack deals 1d4 slashing.

Spray. (1/rest) When you use your spray, each creature within 15ft must make a DC 8 Constitution saving throw. On a failed save, the target is nauseated and at a disadvantage to attack for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw.

Born a Sailor. Otterfolk characters must take the Sailor background. You have advantage on Strength (Athletics) checks made while swimming and sailing.

Weapons Training. Otterfolk are trained in the use of light armor, nets, harpoons, pistols and pikes.

Expert Diver. You can hold your breath for up to ten minutes, though you have the natural urge to surface after 8 minutes underwater.

Languages. You can speak, read and write Sylvan. You know how to speak one other local language.

Giff

Descendants of hippopotamus-humanoids trapped on Ombreavoir when their spelljammer was destroyed during the great cataclysm, these militaristic beings love firearms.

Ability Score Increase. Any +2 and any other +1 OR Any three unique +1

Age. Mature at the age of 10 and can live up to 70 years.

Alignment. Giff are generally Lawful, enjoying hiereachy.

Size. Giff stand 7 to 8ft tall, weighing 400 pounds or more. You are the upper crust of medium.

Speed. Your base walk speed is 25 feet.

Headfirst Charge. You can try to knock a creature over; if the you move at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on an opposed Strength saving throw or take (2d6) bludgeoning damage and be knocked prone.

Headbutt. Natural attack: 1d6 bludgeoning damage.

Firearms Knowledge. You have proficiency with Firearms and ignore the loading property of muskets and pistols.

Military Training. You have +2 to hit with Firearms.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Hold Breath. Hold your breath for up to 1 hour at a time.

Languages. You speak, read and write Giff and Shantycant.

Siren

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.

Age. These Fey reach adulthood around 20 and have indeterminate lifespans.

Alignment. Siren tend towards neutral alignments.

Size. Your size is medium.

Speed. Your base walk and swim speed are 30ft.

Amphibious. You can breathe air and water.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Darkvision. You have Darkvision out to 60ft.

Stupefying Touch. You have charisma-based natural attack. On a hit, the target must succeed on a DC 13 Intelligence saving throw or take (3d6 + CHA) psychic damage and be stunned until the start of your next turn.

Luring Song. You can sing a magical melody. Every Humanoid and giant within 300 ft. of you that can hear the song must succeed on a Wisdom saving throw vs your spell save DC or be Charmed until the song ends. You must take a Bonus Action on your subsequent turns to continue singing. You can stop singing at any time. The song ends if you are Incapacitated. While Charmed by the you, a target is Incapacitated and ignores the songs of other Sirens. If the Charmed target is more than 5 ft. away from you, the must move on its turn toward you by the most direct route. It doesn't avoid Opportunity Attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the Effect ends on it. A target that successfully saves is immune to your Luring Song for the next 24 hours.

Languages. You can speak, read and write Sylvan. You know how to speak one other local language.

Vanara

Sought after crewmen, the monkey-like Vanara are able riggers and marksmen.

Ability Score Increase. Your Dexterity score increases by 2 and your Strength score increases by 1.

Age. Vanara reach adulthood around 18 and generally live about 75 years.

Alignment. While often mischevous with a Chaotic bent, Vanara tend towards Good.

Size. Averaging 5 feet tall, your size is medium.

Speed. Your base walking and climbing speed is 35 feet.

Natural Acrobat. You are proficient in Acrobatics.

Vanara Nimbleness. You can move through the space of any creature that is of your size or larger.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Prehensile Tail. You have a powerful prehensile tail that act as fifth limb and aids you in acrobatics. You are able to use an item held in your tail as a bonus action. You may also stow and retrieve items from your bag with your tail as a bonus action.

Languages. You can speak, read and write Sylvan. You know nekkonese sign language and one other local language.

Tortle

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. You reach maturity at the age of 15 and live an average of 50 years.

Alignment. Tortles tend towards Good alignments.

Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

Triton

The triton of Ombreavoir have fish heads.

Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.

Age. Tritons reach maturity around age 15 and can live up to 100 years

Alignment. Giff are generally Lawful, enjoying hiereachy.

Size. Triton are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

Speed. Your base walk and swim speed are 30 feet.

Amphibious. You can breathe air and water.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Firearms Knowledge. You have proficiency with Firearms and ignore the loading property of muskets and pistols.

Emissary of the Sea. You can communicate simple ideas with beasts with a swim speed. They can understand the meaning of your words, though you have no special ability to understand them in return.

Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Harvester's Training. You have proficiency with Medium Armor, Tridents, Nets, Harpoons and Pikes.

Aldani (Lobsterfolk)

You resemble a lobster the size of a human being, walking on two humanoid legs. You can swim like a lobster. Your face was generally humanoid, though armored with chitin and your eyes are on stalks.

Lobsterfolk in Freedonia are devout Anarcho-Capitalists, with a religion based around making money. Three of the Governors are Lobsterfolk, and the race boasts an inordinate amount of wealth as compared to other races.

Aldani gather together in groupings called Corporations to conduct businesses and raise young. They choose a solitary mate, and mate for life.

Ability Score Increase. Your Wisdom score increases by 2 and your Strength score increases by 1.

Age. Lobsterfolk reach maturity around age 10 and can live up to 50 years

Alignment. Aldani are generally Lawful, enjoying hiereachy and rules.

Type and Size. You're a monstrous 6 foot tall lobsterman. Your size is Medium and your type is Monstrosity.

Speed. Your base walk and swim speed are 30 feet.

Amphibious. You can breathe air and water.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Bottomfeeder. You have proficiency in Survival.

Exoskeleton. You have a natural armor class of 14.

Guardians of the Depths. Adapted to the ocean depths, you have resistance to cold damage.

Languages. You speak read and write Sylvan, Shantycant and Aldani Tradeclick (a sign language used to communicate with business partners much like Thieves' Cant)


Pistola Shrimp

Ability Score Increase. Your Dexerity score increases by 2 and your Wisdom score increases by 1.

Age. Pistol Shrimp reach maturity around age 4 and can live up to 25 years

Alignment. Pistol Shrimp tend toward neutral or evil alignments.

Type and Size. You're a dextrous 3 foot tall shrimp-humanoid. Your size is small and your type is monstrosity.

Speed. Your base walk and swim speed are 25 feet.

Amphibious. You can breathe air and water.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Miniature Sea Assassin. You have proficiency in Stealth.

Exoskeleton. You have a natural armor class of 12.

Shrimpy Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Craw Pistol. Your larger claw contains a special natural weapon that you are proficient in. It has a range of 20ft and deals (1d6) thunder damage per level. Creatures hit by this attack must take a Constitution saving throw (DC= 8+ your proficiency bonus + your dexterity modifier)

Languages. You speak, read and write sylvan and aquan.

Damtown

A merchant bohemia and the trading hub for the known world, folks from every nation can be found here trading their wares and sampling what the world has to offer. The city is crisscrossed by rivers and estuaries and features hundreds of bridges. The populace gets around the tight waterways in flat bottomed gondolas. Built over 1000 years and constanstly under repair and new construction, Damtown is spiritual home of the Castora (or Beaverfolk) whos job it is to maintain the structures of the city that they consider to be their peoples' legacy and a technological marvel. The national theme of log cabin homes is taken to an extreme here with log banks, schools, clocktower, state buildings, university and cathedral- the metro surrounded by a 120ft wall.

Population: 284,430

Races: Castora (20%), Aaracockra (18%), Giff (16%), Ratfolk (7%), Otterfolk (5%), Fey (4%) other (30%)

Presidential Palace

The Castora built a massive log palace for the sitting President, and on his third term Admiral Horatio Reginald Gilbert had it expanded with a garrison for a full battalion of Giff soldiers.

Shops in Damtown

Wealth: The city's gold piece limit is 100,000 gp. Anything, whether it be mundane or magical, having a price under that limit is most likely available for purchase. The total value of equipment for sale at any given time, is 152,500,000 gp.

If you look hard enough, you can find it in Damtown...

d20 Freedonian Shop Type
1 Pawnshop
2 Gunsmith
3 Shipwright
4 General Store
5 Fish Monger
6 Moneylender
7 Ropemaker or Weaver
8 Land Vehicles & Mounts
9 Werecrab Shell Armorsmith
10 Tailor or Habidashery
d20 Freedonian Shop Type
11 Jeweler
12 Mapmaker
13 Attourneys
14 Booksellers
15 Exotic Animals
16 Weapons & Armor
17 Salt & Spices
18 Drugs & Poisons
19 Mercenaries or Privateers
20 For-Profit Hospital or Distillery or Winery

'Cuda Fleet Bounties

The most bloodthirty pirates on the Free Seas are a large human tribe of werecuda. They ply the water in darting fast sloops (Longships that speed along at 13mph / 240 Miles per day / 60ft per round). The Council of Governors maintain an open bounty on their fleet, and their abundance makes hunting them a profitable venture for adventurers and privateering crews- Werecuda heads fetching 250gp each; 2500gp for their captains taken alive, and 20,000gp offered for captured ships.

With bounties like that on the table, what are you waiting for? Hit the shipyards and find yerself a vessel, skipper...

The Castoran Shipyards

The Beaverfolk of Damtown produce the finest ships sailing the Free Seas, and the meticulously reinforced ships they craft have +1 AC and double hull Hit Points. One can hire purchase or commission many fine vessels in their shipyards:

Ship Type Cost
Galley (or Junk) 40,000 gp
Longship (or Schooner) 15,000gp
Sailing Ship (or Sloop) 15,000gp
Warship 30,000gp
Keelboat 3,500gp
Rowboat (Fancy Gondola) 150gp

The Crocodilly Shipyards

Castoran Shipyards largest competitor is Crocodilly, owned by a wealthy Wereodile family. They're cheaper than the beaverfolk, but nowhere near the quality. Crocodilly is often the choice for adventuring parties that dont mind collecting their gear off the ocean floor after a kraken encounter.

Ship Type Cost
Galley 30,000 gp
Longship 10,000gp
Sailing Ship 10,000gp
Warship 25,000gp
Keelboat 3,000gp
Rowboat 50gp

Skyhigh Shipyards

Skyhigh is famous for its flying ships built using engineering traditions recovered from the Rust Belt. These are piloted with a throne-like helm but are planet-bound, as Skyhigh hasnt yet been able to reverse engineer a working spelljamming helm from recovered salvage.

Ship Type Cost
Airship (DMG pg119) 30,000 gp
Astral Skiff (MTF pg90) 40,000gp
Battle Balloon (AI pg218) 75,000gp
Astral Brig (MTF pg90) 125,000gp
Planar Raider (MTF pg90) 250,000gp

Freedonian Military Forces

The standing military is divided into three sections:

  • The Home Guard: Two dozen land-based battalions of 500 Giff defend Freedonia's villages, cities and roads, each supported by a wing of 10 Battle Balloons with crews of 30. The Home Guard are Giff you see patrolling the walls and trenches built along the Colle-Gens border and surrounding Damtown.

  • The Navy: x85 Warships with 20 cannons and a full crew of 40, usually under the command of a Giff Lieutenant. A handful of specialists units are fielded by the Navy, notably a squad of Great White Weresharks deployed for underwater operations and as shock troops. The Navy patrols the Free Seas in armadas of five warships supported by a Battle Balloon roped to the group's flagship, protecting civilian merchants from pirates by maintaining a constant prescence along trade routes. Fifteen warships are also kept in vigil along the coastline of Freedonia proper to deter a potential Sarodian sea invasion or kaiju attacks on the mainland.

  • The Marines: a platoon of x36 Giff Marines and a Giff Lieutenant accompany each Navy warship, specialists in ship-to-ship boarding actions and securing beachheads. Giff marines also lead the charge on land-based operations ahead of the Guard to secure ground.

The Guard protect the land, the Navy protects the seas, and the Marines are the Giff's offensive troops dropped in to secure Freedonian business interests threatened abroad.

Civilian Militias & the Watchbell

In addition to the professional military, the Freedonians are organized into mutually associated civilian militias that the Council of Governors and town Mayors know they can depend upon. Between professional Giff soldiers and the Free Seas Militias, most residents of the nation stand ready to pick up a musket or blunderbuss to defend it the moment they hear the Watchbell ring. Every city, town, hamlet, trade post and sailing ship in the nation is equipped with a Watchbell, which is a national symbol. The moment a threat to the settlement is spied, the DING-DING-DING-DING of the watchbell has citizens battoning hatches and running for their arms.

Defense of the community is a community responsibility, and the musket-toting citizens of Freedonia love a good fight. Local militias come together to train with Giff units monthly, ensuring the professional and citizen soldiers develop a comaradery and the citizen militias know how to follow the miltary's orders. The success of the ever vigilant civilian militias is one of the reasons Freedonia has lasted beset to the east and south by two inarguably stronger imperial powers.

Drum & Fife. Two young commoners use their actions to play the militia's favorite drilling songs in battle (the beat lasts til the beginning of their next turn). Other Freedonian Militia that can hear the tune can use Steady Aim as a bonus action to gain advantage on its next attack roll. It cant use this bonus action and make a move action in the same turn.


Freedonian Militia

humanoid (choose a local race), any alignment


  • Armor Class 12 (leather armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (0) 10 (0) 10 (0)

  • Skills Stealth +3, Survival +2, Perception +2
  • Senses passive Perception 12
  • Languages Shantycant, any racial languages
  • Challenge 1/8

Irregulars. Freedonian Militia are volunteers drawn from many races and carry their personal arms. Add their racial modifiers & swap weapons as you like.

Pack Tactics. It has advantage on an attack roll against a creature if at least one of the the its allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sneak Attack (1/Turn). Deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Freedonian Militia that isn't incapacitated and it doesn't have disadvantage on the attack roll.

Actions

Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Musket. Ranged Weapon Attack: +3 to hit, range 40/120ft, one target. Hit: 7 (1d12+1) piercing damage. Reload 1. Misfire 1.

Variant Militia Weapons

Flintlock Pistol. Ranged Weapon Attack: +3 to hit, range 30/90ft, one target. Hit: 5 (1d10+1) piercing damage. Reload 1. Misfire 1. Also a club.

Trusty Blunderbuss. Ranged Weapon Attack: +3 to hit, targets all creatures in a 20ft cone. Hit: 6 (1d10+1) piercing damage and must succeed on a DC 10 Strength saving throw or be knocked prone. Reload 1. Misfire 3.

Grenade. 1 out of 8 Freedonian Militamen carry a single Frag Grenade in addition to their gear.

Jezail & Pavise. Ranged Weapon Attack: +3 to hit, range 80/320ft, one target. Hit: 7 (1d12+1) piercing damage. Reload 1. Misfire 1. Pavise is a notched shield granting +2AC.

Freedonian Flag (on a Pike). Melee Weapon Attack: +2 to hit, reach 10ft, one target. Hit: 5 (1d10) piercing damage. While held aloft, Freedonian Militia that can see the flag are immune to the frightened condition.

Credit: Egbert van Heemskerck (Public Domain 1744)

Privateers & Mercenary Companies

Professional mercenary crews find easy work in Freedonia, especailly as privateers. Any privateer's Letter of Marque and Reprisal signed by one of the Governors demands that the mercenary and their crew act to defend the nation as if they were regular soliders whenever the Watchbell rings.

While in the role of Privateer and not hunting pirates, these mercenaries will knock over trade ships (leaving the crews generally unharmed) to spread word of their talents to that ship's owner. Often, the resulting parlay sees 80% of the stolen goods returned to the owner on condition that they hire the Privateering outfit as guards for the company's next trade run, or to target a competitor's ships instead. While deaths during Freedonian on Freedonian ship raids arent unheard of, the pomp and circumstance of the show of privateering is a cultural cornerstone of the nation. Charismatic Privateers can become celebrities, mingling with high society- being on a ship looted or commandeered by one of these personalities making for a jealously recieved story at parties or over drinks at the inn.

Privateers have used this celebrity to captapult their star into the political sphere, a host of the Pirate Princes well known rogues in their day. Those rags to riches stories convince Freedonians it can happen to them to- even they could be Governor one day- and leads to personality cults that celebrate every word and exploit of their beloved celebrity.

Privateers and Pirates usually operate under "No Purchase, No Pay" arrangements. Mercenaries can also be hired with coin per diems.

Hiring Mercenaries and Sailors
Example Mercenary Hiring Cost
a pair of Wererat privateers (Muskets) 5gp/day
Aaracockra Scout (Flintlock Pistol) 3gp/day
Lizardman Berserker (Harpoon) 3gp/day
Vanara Thug (Rapier & Flintlock Pistol) 2gp/day
Wereodile Cook (Blunderbuss) 5gp/day
Werecrab Bodyguard (Harpoon) 4gp/day
Triton Bandit (Crossbow) 2gp/day
Otterfolk Bandit (Harpoon) 2gp/day
Bullywug deckhand (Musket) 2gp/day
Satyr navigator (Pepperbox) 4gp/day
Hunter Wereshark first mate 5gp/day
Tortle deckhand (Flintlock Pistol) 2gp/day
Beaverfolk Bosun (Veteran) 6gp/day

Freepourt & Floatsdamm, the Floating Cities

While many of the peoples of Freedonians live aboard ships, the ever growing floatillas of Freepourt and Floatsdamm are veritable metropolians of the sea.

First built after the great cataclysm, when groups of surviving sailors lashed together their damaged vessels to remain seaworthy and make it back to port, the floatillas have grown immensely. Considering the Floating Cities luck in trade and constant need for repair, the Council of Governors released a decree granting a tax refund to those who donate their old seaworthy ships to the floatillas instead of sinking, beaching or selling them.

Population: varies with trade cycles, but some 20,000 permanent resident each, with many shipwrights.

Races: Aaracockra (28%), Ratfolk (22%), Hedgefolk (10%), Otterfolk (10%), Castora (5%), Wereshark (5%), Giff (3%), Werecrab (3%), Wereoctopi (2%), Fey (2%), other (10%)

Wealth: A Floating City's gold piece limit is 80,000 gp. Anything mundane having a price under that limit is likely available for purchase (Magical items are sparse, as they tend to make their way to Damtown to fetch better prices). The total value of any equipment for sale at any given time is 22,500,000 gp. Prices in the Floating Cities are inflated 25% up from those in the PHB, but you should be able to find even rare items with relative ease.

Floating Cities Encounters
1d20 Encounter
1-2 x12 Giff on patrol, led by a Giff Lieutenant
3 2d4 Rowdy Privateers (Veterans)
4 1d4 Aaracockra Fishermen haul in the day's catch
5 A Werecrab Armorsmith peddles a wagon of armor
6 Delicious smells waft from a Wereodile Restaruant
7 A fight spills from a tavern into the street
8 An escaped exotic animal runs past
9 Watchbell Rings! 1d4 Sarodian Warships spotted the horizon. They likely won't attack the city, but guards to the walls, just in case.
10 A Vanara Swashbuckler challenges your honor
11 You witness a Public Duel with Flintlock Pistols
13 A Governor's Entourage passes by- these parties are as varied as the Governors themselves
14 Watchbell Rings! 1d4+1 Cuda pirate ships spotted attacking a trade vessel, north north west.
15 Watchbell Rings! 20d20 squawking Flocks of Giant Seagulls decend on the city looking for food.
16 A drunkard (a Bullywug Bandit Captain) loudly bemoans the loss of his ship and tells anyone who will listen about his map to the Hidden Temples...
17 2d4 Street Urchins attempt to pickpocket you
18 3d6+3 Freedonian Ratfolk Bandits begin following you- they are privateers with an eye on your ship
19 You witness a Shady Transaction
20 Watchbell Rings! (75%) Kraken attack or (25%) a beast titan spied off the stern (equal chance to see The Sea King, Electrzilla, or The Infinite Arms)


Giff Marine

Medium humanoid (Giff), lawful neutral


  • Armor Class 17 (werecrab half plate)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., 20ft swim

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 11 (0) 12 (+1) 12 (+1)

  • Damage Resistance Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons.
  • Skills Intimidation +4, Athletics +7, Perception +4
  • Senses passive Perception 14
  • Languages Sylvan, Common, Shantycant
  • Challenge 4 (1100 xp)

Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.

Firearms Knowledge. The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.

Marksmanship. +2 to firearms attacks (included) .

Actions

Multiattack. The giff marine makes two attacks.

Blunderbuss. Ranged Weapon Attack: +7 to hit, targets all creatures in a 20ft cone. Hit: 6 (1d10+1) piercing damage and must succeed on a DC 10 Strength saving throw or be knocked prone. .

Flintlock Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing.

Boarding Axe. Weapon Attack: +7 to hit, reach 5ft or range 20/60ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Fragmentation Grenade(3/Day). The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.



Giff Lieutenant

Medium humanoid (Giff), lawful neutral


  • Armor Class 17 (werecrab half plate)
  • Hit Points 85 (12d8 + 36)
  • Speed 30 ft., 20ft swim

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 11 (0) 14 (+2) 12 (+1)

  • Damage Resistance Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons.
  • Skills Intimidation +4, Athletics +7, Perception +5
  • Senses passive Perception 15
  • Languages Sylvan, Common, Shantycant
  • Challenge 5 (1800xp)

Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.

Firearms Knowledge. The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.

Marksmanship. +2 to firearms attacks (included) .

Actions

Multiattack. The giff lieutenant makes three attacks.

Cutlass. Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 7 (1d6 + 4) slashing damage.

Flintlock Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing.

Grenade Launcher. The giff propels a grenade up to 120 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Steady on, Marine! (3/day) Whenever a friendly Giff within 30ft of the Lieutenant that can hear it misses with an attack, the captain can yell orders to allow that creature to reroll the attack.


Wereacuda Pirate

Medium humanoid (human, shapechanger), chaotic evil


  • Armor Class 13
  • Hit Points 58 (9d8+18)
  • Speed 30 ft. (60 ft. swim in hybrid and barracuda form)

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 10 (0) 10 (0) 11 (0) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 10
  • Languages Common, Shanty Cant (Can't Speak In Hybrid or Barracuda Form)
  • Challenge 3 (700 XP)

Shapechanger. The wereacuda can use its action to polymorph into a barracuda-humanoid hybrid or into a large barracuda, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Lungs to Gills. In human form it can breathe air. In hybrid form, it can breathe air and water. In shark form, it can breathe water.

Blood Frenzy. The werecuda has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Multiattack. The wereacuda makes two Melee attacks.

Bite (Barracuda or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d8+3) piercing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with werecuda lycanthropy.

Musket (Humanoid/Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 40/120ft, one target. Hit: 9 (1d12+3) piercing damage.

Scimitar (Humanoid/Hybrid Form Only). Melee Weapon Attack: +5 to hit, range 5ft, one target. Hit: 6 (1d6+3) slashing damage.


Wereacuda Captain

Medium humanoid (human, shapechanger), chaotic evil


  • Armor Class 13
  • Hit Points 62 (13d8)
  • Speed 30 ft. (60 ft. swim in hybrid and barracuda form)

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 10 (0) 14 (+2) 11 (0) 14 (+2)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Intimidation +5, Water Vehicles +7
  • Senses passive Perception 10
  • Languages Common, Shanty Cant (Can't Speak In Hybrid or Barracuda Form)
  • Challenge 5 (1800 XP)

Shapechanger. The wereacuda can use its action to polymorph into a barracuda-humanoid hybrid or into a large barracuda, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Lungs to Gills. In human form it can breathe air. In hybrid form, it can breathe air and water. In shark form, it can breathe water.

Blood Frenzy. The werecuda has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Multiattack. The wereacuda captain makes three Melee attacks.

Bite (Barracuda or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with werecuda lycanthropy.

Musket (Humanoid/Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 40/120ft, one target. Hit: 10 (1d12+4) piercing damage.

Scimitar (Humanoid/Hybrid Form Only). Melee Weapon Attack: +6 to hit, range 5ft, one target. Hit: 6 (1d6+4) slashing damage.

Bonus Actions

Shape up, ye dogs! (2/day) Whenever a friendly creature within 30ft of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack.

Werecrabs

These lycanthropes only benefit from their natural armor and damage immunities while in hybrid or crab forms. When in their natural human form, a Werecrab is said to be "Going Softshell", usually only foregoing their protection when a job calls for the use of dextrous human fingers. Male crabs are typically bigger and meatier than females, who stop growing after they reach maturity.

Junker Werecrab Society

Most of the world's werecrab clutches live on huge junks armored with their cast-off chitin. They are one of the most populous human tribes sharing Freedonian citizenry, migrating to harvest algae, clams and trade their molted carapaces to armorers throughout the year. The large ships easily house clutches of 200 or more able bodied crabs (and their communal offspring), often measuring 120 metres long. The largest of these ships belongs to the Crab King, a 360 meter long behemoth called Big Junk City boasting 240,000lbs gross tonnage and crawling with the King's 4,000 kin.

The junks dont rely on the wind in their sails to get around. The clutch's Hulking Werecrabs take shifts leading the ships from the seafloor, leading the junk on a line by its anchor to fight the headwind if need be. The crew of various junks are general friendly, with any petty rivalries settled in ritual combat in front of the collective community. The ships work together for large clamming and algae farming operations, communicating with each other through complex drumming patterns on large steel drums bolted across their ships and the crews performing synchronized claw waving displays.

Werecrab Armor

A werecrab's resistance to damage is all thanks to its shell. When they cast their exoskeleton off after a transformation and emerge an exhausted Softshell, their chitin then can be worked into fine armor if expertly cut using silvered smithing tools. Every werecrab keeps a set of armor and a shield made from its own shell as the product of a coming of age ritual, ensuring they never go unprotected and never have to stay Softshells long. Armor made of Werecrab shells is in high demand as its impervious to non-silvered weapons, with trade especially strong among the samurai of Nekkon. The demand for and ubiquity of werecrab armor among Nekkonese samurai had a massive effect on the islands' economy, skyrocketing the value of silver pieces to trade 1:1 with gold across the city states (resulting in a ban on importation or trade of silver coinage).

  • Werecrab chitin plate and half plate armor grants Damage Resistance to Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons.
buying (or trading for) werecrab armor
Type Cost
Shield 250gp
Half Plate 1000gp
+1 Half Plate 1750gp
Plate Armor 2000gp

The Junk Cities

Impressive feats of engineering, the massive Werecrab junks are easy to identify with their two or more masts and unusual square sails. They have a bilge level and airtight bulkheads dividing the hollow hull into several watertight compartments that made junks virtually unsinkable and allow the crabs ocean access from the lower decks. The clutch's farmers use the seadoors to collect shrimp, shellfish and algae, while in times of danger the crew's warriors can use the hatches to assault an enemy ship from beneath the cover of waves.

As werecrab junks migrate, they seed the ocean with the algaes that grow off their ships in gooey clumps, which goes on to become a major food source in their ecosystem for other aquatic creatures as well.

Junk Captains

Junk Captains are elected each year by an assembly of all the able bodied crabs on the vessel. They are chosen for their martial skill, fairness, cunning, charisma, and their merchantile ability. When a werecrab crew trades, its captain is the one who parlays with the land-dwellers, and a captain who can't secure the ship favorable rates in the shell trade doesnt stay captain for long.

To aid them in negotiations, a captain will retain 2d4 Fiddler Werecrab as consigliere. Fiddlers use their bardic skills to flatter and entertain business partners and relay the captains orders to the rest of the crew.

Envoking the Right of Representation, Junk Captains can be asked to stand in as champion of a werecrab on their ship in ritual combat against a larger crab from another ship (who can in turn have their captain stand in and represent them). The captain does not have to accept the sailor's request, but if the crew is moved by the envoker's story and the captain refuses, they can lose major standing in the eyes of the community. In the role as guardian of the vessel, captains spend most of their time in Hybrid form ensuring they won't be caught going softshell.

Junker Werecrab Appearances

  • Standard werecrab forms look like Ghost Crabs, Calico Crabs, and Spotted Reef Crabs.
  • Hulking Werecrab forms look like Coconut Crabs, Stone Crabs, Dungeness or Spider Crabs.
  • Captain's forms are often Maltese and King Crabs
  • The Crab King's form is a Tasmanian Giant Crab

Regional Variants

  • Reefsteppers are colorful Werecrab that live a sedentery life on the Great Reef in hybrid form. Their Human forms are small-sized, and their crab forms look like vampire and harlequin crab. Reefsteppers gain stout halfling racial abilities. Their druids are stewards of the corals.

  • Sandsteppers are naturalists who live ascetic lives on beaches in crab form, believing the cataclysm to be the world's call to return to their primal selves. Their hulking forms are coconut crabs and their regular werecrab forms are hermit crabs. Sandsteppers dont have Captains or Fiddlers and have 2 less Charisma than the standard crab.



Werecrab

Medium humanoid (human, shapechanger), lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft., 30ft. swim

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 10 (0) 10 (0) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses Blindsight 30ft, passive Perception 10
  • Languages Sylvan, Aquan, Shanty Cant (Cant speak in giant form)
  • Challenge 3 (700xp)
  • Skills Stealth +4, Water Vehicles +4, Athletics +4

Shapechanger. The werecrab can use its action to polymorph into a crab-humanoid hybrid or into a large Giant Crab, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't revert forms if it dies. Its remains can be worked to make half-plate armor (from a hybrid corpse) or a shield (from a giant crab corpse).

Pack Tactics. A Werecrab has advantage on an attack roll against a creature if at least one of the crab's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Amphibious: The crab can breathe air and water.

Molting Transformation When the werecrab transforms out of its Giant Crab and hybrid forms into humanoid form, it sheds its carapace. They lose their damage immunities and natural armor in human form, and emerge from their exoskeleton with 2 levels of exhaustion.

Shell Camouflage. (Hybrid/Crab forms) While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Actions

Multiattack. The werecrab makes two attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 2) bludgeoning damage. The target is grappled (escape dc 12). The werecrab may only grapple one target per claw.

Harpoon (Human or Hybrid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (2d6 + 2) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the werecrab or be pulled up to 20 feet toward it.

Bite (Giant Crab or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with werecrab lycanthropy.

Junk Armaments

As werecrabs dont use gunpowder weapons, junks are equipped with Ballista and Mangonel. A Junk's Mangonel gains the following ability:

Fling Warrior: After resolving an attack with the Mangonel, a Werecrab can be placed within 5ft of the target.

The Junk as a Lair

A Junk Captain treats the ship as his lair. For a small to medium sized junk, use Turtle Ship Stats with no flying speed, double Hit Points and AC18 to represent the hull armored with their cast off shells. The hull has resistance to Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons. On initiative count 20 (losing initiative ties), the captain takes a lair action to cause one of the following effects:

Captain's Savvy. The Captain makes a Wisdom (Perception) check at advantage.

Heroic Flourish. For the next round, the captain adds its charisma modifier to damage rolls.

Frightful Wardrum. Each hostile creature within 120 feet of the Werecrab Junk must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. Creatures with INT 5 or less have disadvantage on this save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success a creature is immune to Frightful Wardrum for the next 24 hours.

Fever Pitch. If the captain took the Frightful Wardrum action last turn, hostile creatures on the junk must succeed on a DC 19 Constitution Saving throw or become deafened for 1d6 minutes. The ship may move up to half its speed.

Dive/Surface. The ship sinks up to 25ft below the water OR raises from beneath the waves. Its speed is unaffected.

ABANDON SHIP!. All Werecrab aboard the vessel may take the Dash action as a bonus action to run as far as they can away from a danger designated by the Junk Captain.



Werecrab Junk Captain

Medium humanoid (human, shapechanger), LN


  • Armor Class 17 (natural armor)
  • Hit Points 120 (15d8+45)
  • Speed 30 ft., 30ft. swim

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 14 (+2) 11 (0) 14 (+2)

  • Saving Throws Str +7, Dex +6, Wis +3
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses Blindsight 30ft, passive Perception 13
  • Languages Sylvan, Aquan, Shantycant (Cant speak in giant form)
  • Challenge 5 (1,800 XP)
  • Skills Stealth +6, Athletics +7, Water Vehicles +9, Intimidation+8, Perception+3, Navigators Tools+5

Shapechanger. The werecrab can use its action to polymorph into a crab-humanoid hybrid or into a huge-sized Giant Crab, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't revert forms if it dies. Its remains can be worked to make _+2 half-plate armor (from a hybrid corpse) or a plate mail and shield (from a giant crab corpse).

Molting Transformation When the werecrab transforms out of its Giant Crab and hybrid forms into humanoid form, it sheds its carapace. They lose their damage immunities and natural armor in human form, and emerge from their exoskeleton with 2 levels of exhaustion.

Shell Camouflage. (Hybrid/Crab forms) While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Amphibious: The crab can breathe air and water.

Sea Legs: Advantage on saving throws and ability checks to resist being knocked prone.

Pack Tactics. A Werecrab has advantage on an attack roll against a creature if at least one of the crab's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The captain makes two attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.

Vise Grip. (hybrid or giant crab form only) Melee Weapon Attack: +7 to hit, one grappled target. Hit: 16 (3d8+4) force damage. If the target is reduced to 0 Hit Points, it is decapitated (in hybrid form) or bisected (in giant crab form).

Harpoon (Human or Hybrid Form Only). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d6 + 3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the werecrab or be pulled up to 20 feet toward it.

Bite (Giant Crab or Hybrid Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 14 Constitution saving throw or be Cursed with Giamt werecrab lycanthropy.

Bonus Actions

Parry: The captain adds 2 to its AC against one melee Attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Rally Crew (1/rest). All friendly werecrabs that can see the captain gain 6 (1d8+2) Temporary Hit Points. For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a Leadership d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership d4 at a time. This effect ends if the captain is killed or incapacitated.



Werecrab Junk

Gargantuan Vehicle (average 300 ft. by 50 ft.)


  • Armor Class 20
  • Speed 40ft, 4 miles per hour (96 miles per day)
  • Creature Capacity 80 crew, 320 passengers
  • Cargo Capacity 400 tons

STR DEX CON INT WIS CHA
24 (+7) 4 (-3) 20 (+5) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities poison, psychic, fire; bludgeoning, piercing, slashing from nonmagical attacks
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
  • Senses passive Perception (as lookout)

Werecrab War Drum. A werecrab can play the drums as its action. While it plays, the ship gains one additional action, as long as it has at least one action.

Actions

On its turn the Darting Empress can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions if it has no remaining crew.

Move. The junk can use its helm to move with its oars. As part of this move, it can use its naval ram.

Weapons: Mangonel Armor Class 15, Hit Points 100 each. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.

Fling Warrior: After resolving an attack with the Mangonel, a Werecrab can be placed within 5ft of the target.

Weapons: Harpoon Gun (12) Armor Class 15, Hit Points 50 each. Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 11 (2d10) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the Darting Empress.

Weapons: Naval Ram Armor Class 20, Hit Points 100 (damage threshold 10). The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.

Hull

AC: 17 / Hit Points 1500 (damage threshold 20)

Control: Helm

Armor Class 17 / Hit Points 50; Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the galley can't turn.

Movement: Oars

Armor Class 17 / Hit Points 200; -5 ft. speed per 25 damage taken

Speed (water). 40 ft. (requires at least 40 crew)



Hulking Werecrab

Medium humanoid (human, shapechanger), ln


  • Armor Class 17 (natural armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 30 ft., 30ft. swim

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 20 (+5) 6 (-2) 9 (-1) 6 (-2)

  • Saving Throws* Str +8, Dex +3, Con +8
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Stealth +3, Athletics +8, Water Vehicles +8, Intimidation +8, Survival +2
  • Senses Blindsight 30ft, passive Perception 9
  • Languages Sylvan, Aquan, Shantycant (Cant speak in hulking form)
  • Challenge 8

Shapechanger. The werecrab can use its action to polymorph into a crab-humanoid hybrid or into a Gargantuan-sized Hulking Crab, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't revert forms if it dies.

Amphibious: The crab can breathe air and water.

Sea Legs: Advantage on saving throws and ability checks to resist being knocked prone.

Molting Transformation When the werecrab transforms out of its Hulking Crab and hybrid forms into humanoid form, it sheds its carapace. They lose their damage immunities and natural armor in human form, and emerge from their exoskeleton with 2 levels of exhaustion.

Shell Camouflage. (Hybrid/Crab forms) While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 16 Intelligence (Nature) check.

Pack Tactics. A Werecrab has advantage on an attack roll against a creature if at least one of the crab's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Rampage. When the hulking werecrab reduces a creature to 0 Hit Points with a melee Attack on its turn, it can take a Bonus Action to move up to half its speed and make a bite Attack.

Actions

Multiattack. The werecrab makes two attacks.

Claw. (hybrid or hulking crab form only) Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage, and the target is grappled, escape DC 16. The crab has two claws, each of which can grapple only one target.

Vise Grip. (hybrid or giant crab form only) Melee Weapon Attack: +8 to hit, one grappled target. Hit: 29 (6d8+5) force damage. If the target is reduced to 0 Hit Points, it is decapitated (hybrid form) or bisected (hulking crab form).

Huge Barnacled Anchor (Humanoid/Hybrid Form Only). Special Weapon Attack: +8 to hit, reach 10 ft. or range (20/60), one creature. Hit: 25 (4d10 + 5) bludgeoning damage.

Bite (Hulking Crab or Hybrid Form Only): Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) piercing damage. If the target is a Humanoid, it must succeed on a DC 16 Constitution saving throw or be Cursed with hulking werecrab lycanthropy.

Werecrab Relations

Freedonians swear an oath of brotherhood, and any ship flying the Freedonian trade colors is treated as an ally by a werecrab junk. Because of their sought-after armors, most folk try to stay on friendly terms with the werecrab floatillas, the glaring exception for this general rule being the Porc, who consider the meat of a werecrab's claws to be a delicacy and will pay handsomely for a living example.

The Crab King

The King carries the Crabhammer, an artifact infused with magic during the cataclysm that turned his people into werecrabs. The hammerhead is a stylized crab claw.

His gargantuan form is nearly the size of his ship, and the other junks tend to group up with Big Junk City so that the King is nearby to protect them from the sea's colossal threats. 1d4+2 other junks are a part of the Big Junk City Armada at any given time.

Crabhammer

Legendary Warhammer, requires attunement

Titanslayer This giant-sized +1 warhammer is a Holy Symbol of Werecrabs and deals (4d10+1) force damage on a hit. Target must succeed on a Strength saving throw (DC 9 + User's STR Mod + Proficiency) or be knocked prone.

Clear Skies You may innately cast Control Weather (1/day)

Grants Damage Immunity Thunder, Cold

Regional Effects of the Crab King

Within 6 miles of the Crab King's lair:

  • nurtitious seaweed, algae, shrimp and mollusks appear in abundance, ready for harvest.
  • Drumming can often be heard in the distance
  • Pirates steer clear of the area.



The Crab King

Medium humanoid (human, shapechanger), LN


  • Armor Class 20 (natural armor)
  • Hit Points 380 (20d12 + 140)
  • Speed 30ft (human form)/50 ft., Swim 50 ft. (crab)

STR DEX CON INT WIS CHA
29 (+9) 10 (0) 24 (+7) 10 (0) 18 (+4) 18 (+4)

  • Saving Throws Str +14, Con +10, Wis +9, Cha +9
  • Damage Immunities Cold, Thunder, Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Athletics+14, Water Vehicles+10, Intimidation+9, Survival+9, History+5, Perception+9, Stealth+5, Insight+9
  • Senses Blindsight 30ft, passive Perception 19
  • Languages Sylvan, Aquan, Shantycant (Cant speak in crab form)
  • Challenge 20

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

Shapechanger. The Crab King can use its action to polymorph into a crab-humanoid hybrid or into a Gargantuan-sized Giant Crab, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't revert forms if it dies.

Sea Legs: Advantage on saving throws and ability checks to resist being knocked prone.

Molting Transformation When the Crab King transforms out of its Giant Crab and hybrid forms into humanoid form, it sheds its carapace. It loses its damage immunities and natural armor in human form, and emerge from their exoskeleton with 2 levels of exhaustion.

Regeneration. The Crab King regains 10 Hit Points at the start of its turn. If it takes psychic or electric damage, this trait doesn't function at the start of the its next turn. It dies only if it starts its turn with 0 Hit Points and doesn't Regenerate.

Shell Camouflage. (Hybrid/Crab forms) While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 16 Intelligence (Nature) check.

Amphibious: The Crab King can breathe air and water.

Siege Monster. The Crab King deals double damage to objects and structures.

Actions

Multiattack. The Crab King can use its Frightful Presence. It then makes three attacks.

Claw. (hybrid or giant crab form only) Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 29 (4d10+9) bludgeoning damage, and the target is grappled, escape DC 22. The crab has two claws, each of which can grapple only one target.

Brutal Vise Grip. (hybrid or giant crab form only) Melee Weapon Attack: +14 to hit, one grappled target. Hit: 64 (12d8+9) force damage. If the target has a hit point maximum of 100 Hit Points or fewer or this damage reduces it to 0 Hit Points, it is decapitated (hybrid form) or bisected (giant crab form).

Bite (Giant Crab or Hybrid Form Only): Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10+9) piercing damage. If the target is a Humanoid, it must succeed on a DC 16 Constitution saving throw or be Cursed with werecrab lycanthropy.

Crabhammer (Humanoid or Hybrid Form Only). Melee Weapon Attack: +15 to hit, reach 10 ft, one creature. Hit: 30 (4d10 + 10) force damage.

Frightful Presence. (Giant Crab Form only) Each creature of the Crab King's choice that is within 120 feet of the Crab King and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Crab King's Frightful Presence for the next 24 hours.

Legendary Actions

Detect. The Crab King makes a Wisdom (Perception) check.

Crabwalk. Move up to half speed and make a claw attack action.

Gargantuan Rampage (Costs 2 Actions, Crab form only). Each creature within 10 feet of the Crab King must succeed on a DC 19 Dexterity saving throw or take 15 (2d6+9) piercing damage and be knocked prone. The Crab King can then move up to half its speed.



Fiddler Werecrab

Medium humanoid (human, shapechanger), LN


  • Armor Class 15 (natural armor)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft., 30ft. swim

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 10 (0) 13 (1) 14 (2)

  • Saving Throw Dexterity +4, Wisdom +2
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses Blindsight 30ft, passive Perception 10
  • Languages Sylvan, Aquan, Shanty Cant (Cant speak in giant form)
  • Challenge 3 (700xp)
  • Skills Stealth +4, Perception +5, Performance +6

Shapechanger. The werecrab can use its action to polymorph into a fiddler crab-humanoid hybrid or into a large-sized Giant Fiddler Crab, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't revert forms if it dies. Its remains can be worked to make half-plate armor (from a hybrid corpse) or a shield (from a giant crab corpse).

Amphibious: The crab can breathe air and water.

Sea Legs: Advantage on saving throws and ability checks to resist being knocked prone.

Pack Tactics. A Werecrab has advantage on an attack roll against a creature if at least one of the crab's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Molting Transformation When the werecrab transforms out of its Giant Crab and hybrid forms into humanoid form, it sheds its carapace. They lose their damage immunities and natural armor in human form, and emerge from their exoskeleton with 2 levels of exhaustion.

Spellcasting. The Fiddler Werecrab is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): mending, minor illusion, friends, thunderclap

1st level (4 slots): charm person, silvery barbs, bane, heroism, detect magic

2nd level (2 slots): Lesser Restoration, skywrite

Song of Rest. A Fiddler Werecrab can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The fiddler crab can confer this benefit on itself as well.

Taunt (2/Day). The Fiddler Werecrab can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the Fiddler, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the F's next turn

Actions

Multiattack. The werecrab makes two attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 2) bludgeoning damage. The target is grappled (escape dc 12). The werecrab may only grapple one target per claw.

Hooked Net. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target is restrained. A creature can use its action to make a DC: 12 Strength check to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 12) frees the target without harming it and destroys the net.

Bite (Giant Crab or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with werecrab lycanthropy.



Reefstepper Werecrab

Small human (human, shapechanger), true neutral


  • Armor Class 15 (natural armor)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft., 30ft. swim

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 10 (0) 15 (+2) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Damage Resistances (Advantage vs) Poison
  • Senses Blindsight 30ft, passive Perception 15
  • Skills Stealth+6, Survival+5, Athletics+4, Perception+5, Nature+5
  • Languages Sylvan, Aquan
  • Challenge 3 (700xp)

Shapechanger. The werecrab can use its action to polymorph into a medium crab-humanoid hybrid or into a Giant Crab, or back into its true form, which is a small human. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't revert forms if it dies. Its remains can be worked to make half-plate armor (from a hybrid corpse) or a shield (from a giant crab corpse).

Nimble. A Reefstepper can move through the space of any creature that is of a size larger than it.

Lucky. Reroll attack, ability check, or saving throw rolls of 1. The Reefstepper must use the new result, even if it is a 1.

Pack Tactics. A Werecrab has advantage on an attack roll against a creature if at least one of the crab's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Amphibious: The crab can breathe air and water.

Molting Transformation When the werecrab transforms out of its Giant Crab and hybrid forms into humanoid form, it sheds its carapace. They lose their damage immunities and natural armor in human form, and emerge from their exoskeleton with 2 levels of exhaustion.

Reef Camouflage. (Hybrid/Crab forms) While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural coral formation or aquatic plant. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Actions

Multiattack. The werecrab makes two attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage. The target is grappled (escape dc 12). The werecrab may only grapple one target per claw.

Harpoon (Human or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d6 + 3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the werecrab or be pulled up to 20 feet toward it.

Bite (Giant Crab or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with werecrab lycanthropy.


Reefstepper Shaman

Clutches of Reefsteppers are led by a shaman, who guides their tending. Shamans have Wisdom 18 (+4), an additional +25 Hit Points, and gain:

Spellcasting: The Reefstepper Shaman is an 8th-level druid. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): thunderclap, druidcraft, ceremony

1st level (4 slots): cure wounds, bless, entangle

2nd level (3 slots): lesser restoration, Spike Growth, enlarge/reduce

3rd level (3 slots): plant growth, tidal wave, wall of water

4th level (1 slots): divination


Wereoctopi Houses & Tribes

Sea elf natives of the Freedonian coastline are natural born wereoctopi lycanthropes. While few in number (they make up only 3% of the country's population), the Wereoctopus Houses are well known merchantile clans founded on old money, the sea elves having been established traders and seafarers in the region for all of recorded history. 1d4 Wereoctopus Sailors can be found on any trade vessel owned by their House (likely as Quartermaster or Captain). The clans are tight knit and respected for their fairness.

On islands dotted across the Free Seas, an adventuring party may encounter a tropical subspecies- Blue-Ringed Wereoctopus Islanders- feral elf tribes who produce a highly potent neurotoxin which they apply lightly to arrows:

Blue Ringed Wereoctopus Toxin

Very Rare Poison (Injury): The injured creature must take a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is Paralyzed while poisoned in this way.



Wereoctopus Sailor

Medium humanoid (sea elf, shapechanger), any alignment


  • Armor Class 14 (Studded Leather Armor)
  • Hit Points 55 (8d10+8)
  • Speed 30 ft., 60ft swim in hybrid or octopus form

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 10 (0) 14 (+2) 10 (0)

  • Condition Immunities Magical Sleep, Charmed
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses darkvision 60ft, passive Perception 15
  • Languages Aquan, Sylvan, Elvish
  • Challenge 3 (700 XP)
  • Skills Stealth +5, Insight +5, Perception +5

Child of the Sea: Can breathe air and water.

Underwater Camouflage: The Wereoctopus has advantage on Dexterity (Stealth) checks made while Underwater.

Trance. Elves do not sleep; meditate 4 hours/day.

Sea Legs. Advantage on saving throws and ability checks to resist being knocked prone.

Shapechanger. The wereoctopus can use its action to polymorph into a octopus-elf hybrid or into a Giant Octopus, or back into its true form, which is an elf. Its statistics, other than its AC, 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.

Actions

Multiattack. The wereoctopus makes three attacks, two of which must be with its Tentacles.

Tentacles (Hybrid/Octopus form): Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the Octopus can't use its tentacles on another target.

Scimitar (Elf Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing.

Musket (Elf form only). Ranged Weapon Attack: +4 to hit, range 40/120ft, one target. Hit: 10 (1d12+4) piercing damage.

Ink Cloud (Recharges after a Short or Long Rest): (Hybrid/Octopus form) A 20-foot-radius cloud of ink extends all around the Wereoctopus if it is Underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the Wereoctopus can use the Dash action as a Bonus Action.



Blue-Ringed Wereoctopus Islander

Medium humanoid (sea elf, shapechanger), any


  • Armor Class 14 (Hide Armor)
  • Hit Points 55 (8d10+8)
  • Speed 30 ft., 60ft swim in hybrid or octopus form

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 10 (0) 14 (+2) 10 (0)

  • Condition Immunities Magical Sleep, Charmed
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses darkvision 60ft, passive Perception 15
  • Languages Aquan, Sylvan, Elvish
  • Challenge 4 (1100 XP)
  • Skills Stealth +5, Insight +5, Perception +5

Shapechanger. The wereoctopus can use its action to polymorph into a octopus-elf hybrid or into a Giant Octopus, or back into its true form, which is an elf. Its statistics, other than its AC, 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.

Child of the Sea: Can breathe air and water.

Trance. Elves do not sleep; meditate 4 hours/day.

Actions

Multiattack. The wereoctopus makes three attacks, two of which must be with its Tentacles.

Tentacles (Hybrid/Octopus form): Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the Octopus can't use its tentacles on another target.

Beak (Tetrodotoxin) (Hybrid/Octopus Form). Melee Weapon Attack: +5 to hit, targets 1 grappled creature. Hit: 5 (1d4+3) piercing damage. The target must take a DC18 Constitution saving throw or take 20 (6d6+1) poison damage on a failed save, becoming Paralyzed for 1 hour. If the target is a Humanoid, it must succeed on a DC 11 Constitution saving throw or be Cursed with Blue-Ringed Wereoctopus lycanthropy.

Poisoned Shortbow (Elf Form Only). Ranged Weapon Attack: +6 to hit, range 80/320 ft., one creature. Hit: 6 (1d6 + 3) piercing damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is Paralyzed while poisoned in this way.

Spear (Elf Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft. or thrown (20/60), one creature. Hit: 6 (1d6 + 3) piercing damage or 1d8+3 piercing in two hands.

Wandering Healers

The Order of the Deep Blue are nomadic monks, freely giving healing and protection to those in need. They are a tribe of sea elves from the Sunken Kingdoms, but left their home temples after they fell into the ocean during the cataclysm.

These "Blue Monks" often volunteer to accompany Freedonian trade fleets and Junk Cities on their routes, affording an extra level of protection from predators while ensuring the ship's crew remains healthy. Both Freepourt and Floatsdamm maintain a galley converted into an infirmary where pods (family groups) of Blue Werewhale monks stop to rest, meditate and offer healing. While their healing is free, Freedonians bring them gifts and donations in return. Because of the monks ascetic lifestyles, most of these goods are in turn distributed to the needy.

Mochadyk, the White Werewhale

The albino werewhale Mochadyk is a Chaotic Evil mirror to everything the Order stands for. His spell list is as follows:

Cantrips (at will): thaumaturgy, decompose

1st level (4 slots): fog cloud, thunderwave, Inflict Wounds

2nd level (3 slots): Zone of Truth, Gust of Wind, Shatter

3rd level (3 slots): Call Lightning, Bestow Curse

4th level (3 slots): Ice Storm, Control Water

5th level (2 slots): Maelstrom, Destructive Wave

Wrath of the Storm (4/rest) When a creature within 15ft that he can see hits Mochadyk with an attack, he can use his reaction to cause the creature to make a DC15 Dexterity saving throw. The creature takes 8 (2d8) lightning/thunder damage on a failed saving throw, and half as much damage on a successful one.



Blue Werewhale

Medium humanoid (elf, shapechanger), LG


  • Armor Class 14 (natural armor)
  • Hit Points 205 (15d20 + 45)
  • Speed 30 ft. (humanoid and hybrid form), 60ft swim (hybrid and killer whale form)

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 17 (+3) 10 (0) 18 (+4) 10 (0)

  • Condition Immunities Magical sleep, charmed
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Perception +7, Survival +7
  • Senses blindsight (120ft while underwater, 10ft on land), passive Perception 17
  • Languages Sylvan, Elvish, Whalesong, Telepathy (120ft)
  • Challenge 10

Shapechanger. The werewhale can use its action to polymorph into a large whale-elf hybrid or into a gargantuan-sized blue whale, or back into its true form, which is an elf. Its statistics, other than its AC, 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.

Spellcasting: The Blue Werewhale is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, thaumaturgy, spare the dying

1st level (4 slots): cure wounds, bless, sanctuary

2nd level (3 slots): lesser restoration, prayer of healing, zone of truth

3rd level (3 slots): mass healing word, dispel magic, sending, call lightning

4th level (3 slots): control water, divination

5th level (2 slots): geas, greater restoration

Echolocation: The werewhale can't use its Blindsight while Deafened.

Hold Breath: The werewhale can hold its breath for 90 minutes

Keen Hearing: The werewhale has advantage on Wisdom (Perception) checks that rely on hearing.

Trance. Elves do not sleep; meditate 4 hours/day.

Friend of the Sea. Using gestures, sounds, and telepathy, you can communicate simple ideas with any beast that has an innate swimming speed.

Channel Divinity: Preserve Life As an action, the werewhale evokes healing energy of nature that can restore 50 hit points. Choose any creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum and has no effect on undead or constructs.

Actions

Bite. (Hybrid or Whale Form) Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the werewhale. A swallowed creature has total cover against attacks and other effects outside the whale, and it takes 3 (1d6) acid damage at the start of each of the whale's turns. If the werewhale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the whale. If the whale dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone.

Tail (Whale Form Only) Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, or 37 (6d6 + 16) bludgeoning damage if the target is a ship or an object.

Reactions

Sentinel at Death's Door. As a reaction when it or an ally that it can see within 30 feet of it suffers a critical hit, the werewhale can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.



hunter wereshark

Medium humanoid (human, shapechanger), any


  • Armor Class 13 (natural armor)
  • Hit Points 65 (9d10 + 20)
  • Speed 30 ft. (swim 50 ft. in hybrid & shark form)

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 10 (0) 10 (0) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Intimidation +2, Perception +4
  • Senses blindsight 30ft (water), P. Perception 14
  • Languages Aquan, Sylvan, Shantycant
  • Challenge 4 (1100 XP)

Shapechanger. The wereshark can use its action to polymorph into a Large shark-human hybrid or into a Hunter Shark, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Lungs to Gills. In human form it can breathe air. In hybrid form, it can breathe air and water. In shark form, it can breathe water.

Blood Frenzy: The wereshark has advantage on melee Attack rolls against any creature that doesn't have all its Hit Points.

Actions

Multiattack. The wereshark makes two attacks.

Bite (Shark/Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 13 (2d8 + 4). If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with wereshark lycanthropy.

Scimitar (Human/Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

Flintlock Pistol. Ranged Weapon Attack: +3 to hit, range 30/90ft, one target. Hit: 5 (1d8+1) piercing damage. Reload 1. Misfire 1. Also a club.

Bonus Actions

Second Wind (1/rest): Gain (1d10+5) Hit Points.



great white wereshark

Medium humanoid (human, shapechanger), any


  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 30 ft. (swim 50 ft. in hybrid & shark form)

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 8 (-1) 10 (0) 10 (0)

  • Saving Throws STR +9, CON +8
  • Condition Immunities Frightened
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Intimidation +3, Athletics +9
  • Senses 60ft blindsight (water), P. Perception 14
  • Languages Aquan, Shantycant
  • Challenge 7

Shapechanger. The wereshark can use its action to polymorph into a Huge shark-human hybrid or into a Gargantuan Shark, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Lungs to Gills. In human form it can breathe air. In hybrid form, it can breathe air and water. In shark form, it can breathe water.

Blood Frenzy: The wereshark has advantage on melee Attack rolls against any creature that doesn't have all its Hit Points.

Feeding Frenzy: If the wereshark damages a creature with its Bite twice on its turn, it may take Rend & Swallow as a bonus action.

Indomitable (1/rest): Reroll a failed saving throw.

Actions

Multiattack. The wereshark makes two attacks.

Bite (Shark/Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 22 (3d10 + 6) piercing damage. If the target is a Humanoid, it must succeed on a DC 16 Constitution saving throw or be Cursed with Wereshark Brute lycanthropy. On a critical hit, the target

Harpoon (Human or Hybrid Form Only). Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: (2d6+6) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the Wereshark or be pulled up to 20 feet toward it.

bonus actions

Rend & Swallow (Feeding Frenzy Only): Target must succeed on an opposed Constitution check VS the wereshark's Strength or takes 22 (3d10+6) piercing damage and rolls a 1d4 on the Lingering Injuries Table (DMG pg272). The Great White Wereshark heals half the damage dealt and swallows the appendage.


Wereodile

Medium humanoid (human, shapechanger), any


  • Armor Class 13 (Natural Armor)
  • Hit Points 85 (9d12 + 27)
  • Speed 30 ft. (30 ft swim in hybrid or crocodile form)

STR DEX CON INT WIS CHA
17 (+3) 10 (0) 17 (+3) 10 (0) 10 (0) 7 (-2)

  • Condition Immunities Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 12
  • Languages Louisii'an (Common-based Creole), Sylvan, Shantycant (Can't Speak In Croc form)
  • Skills Stealth +5, Athletics +5, Perception +2
  • Challenge 3 (700 XP)

Shapechanger. The wereodile can use its action to polymorph into a large crocodile-humanoid hybrid or into a Crocodile, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

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

Hold Breath: The wereodile can hold its breath for 15 minutes.

Actions

Death Roll. (Crocodile or Hybrid form only) When grappling a foe of its size or smaller, a wereodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The wereodile inflicts its bite damage and knocks the creature prone. If successful, the wereodile maintains its grapple.

Bite (Crocodile or Hybrid form only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d10 + 4) piercing damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the wereodile can't bite another target. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereodile lycanthropy

Spear (Humanoid/Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 1d6+3 piercing damage.

Colle-Gens humans living in what would become Freedonia became Wereodile during the Cataclysm. They speak a Common-based Creole, their culture centered on cooking.


Wereodile Brute

Medium humanoid (human, shapechanger), any


  • Armor Class 13 (Natural Armor)
  • Hit Points 85 (18d12+36)
  • Speed 30 ft. (40 ft swim in hybrid or crocodile form)

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 22 (+6) 8 (-1) 10 (0) 5 (-3)

  • Condition Immunities Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 10
  • Languages Louisii'an (Common-based Creole), Sylvan, Shantycant (Can't Speak In Croc form)
  • Skills Stealth +5, Athletics +8
  • Challenge 6

Shapechanger. The wereodile can use its action to polymorph into a large crocodile-humanoid hybrid or into a Giant Crocodile, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

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

Hold Breath: The wereodile can hold its breath for 30 minutes.

Actions

Multiattack. The wereodile brute makes two attacks: one with its bite and one with its tail.

Death Roll. (Crocodile or Hybrid form only) When grappling a foe of its size or smaller, a wereodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The wereodile inflicts its bite damage and knocks the creature prone. If successful, the wereodile maintains its grapple.

Bite (Crocodile or Hybrid form only): Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereodile lycanthropy

Tail (Crocodile or Hybrid form only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Giant Seagull

Large Beast, neutral evil


  • Armor Class 10
  • Hit Points 22 (3d10 + 6)
  • Speed 10 ft., Fly 60 ft.

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

  • Senses passive Perception 8
  • Challenge 1

Pack Tactics. The Giant Gull has advantage on an attack roll against a creature if at least one of the gull's allies is within 5 feet of the creature and the ally isn't incapacitated.

Stupid. Giant Gulls have disadvantage on Investigation and Insight checks.

Actions

Multiattack. The vulture makes two peck attacks.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.


Swarm of Giant Seagulls

Gargantuan Swarm of Large Beasts, neutral evil


  • Armor Class 10
  • Hit Points 238 (30d10 + 60)
  • Speed 10 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (0) 15 (+2) 2 (-4) 10 (0) 2 (-4)

  • Senses passive Perception 10
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Challenge 5

Swarm. The swarm of Gulls can occupy another creature's space. It can move through any space big enough for a giant seagull. It cant regain hit points or gain temporary hit points.

Stupid. Giant Gulls have disadvantage on Investigation and Insight checks.

Actions

Multiattack. The swarm makes four attacks at advantage if it has more than half its hit points, or three attacks if it has less than half hit points.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (4d4+2) piercing damage, or 6 (2d4+2) piercing damage if the swarm has half of its hit points or fewer.


Huge Clam

Huge Beast (or plant? anyway, its vegan), unaligned


  • Armor Class 20
  • Hit Points 80 (7d10 + 35)
  • Speed burrow 5ft

STR DEX CON INT WIS CHA
20 (+5) 2 (-4) 20 (+5) 2 (-4) 2 (-4) 2 (-4)

  • Senses blindsight 5ft, passive Perception 6
  • Damage Immunity Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Damage Vulnerability Fire, Lightning
  • Challenge 1/4

Basically a Vegetable. The Clam is blind and deaf, but reacts to light and vibration to sense predators. It has a kidney, a heart, a mouth, an anus and a stomach to allow filter-feeding, but isnt sentient and cannot feel, smell or taste. It relies on currents to move but has a tongue-like "foot" that allows burrowing. Eating clams doesnt violate a Vegan Paladin's vows, regardless of claims to the contrary.

Water Breathing. Can breathe only underwater.

Actions

Clamp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and the target must take a DC16 Dexterity or Strength saving throw or be trapped inside the clam. While trapped in this way, the target is blinded and restrained, has total cover from an attacks and other effects outside the clam, and cannot breathe. A clam can Clamp only one creature at a time. Its mouth can be pried opened with a successful opposed strength check, made at disadvantage without a crowbar or similar tool.

If the Huge Clam takes 10 damage or more on a single turn from a creature inside it, the Clam must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls or floats prone in a space within 10 feet of the Clam. If the Clam dies, a swallowed creature is still restrained by it if its Clamped shell is not pried open with a successful DC16 Strength check.

Rare Variants Encountered: Pearls

For each Huge Clam encountered, secretly roll a d100. On a 7, 13, 12, 42 or 66, the clam contains a special treasure, noted by roll of a d20:

  • 1-8: 1 ft diameter White Pearl (1000gp)
  • 9-12: 1 ft diameter Pink Pearl (1000gp)
  • 13-14: 1 ft diameter Black Pearl (5000gp)
  • 15-18: 1 ft diameter Yellow Pearl (1000gp)
  • 19-20: 1 ft diameter Pearl of Power (restores a 5th level spell slot instead of a 3rd level slot)

Werecuda Sloop

Gargantuan vehicle (70 ft. by 20 ft.)


  • Armor Class 20
  • Speed 60ft per round / 13mph
  • Creature Capacity 40 crew, 100 passengers
  • Cargo Capacity 10 tons

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 17 (+3) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
  • Senses passive Perception (as lookout)

Move. The sloop can use its helm to move with its sails. As part of this move, it can use its naval ram.

Weapons: Harpoon Gun Armor Class 15, Hit Points 50 each. Ranged Weapon Attack: +5 to hit, range 120/480 ft., one target. Hit: 11 (2d10) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the Darting Empress.

Weapons: Naval Ram Armor Class 20, Hit Points 100 (damage threshold 10). The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.

Weapons: Cannon Armor Class 19, Hit Points: 75 /Ranged Weapon Attack: +8 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Hull

AC: 15 / Hit Points 300 (damage threshold 15)

Control: Helm

Armor Class 15 / Hit Points 50; Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the galley can't turn.

Movement: Sails

Armor Class 12 / Hit Points 100; -10 ft. speed per 25 damage taken

Speed (water). 60 ft.; 20 ft. while sailing into the wind; 90 ft. while sailing with the wind.

Werecuda sloops armament varies, but they generally have a Naval Ram and mix of 6 to 18 cannons and harpoon guns.


Crocodile Fern

Large plant, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 10 ft., Swim 15 ft.

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

  • Damage Resistances: Piercing, Bludgeoning
  • Damage Vulnerabilities Fire
  • Condition Immunities blinded, deafened, exhaustion
  • Skills Stealth +4
  • Senses darkvision 60 ft., Passive Perception 13
  • Challenge 1/2

Keen Hearing and Smell. The fern has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Plant Camouflage. The Crocodile Fern has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The fern regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the fern's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target


Giant Crocodile Fern

Gargantuan plant, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 95 (9d12 + 36)
  • Speed 20 ft., Swim 25 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 19 (+4) 1 (-5) 10 (0) 1 (-5)

  • Damage Resistances: Piercing, Bludgeoning
  • Damage Vulnerabilities Fire
  • Condition Immunities blinded, deafened, exhaustion
  • Skills Stealth +5
  • Senses blindsight 20ft, Passive Perception 13
  • Challenge 5

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

Plant Camouflage. The Crocodile Fern has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The fern regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the fern's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The crocodile fern makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile fern can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.



Eelectzrilla

Gargantuan beast (electric eel titan), chaotic evil


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 5ft, 60ft swim

STR DEX CON INT WIS CHA
30 (+10) 17 (+3) 30 (+10) 2 (-4) 12 (+1) 3 (-4)

  • Saving Throws Dex +8, Int +4, Wis +11, Cha +11
  • Damage Immunity Lightning, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Perception +10, Stealth +9, Intimidation +8
  • Senses darkvision 240 ft., blindsight 30ft, Passive Perception 25
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Water Breathing. The eel can breathe only underwater.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Damage Absorption. When it would be subjected to lightning damage, it instead regains a number of hit points equal to the damage dealt.

Actions

Multiattack. The Titan can use its Frightful Screech. It then makes three attacks.

Bite Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 45 (6d10 + 10) piercing damage plus 30 (5d12) lightning damage.

Lightning Breath Recharge (5-6). The eel exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Lightning Jolt Recharge (5-6). One creature the eel touches within 15 feet of it outside water, or each creature within 60 feet of it in a body of water, must make a DC 24 Constitution saving throw. On failed save, a target takes 42 (8d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel titan's next turn. On a successful save, a target takes half as much damage and isn't stunned.

Frightful Roar Each creature of the Eel's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Swallow. The Eel Titan makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the peck's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 28 (8d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

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

Stalk. The Eel makes a Dexterity (Stealth) check and moves up to half its speed.



The Sea King

Gargantuan beast (sea horse titan), neutral good


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 5ft walk, 80ft swim

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 2 (-4) 12 (+1) 10 (0)

  • Damage Immunity Fire, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Senses Passive Perception 10
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Reflective Carapace. Any time the Sea King is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the Sea King is unaffected. On a 6, the Sea King is unaffected, and the effect is reflected back at the caster as though it originated from the Sea King, turning the caster into the target.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Damage Absorption. When it would be subjected to fire damage, it instead regains a number of hit points equal to the damage dealt.

Actions

Multiattack. The Titan can use its Frightful Presence. It then makes three attacks.

Ram. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 10) bludgeoning damage.

Fire Breath. Recharge (4-6) The Sea King exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Frightful Roar. Each creature of the Beast Titan's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Legendary Actions

Detect. The Sea King makes a Wisdom (Perception) check.

Swoop (Costs 2 Actions). The Beast Titan moves up to its speed and attacks with a natural weapon.

Region IV: Sarodia

A country of arid steppelands and salt flats, the aggressively imperialist Sarodia has been at war for its entire history. Its Porcish mercenary legions fight for the warlords of other territories, returning with slaves to work the salt mines and die in the gladiator pits, with foodstuffs and creatures from around the world for the Khan's table and the local markets and restaurants.

Sarodian society values violence, voracious appetites, culinary skill and brute strength, and the Porc engage in a perculiar form of ritualistic ancestor worship involving cannibalism. The Sarodian people speak Ba’konoink, a language which has spread far and wide because of Sarodia's imperialist aggressions as a trade language.

Sarodia is governed by an absolute monarch advised by a military council. The wereboar warlord Khan Sarod, 83, rules from his palace while his sons, the generals of the Thirty Legions, oversee and expand his empire. By twenty five years old, Sarod had united the Porcish Hordes and began an expansionist war outward, solidifying a sizable empire. After conquering the city states across his region and west out to the sea, then a large swathe of Colle-Gens land, the Khan accepted a peace accord with the humans for yearly tithes paid to his horde in foodstuffs, wine, and the relocation of the human’s finest chefs into his empire to cook for him. An alliance was struck between the Khan and the humans to subjugate the neighboring states with Sarodia laying claim to the Hunt, Bos, Nekkon and the Clawtooth Confederacy, while the humans would receive Freedonia and the Bramblewood. The Colle-Gens also allow the Khan's Hordes passage north into the Gnoll lands and supply the Porc with slave labor to aid in the reconstruction efforts in the ancient city of Scrotia.

Sarodian society is highly segregated based on subrace. The physically imposing and aggressive Gor'bôr have the full rights of citizenship, but the small Porque are little more than their slaves- unable to own property, travel freely, or choose their own destinies- their families bought and sold by their larger Gor'bôr cousins who dominate every aspect of power in Sarodian society. Interbreeding between the subraces is strictly outlawed and hybrid offspring are eaten at birth.

Sarodian Weather

Extreme Heat. The average temperature of Sarodia is 100 degrees Fahrenheit, and creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.


Encounters: Sarodian Steppes
1d12 Encounter
1 a Legion (1000 mounted Porcish soldiers)
2-6 1d8+2 merchant or slaver carts
7-10 1d4+2 giant boar mounted Gor'bôr Veterans
11 an escaped slave trying to get to the Hunt
12 1d4 Giant Boar escaped from their pen

Ancestor Worship and Cannibalism

On campaign, the Porcish Legions eat their enemies and cannibalize their own dead brothers-in-arms, thinking they will gain the deceased person’s strength. Sardonian Legionnaires have a long tradition of making jerky from their fallen comrades after a battle, and stew what can’t be jerkied. The uneaten bones are sent back to Grazhragbad to be powdered and used as fertilizer for the Khan's struggling herb and vegetable farms in the arid countryside around the capitol.

At home, Sardonian families consume their dead in a combination funeral and feast. Half of the corpse is jerkied while the rest of the body is prepared as a variety of appetizers, soups and sandwiches. The jerky is eaten monthly as a part of ritual ancestral worship, and before a battle, when Porish warriors will eat strips of fallen family members and battle brothers to call on their strength and ferocity to aid them.

Sowaraka and Sowarkhi

Sarodians regularly drink Sowaraka, made from fermented boar's milk. The milk is collected in a waterskin, mixed with an aged ferment, and beaten with a large wooden spoon. Each spring, Porc families make large quantities of the drink. Every Porc, from the Khan to the lowliest Porque serf washing his dishes, traditionally carries a boar blatter waterskin specifically to carry their daily Sowaraka.

Sowarkhi is a clear alcoholic spirit distilled from Sowaraka. It tastes like a strong cheese and has a slightly bitter bite to it. Each porc family has its own still, and each Porcish Legion boasts a large wagon-mounted still operated by is Corps Coquus. Sowarkhi is a drink usually reserved for Gor'bôr, but all porc are welcome to imbibe during festivals. Sarodian Legionnaires wear a smaller boarskin which carries about a liter of Sowarkhi over the skin carrying their Sowaraka. Sowarkhi skins are status symbols, each displaying the symbol of the Legion the warrior belongs to and their rank.

Natives of Sarodia (Playable Races)

Porc

When the Black Spires activated, the Orcs of Ombreavoir were mutated into snouted pig-humanoids. Two distinct varieties of Porc exist as playable races in this world, the Gor'bôr and the Porque.

Ability Score Increase. Constitution score increases by 2.

Age. Porc reach adulthood around 15 and generally live about 60 years.

Alignment. Porc tend towards Evil alignments.

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

Languages. You can speak, read and write Ba'konoink and one other language.

Subraces

Porque

Ability Score Increase. Your Intelligence score increases by 1.

Size. Porque stand 3 to 4 feet tall and average 60 pounds.

Speed Your base walking speed is 30 feet.

Oily Escape. Your skin secretes an oily sweat. You can take the Disengage action as a bonus action on each of your turns.

Cower and Squeal. As an action on your turn, you can thrash and squeal pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Gor'bôr

Ability Score Increase. Your Strength scores increases by 2. Your Intelligence score decreases by 2.

Size. Gor'bôr stand around seven feet tall and weigh about 350 pounds. Your size is medium.

Powerful Build. You count as one size larger when determind your carrying capacity and the weight you can push, drag or lift.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear or smell. You must end this move closer to the enemy than you started.

Menacing. You have proficiency in the intimidation skill.

Sarodian Princes

When bored, during certain holidays or when challenged by a rival, the Princes of Sarodia often step into the arena in full war regalia and butcher gladiators for the roar of the crowd. When a prince turns 16, it is customary for him to enter the arena and slay four exotic creatures as a coming of age ritual. The creatures are chosen by his mother, usually from his own Gladiator Franchise, though no expense is spared to wow the crowd with meats from faraway lands to increase the prince's social standing.


Sarodian Prince

Medium humanoid (Porc, shapechanger), lawful evil


  • Armor Class 18 (Plate armor Hybrid and Porc forms, 11 In Boar Form)
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft. (40 ft. in boar form)

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 10 (0) 11 (0) 10 (0)

  • Skills Perception +2
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 12
  • Languages Common, Ba’konoink (Can't Speak In Boar Form)
  • Challenge 6 (2,300 XP)

Shapechanger. A Sarodian Prince can use its action to Polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its Statistics, other than its AC, 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.

Charge: If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Reckless. At the start of its turn, a Sarodian Prince can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest): If the Prince takes 14 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead.

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

Actions

Multiattack (Humanoid or Hybrid Form Only). The Prince makes two attacks.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Meat Tenderizer (Maul) (Porc or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 5) bludgeoning damage.

The Grim Feast of Khan B'kon

As the fae set to resculpting the world with their mad machines, Kahn B’kon and the Frostbeard of the North met at a lavish dinner with their entourages in Jarethsberg to celebrate a new treaty and the opening of trade between their countries. As dinner commenced, the Sarodians and Bjornmen were transformed by the magical energies unleashed by the Black Spires. Driven mad when he looked into a mirror and saw the face of an ugly Porc, the vain Khan B’kon flew into a rage and killed the Frostbeard, tearing out and viciously eating the giant's heart. Blood soaking his maw, he declared a campaign of expansion to fuel his insatiable new hunger. The other Bjornmen and the giants of Jarethsberg were all enslaved or eaten, and B’kon and his legionnaires unknowingly acquired lycanthropy from eating the Frostbeard raw, changing them into Wereboar.
Khan Sarod is a direct descendant of B'kon, a mirror of his ancestor's bottomless hunger and fits of vain rage.

The Porcish Horde

The Porcish Horde comprises thirty legions of warriors, each a thousand porc strong, mounted on savage dire boars. Twenty nine of these legions are led by the Khan's sons.

Every Gor'bôr legionnaire is attended by a slave-squire called a scūtārius, usually a humble member of the Porque subrace but sometimes a member of another race captured on campaign. These slaves form the legion's Corps Coquus, tasked with cooking the warriors' four daily meals and operating the still-wagons. On the battlefield, these unfortunate souls are tasked with carrying their Legionnary's shield for him should he be dismounted so he can continue to fire his bow from relative safety. These slave-squires don't have mounts of their own; when the Legion needs to cover a great distance quickly, the scūtārius are scooped into rough cloth sacks and tied to the back of their owner's saddle.

The First Legion, known as the Sons of the Boar, is led by the Khan himself. It is the most elite of the Khan's armies, comprised of Porc warriors afflicted with wereboar lycanthropy. The Sons of the Boar follow Sarod wherever he goes, a bodyguard of ruthless killers who can regenerate grevious wounds and are completely loyal to their ruler. Just like their Khan, these were-warriors are constantly in hybrid boar form, their lycanthropy a badge of honor they keep on prideful display. The First Legion is made of stand-out soldiers sourced from the other twenty nine armies of the Porcish Horde, and appointment to the First means undergoing a ritual akin to knighting. Draftees present themselves before the Khan, kneeling, and recite an oath of absolute loyalty. At the completion of their oath, that Khan bites off and swallows their left ear, sharing with them his gift of wereboar lycanthropy and absorbing some of the warriors strength for himself.

The humans of Colle-Gens keep steady employment of two mercenary legions through their treaty with Sarodia. One is stationed in the wine-making city Franczcia, where the Porc have vested business interests. The second is stationed in Harmony, where it helps oversee and police the massive slave population which supplies the Khan's table with a variety of animalfolk meats.

Each Porcish Legionnary is equipped with his Fork and Knives, a set of chefs' utensils, a curved shortbow and quiver, his waterskins of Sowaraka and Sowarkhi, and a large wooden shield emblazoned with his Legion's symbol. His uniform features a segmented cuirass over a long chain shirt and a thick leather skirt, his head topped with a crested helmet sporting a plume of dyed dire boar hair. Their dire boar mounts are lightly barded with segmented iron bands, matching the armor of the legionnaires. The Porc employ extensive use of recurve composite shortbows while mounted on boarback, and their arrows featuring large flat heads with four prongs. While on foot in defensive formations, Legionnaires enter a battle by taking aim with their bows from behind shieldwalls hauled to and fro by their small Porque squires, a tactic they refer to as "peppering" or "seasoning" the enemy. During hand to hand assaults the Porc set upon their foes with their Fork and Knives, an arsenal of kitchen tools turned weapons of war.

the Legionnaire's Fork and Knives

The Porc make little distinction between weapons of war and domestic cooking utensils. Warriors traditionally carry the Legionnaire's Fork and Knives into battle. The Legionnaire's Fork is a four pronged polearm represented mechanically by the Trident and is often used in conjunction with a net. The Legionnare's Knives are an extensive set of butchers' tools: a pairing knife to cut vegetables, a boning knife to separate meat from bone, a flank knife and a curved shaping knife and to cut and style steaks (daggers); a number of cleavers to chop through thick meat and bone (handaxes); a butcher's knife (a scimitar); and two oversized chef's knives (a longsword and a greatsword).

Other weapons seen employed by the Porc are the Atergray, a mace with a hollow head covered with holes edged by slightly raised cutting edges used to tear small strips off of cheeses, meats and vegetables; the oonspay, a large wooden spoon represented by a club or greatclub, ubiquitously carried by the smaller Porque subrace; a pike with a round handle on the user's end of the shaft called an Abobkay, used to skewer creatures for roasting live over a fire; and the "Meat Tenderizer," a maul featuring rows of pyramid-shaped spikes carried by the First Legion and the personal retinues of the Khan's thirty sons. As these weapons are only carried by elite troops, they are well known status symbols within the confines of the Sarodian Empire.

Grazhragbad

Grazhragbad was the orcish cultural capital and a powerful city state for two thousand years before the orc were changed by the Spires. A visitor would quickly notice the absence of tall buildings in the old city, which enforced strict height restrictions on new construction in order to ensure that Orcropolis hill was visible throughout the city.

Most buildings are constructed using mud, straw and sticks, as importing bricks and timbers is quite costly.

As the seat of power for the Sarodian Empire, the rapidly expanding city is being built on the backs of slaves and funded by the spoils of war. The height restriction on new construction is only enforced on the poor, bribes allowing the rich to do as they please as long as they stay on the Khan's good side.

Once surrounded by verdant farmland, the now near-barren ground here is fertilized with bones shipped home from the wars of expansion.

Grazhragbad Encounters
1d8 Encounter
1 a Porcish Legion on parade
2 a Colle-Gens merchant caravan
3 A Wereboar picks a fight with you for fun
4 Its a big day at the arena; food is free for attendees
5 A construction accident at a rich merchant's villa leads flattens 1d4 people
6 Porque lead slave-pulled carts of bone dust to the farmlands
7-9 a Porcish Legion patrol mounted on giant boars (75% alert, 25% distracted)

Occupied Jarethsberg

A city of kindly stone giants at the base of the Ridgeback Mountains enslaved by the Sarodians during the Grim Feast of Khan Ba'Kon, Jarethsberg's mines supply the empire with salt and iron ore. This town is the Thirty Legions' staging ground for expansion into the Hunt.

Occupied Jarethsberg Encounters
1d12 Encounter
1 Unbreakable Spirit inspires a slave revolt!
2-5 a Porcish Legion patrol (75% alert, 25% distracted)
6 1d4 chained Stone Giants dragging stone slabs (25% dragging a stone sled with a Sarodian Prince sitting on a throne)
7 A famous gladiator is accompanying their Franchise Owner out on the town to whip up excitement over the next set of arena matches
8 Colle-Gens traders accompanied by Porque scribes
9 a company of Sanguinea slavers roll into town with carts of strange folks theyve captured (1d4+2 Thri-kreen, Werescorpions or Jackalweres.
10 You witness a shady transaction (75%) its a criminal dealing, (25%) its a rebels brewing rebellion
11-12 Porc Veterans fresh from lunch at the arena are looking for trouble; if you draw their attention and you arent Porc, they'll start trouble- any guards who show up will take their side and youll be marched off to the arena for tomorrow's show; the Veterans who instigated the fight yell "see you at lunch!"

Ba’konoink

DM Roleplay Tip: In Ombreavoir, almost every creature speaks many languages, save some very prejudiced humans and isolated dwarves. To impress this on your party, when you role-play a Sarodian you can easily speak their native language by using the following modified version of Pig Latin and have your players come to realize they understand what the character is saying.

How to speak Ba’konoink:

Part 1: Learn how to form words beginning with consonants.

To form Ba’konoink words from words beginning with a consonant (like hello) or a consonant cluster (like swine), simply move the consonant or consonant cluster from the start of the word to the end of the word. Then add the suffix “-ay” to the end of the word.

• Words beginning with consonants would change as follows: the word "hello" would become ello-hay, the word “pork” would become ork-pay and the term "Pork Latin" would become ork-pay Atin-lay.

• Words beginning with consonant clusters would change as follows: the word "swine” would become ine-sway, the word "glutton” would become utton-glay and the term “blood broth” would become ood-blay oth-bray.

• the word “Khan” and given names are not subject to these rules. They are said as is and never changed.

Part 2: Learn how to form words beginning with vowels.

To form Ba’konoink words from words beginning with vowels, all you need to do is add “-ree” (which sounds quite like a pig’s squeal) to the end of the word. You don't need to change any letters around, just say the word as normal then add “-ree” to the end.

• For example: the word “arrest” becomes arrest-ree, the word "empire” becomes empire-ree and the word “utter” becomes utter-ree.

• This also holds true for the personal pronoun "I", which becomes i-ree.


Part 3: Further Modifications.

Beyond this point the modifications are optional, but Ba’konioink using Latin rather than Pig Latin connectives and prepositionals simply sounds better and fleshes it out as more of a believable language.

• Ab - From

• Ac - And

• Ad - Near to

• Ante - Before

• Apud - Next to

• Circus - Around

• Contra - Against

• Cum - with

• Dum - so long as

• De - from, of

• Ex - Out from, out of

• Extra - Outside of

• En - In or among

• Et - the

• Inter - between

• Namque - for example

• Nec - not

• Ob - in the way of

• Passim - throughout

• Per - through

• Post - after

• Praeter - except for

• Pro - For, on behalf of

• Propter - because of

• Quod - be

• Si - if

• Sicut - just as

• Sine - without

• Sub - under

• Sum - to be

• Sunt - are

• Super - above

• Trans - across

• Usque - until

• Ut - while, as

Part 4: Now lets put it all together and translate some examples:

The phrase “Bow before the great Khan Sarod, morsels” translates to “Ow-bay ante Khan Sarod et reat-gay, orsel-mays!”

The phrase “This land and the creatures throughout it are now the property of Sarodia” translates into “His-tay and-lay ac et eatures-cray passim sunt ow-nay et operty-pray de Sarodia!”

an Adventure in Sarodia: the Gastronomic Gauntlet

The Gastronomic Gauntlet is a module that combines culinary challenges with thrilling gladiator battles. Your players form a team of cooks that must compete against three other teams in a bloody, high-stakes cooking competition. Each round, the teams will face off with just 20 minutes on the hourglass, creating dishes for a panel of three Sarodian Princes, who serves as both the main villain and culinary judges.

Through the Appetizer, Entree and Dessert rounds, the two teams with the weakest dish will enter a gladiator match, fighting for survival and a chance to progress to the next round. In the dessert round, both remaining teams will battle it out in the gladiator pit to determine the ultimate winner.

The teams of cooks that participate in the Gastronomic Gauntlet have no choice in the matter- they are prisoners of war, slaves, and sometimes even popular gladiators forced into this arena by the Sarodian Princes for their entertainment.

The Cooking Challenges:

Appetizer Round:

In the appetizer round, the four teams will have to prepare a delectable appetizer using a mystery ingredient revealed at the start of the round. The teams will have a limited amount of time to plan, gather ingredients, and cook their dish. They will also have access to a fully equipped kitchen and pantry with a wide range of ingredients. The players can use their creativity and culinary expertise to create a unique appetizer that impresses the Sarodian Prince.

Mystery Ingredient: Dragonfruit

The teams must incorporate the exotic and vibrant dragonfruit into their appetizer. This ingredient presents a challenge as it has a distinct flavor profile that requires thoughtful pairing with other ingredients.

Entree Round:

The entree round will test the teams' ability to craft a satisfying main course using another mystery ingredient: yesterday's dessert round losers! The teams will once again have a limited amount of time to plan, gather ingredients, and prepare their dish.

Mystery Ingredient: "Venison"

Yesterday's losers were a team of cervinae minotaur- Bramblewood volunteer scouts captured by the Colle-Gens and sold south. The teams must work with the lean and flavorful meat of venison to create a mouthwatering entree. Venison presents a unique cooking challenge due to its gamy flavor and lean texture.

Dessert Round:

The dessert round is the grand finale of the competition. The remaining two teams will battle it out using a shared mystery ingredient, aiming to create a dessert that wows the Sarodian Prince.

Mystery Ingredient: Elderberries

Description: The teams must utilize the tart and aromatic elderberries to concoct a spectacular dessert. Elderberries are known for their rich color and unique flavor, which requires skilled manipulation to balance their natural bitterness.

The Gladiator Matches:

After each cooking challenge, the Sarodian Prince will evaluate the dishes based on taste, presentation, and creativity. The two teams with the weakest dish will be sent to the gladiator pit to fight for survival. The gladiator match will be a series of skill-based combat encounters where the teams must strategize and utilize their combat abilities to outmatch their opponents. The winning team will advance to the next round while the losing team will be eliminated. The losers of the first two rounds will be eaten by the audience.

The Competition:

The Firebrand Friers:

A team known for their bold and fiery cooking style. Led by the charismatic chef Falgrim, the Firebrand Friers specialize in spiced dishes and daring flavor combinations. They are skilled in combat as well, favoring fast and aggressive tactics.

Head Chef:

The Harmonious Bakers:

A team consisting of gentle-natured and meticulous pastry chefs. Led by the serene chef Celestia, the Harmonious Bakers excel in creating delicate and visually stunning desserts. They value precision and teamwork, making them formidable opponents both in the kitchen and the gladiator pit.

Head Chef:

The Earthbound Gourmands:

A team of foragers and hunters, the Earthbound Gourmands, led by the rugged chef Gruff, have an intimate knowledge of natural ingredients and wild flavors. They are skilled at incorporating fresh and locally sourced ingredients into their dishes. In combat, they rely on their resourcefulness and adaptability.

Head Chef:

The Gladiator Pits

One feature of every Porcish town worth its salt is the local arena. Porcish merchant families compete for social standing by financing gladiator teams and setting up gory spectacles for the town's dinnertime entertainment. The losers of these gladiator matches are invariably eaten by the Porc audience, though the crowd may spare a warrior who falls if they're entertaining enough to want to keep around. Win the heart of the crowd and you might just survive long enough to win your "freedom" and be inducted into the Auxiliary Legion!

The Young Merchant's First Franchise

When the child of a well off family turns 10, it is seen as a rite of passage and mark of nobility to purchase them their first franchise- taking the young Porc to the slave pens with a coinpurse to purchase his favorite creatures from the cages (including the town's Porcish convicts) and then choose which weapons and armor they will use. Many Porc children save their coin throughout childhood in anticipation of the moment their parents take them to purchase their franchise, money from birthdays and holidays cashed in for flashy equipment when "franchise day" finally comes around. Gladiator Franchises are dressed in the livery of the merchant house that owns them. Larger families, naturally, have a number of franchises operating under their banner. For the Gladiators themselves, the process is a terrifying madness: purchased and outfitted by a child and thrown into the arena to fight for their lives or be eaten.

Franchise Draft Rules:

The average young Franchise Owner arrives at the slave pens with 250gp to spend on Gladiators and gear. When drafting your franchise roster take note of the following:

  • Fresh Meat. Gladiators come unequipped, losing all weapons and armor on their normal stats.
  • Pit Training. Gladiators become proficient with any weapons or armor they are equipped with.
  • Franchise Roster. Gladiators stay on your roster until they die, earn their freedom, or are traded or sold to another franchise. A Roster may include any number of gladiators and pit beasts, but only 5 creatures from your roster may enter into the arena during a match. To acquire a gladiator or pit beast that costs more than 300gp, a Franchise must have reached Tier 2.
  • Leveling Up. After each match, award XP based on the CR of defeated enemy gladiators and pit beasts as normal.

League Weapons and Armor Restrictions:

  • NO Bows, Crossbows or Firearms allowed.
  • NO Heavy Armors allowed.
  • NO Magic Armor or Weapons
  • Choose any other weapons or armor from the PHB.
  • As Porc convicts and lycanthropes are common sights in the gladiator pits, and two weapons chosen during your Franchise Draft may be silvered for free.
  • Gladiators may swap weapons and armor however the franchise owner sees fit between matches.

Franchise Tiers

With each match a Franchise fights, it gains standing in the arena and brings more prestige to the Porc family which owns it (tho Porc use Roman Numerals):

  • A Franchise begins with a Tier Ranking of 1.0
  • For each match, the Franchise gains +.1 Tier Ranking
  • For each win, the Franchise gains a +.1 Tier Ranking.
  • For each loss, the Franchise loses -.1 Tier Ranking.

Leagues

Franchises with different rankings compete in separate leagues and have access to different Hiring Pools:

  • Tier Ranking 1.0-1.9 (or I-I.IX) = Bronze League
  • Tier Ranking 2.0-2.9 (or II-II.IX) = Silver League
  • Tier Ranking 3.0-3.9 (or III-III.IX) = Gold League
  • Tier Ranking 4.0+ (or IV-IV.IX) = Platinum League

Big Leagues

Established Franchises have experienced warriors on their rosters and more coin to spend on equipment. If you elect to play with established Franchises, draft your roster with the following changes to starting coffers:

  • Bronze League = 250gp + 2d20gp allowance weekly.
  • Silver League = 750gp + 1 class level per Gladiator
  • Gold League = 1500gp + 2 class levels per Gladiator
  • Platinum League = 2500gp + 2 class levels per Gladiator

Win the Crowd, Win Your Freedom

Gladiators gain renown as they defeat opponents and entertain the crowd. If a gladiator becomes popular enough, they may earn their freedom from the pits (and be pressed into service in the Auxiliary Legion, bringing even more glory to their franchise owner's house as they kill enemies of Sarodia abroad and contribute to the stream of slaves and goods flowing into the country from the front lines.

Gladiators track renown in the following ways:

  • For each Kill in the arena, a Gladiator gains renown equal to the killed creature's CR (kills below CR1 net 1).
  • For each franchise win in the arena, all participating Gladiators that survived the match gain 1 Renown.
  • When a Gladiator reaches 100 Renown, the crowd will call for a Contest of Champions to allow the Gladiator to earn their "freedom:" second class Sarodian citizenship and forced service in the Auxiliary Legion. The Contest of Champions will pit the Gladiator alone against a terrifying beast or another Champion seeking their freedom. If your Champion survives, remove them from the Roster and the Franchise gains 1500gp and +.5 Tier Ranking.
  • When a Gladiator reaches 10 Renown, it gains the Entertainer: Gladiator Variant Background and the following action:

Are you Not Entertained?: As an action, gladiators can innately cast Compelled Duel (save DC 8 + Proficiency + Cha Mod) and roll a Performance Check at advantage to sway the crowd (DC = 8 + CR of the target Creature). If the Gladiator kills the target, it gains an extra +2 Renown at the end of the match and the crowd will chant the Gladiator's name.

Arena Hiring Pool Tier I
Cost Monster/NPC
25gp Hyena
25gp Mastiff
25gp Giant Crab
25gp Commoner (Any Race)
50gp Bandit (Any Race)
50gp Guard (Any Race)
50gp Tribal Warrior (Any Race)
50gp Kobold
50gp Noble (Any Race)
50gp Cultist (Any Race)
75gp Aarakocra
50gp Kenku
50gp Sergeant (Any Race)
50gp Simic Merfolk
50gp Bullywug
50gp Drow
50gp Lizardfolk
50gp Boar
80gp Rust Monster
80gp Grung
80gp Bullywug
80gp Axe Beak
80gp Giant Goat
100gp Lizardfolk
100gp Gnoll
100gp Wolf
100gp Giant Wolf Spider
100gp Kua-Toa
135gp Frontline Medic (any race)
140gp Scout (any race)
150gp Drow Spy
150gp Thug (any race)
150gp Giant Hyena
200gp Ambush Drake
200gp Tortle
200gp Gnoll Hunter
175gp Old Troglodyte
200gp Jackalwere
175gp Firenewt Warrior
200gp Changeling
200gp Soldier (any race)
230gp Cult Fanatic (any race)
240gp Lion
250gp Tiger
Arena Hiring Pool Tier II (Franchise Rank II.0 or above to hire).
Cost Monster/NPC
225gp Ankheg
180gp Giant Toad
175gp Gnoll Flesh Gnawer
175gp Tabaxi Hunter
190gp Satyr
250gp Harpy
240gp Wererat
225gp Apprentice Wizard (any race)
180gp Aarakocra
200gp Dire Wolf
200gp Deinonychus
200gp Master Thief (any race)
200gp Giant Crayfish
250gp Swashbuckler (any race)
250gp Aldani (Lobsterfolk)
250gp Spy (Any Race)
250gp Allosaurus
265gp Yuan-ti Pureblood
270gp Bandit Captain (Any Race)
300gp Thorny
400gp Berserker (Any Race)
400gp Druid (Any Race)
400gp Half-Red Dragon Veteran
400gp Knight (any race)
400gp Hybrid Brute
400gp Giant Snapping Turtle
400gp Cave Bear
450gp Giant Boar
500gp Giant Scorpion
600gp Veteran (Any Race)
600gp Akroan Hoplite (any race)
600gp Centaur
600gp Minotaur
600gp Werewolf
620gp Werecrab
620gp Wereodile
620gp Wereshark
600gp Wereboar
600gp Werejaguar
600gp Werecuda
1000gp Giant Ape
1000gp Giant Subterranean Lizard
1200gp Half-Blue Dragon Gladiator
1200gp Gladiator (Any Race)

1st Franchise Roster Examples (Bronze League - 250gp to hire)

Example Team roster "Bramphord Bulldogs"
Name Stat block / equipment
Mad Dog Murphy Bramphord (50gp) Badgerlord Noble; Scale Mail, Shield (10gp), Warhammer (15gp), 4 javelins (5sp/each)
Caesar (50gp) Goliath Tribal Warrior; Hide armor (10gp), Net (1gp), Greatclub (2sp), Pike (5gp)
Daisy (25gp) Hyena
Luna (25gp) Hyena
Butch (25gp) Hyena

21gp, 7sp in coffer.

Example Team roster "G-Street Scales"
Name Stat block / equipment
Scruff (45gp) Kobold; Hide armor (10gp), Spear (1gp), shield (10gp), Greatclub (2sp), Sling (1sp), Net (1gp)
Chunk (45gp) Kobold; Hide armor (10gp), spear (1gp), Greatclub (2sp), Sling (1sp), Net (1gp)
Dirk (45gp) Kobold; Hide armor (10gp), Spear (1gp), Greatclub (2sp), Sling (1sp), Net (1gp)
Flurp (45gp) Kobold; Hide armor (10gp),f spear (1gp), Greatclub (2sp), Sling (1sp), Net (1gp)

10gp, 8sp in coffer.

Example Team roster "The Divas"
Name Stat block / equipment
Guido Sardouchebag (50gp) Porc Guard; Scale Mail (50gp), Maul (10gp)
Birdo (50gp) Kenku; hide armor, shield, spear, sickle, 4 javelins
Danny Diffito (40gp) Ratfolk Commoner; hide armor, spear, shield, greatclub

4gp, 8sp in coffer.

Silver League (750gp to hire)

"Antifa Baseball Club" (Tier II)
Name Stat block / equipment
Teegan Porc Thug (150gp) - Baseball bat (quarterstaff) (2sp)
Tik Hedgefolk Swashbuckler (225gp) - Baseball Bat (quarterstaff) (2sp)
Tok Hedgefolk Swashbuckler (225gp) - Baseball Bat (quarterstaff) (2sp)

Gold League (1000gp to hire)

The Jackals (Tier III)
Name Stat block / equipment
Adom Khenra Berserker, Fighter 1 (Defense) -
Rashida Khenra Thug Fighter 1 (Defense)-
Derrik Mouseling Apprentice Wizard (225gp) - Baseball Bat (quarterstaff) (2sp)

Empty Team Roster:
Name (Race) (Stat Block); (Equipment)
Gladiator Slot 1 -
Gladiator Slot 2 -
Gladiator Slot 3 -
Gladiator Slot 4 -
Gladiator Slot 5 -
  • Team Coffer:

  • Team Inventory:

Pit Fight Rules

Each match may end in glorious victory or brutal defeat.

  • Matches: Franchise Rosters generally compete in the arena once a week. Each match, the Gladiators have generally had time to heal up HP and swap equipment between battles.

  • Winnings: Each Tier has a Gold Piece payout for a win. Bronze Tier wins net 50gp, Silver Tier wins net 100gp, Gold Tier wins net 200gp and Platinum Tier wins net 300gp. A loss in any League nets 50gp.

  • Critical Injuries: on any Critical Hit, the target suffers an injury. Roll on the Lingering Injuries chart on pg 272 of the Dungeon Master's Guide. A more comprehensive injury table by damage type is available at http://farlandworld.com/injuries.html

  • Dying in the Pit. When reduced to 0 HP, if a creature dies it is dragged out of the arena after the match and eaten by the spectators. If the creature stabilizes and survives, it gains a lingering injury from the charts above instead of being immediately eaten. One of the reasons Gladiator franchises are Porcish status symbols is the unwritten cultural rule that houses which own a franchise serve the flesh of its dead fighters to the citizens that watched them die without charge, allowing the poorer Porc peasants to sample delicacies they might never otherwise be able to. Meat and Circuses keep the plebs content. Gladiators are invariably required to partake in the meal, consuming their felled foes in proper Porcish tradition as they inch toward earning their "freedom" and "citizenship."

  • First Franchises: Teams owned by Porc children are often financed through the child's allowance. Each week, a First Franchise Team Coffer gains 2d20gp.

  • Sports Betting. Gambling on pit matches is a common occurance in Porc culture. Franchises owners may even bet on or against themselves before entering a match. To keep odds simple, whichever roster has a higher CR is favored to win 2:1. If you place your bets on the weaker CR roster and they win, the payout will be twice the bet. You can choose to get more in depth with actual sports betting formulas based on total HP, CR, etc if you wish, but we won't cover that in this minigame sourcebook.


Jarethsberg: Stone League

Stone League is easily the most brutal of the Gladiator spectacles across Sarodia. Its only arena is the Great Ampitheater of Jarethsberg, once the center of Stone Giant culture, arts and education before the Grim Feast of Khan B'Kon and the Porcs' genocide of the giants. The gigantic, ovular marble ampitheater has been refitted with sweeping stands for medium-sized spectators, the 250ft long and 145ft wide arena now host to macabre displays of violence and depravity. This is the Big Big Leagues, where the Porc set unruly stone giant slaves (often unarmed) against terrifying beasts in an attempt to keep the remaining giant population in line while earning major social standing. The gladiators in these games aren't celebrated nor can they earn their freedom: giants punished to a death in the arena are sent back time and time until they finally fall, the Porcish crowd cheering their demise and saluting the head of the house which owns the franchise that sponsored the meal. Each year during the Week of Grim Feasting, the ruling Khan travels to Jarethsberg to watch the Annual Spectacle and feast on stone giant and dragon like B'Kon did.

Arena Hiring Pool Tier III (Stone League).
Cost Monster/NPC (Stat Modifications)
2500gp Young Stone Giant (5eSRD)
5000gp Stone Giant
6000gp Guardian Giant (gains Stone Camouflage, CON saving throw +9, Athletics proficiency +10)
7500gp Stone Giant Dreamwalker
7500gp Sunder Shaman
5000gp Sand Scorpion Wyvern (size Huge, double HP, attacks deal +1d6 damage on a hit, INT 3)
5000gp Feral Young Black, White, Copper, Bronze or Red Dragon (size Huge, INT 3, no languages)
2500gp Hulking Crab, Triceratops or Giant Crocodile
4000gp Bulette or Tyrannosaurus Rex
3500gp Chimera (size Huge, attacks deal +1d4 poison)
7500gp Froghemoth
10000gp Hydra


Million Teeth

Arena Personalities:



The Queenpin

Medium Formian (Vespina subrace), true neutral


  • Armor Class 17 (Natural Armor, Defense)
  • Hit Points 47 (6d8+6 /1d10+1)
  • Speed walk, climb, fly 30ft

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

  • Damage Resistances Cold, Poison
  • Condition Immunities Poisoned
  • Skills Perception +3, Acrobatics +5, Survival +3, Intimidation +2, Athletics +4
  • Senses Passive Perception 13
  • Languages pheremones / telepathy 60 ft.
  • Challenge 3 (750xp)

Powerful Build. Formians count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away. You may communicate telepathically with any creature that knows at least one language.

Fighting Style: Defense While wearing armor, gain a +1 bonus to AC. (Your natural armor counts)

.

Actions

Multiattack. The Queenpin makes two melee attacks; only one of these may be her sting.

Sting. Melee Weapon Attack: + 5 to hit, reach 5 ft., one creature. Advantage on grappled targets. Hit: (2d4 + 3) piercing damage and (1d4+1 poison damage), and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) slashing damage.

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

Chakram. Ranged Weapon Attack: +5 to hit, range 20/60ft., one target. Hit: (1d6 + 3) slashing damage.This weapon returns to the Queenpin's hand after being thrown.

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

Second Wind (1/rest) Regain 12 Hit Points.



Million Teeth

Wereshark Gladiator

Large shark-humanoid hybrid (lycanthrope), CE


  • Armor Class 16 (Half Plate)
  • Hit Points 135 (15d10 + 45)
  • Speed 30 ft. (swim 40 ft. in hybrid & shark form)

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+3) 10 (0) 10 (0) 10 (0)

  • Condition Immunities Frightened
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Athletics +8, Performance +4, Intimidation +4
  • Senses passive Perception 10
  • Languages Aquan, Sylvan, Ba'Konoink
  • Challenge 4 (1,100 XP)

Blood Frenzy: The wereshark has advantage on melee Attack rolls against any creature that doesn't have all its Hit Points.

Shapechanger. The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a Hunter Shark, or back into its true form, which is human. Its statistics, other than its AC, 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.

Actions

Multiattack. The wereshark makes two attacks.

Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 19 (3d10+4) piercing/slashing damage.

Spear (Humanoid/Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) piercing damage or 1d8+

Second Wind (1/rest) Regain 20 Hit Points.

Bonus Action / Reactions

Parry. As a reaction, add 3 to AC against one melee attack that would hit it. To do so, the wereshark gladiator must see the attacker and be wielding a melee weapon.

Offhand Scimitar. Make a scimitar attack as a bonus action.



Unbreakable Spirit

Stone Giant Dreamwalker

Gargantuan giant (Stone giant), Chaotic Good


  • Armor Class 18 (natural armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 40ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 10 (+0) 12 (+1) 12 (+1)

  • Saving Throws Dexterity+6, Constitution+9, Wisdom+5
  • Condition Immunities charmed, frightened, disease
  • Damage Resistances bludgeoning, piercing, slashing
  • Skills Athletics +14, Perception +5, Survival +5
  • Senses darkvision 60 ft., Passive Perception 15
  • Languages Giant, Sylvan, Ba'Konink
  • Challenge 11

Dreamwalker's Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn't incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours.

Fighting Style: Blessed Warrior May innately cast Spare the Dying and Thaumaturgy at will.

Controlled Rage. The giant has advantage on Strength checks and Strength saving throws. If the giant drops to 0 hit points and isn't killed outright, it can make a DC 10 Constitution saving throw. If it succeeds, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. When it finishes a short or long rest, the DC resets to 10.

Lay on Hands. The giant has a pool of 70 hit points to use with its lay on hands ability. It regains spent hit points from this pool when it takes a long rest. It can use this ability to cause a creature within 5 feet of it or itself to regain any number of hit points, up to its hit point maximum or the giant's pool of hit points is reduced to 0.

Siege Monster. The giant deals double damage to objects and structures.

Actions

Multiattack. Make two melee weapon attacks..

Massive Pickaxe. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 25 (3d12+6) piercing.

Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.

Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant’s choice and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Rolling Rock. Targets a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save

Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.

Bonus Actions & Reactions

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Warcry (3/rest). Giants, Goliaths, and any enslaved creature that can hear Unbreakable Spirit's warcry gain 1d12 temporary hit points and gain advantage on attack rolls made against their slavers for one hour.

Unbreakable Spirit is a Two Spirited Stone Giant. They have a connection to the mountains seen once in a generation, and previously had escaped the salt mines and spent time hiding out east of Sarodia in "the Hunt". In these thickly forested mountains contested by Porc Legions and Dragon Princes' Hunting Parties, Unbreakable Spirit found a hidden city Sanctuary in a long abandonded and presumed cursed dwarven stronghold, packed with refugees from the Sarodian wars. The free Stone Giants, Firbolg, Goliath, Animalfolk and Natural Lycanthropes of Sanctuary provided for each other.

Unbreakable Spirit trained with the warriors of Sanctuary tirelessly for a year, developing plans for a raid against the Jarethsberg salt mines to free their people. Three free giants volunteered to join Spirit, but the four liberators were captured and fed into the arena. Unbreakable Spirit is the only one who still survives, each win in the arena stoking revolutionary passions in the enslaved population of Sarodia. Will your team of Gladiators hear their warcry and join Unbreakable Spirit's revolt?



Son of the Boar (Sarodian Wereboar of the First Legion)

Medium humanoid (Porc, shapechanger), lawful evil


  • Armor Class 14 (Breastplate Porc Form or Hybrid Form), 11 in Boar form (natural armor)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft. (40 ft. in boar form)

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 17 (+3) 10 (0) 11 (0) 8 (-1)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons; Poison
  • Senses passive Perception 12
  • Languages Common, Ba’konoink (Can't Speak In Boar Form)
  • Challenge 4 (1,100 XP)

Shapechanger. The wereboar can use its action to Polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its Statistics, other than its AC, 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.

Charge: If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Reckless: At the start of its turn, a Son of the Boar can gain advantage on all melee weapon Attack rolls during that turn, but Attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest): If the wereboar takes 14 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead.

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

Actions

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Meat Tenderizer (Maul) (Porc or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage.



Sarodian Prince

Medium humanoid (Porc, shapechanger), lawful evil


  • Armor Class 18 (Plate armor Hybrid and Porc forms, 11 In Boar Form)
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft. (40 ft. in boar form)

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 10 (0) 11 (0) 10 (0)

  • Skills Perception +2
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 12
  • Languages Common, Ba’konoink (Can't Speak In Boar Form)
  • Challenge 6 (2,300 XP)

Shapechanger. A Sarodian Prince can use its action to Polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its Statistics, other than its AC, 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.

Charge: If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Reckless. At the start of its turn, a Sarodian Prince can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest): If the Prince takes 24 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead.

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

Actions

Multiattack (Humanoid or Hybrid Form Only). The Prince makes three attacks.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Meat Tenderizer (Maul) (Porc or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 5) bludgeoning damage.



Big Pyg

Gargantuan beast (boar titan), unaligned


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 20ft, 80 ft. fly

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 2 (-4) 7 (-2) 5 (-3)

  • Saving Throws Strength +16
  • Damage Immunity Poison, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Senses passive perception 8
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

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

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 20 (4d10) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Relentless (Recharges after a Short or Long Rest). If the boar takes 100 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Damage Absorption. When it would be subjected to radiant damage, it instead regains a number of hit points equal to the damage dealt.

Actions

Multiattack. The Titan can use its Frightful Squeel. It then makes three attacks.

Massive Tusks. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 45 (6d10 + 10) slashing damage.

Poison Breath Recharge (5-6). The boar exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Frightful Squeel Each creature of Big Pyg's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Bite & Swallow. The Boar Titan makes one bite attack against a Large or smaller creature at +16 to hit. If the attack hits, the target takes the 22 (4d6+10) bludgeoning damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 56 (16d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Bonus Action

Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the Beast Titan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Legendary Actions

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

Rampage (Costs 2 Actions). The Beast Titan moves up to its speed and attacks with a natural weapon.

Region V: The Clawtooth Confederacy

Tribes of the Confederacy

The Pride - The Pride have a breed based caste system headed by powerfully built tabaxi resembling lions called the Leorexi. They make up half of the standing military in the Clawed Planes, and safeguard the Great Herd against dire beast attacks by hunting them to thin their numbers. They favor longswords, shields and javelins. They hold four Grand Council seats.

The Keitloa - Rhinoceros-headed minotaurs who have a policing role within the Great Herd and make up the defensive half of the Confederacy's standing military, Keitloa warriors ubiquitously carry halberds, which they care for and pride just like their horns. Their tribe holds four Grand Council seats and not once in the history of the Confederacy have the Keitloa delegation not voted unanimously.

The Elphaas - Humanoid elephants who live for centuries, the Loxodon comprising the Elphaas are the spiritual leaders and judges of the Confederacy, as well as the healers and diviners for the Great Herd. They hold five Council seats.

The Silent Ones - an order of Grommam druids who communicate in sign language, tending to the natural order of the Clawed Planes. They speak for the land at the Grand Council with a single vote.

The Twin Blade - The Khenra send two sets of twin delegates to the Grand Council and hold two votes.

The Great Herd - The Antilopini Tribes (the Impali, Black Bucks, Dibata, Gemsbo, Kudu, Geren, Springbo, Chinka, Zereni, Goa-Goa and Steenboko), the Arbez (zebra headed centaurs), the Yir'raffa (centaurs with the head and neck of a girrafe) and the Beeste clans (waterbuffalo-headed minotaurs), the Bobbejaan (human werebaboon), and the Warti (dwarf-sized, tusked porc) comprise the Herd. All of these tribes save the Bobbejaan send their chief as a representative to the Grand Council. The Bobbejaan are afforded the protections of the Great Herd but, prone to violent outbursts and anger, aren't considered level headed enough to hold a seat on the Grand Council.

The Monasteries. While not technically a tribe the monasteries have a single seat on the Grand Council, a spiritual Capybar'Rah chosen for their insight and fairness- usually the Elder of Glires Gove, to break ties and act as the Council's conscience.

"Knocking Off the Horns"

The wives of the Antilopini chiefs traditionally hold the real power within the tribe, particularly the power to veto treaties or declarations of war. Antilopini chiefs are chosen by the mothers of each tribe. If any leader failed to comply with the wishes of the women of his tribe or the Great Laws of Peace, the mothers who elected him could demote him in a ritualistic process called "knocking off the horns". The chief's antlers, an emblem of his leadership, are removed in front of his clan, exiling him into a private life of lonely shame.

The punishment has been adopted by the Grand Council for shameful criminals- removing horns, tusks, fangs, claws as necessary depending on the offender's species.

The Clawed Plains

The Great Oasis is a massive watering hole in the middle of a vast expanse of grassland called the Clawed Plains. This is where the tribes come together in to form the Grand Council each year to create law, punish crime and celebrate the changing of the year.

Clawed Plains Encounters
1d10 Encounter
1 a random rampaging Beast Titan
2-5 a Great Herd tribe arrives (3d10+20 Antilopini scouts) with stories and hospitality
6 1d4 Elphaas Lawmages
7 2d6+4 Keitloa Veterans
8 2d4+4 Leonin Knights
9-10 A herd of 2d4+4 Arsinoitherium

Glires Grove

In this monastery monks train under the tutelage of empathic Capybar'Rah Mystics.

Glires Gove Encounters
1d4 Encounter
1 1d4+1 leonin knights patrol the grounds; if you look suspicious, they'll question you about your motives
2 A monk ask if you'd like to join morning mediations
3 Prayer Time: 1 hour ritual grants benefits of long rest
4 A Capybar'Rah Mystic wants to talk philosophy

The Golden Glades

The Golden Glades is a region of wetlands east of Ashewood and south of the Forest of Teeth containing Hale Heron, an aarakocra monastery with a fishing town nearby that shares its name. The monks here have the sailor background.

The monks of the Glades get their fishing boats from the Beeste clan shipbuilders, who supply new ships and repairs free of charge in anticipation of the monks sharing their catch with the community. The monks are popular with the Freedonians, who enjoy their laid back lifestyle, hospitality, general amiability, and particularly favor the sweet blackberry and melon wine fermented at the monastery.

Golden Glades Encounters
1d6 Encounter
1 1d4+2 keelboats glide by with monk fishermen
2 A Freedonian trade ship arrives to trade for wine
3 1d4+1 crocodiles (50% or 50%) 1 giant crocodile
4 A tangle of 1d4 snakeroots waits to ambush creatures walking through the marsh
5-6 A herd of 2d4+4 Arsinoitherium


Arsinoitherium

Huge Beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Charge. If the Arsinoitherium moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.


Arsinoitherium is a genus of paenungulate mammals. Adults of the species A. zitteli, common in the Clawtooth Confederacy, stand around 1.75 m (5.7 ft) tall at the shoulders and 3 m (9.8 ft) in length, measuring 2.5 tons- only slightly smaller than the modern white rhino. Due to the similar features and sizes, Arsinoitherium is commonly thought to be a rhinoceros species by visiting offworlders, but it is not related to rhinos at all- instead, their closest relatives are elephants and manatees. Both males and females have horns.

They are an important prey animal and food source for the carnivore tribes of the Confederacy, dispersed in large numbers across the Clawed Plains and The Golden Glades and fairly successful herbivores in both biomes with the overabundance of food sources for them to graze on. They especially enjoy coastal swamps and warm, humid, heavily-vegetated lowland forests. Massive, slow-moving animals with forelimbs adapted for pulling strongly backward rather than swinging forward, they easily punt themselves through shallow water or walk on soft, sticky ground.

Common Mutation: The Flowering

The most common mutation- other than immense size, of course- among the creatures of the Forest of Teeth is the Flowering, around half of these animals displaying mosses and flowers growing from their bodies. The mutation has no discernible effect on the animal's behaviors.

The Forest of Teeth

Gargantuan beasts roam the Forest of Teeth, battling each other for dominance and ranging out onto the plains, threatening the citizens of the Confederacy and their pack animals. Deep within the forest, a gaping entrance to the Underdark leads deep underground to lake of bubbling primordial ooze called The Source. Each day, a new gargantuan-sized Beast rises from the ooze, flesh and blood titans made real by the strange magics of the plane.

Creatures spawned outside their biome- for example, a gargantuan Winter Wolf- will leave the Forest of Teeth seek out their natural habitat in 2d4 days (if they survive showdowns with other gargantuan beasts in the forest.

Adapting Huge Creatures: Other creatures encountered in the forest have the tendency to be of massive size. Choose a Large or smaller Beast. Increase the Creature's Hit Die to a 20d20. Increase Strength and Constitution to 24. Increase its damage die by one step (ie 1d10 becomes 1d12), and it rolls 3 extra damage die on a hit with its attacks.

Forest of Teeth Encounters
1d20 Encounter
1 A random Beast Titan rises from the Source!
2 1d4+3 huge-sized Lions
3 1d4+3 huge-sized Saber-Toothed Tiger
4 1d2 huge-sized Cave Bears
5 2d6+2 huge-sized Dire Wolves
6 2d4+4 Elephants and 1d4 young
7 1d4+2 Mammoths
8 1d4+1 Giant Apes
9 1d4+1 Huge-sized Hippogriff
10 1d4 Huge-sized Giant Scorpion
11 1d4+1 huge-sized Displacer Beast
12 2 huge-sized Tyrannasaurus Rex
12 2d4+1 huge-sized Rhinoceros
13 A huge-sized Guardian Naga
14 1d4 Abominable Yeti
15 A Chimera
16 A Hydra
17 1d4+3 huge-sized Basilisk
17 1d4 huge-sized Manticore
19 A Huge-sized Bulette
20 A Tarrasque clashes with a random Beast Titan

Ashewood and the Badgerhold

The ancient seat of the Badger Kingdoms, is not technically part of the Clawtooth Confederacy and is considered a neutral territory. The Badger Kingdoms fell into obscurity after a bitter civil war three hundred years ago, and the Ashewood forest is full of massive wight widow spiders, ghosts, shadows, redcaps, banshee and all manner of terrors.

The Great Gate is a massive ruined stone wall that runs the ancient territorial lines between the Badger Kingdoms. The shadow creatures and undead that haunt the Ashewood will never cross the age-old boundary, but no one quite understands why. The Great Gate is the only gate along the wall and magically locked, though with the state of the stone boundary, the gate is functionally useless.

Badgerhold castle was the seat of power in the Badger Kingdoms, and after Marten's argument with the Bramblewood Queen's Shadethrower it became the first place in the Ashewood to be set foot on by a Badgerlord since the fall of the kingdom. During his time there, Marten killed the necromancer that had made his lair in his ancestral home and reclaimed the greatsword wielded by his ancestors (pried from the skeletal hand of his 10th-great grandfather Bleuregard, the last King of the Ashewood, a Skull Lord minion of the necromancer). Talk excitely spreads among the tribes that the rightful Badgerlord has returned...

Ashewood Encounters
1d12 Encounter
1 1 gnoll Necromancer Wizard, 2d4+4 Gnoll Witherling
2 a Deathlock and 1d4+1 Specters
3 2d8+4 animalfolk Skeletons
4 1d4+2 baderlord skeletons in plate armor riding skeleton warhorses
5 a Poltergeist stalks the party for miles
6 1d4 Wraith (50%) or (50%) 1d4 will-o-wisp
7 a screech owl-head aarakocra Banshee
8 a badgerlord mummy leads 2d4+4 skeletons across the landscape, +1 greatsword in hand
9 a Shadow Horror is planting dead roses
10 An adventuring party (a LG Leonin Gladiator, a CN Werecrab, a LN Vanara Knight, a NG Tortle Mage and a LN Dorylus Veteran) has fallen on hard times fighting ghosts out here in the woods looking for a lost treasure; they need water and medical attention, and each has a level of Exhaustion
11-12 A nest of 1d4 wight widow spiders hiding in near-invisible webs stretched across the path (DC15 to spot).
Wisdomtrees

These strange sacred plants are telepathic, able to share their wisdom with any creature that meditates beneath them. Meditation under these trees for one hour grants Advantage on Insight checks and Wisdom saves for 4 hours.

A stand of Wisdom Trees is called a Brainforest.


Wisdomtree

Huge Plant, chaotic good


  • Armor Class 16 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
- (-) - (-) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

  • Saving Throws Wisdom +7
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses passive Perception 13
  • Languages Druidic, Telepathy (30ft)
  • Challenge 0 (0 xp)
  • Proficiency Bonus +4

False Appearance. While the Wisdomtree's face remains motionless, it appears to just be a strange tree.

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

Innate Spellcasting. The Wisdomtree's innate spellcasting ability is Wisdom (spell save DC 15). The Wisdomtree can innately cast the following spells, requiring no material components:

At will: druidcraft, mage hand (it is invisible)
3/day each: calm emotions, entangle, sleep
1/day each: bless, slow, Detect Evil and Good


Wight Widow Spider

Large Monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

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

Web Walker. The spider ignores movement restrictions caused by webbing. While touching a web, it has tremorsense along the entire structure.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a success.

A humanoid slain by this attack rises 24 hours later as a dessicated zombie under the wight widow's control, unless the humanoid is restored to life or its body is destroyed. The wight widow can have no more than twelve zombies under its control at one time, each linked to the widow by a strand of silk.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire and immunity to poison/psychic damage).

player character options

Leonin

Leonion are humanoid lions, the males sporting thick manes and the females running their society by council.

Ability Scores Increases. Strength +1, Constitution +2

Speed: 35 ft.

Age. Leonin mature and age at about the same rate as humans.

Alignment. Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.

Size. Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Leonin Weapon Training. You have proficiency with the longswords, shields, bolas and javelins.

Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Leonin.


Loxodon

Loxodon are large elephant-humanoids. You have a long life and a long memory.

Ability Score Improvement: Constitution +2, Wisdom +1

Speed: 30 ft.

Age. Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.

Alignment. Most loxodons tend toward lawful good.

Size. Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Loxodon Serenity. You have advantage on saving throws against being charmed or frightened.

Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Tip: AC Calculations Don't Stack When the game gives you more than one way to calculate your Armor Class, you can use only one of them. You choose the one to use. For example, if you have the loxodon's Natural Armor trait and the monk's Unarmored Defense feature, you don't mix them together. Instead, you choose which one determines your AC.

Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Languages. You can speak, read, and write Sylvan and Loxodon.

Antilopini

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Age Antilopini reach adulthood around 12 and generally live about 65 years.

Alignment Antilopini tend towards Lawful Good alignments.

Size Antilopini range between 3 and 6 feet and weigh 25 to 170 pounds. Your size is small or medium.

Speed Your base walking speed is 40 feet.

Keen Senses. You have proficiency in the Perception skill.

Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Graceful. You have proficiency in the Acrobatics skill.

Languages You can speak, read and write Sylvan. You know how to speak one other local language.

Khenra

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.

Alignment. Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.

Size. Khenra have similar builds to humans. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Khenra Weapon Training. You have proficiency with the khopesh, spear, and javelin.

Khenra Twins. If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can’t be frightened. Languages. You can speak, read, and write Common and Khenra.

Warti (Porc Subrace)

Ability Score Increase. Constitution score increases by 2 and your Wisdom score increases by 1.

Age. Porc reach adulthood around 15 and generally live about 60 years.

Alignment. Warti tend towards neutral alignments.

Size. Warti stand around five feet tall and weigh about 250 pounds. Your size is medium.

Speed. Your base walking speed is 30 feet.

Tusks. You have a natural tusk attack that deals 1d4 damage.

Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.

Forager. You find twice the normal amount of food while foraging.

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

Languages. You can speak, read and write Ba'konoink and one other language.

Beeste Clan (Minotaur)

One of the only races of the Confederacy that is as at home on the water as they are on the plains, the Beeste Clan (known colloquially as the Water Buffs) operates two trade ports on the north and south coasts of the country.

Ability Scores Increases. Strength +1, Choose Strength, Intelligence or Wisdom +1

Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.

Alignment. The Beeste clan believes in a strict code of honor and upholding the Great Laws of Peace, and thus tend toward lawful. They are loyal to the death and make savvy merchants.

Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.

Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d6 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.

Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Sea Reaver. You gain proficiency with navigator's tools and vehicles (water).

Languages. You can speak, read, and write Sylvan and Shantycant.

Arbez (Centaur)

These centaur have horse-like heads and are marked by black and white zigzag patterns. They live in large migratory tribes.

Ability Score Increase. Strength +2 and Charisma +1

Age Centaurs mature and age as humans.

Alignment Arbez tend toward neutral.

Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

Speed Your base walking speed is 40 feet.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

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.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack, you can immediately make a hooves attack as a bonus.

Hooves. Your hooves are natural melee weapons which deal 1d4 bludgeoning damage.

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Languages You can speak, read and write Sylvan.

Yir'raffa (Centaur)

Centaurs that look like Giraffes, the Yir'raffa have stunningly long necks a

Ability Score Increase. Strength +2 and Wisdom +2

Age Centaurs mature and age as humans.

Alignment Centaur tend toward good or neutral.

Size. Centaurs stand between 12 and 18 feet tall, your equine body reaching about 7 feet at the withers. Your size is large.

Speed Your base walking speed is 40 feet.

Hooves. Your hooves are natural melee weapons which deal 1d4 bludgeoning damage.

Powerful Neck. Your neck is very long and its bones are separated by very flexible joints. You have advantage on Wisdom (Perception) checks that rely on sight.

Headbutt. You have a natural headbutt attack that deals 1d6+STR bludgeoning damage.

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Survivor. You have proficiency in one of the following skills: Perception, Medicine, Nature, or Survival.

Languages You can speak, read and write Sylvan.

Keitloa (Rhinofolk)

Ability Score Increase. Strength +2 and Constitution +2

Age Keitloa mature and age as dwarves.

Alignment Keitloa tend toward good or neutral.

Size. Keitloa stand between 6 and 7 feet tall. Size medium.

Speed Your base walking speed is 30 feet.

Tough Skin. You have +1 natural armor bonus to your AC.

Horn. You are proficient with your horn, which is a melee weapon that deals 1d8 piercing damage.

Goring Rush. When you use the Dash action, you can make a melee attack with your horn as a bonus action.

Charge. If you move at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a saving throw (DC8 + your proficiency bonus + your strength modifier) or be knocked prone.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag or for Grappling.

Authority. You have proficiency in Persuasion and Intimidation.

Beastly Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Keitloa Weapon Training. You have proficiency with the pikes, glaives, halberds, medium and heavy armor.

Languages You can speak, read and write Sylvan.


Capybar'Rah

Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.

Age Capybar'Rah reach adulthood around 90 and generally live about 1000 years.

Alignment Capybar'Rah tend towards Neutral Good.

Size You stand 5-8 feet tall and wiegh 200-400 pounds. Your size is medium.

Speed Your base walk and swim speed is 25 feet.

Innate Spellcasting (Psionics). Your innate spellcasting ability is Charisma. You can innately cast the following spells, requiring no components:

At will: calm emotions, levitate

1/day each: charm monster, mass cure wounds

Empath. You have proficiency in the Charisma (Persuasion) and Wisdom (Insight) skills.

Languages You speak, read and write Sylvan and Druidic.

Bobbejaan (Human)

The Bobbejaan tribe are werebaboon, their monkey forms sporting bright blue and red skin on their faces and rears. They have an omnivorous diet consisting mostly of fruits and insects, and are a loud brutish lot that most of the other residents of the Confederacy don't care too much for.

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Alignment Werebaboon tend towards neutral and evil alignments.

Size A human's size is medium.

Speed Your base walking and climbing speed is 30 ft.

Shapechanger. Youre a natural born lycanthrope. You can use your action to polymorph into a large baboon-human hybrid or into a huge baboon, or back into your true form, which is human. Your statistics, other than your AC, are the same in each form. Any equipment you are wearing or carrying isn't transformed.

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

Big Bully. Double your proficiency in Intimidation.

Reckless. At the start of your turn you can gain advantage on all melee weapon attack rolls during the turn, but attack rolls against you have advantage until the start of your next turn.

Werebaboon Rage. If you drop to 0 hit points and dont die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Huck Rock. You are proficient in finding and throwing a Rock as a ranged weapon attack, which deals 1d6+STR damage. This damage increases at higher levels: 2d6 at level 6, 3d6 at level 11, 4d6 at level 16 and 6d6 at level 20.

Languages You can speak Sylvan and Common.



Blue-boudie

Gargantuan beast (baboon titan), chaotic evil


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 40 ft., Climb 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 2 (-4) 7 (-2) 5 (-3)

  • Saving Throws Strength +16
  • Damage Immunity Poison, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Senses passive perception 8
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Charge. If the baboon moves at least 20 feet straight toward a target and then hits it with a fist attack on the same turn, the target takes an extra 20 (4d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Unrelenting Rage If the Baboon takes 100 damage or less that would reduce it to 0 hit points, it may take a DC 5 Constitution saving throw and be reduced to 1 hit point instead on a success. Each time it uses this feature, increase the save DC by 5.

Damage Absorption. When it would be subjected to radiant damage, it instead regains a number of hit points equal to the damage dealt.

Actions

Multiattack. The Titan can use its Frightful Roar. It then makes three attacks.

Fist. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 49 (7d12 + 10) bludgeoning damage.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 45 (6d10 + 10) slashing damage.

Fling. Blue-Boudie tries to throw a Huge or smaller creature within 10ft of it. The target must succeed on a DC 24 Dexterity saving throw or be hurled up to 120 feet horizontally in a direction of the baboon's choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown.

Throw Boulder. Ranged Weapon Attack: +16 to hit, range 200/800ft., one target. Hit: 60 (10d10 + 10) bludgeoning damage.

Frightful Roar Each creature of Blue-Boudie's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Swallow. The Baboon Titan makes one bite attack against a Large or smaller creature it has grappled. If the attack hits, the target takes the 22 (4d6+10) slashing damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 18 (6d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Bonus Action

Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the Beast Titan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Legendary Actions

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

Rampage (Costs 2 Actions). The Baboon moves up to its speed and attacks with a natural weapon.



Werebaboon

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 44 (8d6+16)
  • Speed 40 ft. (40 ft. climb in hybrid and giant goat form)

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 8 (-1) 10 (0) 8 (-1)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 10
  • Languages Sylvan, Common (Can't Speak In Baboon Form)
  • Challenge 3 (700XP)

Shapechanger. The werebaboon can use its action to polymorph into a baboon-humanoid hybrid or into a large baboon, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Any equipment it isnt transformed.

Pack Tactics. The werebaboon has advantage on an attack roll against a creature if at least one of the werebaboon's allies is within 5 feet of the creature and the ally isn't incapacitated.

Reckless. At the start of its turn, the werebaboon can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Werebaboon Rage. If the werebaboon drops to 0 hit points and doesnt die outright, it can make a DC 10 Constitution saving throw. If it succeeds, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. When it finishes a short or long rest, the DC resets to 10.

Actions

Multiattack. It makes two attacks.

Rock. (hybrid or baboon form) Ranged Weapon Attack: +5 to hit, range 50/100 ft., one target. Hit: 2d6 + 3 bludgeoning damage.

Bite. (hybrid or baboon form) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werebaboon lycanthropy

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

Spear. Weapon Attack: +5 to hit, reach 5 ft. or range 20/60ft, one target. Hit: 6 (1d6+3) piercing damage or 7 (1d8+3) damage in two hands.



Werebaboon Chief

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 44 (16d6+16)
  • Speed 40 ft. (40 ft. climb in hybrid and giant goat form)

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 21 (+5) 8 (-1) 10 (0) 8 (-1)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 10
  • Languages Sylvan, Common (Can't Speak In Baboon Form)
  • Challenge 5 (1,800 XP)

Shapechanger. The werebaboon can use its action to polymorph into a baboon-humanoid hybrid or into a large baboon, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Any equipment isn't transformed.

Pack Tactics. The werebaboon has advantage on an attack roll against a creature if at least one of the werebaboon's allies is within 5 feet of the creature and the ally isn't incapacitated.

Reckless. At the start of its turn, the werebaboon can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Werebaboon Rage. If the werebaboon drops to 0 hit points and doesnt die outright, it can make a DC 10 Constitution saving throw. If it succeeds, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. When it finishes a short or long rest, the DC resets to 10.

Actions

Multiattack. It makes two attacks.

Rock. (hybrid or baboon form) Ranged Weapon Attack: +8 to hit, range 50/100 ft., one target. Hit: 17 (4d6 + 5) bludgeoning damage.

Bite. (hybrid or baboon form) Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werebaboon lycanthropy

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage.

Spear. Weapon Attack: +8 to hit, reach 5 ft. or range 20/60ft, one target. Hit: 8 (1d6+5) piercing damage or 9 (1d8+5) damage in two hands.


Pride Warrior

Medium humanoid (Leonin), any lawful


  • Armor Class 20 (Plate Armor, Shield)
  • Hit Points 58 (9d8 + 18)
  • Speed 35ft

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 14 (+2) 10 (0) 14 (+2) 10 (0)

  • Skills Athletics +5, Survival +8, Perception +8, Intimidation +3
  • Senses darkvision 60ft, passive Perception 15
  • Languages Sylvan
  • Challenge 3

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Ancestral Protectors. As a reaction, a target has disadvantage on any attack roll that isn't against the Pride Warrior until the start of its next turn, and when the target hits a creature other than the warrior with an attack, that creature has resistance to the damage dealt by the attack.

Actions

Multiattack. The Leonin makes two attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+3 (or 1d10+3 if held with two limbs) silvered slashing or piercing damage. It may make a Shortsword attack as a bonus action if it has one drawn.

Javelin. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit: 1d6+3 piercing damage.

Bolas. Ranged Weapon Attack: +6 to hit, range 20/60ft. Hit: 1 bludgeoning. A Large or smaller creature hit by a bola is grappled until it is freed. A bola cannot grapple creatures that are formless. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.

Tooth and Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing or slashing damage.

Bonus Actions / Reactions

Aggressive. The ashigaru move up to its speed toward a hostile creature that it can see.

Daunting Roar. (1/rest) Creatures of its choice within 20 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or become frightened of you until the end of your next turn.


Keitloa Warrior

Large humanoid (Rhinofolk), any lawful


  • Armor Class 18 (Plate Armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 35ft

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 10 (0) 10 (0) 10 (0)

  • Skills Intimidation +4
  • Senses darkvision 60ft, passive Perception 15
  • Languages Sylvan
  • Challenge 3

Goring Rush. When you use the Dash action, you can make a melee attack with your horn as a bonus action.

Charge. If it moves at least 20 feet straight toward a target and then hits it with a weapon attack on the same turn, the target takes an extra 9 (2d8) damage of the weapon's type. If the target is a creature, it must succeed on a DC15 saving throw or be knocked prone.

Actions

Multiattack. The Keitloa makes two attacks.

Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing or piercing damage.

Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Bonus Actions / Reactions

Aggressive. The Keitloa moves up to its speed toward a hostile creature that it can see.

Beastly Endurance. (1/rest) As a reaction, reduce damage by 9 (d12+3).

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Region VI: Nekkon

Native Playable Races:

Aarakocra, Lizardfolk, Kenku, Minotaur, Tortle and Yuan-ti Pureblood are commonly encountered species in Nekkon.

Human Tribes

Bloodline: Skylos (Cyanthrope)

Bloodline: Shǔ Rén (Wererat)

Bloodline: Tsubasa no Dansei (Werebat)

Elf Clans

Bloodline: Odonata Clan (Wood Elf Weredragonfly)

Bloodline: Fáng Jiān Clan (High Elf Weretoad)

Goliath

Goliath in Ombreavior have the Unstable Genetics trait.

Neko (Nekkonese Tabaxi)

Ability Score Increase. Your Dexterity increases by 2, and your Charisma increases by 1.

Age. Tabaxi age equivalent to humans.

Alignment. Nekkonese tabaxi are like humans- the best and worst can be found among them. Any alignment.

Size You are medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one other language of your choice.

Darkvision. You have a cat’s keen senses especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent. You have proficiency in the Perception and Stealth skills.

Language. You speak Tabaxi, Nekkonese and sylvan

P'Myini (Sciuri subspecies)

The P'Myini look much like the Chyttr but are set apart by their patagium, a parachute-like membrane that stretches between wrist and ankle. While not capable of true flight, the patagium allows the P'Myini to glide short distances.

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Size. P'Myini stand between 2 and 3 feet tall weigh between 15 and 35 pounds. Your size is small.

Age. Sciuri reach adulthood around 6 and generally live about 50 years.

Alignment. Sciuri tend towards Neutral alignments.

Speed. Your base walking speed is 30 feet.

Darkvision 60ft darkvision (shades of grey).

Timberwalk. Checks made to track you have disadvantage. You can move across difficult terrain made of nonmagical plants and undergrowth without penalty.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Climber. You have a climb speed of 25 feet.

Glider. As long as your hands are free and you arent wearing anything that would restrict it, you may stretch out your patagium and move as if you had a 40ft flight speed. While moving in this fashion, you may not gain altitutde and you descend at least 5 feet per round.

Slow Fall. You can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your level.

Languages. You know how to speak and read Sylvan, Squeakspeak, and Nekkonese. If your Int score is below 15, no one can read your handwriting.

Credit: WyomingFlip (Public Domain, 2008)

Kitsune

Kitsune are fox-humanoids that possess paranormal abilities which increase as they grow older and wiser.

Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.

Age Kitsune reach adulthood around 20 and live for at least 1,000 years.

Alignment Kitsune tend towards Chaotic alignments.

Size Your size is medium.

Speed Your base walking speed is 30 feet.

Languages You can speak, read and write Sylvan and Kitsune. You know how to speak one other local language, likely Nipponese.

Keen Senses. You advantage on Wisdom (Perception) checks.

Darkvision. You have a cat’s keen senses especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.

Kitsune Nimbleness - You can move through the space of any creature that is of a size larger than yours.

Fox's Talent. You have proficiency in Stealth and Arcana.

Fey Ancestry- You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Shapechanger - A Kitsune can use its action to polymorph into a human-fox hybrid or into a human, or back into its true form, which is a fox. Its statistics, other than its AC, are the same in each form. Its equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Kitsune Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Kitsune Tails - As kitsune increase in power and age they gain new tails. At first level you have one tail and you gain a new tail at the following levels: 2, 4, 6, 8, 12, 15, 17, 20.

You stop gaining tails at level 20 when you have nine, at which point your fur color becomes white or gold.

Innate Spellcasting - These tails allow for the kitsune to use their racial Fox Magic.

Fox Magic allows you to innately cast the following spells:

At will: Dancing lights, Minor Illusion, Produce Flame

1/day per tail: Dispel magic, Major Image, Nondetection, Invisibility (self-only)

Languages. You speak, read and write Sylvan and Nekkonese. You speak one other local language.

Nekkonese Ratfolk

These Ratfolk are a suspicious breed, divided into many mercenary clans scattered across the islands. Nekkonese Ratfolk cuture is a religious oligarchy which varies only slightly by region, each clan dedicated to following their holy book and worshipping The One Who Scurries, a wererat said to have attained the status of a god. Leaving the clan is against the edicts of their religion, and Nekkonese Ratfolk hunt down and exterminate those who dare attempt to live outside the cult, making Ratfolk adventurers here rather rare.

Nekkonese ratfolk clans are regularly employed in their homeland, Sarodia, Colle-Gens and Freedonia.

Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.

Age. Ratfolk reach adulthood around 5 and generally live about 45 years.

Alignment. Ratfolk tend towards Lawful Evil, though much of that is a consequence of their culture.

Size. Ratfolk stand between 4 and 6 feet tall and weigh 120 to 200 pounds. Your size is medium.

Speed. Your base walking speed is 30 feet.

Burrower. You have a 10 foot burrow speed.

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

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.

Scavenger's Resilience. You have advantage on saving throws against poison and resistance to poison damage. You have advantage on saving throws against non-magical disease.

Cult Weapons Training. You gain proficiency with Crossbows, Pikes, War Picks and Medium Armor.

Darkvision. Accustomed to life in underground burrows and city sewers, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in the darkness as if it were dim light. You cannot see shades of red or green in any lighting conditions.

Languages. You can speak, read and write Sylvan and Nekkonese. You know how to speak one other local language.

Nekkonese Dragonborn

Ability Score Increased. Strength +2, Charisma +1

Speed. You have a 30ft base walking.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. The green dragonborn of nekkon are influenced by the dragon titan and live to be around 180.

Alignment. Dragonborn tend toward lawful neutral.

Titanic Size. Dragonborn are taller and heavier than humans, standing well over 10 feet tall and averaging almost 250 pounds. Your size is medium.

Titanic Influence. You are dragonborn with green ancestry, further influenced by the warping effects of the Black Spire and the Dragon Titan. Choose one type of gem from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the gem type, as shown in the table.

Titanic Influence
Gem Damage Type
Topaz Necrotic
Pearl Fire
Sapphire Thunder
Ruby Fire
Emerald Psychic
Crystal Radiant
Amethyst Force
Obsidian Fire
Salt Acid; Targets are Blinded, 1d4 rounds

Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical gem energy or poison gas in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage of the type associated on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Damage Resistance. You have resistance to the damage type associated with your titanic influence.

Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.

Emmissary of the Titan. You add a +1 katana (longsword), +1 Werecrab Chitin Half Plate and Emissary's Robes to your inventory when you choose this option. Equipping each item grants a +4 to Charisma rolls against Nekkonese citizens.

Languages. You speak, read, and write Nekkonese and Draconic.


Pandobgoblin

Ability Score Increases Constitution +2, Charisma +1

Speed 30 ft.

Age Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

Alignment Pandobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful neutral.

Size Pandobgoblins are between 5 1/2 and 7 feet tall and weigh between 200 and 350 pounds. Your size is Medium.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You see in shades of grey.

Martial Training You are proficient with two martial weapons of your choice and with light armor.

Saving Face Pandobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Fist of Fury. Your unarmed strikes deal 1d6 bludgeoning damage. Pandobgoblin refuse to use their claws in battle.

Bulky Physique. Your thick layers of fat protect you from from physical and chi-based attacks that cause paralysis, and you have resistance to bludgeoning damage. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Nekkonese and Sylvan.

The classic cultural garb of the male Tanuki.

Tanuki (Rakun Subspecies)

The Tanuki are a Rakun Subspecies native to Nekkon.

Tanuki are a quirky Fey-hybrid subrace that is known for causing mischief and thier natural ability to shapeshift and cast illusion spells. Ubiquitous across Tanuki culture is the sporting of a large glass sake flask, a straw hat (for males) or umbrella (for females), and an accounts book with readied Promissory Notes. These items represent facets of the Eight Virtues their culture claims to hold most dear: readiness, confidence, determination, trustworthiness, discernment, gratitude, graciousness and luck.

Size. Tanuki average 5 feet tall and weigh over 150 pounds. Your size is medium.

Fey Ancestry- You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep

Shapechanger. A Tanuki can use its action to polymorph into a human or an inanimate object or back into its true, Tanuki 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.

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma Score increases by 1.

Age. Tanuki reach adulthood around 20 and generally live about 250 years.

Alignment. Rakun tend heavily towards Chaotic alignments. Tanuki are rarely evil.

Speed. Your base walking speed is 30 feet and your climb speed is 20 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Jolly Prankster. You know the minor illusion and friends cantrips.

Fey Forgery. Once per rest, you may cast the polymorph spell to transform an inanimate object into money- like leaves into paper script or pebbles into gold or silver coin.

Tanuki's Virtues. Tanuki ubiquitously carry three items, which they recieve at character creation: Sake Flask, Accounts Book, and a Wide straw hat (for males) or Umbrella (for females). While in possession of all three items, you gain a +2 bonus to Charisma.

Languages. You can speak, read and write Sylvan. You know how to speak one other local language.

Oni

Oni are powerful nature spirits sometimes confused for demons by rural folks. You have blue, purple, obsidian or red skin and a third eyeball in the middle of your forehead.

Ability Score Increase. Your Strength and Charisma score increase by 2.

Age Oni are mysterious creatures known to live thousands of years. You live until killed in battle.

Alignment Oni tend toward neutral alignments, reflective of the natural features and landmarks they are drawn to, though are often influenced by strong residual emotions tied to those landmarks like sorrow, joy or anger.

Size You're a bit smaller than an orge. Your size is large.

Type. You are a Giant.

Speed Your base walking speed is 30 feet.

Unnerving Flight. You have a 30ft fly speed and can hover.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Change Shape. You magically polymorph into a Small or Medium humanoid, into a Large giant, or back into your true oni form. Other than size, your statistics are the same in each form. The only equipment that is transformed is your weapon, which shrinks so that it can be wielded in humanoid form. If you die, you revert to your true oni form, and your glaive reverts to its normal size.

Regeneration. You regain 10 hit points at the start of your turn if you have at least 1 hit point. If you take magical damage, this trait doesn't function at the start of your next turn.

Oni's Skill. You have proficiency in two of the following: Arcana, Intimidation, Stealth, Deception, Athletics, Nature.

Innate Spellcasting. Your innate spellcasting ability is Charisma (Spell save DC= 8 + Cha modifier + proficiency bonus). You can innately cast the following spells, requiring no material components:

At will: darkness, invisibility

1/day each: charm person, cone of cold, gaseous form, sleep

Spiritual Strike. Your weapon attacks are magical.

Ancestral Weapon. Add a Glaive to your inventory. This cherished family heirloom was passed down through generations, and in your hands is a +1 weapon.

Banishment Vulnerability. You take 50 magical radiant damage if you are targeted by the Banishment spell.

Lair-Bound. You have a connection with a natural feature, ruin, temple or landmark, chosen with your DM at creation. At 6th level, you gain the use of a 2nd level or lower spell as a Lair Action. At 11th level, you gain the use of a 3rd level or lower spell as a Lair Action. At 15th level, you gain the use of a 5th level or lower spell as a Lair Action. Every 24 Hours you are more than 1 Mile from your Lair, you must pass a DC 15 Constitution saving throw or gain 1 level of exhaustion.

Languages You can speak, read and write Sylvan and Giant. You know how to speak one other local language, likely Nekkonese.


Credit: Shonen Suzuki (Public Domain 1875)

A Nation of Warring States

Nekkon is an nation comprising large island chains off the west coast of Sarodia. Although the Emperor of Nekkon is officially the ruler of the nation and every Daimyo swears loyalty to the throne, the role has been marginalized as a ceremonial and religious figure who delegated power to the shōgun, the strongest of the Daimyo. The shōguns keep the position filled by distant cousins and questionable relations, but a direct heir to the throne was found living in a secluded monastery that came under attack by a dragon

Since the Empress-in-Waiting Mochi escaped her confinement at the Summer Palace after learning of the shōgun's plans to marry her and become Emperor, she was hastily reported dead by poisoning to get ahead of her disappearance. The Throne has been filled with a greedy, chubby tabaxi child from Colle-Gens named Richard Diccles, somehow distantly related to the Emperor according to the scrolls waved by the sages. He doesnt speak Nekkonese or even Draconic, only Common and a little Tabaxi.

The Daimyo control a city and the territory around it, each falling in line under the shōgun but fueding with each other as honor and grude command.

Where is She Now?

Mochi fled Nekkon to Barovia by stowing away in the devil Crowley's medicine wagon. If Mochi was convinced to return to Nekkon and adventurers collected the Crown of Nekkon, the Emperor's Ring, and the Emperor's Rod of Command, she could ascend to the throne and command the Daimyo directly- breaking the power of the shōgun and uniting the islands. Only when a true heir returns to claim the Emperor's throne will the spirits of the royal family find peace.

Vulpes Island and Foxfire Keep

Foxfire keep was once the capital city of Nekkon, til a terrible supernatural fate befell it when the Unseelie Spires were activated. Strange green fires, alive with spectral forms, consumed the castle and the city surrounding it, killing thousands. The Emperor himself was consumed by the hungry spirits in the fire, his death hearalding the era of political strife that lasts til today. It is a cursed place that the Nekkonese fear to enter, a still-burning ruin home to hundreds of hungry ghosts and dark spirits.

Many who fled the horrors unleashed on Foxfire Keep settled in Vulpes, a fishing community sharing the region's name featuring the Jōshōkita-ji monastery and its associated dojos on the north coast, building it into a sizeable town.


Vulpes Region Encounters
1d8 Encounter
1 Seaside raid: 1d4+1 Cuda Fleet longships (50%) or a Sunken Kingdom raiding party (1 Triton Master of Waves and 10d20+20 Triton Shorestalker mounted on Giant Crab
2 Minor seismic activity rocks the Vulpes Cauldera; Firenewt raiding parties take this as a sign to raid multiple villages in search of sacrifices to the volcano
3 4d4+4 maurauding wererhana tribesmen
4 a Kitsune Heiwa-ji Monk asks your aid with removing local bandits or a spirit
5 a Bandit Captain posing as an old beggar; his 2d4+2 bandits hide in ambush (DC15 to spot)
6 a countryside Oni (25% neutral good, 25% neutral evil, 25% lawful neutral, 25% chaotic neutral
7 a vengeful Ghost or 2d4+1 hungry gaki (Specters)
8 1d4 young swordsmen (Guards) are walking to Bentokyo to enlist as soldiers in the Daimyo's army

Two Temples, Three Forms

The monks of Jōshōkita-ji temple are caretakers of the Vulpes peasants. They practice a martial art called Ken Kita Saru, or the Northern Monkey Fist (represented by the Monastic Tradition Way of the Drunken Master from XGtE). The arrival of refugee monks from Foxfire eventually led to a new monastery, called Heiwa-ji. The monks of this temple are Kensei warriors, and sport a friendly rivalry with the Jōshōkita monks each week at the many dojos all over town.

Some of the Heiwa-ji wander, helping folk who have problems with ghosts or oni, which the region is famous for.

Quest Hooks
  • A young Heiwa-ji Monk is taking his first quest to exorcise a dark spirit from a roadside prayer site. Reports the temple has recieved suggest the spirit is a Poltergeist. An elder monk asks your party to accompany the neophyte and ensure his safety on the road from bandits and firenewts. The holy site is a day's ride from the temple.
  • Bandits have captured two wagons of GoodBento being sent to the temple's orphanage from Bentokyo for the Festival of Full Bellies. The temple doesn't have the manpower to challenge the bandits to retrieve them and could use a few warriors to speak for them.
  • Firenewts have kidnapped the town's Werecrab armorsmith's daughter, their Daimyo Xit demanding a huge order of armor and weapons for his troops for her safe return; the old Werecrab offers you his finest masterworks- suits of +2 Werecrab chitin plate armor and +2 katana (longswords) meant to be presented to the shōgun if you can rescue her and slay The Culdera Daimyo

Foxfire Keep

Foxfire Keep Encounters
1d6 Encounter
1 1d4+1 Sword Wraith Warriors spring from the green flame shouting "Protect the Emperor!"
2 a Will-o-Wisp attempts to lure the party deeper into the keep
3 The Ghost of the old Emperor floats by wailing
4 The ghost of a Daimyo (Sword Wraith Commander) with his Samurai (2d4+2 Sword Wraith Warrior) charge at you through swirling spectral fire
5-6 Eerie green flame coats the structure, with 2d4+2 anguished souls (use Shadow) hiding inside
7 1d2 spectral ninja (shadow assassin) attack!
8 The Ghastly Ronin walks by, dragging its oversized sword. If it spots a party, it will approach them to challenge the greatest swordsman among them to a duel. It demands single combat, and if respected will only kill the best swordsman in the group before taking their head into its bag and walking off.

Foxfire Regional Effects

The 3 mile radius surrounding Foxfire Keep is subject to the following effects:

  • The green flames that bathe the Keep and the surrounding area in eerie, dim green light have been burning for 1000 years. The charred structures, objects and bodies here never decompose. No one can find a way to dispel the flames, but they are heavy with ancient evocation magics.

  • Creatures who touch the flame will be trapped in it forever! Soul Drain. Creatures who touch the green fire must take a DC10 Dexterity saving throw. On a failed save they catch fire, and at the start of each of their turns they take 3 (1d6) necrotic damage and a 1d4 Charisma score reduction. Only a wish spell can extinguish the flames. The target dies if this reduces its Charisma to 0. If a creature dies from this attack, its body burns into charcoal and a new green flame shadow rises screaming from the charred corpse.

Should players wish to enter the hellish castle for some reason, its map and description are found at the end of this chapter.


Firenewt Territory

The culdera on the north side of Vulpes island is a sacred place for Firenewt warriors. They would be more of a major power within Nekkon if not for infighting over interpretation of their holy documents. Their numbers are fractured into an ever shifting number of keeps and warlords who each claim themselves the Culdera Daimyo and pledge fealty to the shōgun. The newt's war against each other on the north island over petty squabbles keeps them distracted, leaving the real Daimyos to honorable battle and statecraft in the south.

Firenewt Warriors in Nekkon are usually armed with Pikes in addition to their normal equipment while on foot or a Lance while riding their Giant Strider mounts.

Firenewt Territory Encounters
1d8 Encounter
1 A Firenewt Daimyo drills its army nearby.
2 Minor seismic activity rocks the Vulpes Cauldera; take a DC10 Dexterity check or fall prone.
3 4d4+4 Firenewt Warriors led by a firenewt warlock of Imix riding Giant Striders.
4 A herd of 6d6+6 Giant Striders.
5 a Bandit Captain posing as an old beggar; his 2d4+2 bandits hide in ambush (DC15 to spot)
6 a countryside Oni (25% neutral good, 25% neutral evil, 25% lawful neutral, 25% chaotic neutral
7 2d4+2 maurauding Firenewt Warriors led by a firenewt warlock of Imix riding Giant Striders.
8 1d4+1 kobold approach and ask for aid rescuing some of their captured siblings from the Cauldera Daimyo. Their hidden village doesn't have much money, but offers a koku of rice and a safe haven in the Firenewt territory for completing the rescue.

Hot Rocks Keep

The strongest of the the firenewt warlords, Xit, has taken a renowned smith's daughter captive and demanded armor for his entire army on an insane timeline for her safe return. Along with the girl, Xit's army has captured and enslaved other Vulpes commoners, but the firenewts are too strong for any of the villages or temples to challenge directly.

Xit has around two hundred Firenewt Warriors under his command and is an accomplished swordsman.

Foxfire Keep Map

Foxfire Keep Common Features

A "One Level" Dungeon. The third and fourth levels of the keep collapsed into the second level when the building first burnt. The second floor held and protected the first floor, but is unmanageable to explore due to the flames that burn across the entire area.

Green Flame. The green flame ensulfing the walls of the keep casts dim light but lightly obscures the area with smoke. Creatures who touch the flame are subject to its Soul Drain property. Characters knocked into the walls or who fall prone must pass a DC10 dexterity saving throw or come into contact with it.

The flickering flame keeps the area lit in dim light.

Smouldering Rubble. Between the flames and the structural damage, the entire area is difficult terrain. The dense rubble within the keep forces a DC10 dexterity check to charge or dash without falling prone.

Extreme Cold. Despite the flames and smoke, the area is extremely cold (-10 degrees Fahrenheit). A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

Desecrated Ground. Celestials, elementals, fey and fiends cannot enter the Keep. Undead have advantage on saving throws while inside the area. Living creatures must pass a DC20 Charisma saving throw or be frightened until they escape the Keep. Affected creatures may repeat the saving throw at the end of each of their turns, ending the frightened condition on themselves on a success. A creature who passes this saving throw is immune to the frightening aura of the Keep from that point on.

Monster Starting Locations

  • (a) 2d4+2 Shadows
  • (c) Ghosts of the Emperor's Guard (a Sword Wraith Commander, 2d6 Sword Wraiths Warriors)
  • (e) a Shadow Assassin
  • (i) an adenturer's crispy corpse wearing plate armor in a style popular centuries ago, with a +1 katana, a potion of healing and a useless potion of fire resistance
  • (m) 1d4+1 Shadow Mastiffs
  • (n) the wailing Ghost of the Emperor (Banshee)
  • (r) one of the young princes killed in the fire (a Banshee)
  • (s) the ghost of the Empress (a Bansheee)
  • (u) flaming timbers jutting through a portion of collapsed ceiling block the way forward; these can be bypassed without touching the flame with a successful DC20 dexterity (acrobatics) check
  • (v) a Shadow Horror
  • (w) Horrid screaming echoes down the hallway
  • (x) one of the three young princes (a Bansheee)
  • (z) 2d4+2 Sword Wraith Warriors

Area 37: Emperor's Resting place

The smouldering corpse of the emperor can be found in this room. The Crown of Nekkon (worth 25000gp, and glows brightly when worn by a creature of the emperor's bloodline), the Emperor's Ring (10000gp, a Ring of Protection), and his Rod of Command can be recovered from his corpse- but disturbing it will draw the ire of the spectres within the Keep... a Sword Wraith Commander and 2d4+2 Sword Wraiths will arrive to punish intruders 2 rounds after the corpse is disturbed.

Area 39: Tax Vault

This treasure room contains an unburnt mithral chest with 900 pp; Aquamarine (200 gp), Banded Agate (11 gp), Chalcedony (30 gp), Citrine (40 gp), Deep Blue Spinel (500 gp), Emerald (1200 gp), Eye Agate (11 gp), Freshwater Pearl (9 gp), Hematite (10 gp), Lapis Lazuli (8 gp), Moonstone (20 gp), Obsidian (11 gp), Red-brown Spinel (60 gp), Rich Purple Corundum (1400 gp), Sardonyx (40 gp), Silver Pearl (60 gp), 3 x Violet Garnet (700 gp); Arcane Scroll of Secret Chest (1125 gp); hoard total 15835 gp.

Area 51: Royal Vault

Six Chests. This room contains five unburnt chests (DC20 to lockpick) filled with 46000 gp and 21000 pp and a dragon horn rod (2500gp). A Shadow Assassin hides in a sixth unburnt chest among them.

Area 4: The Ghastly Ronin

In his lifetime, he was a samurai here serving in the royal family's bodyguard. When the keep was swallowed in unholy fire the samurai fled and disgraced his honor by abandoning the Empress and the Princes to their fate. With her dying screams, the Empress cursed her bodyguard to wander Vulpes seeking death by the blade but never finding it. Her last wail branded him with his new name, which echoed across the island HONORLESS!

If the royal family can be laid to rest by putting one of their bloodline back on the throne, Honorless will finally be able to truly die and seek out its final battle. The tale of the Ghastly Ronin is told around camp fires, and commoner's knowledge is to throw your weapon on the ground and take a knee to acknowledge his supremacy with the blade if they want to live and assure the creature you're not a samurai. No self-respecting samurai would do that, so many meet their end at the Ronin's hand across the islands.

Some have killed the Ghastly Ronin, but none can make it stay dead. The monster hunting Vanara monk of legend Jikan 'o Mudanisuru made a habit of tracking and slaying it, writing a lightly exaggerated book about his travels and showdowns with the creature that became a piece of popular Nekkonese culture. Like the Samurai with the Kabuto Code, monster hunting monks across the islands became obsessed with the title, Kore ga Watashi ga shi o 8-kai Taoshita Hōhōdesu (or "Here's How I Defeated Death Eight Times").

It contains improper information on the classification of the undead creature (calling the boneclaw a "Demon") that has gotten many upstart monster slayers looking for a big break killed in pursuit of it. Tradition is to take one of the Ronin's bony fingers as proof of your victory and fashion it into a slayer's +1 shortsword (deals 1d6 piercing & 1d4 necrotic), said to allow it to track you down for a rematch.

Hot Rocks Keep Map

Hot Rocks Keep Common Features

Use notes to point out some interesting information.

A "1 Level" Dungeon. Hot Rocks is a single story structure atop the ridge of the Vulpes Culdera.

Walls. The walls are 20ft high, 5ft thick volcanic glass.

Windows. Few of the keep's rooms have windows. Windows are 15ft from the ground, and serve as archer's posts for soldiers on catwalks inside the walls.

Roof Level. The roof of the building is a huge open space wrapped in 4ft high parapet. Firenewt Warriors patrol the roof keeping an eye out for approaching foes. Two Mangonels are positioned facing each direction and there are generally enough warriors on watch here to crew each weapon.

Extreme Heat. The halls of Hot Rocks average 120-degrees Fahrenheit; a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of Exhaustion.

The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.

Lighting. Rooms are lit by torches and braziers.

Locked Doors. Locked doors are represented by a line through them, and may be picked with a DC15 check with thieves tools.

Secret Doors. Doors marked with an Ⓢ are hidden from casual glance. They require an active DC20 Perception or Investigation check to notice.

Wandering Monsters

  • (a) a Kobold hides in the walls here, intent on freeing it's captured siblings.
  • (c) a Firenewt Warlock of Imix and 2d4+2 Firenewt Warriors
  • (e) a Salamander
  • (i) a Fire Elemental

Areas of Note

Hot Rocks Keep is a great first arc finale delve for player characters starting in Nekkon. Defeating the Culdera Daimyo will make the party local folk heroes on Vulpes Island- especially if they save the captives taken by the firenewts. The delve described is for a party of 4 characters of level 3-5. Add newts as necessary to spice up your encounter.

Entrance (Area 2)

Iron Gate. (120 hp). An iron door can be raised or lowered by a switch in the western alcove. (1d4+3) Firenewt Warriors are posted as guards here.


Prison Cell (Area 61)

The Werecrab smith's daughter is held in this cell.

Ballista Posts

Areas 3, 1, 14, 6, 11, 44, 64, 75 and 62 feature arched windows and Ballista. If an enemy force is noticed approaching the keep, these war machines are quickly manned by warriors.

Treasure Vault (Area 69)

The Daimyo's vault contains 1900 gp; a Gold Bowl engraved with Draconic Scales (1700 gp), a Candle of Truth (2500 gp), Potion of Bull's Strength (300 gp)

Daimyo Xit's Army

The Culdera Daimyo Xit has around two hundred Firenewt Warriors under his command and is an accomplished swordsman. His warband has been very successful as each rides a Giant Strider into battle.

Most of the rooms of the keep are used for storage or bunks for the warriors.

You may tailor the number of Firenewt Warriors inside to the party entering the Keep by CR, or have any number of them manning the fort. With the number of warriors under Xit's command, a party would be smart to wait until they catch the Daimyo's army leaving the keep to run drills before striking or finding a way to lure them out of safety while a member rescues the werecrab girl.

Showdown with the Daimyo

If players escape with the Werecrab smith's daughter but don't kill Xit, he will seek his revenge on Vulpes village and march with his army to burn it to the ground and make examples of anyone they can- starting with the armorer and whoever aided him.

The Culdera Daimyo has a lot of muscle behind him, but can be goaded into facing a great swordsman in single combat for the honor of the kill in front of his men. If the swordsman can best him, the Daimyo's army will scatter to join other firenewt warlord's armies.

Locals will speak of Xit's arrogance and love of dueling- but they will also warn player's about the ancient katana he wields that burns with a keen blue flame: The Tsurai Blade! Made by a master swordsman before the cataclysms, it is inscribed with its name in neko kanji: 辛い

The Tsurai Blade / 辛い

Tsurai is a unique +1 longsword. When drawn from its sheath, it ignites with a thin coat of flickering blue flame. It deals an extra (1d8) fire damage on a hit, or an extra (1d10) fire damage if used it two hands. In addition, it grants advantage on Charisma (Intimidation) rolls.

Bentokyo

A bustling metropolis, Bentokyo is the largest city in Nekkon. After the supernatural fires consumed Foxfire Keep and killed the emperor and his generals, his right hand- a warlord by the name of Daitan Futeki- claimed the title of Shogun, moving the capital to Bentokyo and the Emperor's Spring Palace and installing a young relative of the Emperor and appointing himself Regent.

Under Daitan Futeki came sweeping reforms to the islands, including decentralization of the military to a fuedal system of landed knights and pledged loyalties. This worked well at first when everyone involved was in Daitan's pocket, but after his death, that system fell to its inevitable conclusion and war broke out over succession of the shōgunate. The first splinter saw civil war between the shōgun's son (who desired the title) and his most loyal advisor (who had popular support for devising a number of the shōgun's reforms).

The shōgun's son won that war with overwhelming numbers in the form of previously neutral ratfolk clans, and came to call Bentokyo his domain. The wars between Daimyo and challenges for title of shōgun continue to this day.

Population. 655,038

Demographics. Many Aaracockra,

Bentokyo Encounters
1d8 Encounter
1 2d8 Wererats and 2d10+20 ratfolk soldiers are taking their morning meditations in a city park doing Tai Chi
2 A Skylos Wandering Ronin challenges a Bandit Captain and his 1d4+2 Thugs for harassing the noodle shop
3 Pandobgoblin Sohei Peace Patrol: (1 Hobgoblin Warlord and 4d4+6 Hobgoblins) (80% alert, 20% distracted)
4 Festival of Full Bellies: You recieve a GoodBento, a wondrous item that provides 3 servings of rice a day
5 Cabbage Cart: DC10 Dex check or you cause an accident and destroy 20gp worth of cabbages
6 Blink Dog causes trouble; is comically chased by cops
7 Titan Attack! A beast titan attacks the city; in 1d6 minutes, the Green Daimyo appears to challenge it
8 The Shōgun's entourage passes by; 5% chance of attempt by 1d4+1 Assassins hired by the Jin Chan

Business District

The grandest marketplace in Nekkon, and a rival to the wealth of Damtown in Freedonia, the Business District holds almost anything an adventurer might be looking for, always at premium pricing. Goods in Bentokyo are marked up at least 25% from the prices in the player's handbook. It costs extra to live in the big city.

Greater Bentokyo

The mass of residents live here in tall apartment buildings or extended family homes with an average height of 10 stories, and it is dotted with taverns, shops and tradesmen.


The Undercity

The Shǔ Rén are wererats who call the Underdark beneath the Bentokyo home, training their young in their militaristic nekkonese ratfolk cult's mercenary schools before shipping them out on deployment with their schoolmates. The ratfolk know the wererats live among them but never mention them.

Bentokyo Undercity Encounters
1d4 Encounter
1 1d4 Wererats approach and warn you to leave the Undercity immediately; its not safe for you here unless youre Nekkonese Ratfolk or Shǔ Rén
2 2d4+4 ratfolk Commoners flee and raise the alarm if they see outsiders in the tunnels
3 Rat's Nest: This tunnel opens to a massive chamber where thousands of ratfolk are living
4 A Ratfolk Warlord and his retainers (4d4+10 Ratfolk Veterans and 2d4+2 Wererats) investigate reports of topsiders, and will attack you for intruding

Shogun's Run

The city's fortified military district, the Shōgun's army is garrisoned here. Under the Shōgun's command here is a massive military force:

  • 5,000 Skylos Samurai
  • 5,000 Vespina Samurai
  • 5,000 Odonata Samurai
  • 5,000 Pandobgoblin Sohei
  • 5,000 Firenewt Warriors
  • 55,000 Shǔ Rén Clan (Veterans)
  • 50,000 animalfolk and goliath Ashigaru (Soldiers with pikes) and 10,000 personally trained Samurai.

The Docks

The two western docks are fortified installations connected to Shogun's Run housing 23 Warships, eight of which are fitted with Freedonian cannons and contain at least a third foriegn crew.

The four north docks host commercial trade. Hundreds of smaller docks are build across the shoreline for the fishing industry. These are not regulated by city inspectors and considered part of the Unagi District connecting.

The Emperor's Spring Palace

The seat of power in Nekkon since the loss of Foxfire Keep, the Spring Palace is the finest on Ombreavoir. The Shōgun has kept a puppet emperor here since Futeki assumed power. For even the most stuck up tabaxi, the palace is more than acceptable living space. A brass vault beneath the complex is a saferoom for the ruler in times of danger, and is where the Snake Shōgun keeps his lair, guarded by 4 large-sized Yuan-ti Samurai wielding Odachi (Champions).

Unagi District & The Green Daimyo's Sea

Unagi is a colossal fishing settlement all around the Green Daimyo's Sea, or more appropriately a sprawling econmic zone stretching the interior sea that meshes the Daimyo's city states together in a functional naitonal economy. The interior coastlines of the islands act as a nearly unbroken sprawl of thousands of business/residential docks lined with fishing and trade ships.

The Green Daimyo. In a cave at the bottom of the interior sea rests the Protector Titan the waters take their name from. It only awakens to eat seaweed or protect its territory, hybernating for long stretches. The Green Daimyo's draconic influence extends a 10 mile diameter from its lair in the follow ways:

  • Water sources within 1 mile of the lair are supernaturally overabundant with edible seaweeds, shellfish, and eels, which grow up to two size categories larger than normal. The area produces 125,000,000 tons of seaweed, which the mostly vegetarian Dragon Titan consumes 1/5 of by itself each year.

  • Above the water, frendly eel-like pseudodragons in the Daimyo's likeness are found in the abundance gulls would be in other port cities. They in fact hunted the native gull populations to extinction.

  • The waters are magically peaceful and serene. Creatures or ships that cause too much of a disturbance or act aggressively gain the Green Daimyo's attentions.

  • If you disturb the peace or make too much sound on the water, the Green Daimyo will investigate.


Nekkon's Black Spire

The Green Daimo seems to have settled in the area to guard the Black Spire in the middle of the bay. No one gets too near the thing, not even the titan- though its a celebrated part of the dragon's epic that it once used the indesatructable Spire to impale a boar titan's skull, now a home to moss and starfish in the middle of the bay.

Entering the Black Spire

The Green Daimyo will attempt to stop any creature trying to enter the Spire, prefering intimidation over violence.

If characters manage to enter the Spire, see Region X.

Green Daimyo's Sea Encounters
1d8 Encounter
1 Kaiju Fight!: Electrozilla challenges the Green Daimyo
2 1d4+1 werecrab junks sail into port to trade under silence spells
3 2d4 pseudodragons investigate you
4 a lucky fisherman found a pearl!
5 fishermen (commoners) harvest seaweed and scallops with the help of Dolphin companions
6 The Black Spire releases a bright green flash of low level radiant energy in a 20 mile radius; plants grow a size category overnight, and creatures in this area with the Unstable Genetics trait roll twice on the table the next time they level up
7 1d2 longships of Pandobgoblins patrolling to ensure tranquility (1 Hobgoblin Captain and 4d4+4 Hobgoblins); they wave signs in many languages: Silence Please, Dont Wake the Daimyo
8 The Green Daimyo awakens to feed

Credit: Hishikawa Sôri (Public Domain 1807)

Zenko-ji

Half way between Bentokyo and Tanukyo lies the extensive Zenko-ji temple complex, home to many Kitsune. The monks of Zenko Temple follow the Way of the Sun Soul.

Zenko-ji Encounters
1d6 Encounter
1 Pandobgoblin temple guards (1 hobgoblin captain and 4d4+4 hobgoblin iron shadows)
2 The Pandobgoblin Daimyo (Hobgoblin Warlord and his guards- 4d4+6 hobgoblin iron shadows and 1d4+3 hobgoblin Devastators)
3 1d4+1 kitsune and vanara martial arts adepts spar, inviting you to join and learn unarmed techniques
4 The aged temple master (champion) requests you deliver a young acolyte safely to Jōshōkita-ji temple to study under the masters there
5 A young kitsune with a single tail (CG master thief) attempts to snatch the party's most obvious powerful magic weapon and runs off toward Raccoondog City to avenge his parents. If the youth manages to slip past the party, the monks can provide information. The boy's name is Aka, he's 14, and his parents were killed by Snake Syndicate yuan-ti in Tanukyo. Aka has had trouble adjusting to life here and processing the loss. The monks ask the party to rescue the young fox from his suicide mission. (The murderer is the Yuan-ti Mind Whisperer in Raccoon Dog City Encounters #4) If the party helps the boy get vengenace, he'll attempt to join them as an NPC party member instead of returing to the monastery.
6 Monks invite you to join a 2 hour guided meditation, gaining the benefits of a Long Rest if you do.

Tanukyo

Raccoon Dog city, home to the organized crime syndicate the Tankuza. A city of corruption rife with gambling halls, brothels and sake distilleries, Tanukyo is a rogue's paradise- if you stay on the right side of the gangsters and don't step on any toes. Wandering do-gooder Tsubasa Clan monks live within the confines of the city and practice Ken-Rakurai, an electrifying martial technique developed by the now-defunct Tanukyo Guard which once policed it. The townspeople erect large batboxes and leave waterproofed crates with blankets and fruit ouside their shops to attract these werefruitbat monks overnight as a crime deterrent.

The Syndicate leaves these monks to tackle petty criminals and sometimes even make a public show of donating boxes and food to the city.

The Daimyo of Raccoon Dog City is a Skylos Crime Boss, who is Cyantrope (or weredog) and the Skylos Daimyo has an agreement with the Eight Houses of Freedonia and the Tanukyo branches of the Ratfolk Mercenary Clans

Raccoon Dog City Encounters
1d12 Encounter
1 A patrol of 2 Skylos Samurai, 1d4+4 Nekkonese Ratfolk Veterans and a 1d4 Goliath Warriors
2 A city official (Sage) approaches you with 2 Skylos Samurai to make sure you're signed up for the draft if you live in the city, or charge you a state protection service fee of 10gp if you're just visiting
3 A ratfolk bard invites you inside the gambling house behind him through a song with promises of riches
4 DC15 Dexterity check or bump into an easily offended Snake Syndicate crime boss (Yuan-ti Mind Whisperer); "Do you know who I am, asshole?"
5 1d4 semi-inebriated Tanuki Illusionists offer you sake samples from their popular distillery, Tier 10.
6 1d4+3 masked Syndicate Thugs with shotguns attempt to kidnap a wealthy merchant's son at gunpoint in broad daylight from the market
7 A Vanara child-prodigy master thief named Thumbs and her gang of 1d4+2 animalfolk street urchins (commoners) attempt to distract and pickpocket one of the party; Thumbs aims to steal a magic item to pay off her gang's debt to the Syndicate
8 Protection Money: a Tanuki Illusionist and 1d4+2 Syndicate Thugs attempt to shake you down
9 1d4+1 Tsubasa Clan Ninja watch you from hiding (DC22 to spot); if you're up to no good they confront you
10 You witness a shady transaction; 50% chance its a drug deal, 50% chance its silver smugglers
11 2d6+6 Skylos Samurai guard a convoy of wagons and war machines being transported to the keep
12 Skylos Hachimaki and 6d6+20 Skylos Samurai ride by on large-sized Giant Fire Beetles; 10% chance of an attempt on his life by a P'Myini Assassin hired by the Jin Chan

Giant Ants

Use the elephant stat block to represent a giant ants.

The Shōgun's army contains a siege cavalry unit of these creatures, which can carry many riders and scale the tall walls of Nekkon's cities.

Kumiho

The Daimyo of Kumiho is head of the Odonata Clan, Wood Elves who are natural Weredragonfly lycanthropes. Their Samurai are feared across the islands.


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Kumiho Encounters
1d6 Encounter
1-3 2d4+2 Weredragonfly Samurai fly by on patrol
4 Street food vendors offer a delicious selection
5 A merchant asks you to accompany his shipment to Tanukyo, worried about bandits on the road
6 Silverwing Odonata and her retainers walk the streets, inspecting a new barracks for her samurai; 5% chance of lizardfolk Assassin hired by the Jin Chan

Yakosake

The Daimyo of Yakosake is Head of the Jin Chan Clan, a crime family of high elf weretoads. 80% of businesses in the city are owned by weretoads- all legitimate operations that enjoy tax breaks under the daimyo. The weretoad are plenty capable of defending themselves or killing an enemy, but they prefer to hire mercenaries rather than risk getting their hands dirty.

Population: 317,330

Demographics: Mouseling (20%), Weretoad (18%), Rabbitfolk (10%), Ratfolk (10%), Tabaxi (5%), Aaracockra (5%), Yuan-ti (5%), Tortle (5%), Goliath (5%), Other (17%)

Racial Taxes & Growing Unrest

Non-weretoad citizens are required to pay a 5% tax on all purchases of goods and services under Daimyo Chánchú's economic policies, which has led to civil unrest.


Yakosake Encounters
1d6 Encounter
1 a weretoad and his bodyguard (perhaps 2 Warti wereboar, 1 Drow Gunslinger and a stone giant) are selling caged young griffons in front of his warehouse
2 2d4+4 ratfolk ashigaru have a contract to kill you; you either sleighted the Jin Chan Clan, or theyre testing your mettle for a job
3 Pandobgoblin mercenaries (1 Hobgoblin warlord, 2d4+2 Hobgolbins and 1d4 Bugbear)
4 A Jin Chan Crime Boss and his retainers approach you and demand you pay protection money
5 Four ninja tortles watch you from the shadows (DC22 to spot); if you're up to no good, they ambush you!
6 The Jin Chan Daimyo and his retainers ride by on horseback; 10% chance of an assassination attempt by a P'Myini Assassin hired by another Jin Chan boss

Ari Shiro

The largest of the minor islands of the Nekkonese chain, Ari Shiro is a Formian Hive Fortess. This skinny, near-barren island off the east of the mainlands is ruled by Vespina Queen Tekitai Teki(known as the Daimyo Queen amongst commoners), and its postition provides a bulwark against Sarodian invasion. Tekitai Teki is the fourth queen of the Dandāmifurin Seishigaisha Dynasty to hold the title and hold the line, and the Vespina are generally respected for their diligence in repulsing Porc before they reach Nekkon proper.


The Vespina were granted Ari Shiro in a treaty during the early Shogunate to remove their hives from the main islands. They are supplied tithes of grains and sugars for their vigilance against Sarodian invasion. The export paper products to the central islands through Yakosake

Vespina Ashigaru are often contracted to Jin Chan warlords squabbling with Odonata clan samurai, and the Shogunate retains two swarms of Vespina Samurai.

The surface of Ari Shio is rife with crags pocketed with borrows, the subterranean Vespina fortress-complex segmented into keeps stretching the length of the island.


Ashigaru

Medium humanoid (any), any lawful


  • Armor Class 13 (Studded Leather Armor)
  • Hit Points 11 (2d8+2)
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (1) 13 (1) 12 (+1) 10 (0) 11 (0) 10 (0)

  • Senses passive Perception 10
  • Languages Nekkonese, Sylvan
  • Challenge 1/8

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Archers or Pikemen. An Ashigaru carries a Yari (pike) or a Shortbow and Shortsword.

Conscripts. Apply local racial modifiers to each Ashigaru.

Actions

Yari. Melee Weapon Attack: +3 to hit, reach 15 ft, one target. Hit 6 (1d10 + 1) silvered piercing damage.

or

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320ft, one target. Hit: 4 (1d6+1) silvered piercing damage.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit 4 (1d6 + 1) piercing damage.


Samurai

Medium humanoid (any), any lawful


  • Armor Class 17 (Splint Armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+2) 13 (+1) 14 (+2) 10 (0) 14 (+2) 10 (0)

  • Skills Athletics +5, History +3, Perception +5, Persuasion +3
  • Senses passive Perception 15
  • Languages Nekkonese, Sylvan
  • Challenge 3

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Professional Soldiers. Apply local racial modifiers to each samurai.

Actions

Multiattack. The Samurai makes two katana attacks.

Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+3 (or 1d10+3 if held with two limbs) silvered slashing or piercing damage. It may make a Shortsword attack as a bonus action if it has one drawn.

Bonus Actions / Reactions

Aggressive. The ashigaru move up to its speed toward a hostile creature that it can see.

Fighting Spirit. (3/rest) The Samurai gains 10 temporary Hit Points and advantage on attack rolls for the rest of the turn.

Parry. The samurai adds 2 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.


Heiwa-ji Monk

Medium humanoid (any), neutral good


  • Armor Class 16 (Unarmored Defense)
  • Hit Points 42 (8d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 10 (+0) 10 (0) 16 (+3) 13 (+1)

  • Skills Medicine +5, Perception +5, Religion +5, Insight +5, Persuasion +3
  • Senses passive Perception 15
  • Languages Nekkonese, Draconic
  • Challenge 3 (700 XP)

Ki-Empowered Strikes. Weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Warrior Monk. With a weapon in hand, gain +2AC.

Actions

Multiattack. Make two attacks. It may make two unarmed stikes (deal 1d6) as a bonus action.

Blessed Longbow. Ranged Weapon Attack: +6 to hit, range (150/600), one target. Hit: 7 (1d8+3) piercing damage.

Blessed Hammer. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 7 (1d8+3) bludgeoning damage or (1d10+3) if used in two hands.

Ofuda (8/rest). The monk presents a paper talisman for purification, exorcism, or as a ward. Choose one of the following effects, which lasts until the Ofuda is destroyed (DC15 Charisma check):

  • Bless/Censor. Applied directly to a target, choose effects of the Bless or Bane spell.

  • Turn Undead. Undead within 30 feet must make a DC13 Wisdom saving throw. If a creature fails, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the Ofuda as it can, and it can't willingly move to a space within 30 feet of it. It also can't take reactions.

  • Paralyze. Applied directly to target; DC13 Charisma saving throw or Paralyzed. It may repeat this save at the end of each of its turns, ending the effect on a success.

  • Cleansing Fire. Applied directly to an undead or oni target; the target takes 1d4 fire damage at the start of each of its turns.

Bonus Action

Monk's Cunning. Take Dash, Disengage or Dodge.


Xit, Culdera Daimyo

Medium humanoid (firenewt), lawful evil


  • Armor Class 17 (Splint Armor)
  • Hit Points 90 (13d8 + 13)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 10 (0) 11 (0) 10 (0)

  • Damage Immunity Fire
  • Skills Intimidation +3 (Advantage), Perception +3
  • Senses passive Perception 13
  • Languages Draconic, Ignan
  • Challenge 5 (1,800 XP)

Amphibious: The Firenewt can breathe air and water.

Brave. The Daimyo has advantage on saving throws against being frightened.

Reckless. At the start of its turn, the Firenewt Daimyo can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The Daimyo makes two attacks.

The Tsurai Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and 5 (1d8+1) fire damage, or 8 (1d10+3) slashing damage and 6 (1d10+1) fire damage if used in two hands.

Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 15 feet of it. The creature must make a DC: 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one

Bonus Action

Defensive Parry. As a reaction as long as the daimyo's sword is in hand, he gains +2AC against melee attacks and the benefits of the Dodge action until the start of his next turn.

War Cry (1/Day). Each creature of the Daimyo's choice that can hear it, and not already affected by a War Cry gain advantage on attack rolls until the the Daimyo's next turn. The Daimyo can then make an attack as a bonus action.


Jōshōkita-ji Monk

Medium humanoid (Vanara), neutral good


  • Armor Class 16 (Unarmored Defense)
  • Hit Points 42 (8d8)
  • Speed 45 ft.

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

  • Skills Acrobatics +5, Performance +5, Religion +5, Insight +5, Brewers Supplies
  • Senses passive Perception 10
  • Languages Nekkonese, Sylvan, Sign
  • Challenge 3 (700 XP)

Ki-Empowered Strikes. Weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Ken Kita Saru Technique. Whenever it uses Flurry of Blows, it gains the benefit of the Disengage action, and its walking speed increases by 10 feet until the end of the current turn.

Vanara Nimbleness. Can move through the space of any creature of equivalent size or larger.

Leap to Your Feet. When prone, can stand up by spending 5 feet of movement, rather than half its speed.

Evasion. When it makes a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw and only half damage if it fails.

Actions

Flurry of Blows. The monk makes two attacks. It may make two unarmed stikes (deal 1d6 damage) as a bonus action.

Bo Staff. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit: 6 (1d6+3) bludgeoning damage or 7 (1d8+3) if used in two hands.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 7 (1d8+3) bludgeoning damage.

Bonus Actions/Reactions

Drunken Sway. Take Dash, Disengage or Dodge.

Redirect Attack. When a creature misses it with a melee attack roll, it can use a reaction to cause that attack to hit one creature of its choice, other than the attacker, that it can see within 5 feet of it.


Jōshōkita-ji Master

Medium humanoid (Vanara), neutral good


  • Armor Class 20 (Unarmored Defense)
  • Hit Points 120 (20d8+20)
  • Speed 45 ft.

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

  • Saving Throws STR+8, DEX+11, CON+7, INT+8, WIS+11, CHA+8
  • Skills Medicine +5, Performance +3, Religion +5, Insight +5, Brewers Supplies
  • Senses passive Perception 10
  • Languages Nekkonese, Sylvan, Sign
  • Challenge 9 (5000 XP)

Ki-Empowered Strikes. Weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Ken Kita Saru Technique. Whenever it uses Flurry of Blows, it gains the benefit of the Disengage action, and its walking speed increases by 10 feet until the end of the current turn.

Leap to Your Feet. When prone, can stand up by spending 5 feet of movement, rather than half its speed.

Evasion. When it makes a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw and only half damage if it fails.

Frenzied Fist Technique. (6/rest) When it uses Flurry of Blows, it can make up to three additional attacks with it (total five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Actions

Flurry of Blows. The monk makes two attacks. It may make two unarmed stikes as a bonus action.

Bo Staff. Melee Weapon Attack: +11 to hit, reach 10ft, one target. Hit: 10 (1d10+5) bludgeoning damage or 11 (1d12+5) if used in two hands.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5ft, one target. Hit: 10 (1d10+5) bludgeoning damage. 6/rest, force the target to succeed on DC18 Constitution saving throw or be stunned until the end of your next turn.

Bonus Actions/Reactions

Drunken Sway. Take Dash, Disengage or Dodge.

Redirect Attack. When a creature misses it with a melee attack roll, it can use a reaction to cause that attack to hit one creature of its choice, other than the attacker, that it can see within 5 feet of it.


Zenko-ji Monk

Medium humanoid (any), neutral good


  • Armor Class 16 (Unarmored Defense)
  • Hit Points 42 (11d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 10 (+0) 10 (0) 16 (+3) 13 (+1)

  • Skills Perception +5, Religion +5, Insight +5, Stealth +5, Arcana +3
  • Senses darkvision 60ft, passive Perception 15
  • Languages Kitsune, Sylvan, Nekkonese, Draconic
  • Challenge 3 (700 XP)

Keen Senses. You advantage on Wisdom (Perception) checks.

Ki-Empowered Strikes. Weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion. When it makes a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw and only half damage if it fails.

Kitsune Cunning. Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Magic can’t put it to sleep.

Kitsune Nimbleness. Can move through the space of any creature that is of its size or larger.

Fox Magic. (5 Tails). Fox Magic allows a Kitsune to innately cast the following spells:

At will: Dancing lights, Minor Illusion, Sacred Flame

1/day per tail: Dispel magic, Major Image, Nondetection, Invisibility (self-only)

Actions

Flurry of Blows. The monk makes two attacks. 6/rest it may make 2 radiant fist stikes as a bonus action.

Radiant Fist. Weapon Attack: +7 to hit, reach 30ft, one target. Hit: 7 (1d8+3) piercing damage.

Searing Sunburst. Ranged Spell Attack. Range 150ft. Each creature within a 20-foot-radius sphere of a point within range must succeed on a DC15 Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

Bonus Action

Monk's Cunning. Take Dash, Disengage or Dodge.


Zenko-ji Master

Medium humanoid (any), neutral good


  • Armor Class 20 (Unarmored Defense)
  • Hit Points 100 (20d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (0) 20 (+5) 10 (+0) 15 (+2) 20 (+5) 18 (+4)

  • Skills Perception +11, Religion +5, Insight +5, Stealth +5, Arcana +3
  • Senses darkvision 60ft, passive Perception 15
  • Languages Kitsune, Sylvan, Nekkonese, Draconic
  • Challenge 9 (5000 XP)

Keen Senses. Advantage on Perception checks.

Ki-Empowered Strikes. Weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion. When it makes a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw and only half damage if it fails.

Kitsune Cunning. Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Magic can’t put it to sleep.

Kitsune Nimbleness. Can move through the space of any creature that is of its size or larger.

Fox Magic. (9 Tails). Fox Magic allows a Kitsune to innately cast the following spells (+10 to hit, spell save DC17):

At will: Dancing lights, Minor Illusion, Sacred Flame

1/day per tail: Dispel magic, Major Image, Nondetection, Invisibility (self-only)

Sun Shield. Sheds bright light in a 30-foot radius & dim light for an additional 30ft. If a creature hits it with a melee attack while this light shines (on/off as bonus action), it can use your reaction to deal 10 radiant damage to the creature.

Actions

Flurry of Blows. The monk makes two attacks. It may make 2 radiant fist stikes as a bonus action.

Radiant Fist. Weapon Attack: +11 to hit, reach 30ft, one target. Hit: 10 (1d10+5) radiant damage.

Searing Sunburst. Ranged Spell Attack. Range 150ft. Each creature within a 20-foot-radius sphere of a point within range must succeed on a DC18 Constitution saving throw or take 4d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

Bonus Action

Monk's Cunning. Take Dash, Disengage or Dodge.


Vespina Queen

Medium monstrosity (Formian), lawful neutral


  • Armor Class 20 (+3 Half Plate Armor)
  • Hit Points 58 (20d8+18)
  • Speed 30ft, burrow 10ft, fly 30ft

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 14 (+2) 14 (+2) 18 (+4)

  • Damage/Condition Immunities poison
  • Resistances cold
  • Skills Acrobatics +9, Perception +7, Athletics +7
  • Senses passive Perception 17
  • Languages Telepathy (120ft)
  • Challenge 3

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Powerful Build. Counts as one size larger when determind carrying capacity and the weight it can push, drag or lift.

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Droning Wings. When you beat your wings, they emits a loud droning sound that can be heard out to a range of 120 feet.

Actions

Multiattack. The Samurai makes two katana attacks.

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

Paired Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+3 (or 1d10+3 if held with two limbs) silvered slashing or piercing damage. It may make a Katana attack as a bonus action.

Sting. Melee Weapon Attack: +6 to hit, range 5ft, one target. Hit: 1d4 piercing and 6 (1d6+3) poison damage.

Bonus Actions

Aggressive. The ashigaru move up to its speed toward a hostile creature that it can see.

Fighting Spirit. (3/rest) The Samurai gains 10 temporary Hit Points and advantage on attack rolls for the rest of the turn.

Parry. The samurai adds 2 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.


Vespina Ashigaru

Medium monstrosity (Formian), lawful neutral


  • Armor Class 17 (Natural Armor, Pavise Shield)
  • Hit Points 25 (3d10+3)
  • Speed 30ft, burrow 10ft, fly 30ft

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 7 (-2)

  • Damage/Condition Immunities poison
  • Resistances cold
  • Skills Acrobatics +5, Perception +4
  • Senses passive Perception 14
  • Languages Telepathy (20ft)
  • Challenge 1/2

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Powerful Build. Counts as one size larger when determind carrying capacity and the weight it can push, drag or lift.

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Droning Wings. When you beat your wings, they emits a loud droning sound that can be heard out to a range of 120 feet.

Actions

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

Yari. Melee Weapon Attack: +4 to hit, reach 15ft, one target. Hit 7 (1d10 + 2) silvered piercing damage.

Heavy Repeating Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400ft, one target. Hit: 8 (1d10+3) silvered piercing damage. Reload 5.

Sting. Melee Weapon Attack: +5 to hit, range 5ft, one target. Hit: 6 (1d6+3) poison damage.

Bonus Actions

Aggressive. The ashigaru move up to its speed toward a hostile creature that it can see.


Vespina Samurai

Large monstrosity (Formian), lawful neutral


  • Armor Class 17 (Half Plate Armor)
  • Hit Points 58 (9d8+18)
  • Speed 30ft, burrow 10ft, fly 30ft

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 10 (0) 14 (+2) 10 (0)

  • Damage/Condition Immunities poison
  • Resistances cold
  • Skills Acrobatics +6, Perception +5, Athletics +5
  • Senses passive Perception 15
  • Languages Telepathy (20ft)
  • Challenge 3

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Powerful Build. Counts as one size larger when determind carrying capacity and the weight it can push, drag or lift.

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Droning Wings. When you beat your wings, they emits a loud droning sound that can be heard out to a range of 120 feet.

Actions

Multiattack. The Samurai makes two katana attacks.

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

Paired Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+3 (or 1d10+3 if held with two limbs) silvered slashing or piercing damage. It may make a Katana attack as a bonus action.

Sting. Melee Weapon Attack: +6 to hit, range 5ft, one target. Hit: 1d4 piercing and 6 (1d6+3) poison damage.

Bonus Actions

Aggressive. The ashigaru move up to its speed toward a hostile creature that it can see.

Fighting Spirit. (3/rest) The Samurai gains 10 temporary Hit Points and advantage on attack rolls for the rest of the turn.

Parry. The samurai adds 2 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.



Tsubasa Clan Monk

Medium humanoid (human, shapechanger), lawful neutral


  • Armor Class 18 (Unarmored Defense)
  • Hit Points 66 (11d8+11)
  • Speed 30 ft. (climb 30 ft., fly 60 ft. in bat/hybrid form)

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

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses blindsight 300ft, darkvision 60 ft., passive Perception 13
  • Skills Perception +6, Stealth +9, Acrobatics +9, Religion +3, Medicine +3, Survival+6, Intimidation+3
  • Languages Nekkonese (Can't Speak as Hybrid/Bat)
  • Challenge 4 (1,100 XP)

Shapechanger. A werebat can use its action to polymorph into a fruitbat-humanoid hybrid or into a large-sized fruit bat, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Brave. The ninja has advantage on saving throws against being frightened.

Ken-Rakurai Street Style. The ninja's melee attacks deal an extra 1d4 lightning damage (included). Targets that take this lightning damage must take a DC14 Charisma saving throw or be Stunned until the start of their next turn.

Unarmored Defense. While the Tsubasa Clan Ninja is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Keen Hearing. A werebat has advantage on Wisdom (Perception) checks that rely on hearing.

Echolocation (Bat or Hybrid Form). A werebat has blindsight out to a range of 60 feet as long as it’s not deafened.

Evasion. If the ninja is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ninja instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Flyby. The werebat doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Sunlight Sensitivity. (Bat or Hybrid Form) While in sunlight, it has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Way of Shadow (3/rest). Innately cast pass without trace, darkness or silence.

Press the Advantage. During its first turn, the ninja has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the ninja scores against a surprised creature is a critical hit.

Sneak Attack (1/Turn). The ninja deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ninja that isn't incapacitated and the ninja doesn't have disadvantage on the attack roll.

Actions

Multiattack. The Tsubasa Clan Ninja makes two attacks.

Shiruken. (Human or Hybrid form) Weapon Attack: +6 to hit, reach 5 ft. or range 20/60ft, one creature. Hit: 6 (1d6+3) silvered piercing damage + 2 (1d4) lightning damage

Bo Staff. (Humanoid/Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 6 (1d6+3, or 1d8+3 in two hands) bludgeoning damage + 2 (1d4) lightning damage

Bonus Actions/Reactions

Uncanny Dodge. The werebat halves the damage it takes from an attack made against it, provided it can see the attacker as a reaction.

Skirmisher. When a creature ends its turn within 5ft of the werebat, it may fly up to half its speed using reaction.

Ninja Step. As a bonus action while in dim light, darkness or obscured by smoke, the ninja teleports up to 60 feet to an unoccupied space it can see that is also in dim light, darkness or obscured by smoke. The ninja then has advantage on the first melee attack it makes before the end of the turn.

Smoke Bomb Using its reaction, the ninja tosses a smoke grenade which activates immediately.

Slow Fall. As a reaction when falling, reduce any falling damage taken by 80.

Deflect Missiles. As a reaction when hit with a ranged weapon attack, reduce damage by 20. If this reduces the damage to 0 and it has a free hand, make an attack using the missile at range 20/60 ft.

Secret Gijutsu: Denki Ken Kizetsu (1/Day) As a reaction when a creature targets the ninja with an attack within 15ft, it must pass an oppossed Dexterity check or the ninja immediately interrupts its turn to use Lightning Lure against the creature as it poises to strike; the creature then makes its attack at disadvantage.



Skylos Samurai

Medium humanoid (human, shapechanger), LN


  • Armor Class 17 (splint armor)
  • Hit Points 58 (9d8+18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Vulnerability Chocolate
  • Skills Intimidation +6, Athletics +6
  • Senses passive Perception
  • Languages Nekkonese, Sylvan (Human form only)
  • Challenge 3 (700 XP)

Shapechanger. The Cyanthrope can use its action to polymorph into a medium dog-humanoid hybrid or into a mastiff, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Equipment worn or carried doesnt transform with it.

Keen Hearing and Smell. Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The samurai has advantage on an attack roll against a creature if at least one of the samurai's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Skyos Dog-Samurai makes two Melee attacks.

Bite (Dog or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 piercing (1d6 + 3) . If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Katana (Human or Hybrid Form Only).* Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 (or 1d10+3 if used in two hands) silvered slashing or piercing damage (chosen before the attack roll is made).

Longbow (Humanoid Form Only). Ranged Weapon Attack: +4 to hit, range (150/600), one target. Hit: 6 (1d8+2) silvered piercing damage.

Bonus Actions

Parry. As a reaction, samurai adds 2 to its AC against one melee attack that would hit it. The samurai must see the attacker and be wielding a melee weapon.

Aggressive. Move up to its speed toward a hostile creature that it can see.



Skylos Wandering Ronin

Medium humanoid (human, shapechanger), any


  • Armor Class 17 (splint armor)
  • Hit Points 99 (13d8+26)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Vulnerability Chocolate
  • Skills Intimidation +6, Athletics +9, Survival +7
  • Senses passive Perception
  • Languages Nekkonese, Sylvan (Human form only)
  • Challenge 5 (1800 XP)

Shapechanger. The Cyanthrope can use its action to polymorph into a medium dog-humanoid hybrid or into a mastiff, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Equipment worn or carried doesnt transform with it.

Keen Hearing and Smell. Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Lone Wolf. The ronin has advantage on an attack roll against a creature if there are no allies of the ronin within 5 feet of the creature that aren't incapacitated.

Actions

Multiattack. The ronin makes three Melee attacks.

+1 Katana (Human/Hybrid Form Only).* Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d8+5 (or 1d10+5 two handed) silvered slashing damage.

Bonus Actions

Jōdan-no-kamae The ronin moves up to half speed and makes a melee attack at advantage. Attacks against it have advantage until the beginning of its next turn

Defensive Parry. As a reaction as long as the ronin's sword is in hand, he gains +2AC against melee attacks and the benefits of the Dodge action until the start of his next turn.

Fighting Spirit. (3/rest) The Ronin gains 5 temporary Hit Points and advantage on attack rolls for the rest of the turn.

Second Wind. (1/rest) regain 20 Hit Points



Skylos Hachimaki

Daimyo of Racoon Dog City

Medium humanoid (human, shapechanger), lawful neutral


  • Armor Class 20 (+3 splint)
  • Hit Points 160 (20d8+60)
  • Speed 40 ft.

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

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Vulnerability Chocolate
  • Skills Intimidation +8, Athletics +11, Perception +14
  • Senses passive Perception 24
  • Languages Nekkonese, Sylvan (human form only)
  • Challenge 9

Shapechanger. The Daimyo can use its action to polymorph into a dog-humanoid hybrid or into a mastiff, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Equipment worn or carried doesnt transform with it.

Keen Hearing and Smell. Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Daimyo has advantage on an attack roll against a creature if at least one of the daimyo's allies is within 5 feet of the creature and the ally isn't incapacitated.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Daimyo can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the daimyo. A creature can benefit from only one Leadership die at a time. This effect ends if the daimyo is incapacitated.

Indomitable (3/Day). The Daimyo can reroll a saving throw it fails. It must use the new roll.

Brave. The Daimyo has advantage on saving throws against being frightened.

Strength before Death (1/rest) If he takes damage that reduces him to 0 hit points and doesn't kill him outright, he can use his reaction to delay falling unconscious, and he can immediately take an extra turn, interrupting the current turn. While he has 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill him. When the extra turn ends, he fall unconscious if he still has 0 HP.

Actions

Multiattack. The Daimyo makes four melee attacks or two ranged attacks.

Bite (Dog or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 8 piercing (1d6 + 5) . If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with cyanthrope lycanthropy.

+3 Katana (Human or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d8+8) or 15 (1d10+8) if used in two hands) silvered slashing or piercing damage (chosen before the attack roll is made).

Longbow (Humanoid Form Only). Ranged Weapon Attack: +7 to hit, range (150/600), one target. Hit: 7 (1d8+3) silvered piercing damage.

Bonus Actions

Defensive Parry. As a reaction, as long as the daimyo's sword is in hand, he gains +2AC against melee attacks and the benefits of the Dodge action until the start of his next turn.

Fighting Spirit. (3/rest) The Daimyo gains 15 temporary Hit Points and advantage on attack rolls for the rest of the turn.

Second Wind. (1/rest) regain 30 Hit Points

Reposte. When a creature misses the Daimyo with an melee attack, it may use its reaction to make an melee attack against that creature.

War Howl (1/Day). Each creature of the Daimyo's choice that can hear it, and not already affected by a Howl gain advantage on attack rolls until the the Daimyo's next turn. The Daimyo can then make an attack as a bonus action.

Legendary Actions

Press the Advantage. Make a Katana attack.

Debana Waza. When a creature targets the Daimyo with a melee weapon attack, it must pass an oppossed Dexterity check or the Daimyo immediately interrupts its turn to make a Katana attack against the creature as it poises to strike; the creature then makes its attack at disadvantage.

Jōdan-no-kamae The Daimyo moves up to half speed and makes a melee attack at advantage. Attacks against it have advantage until the beginning of its next turn

Daimyo's Command. The daimyo targets one ally it can see within 30 feet of it. if the target can see and hear the daimyo, the target can make one weapon attack as a reaction and gains advantage on the attack roll.



Odonata Samurai

Medium humanoid (wood elf, shapechanger), LN


  • Armor Class 18 (natural armor)
  • Hit Points 58 (9d8+18)
  • Speed 35 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 13 (1) 16 (+3) 13 (1)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Intimidation +7, Acrobatics +7, Perception +9
  • Senses passive Perception 19
  • Languages Nekkonese, Sylvan (Human form only)
  • Challenge 4 (1100 XP)

Shapechanger. The weredragonfly can use its action to polymorph into a medium dragonfly-humanoid hybrid or into a giant dragonfly, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Equipment worn or carried doesnt transform with it.

Drone. When it beats its wings, the weredragonfly emits a loud droning sound that can be heard out to a range of 120 feet.

Flyby. The weredragonfly doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Fey Ancestry. It has advantage on saving throws against being charmed, and magic can't put it to sleep.

Trance. Doesn't sleep, instead meditates 4 hours a day.

Actions

Multiattack. The Samurai makes two katana attacks.

Paired Katana (Elf or Hybrid Form Only).* Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 (or 1d10+4 if used in two hands) silvered slashing or piercing damage.

Bite (Dragonfly or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 piercing (1d6 + 4). If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with weredragonfly lycanthropy.

Bonus Actions

Parry. As a reaction, adds 2 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.

Press the Advantage. Make a Katana attack as a bonus action.

Fighting Spirit. (3/rest) The Samurai gains 5 temporary Hit Points and advantage on attack rolls for the rest of the turn.

Uncanny Dodge. The weredragonfly halves the damage it takes from an attack made against it, provided it can see the attacker.

Odonata Clan Warfare

The weredragonfly samurai are renowned for mobile warfare and frustrating conventional defenses. Walls are no use when their army can pour over them from the sky, and the combined drone of their wings sets terror into the heart of besieged army. Their army uses no war machines, preferring to leave the defenses of the enemy intact for their own disposal once a fortress is captured.

The Odonata samurai are six-legged lycanthropes, using a swordsmanship style featuring two katana which they are able to swing both of in two hands.

The weredragonfly samurai are noted for their poetry and calligraphy, producing a great number of works in haiku featuring artistic observations of life, war, death, beatuy and nature. They write in both their native Elvish and Nekkonese, a commonly accepted mark of a true poet being crafting couplets that play well in both languages. They have a love for puns and dry humor, which pervades their training manuals and meditative treatsies.

The weredragonfly rarely become ronin, and their loyalty is envied by the other Daimyo.

The famous works of weredragonfly philosophers and warrior-poets are distributed to the samurai of other city-states, especially the Kabuto Code, a warrior's treatise on ettiquite, leadership, warfare methods and everyday discipline that has deeply affected the warrior culture of the samurai across Nekkon. The Odonata are respected by the samurai of every clan as exemplars of the way of the warrior.

Silverwing, Odonata Warlord

Silverwing is old, even for elven standards, and she has seen civil war embroil the nation for her entire lifetime. The scarred veteran samurai rose to the rank of Daimyo after saving the shōgun's life when their convoy was ambushed by an upstart firenewt warlord's army during military maneuvers outside Vulpes.

Silverwing is a fair Daimyo, and under her direction a number of the reforms have reinvigorated Kumiho from a third-rate city of slums rife with political corruption and competeing crime families to an efficient military-controlled fortress-city that operates like a greased clockwork timepiece.

Silverwing is the shōgun's most trusted general, though has less aspiration for the position than she did for that of Daimyo. She is a natural leader however, and should the position be sought by an unworthy Daimyo, she would challenge them to preserve the integrity of the title.

A whirlwind of death in combat, she fights with four mastercrafted +3 katana and hits her enemy like a storm.



Silverwing Odonata

Daimyo of Kumiho

Medium humanoid (wood elf, shapechanger), lawful neutral


  • Armor Class 20 (+3 splint)
  • Hit Points 160 (20d8+60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 16 (+3) 16 (+3) 16 (+3)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Intimidation +8, Athletics +11, Perception +14
  • Senses passive Perception 24
  • Languages Nekkonese, Sylvan (human form only)
  • Challenge 10

Shapechanger. The weredragonfly can use its action to polymorph into a medium dragonfly-humanoid hybrid or into a giant dragonfly, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Equipment worn or carried doesnt transform with it.

Indomitable (3/Day). The Daimyo can reroll a saving throw it fails. It must use the new roll.

Brave. The Daimyo has advantage on saving throws against being frightened.

Fey Ancestry. It has advantage on saving throws against being charmed, and magic can't put it to sleep.

Trance. Doesn't sleep, instead meditates 4 hours a day.

Drone. When it beats its wings, the weredragonfly emits a loud droning sound that can be heard out to a range of 120 feet.

Flyby. The weredragonfly doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Sentinel. When the Ondonata Warlord hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from it even if they take the Disengage action before leaving its reach.

Evasion. If the weredragonfly is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Daimyo can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the daimyo. A creature can benefit from only one Leadership die at a time. This effect ends if the daimyo is incapacitated.

Respected Leader. Once per round, when an Odonata Samurai misses with a melee attack and can see Silverwing, they may reroll the attack roll.

Actions

Multiattack. The Daimyo makes four melee attacks or takes the Whirlwind Offensive.

Bite (Dragonfly or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 8 piercing (1d4 + 5). If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with weredragonfly lycanthropy.

+3 Katana (Elf or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d8+8) or 15 (1d10+8) if used in two hands) silvered slashing or piercing damage (chosen before the attack roll is made).

Whirlwind Offensive. Make a Katana attack against every creature within 5ft. Roll a separate attack roll for each target.

Bonus Actions

Parry. As a reaction, Silverwing adds 2 to its AC against one melee attack that would hit it. To do so, the daimyo must see the attacker and be wielding a melee weapon.

Fighting Spirit. (3/rest) The Daimyo gains 15 temporary Hit Points and advantage on attack rolls for the rest of the turn.

Reposte. When a creature misses the Daimyo with an melee attack, it may use its reaction to make an melee attack against that creature.

Uncanny Dodge. The weredragonfly halves the damage it takes from an attack made against it, provided it can see the attacker.

Sentinel's Strike. When a creature makes an attack against a target other than the Daimyo, it can use its reaction to make a melee weapon attack against the attacking creature.

Legendary Actions

Press the Advantage. Make a Katana attack.

Debana Waza. When a creature targets the Daimyo with a melee weapon attack, it must pass an oppossed Dexterity check or the Daimyo immediately interrupts its turn to make a Katana attack against the creature as it poises to strike; the creature then makes its attack at disadvantage.

Dancing Crab Stance. The Daimyo enters a defensive stance, adding +1 to its AC for each Katana in hand. Its speed is reduced to 0 and it cannot attack. Creatures are at disadvantage on melee attack rolls against the Daimyo until it moves, attacks or ends the stance (no action required).

Daimyo's Command. The daimyo targets one ally it can see within 30 feet of it. if the target can see and hear the daimyo, the target can make one weapon attack as a reaction and gains advantage on the attack roll.



Weretoad

Medium humanoid (high elf, shapechanger), LN


  • Armor Class 14 (Natural Armor 12)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft., Swim 30 ft.

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

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Perception +4, Persuasion +3, Intimidation +3, Deception +3, Stealth +4, Sleight of Hand +4
  • Senses darkvision 60ft, passive Perception 14
  • Languages Nekkonese, Sylvan, Elvish
  • Challenge 3 (700 XP)

Shapechanger. The weretoad can use its action to polymorph into a medium toad-humanoid hybrid or into a Giant Toad, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Equipment worn or carried doesnt transform with it.

Amphibious. (Hybrid & Toad form) The weretoad can breathe air and water.

Standing Leap. The weretoad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Fey Ancestry. It has advantage on saving throws against being charmed, and magic can't put it to sleep. High Elves can innately cast one cantrip from the wizard spell list (+4 to hit or DC12 save), usually Firebolt.

Trance. Doesn't sleep, instead meditates 4 hours a day.

Actions

Multiattack. The weretoad makes two melee attacks.

Tongue. The weretoad targets one Medium or smaller creature that it can see within 15 feet of it. The target must make DC13 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the weretoad, and the weretoad can make a bite attack against it as a bonus action.

Bite (Hybrid or Toad Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the weretoad can't bite another target. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with weredragonfly lycanthropy.

Swallow (Toad Form only) The weretoad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the weretoad, and it takes 10 (3d6) acid damage at the start of each of the weretoad's turns. The toad can have only one target swallowed at a time. If the weretoad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Warhammer (Elf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning, or 1d10+3 if used in two hands.

Bonus Actions

Hop. Jump up to 20ft horizontally, not provoking opportunity attacks while making this movement.

Variant Encountered: Weretoad Duelist

Most Weretoad have mercenaries do their heavy lifting but some still enjoy engaging their enemies more directly, focusing on the warrior arts instead of business and regularly quoting the Kabuto Code. They have the following changes to the weretoad stat block:

Duelist's Armament. They flash their family's power by equipping themselves in fancy +1 splint mail (AC18). They also carry +1 Warhammers and their minions wear bannerets (flags with the Fáng Jiān's symbol) as a show of strength.

Leadership (1/ Rest). For 1 minute, the Weretoad can utter a special command whenever a nonhostile creature that it can see within 30ft of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand. A creature can benefit from only one Leadership die at a time. This effect ends if the weretoad is incapacitated.

A Weretoad Duelist has a CR 4 (1100xp).


Weretoad Bodyguards

The number of bodyguards and retainers a weretoad employs increases with their wealth, but even weretoad children are assigned a guard.



Jin Chan Crime Boss

Medium humanoid (high elf, shapechanger), LE


  • Armor Class 18 (+1 Splint)
  • Hit Points 110 (15d8+30)
  • Speed 30 ft., Swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 15 (+2) 17 (+3) 14 (+2) 12 (+1)

  • Saving Throws Int +7, Cha +5
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Perception +8, Persuasion +5, Arcana +7, Deception +5, Stealth +6, Sleight of Hand +6
  • Senses darkvision 60ft, passive Perception 18
  • Languages Nekkonese, Sylvan, Elvish
  • Challenge 5 (1800 XP)

Shapechanger. The weretoad can use its action to polymorph into a medium toad-humanoid hybrid or into a Giant Toad, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Equipment worn or carried doesnt transform with it.

Indomitable (1/Day). The Crime Boss can reroll a saving throw it fails. It must use the new roll.

Amphibious. (Hybrid & Toad form) The weretoad can breathe air and water.

Standing Leap. The weretoad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Fey Ancestry. It has advantage on saving throws against being charmed, and magic can't put it to sleep.

Trance. Doesn't sleep, instead meditates 4 hours a day.

Displacement (Recharges after the Weretoad Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the weretoad projects an illusion that makes the weretoad appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the weretoad. The effect ends if the weretoad takes damage, it is incapacitated, or its speed becomes 0.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Crime Boss can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Crime Boss. A creature can benefit from only one Leadership die at a time. This effect ends if the daimyo is incapacitated.

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

Cantrips (at will): green flame blade, firebolt, dancing lights, minor illusion, prestidigitation

1st level (4 slots): distort value, silent image, sleep

2nd level (3 slots): invisibility, mirror image, gift of gab

3rd level (2 slots): hypnotic pattern, fireball

Actions

Multiattack. The weretoad makes two melee attacks.

Tongue. The weretoad targets one Medium or smaller creature that it can see within 15 feet of it. The target must make DC16 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the weretoad, and the weretoad can make a bite attack against it as a bonus action.

Bite (Hybrid or Toad Form). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the weretoad can't bite another target or cast spells with verbal components. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with weretoad lycanthropy.

Swallow (Toad Form only) The weretoad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the weretoad, and it takes 10 (3d6) acid damage at the start of each of the weretoad's turns. The toad can have only one target swallowed at a time. If the weretoad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

+2 Warhammer (Elf or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d8+6 bludgeoning, or 1d10+6 if used in two hands.

Bonus Actions

Hop. Jump up to 20ft horizontally, not provoking opportunity attacks while making this movement.

Legendary Actions

Exploit Misstep. After a creature misses the Crime Boss with a melee attack, it makes an attack.

"What am I paying you for!? Kill them!" The Crime targets one ally it can see within 30 feet of it. if the target can see and hear the Crime Boss, the target can make one weapon attack as a reaction and gains advantage on the attack roll.



Jin Chan Clan Daimyo

Medium humanoid (high elf, shapechanger), LE


  • Armor Class 20 (+3 Splint)
  • Hit Points 110 (23d8+30)
  • Speed 30 ft., Swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 18 (+4) 17 (+3) 17 (+3)

  • Saving Throws Str +9, Int +8, Cha +7
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Perception +11, Persuasion +7, Arcana +8, Deception +7, Stealth +6, Sleight of Hand +6
  • Senses darkvision 60ft, passive Perception 21
  • Languages Nekkonese, Sylvan, Elvish
  • Challenge

Shapechanger. The weretoad can use its action to polymorph into a large toad-humanoid hybrid or into a Huge-sized Giant Toad, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Equipment worn or carried doesnt transform with it.

Amphibious. (Hybrid & Toad form) The weretoad can breathe air and water.

Standing Leap. The weretoad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Fey Ancestry. It has advantage on saving throws against being charmed, and magic can't put it to sleep.

Trance. Doesn't sleep, instead meditates 4 hours a day.

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

Cantrips (at will): green flame blade, firebolt, dancing lights, minor illusion, prestidigitation

1st level (4 slots): distort value, silent image, sleep

2nd level (3 slots): invisibility, mirror image, gift of gab

3rd level (2 slots): hypnotic pattern, fireball

Indomitable (3/Day). The Daimyo can reroll a saving throw it fails. It must use the new roll.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Daimyo can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the daimyo. A creature can benefit from only one Leadership die at a time. This effect ends if the daimyo is incapacitated.

Displacement (Recharges after the Weretoad Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the weretoad projects an illusion that makes the weretoad appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the weretoad. The effect ends if the weretoad takes damage, it is incapacitated, or its speed becomes 0.

Actions

Multiattack. The daimyo makes three attacks.

Tongue. The weretoad targets one Medium or smaller creature that it can see within 15 feet of it. The target must make DC17 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the weretoad, and the weretoad can make a bite attack against it as a bonus action.

Bite (Hybrid or Toad Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the weretoad can't bite another target or cast spells with verbal components. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with weretoad lycanthropy.

Swallow (Toad Form only) The weretoad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the weretoad, and it takes 10 (3d6) acid damage at the start of each of the weretoad's turns. The toad can have only one target swallowed at a time. If the weretoad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

+3 Warhammer (Elf or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 1d8+8 bludgeoning, or 1d10+8 if used in two hands.

Bonus Actions

Hop. Jump up to 20ft horizontally, not provoking opportunity attacks while making this movement.

Fighting Spirit. (3/rest) The Daimyo gains 15 temporary Hit Points and advantage on attack rolls for the rest of the turn.

Reposte. When a creature misses the Daimyo with an melee attack, it may use its reaction to make an melee attack against that creature.

Legendary Actions

Detect. Make a Widsom (Perception) check.

Exploit Misstep. After a creature misses the daimyo with a melee attack, the daimyo makes two attacks.

Daimyo's Command. The daimyo targets one ally it can see within 30 feet of it. if the target can see and hear the daimyo, the target can make one weapon attack as a reaction and gains advantage on the attack roll.



the snake Shōgun

Medium humanoid (yuan-ti, shapechanger), LE


  • Armor Class 20 (+2 Werecrab Chitin Plate Armor)
  • Hit Points 228 (24d10 + 72)
  • Speed 30 ft., climb 30ft, Swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 16 (+3) 18 (+4) 18 (+4) 18 (+4)

  • Saving Throws Str +9, Int +8, Cha +7
  • Damage Immunities Poison
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Condition Immunities Poisoned, Frightened, Charmed
  • Skills Perception +11, Persuasion +7, Arcana +8, Deception +7, Stealth +6, Sleight of Hand +6
  • Senses darkvision 120ft, passive Perception 21
  • Languages Nekkonese, Sylvan, Draconic, Elvish, Giant
  • Challenge 10

Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Amphibious. The Shōgun can breathe air and water.

Indomitable (3/Day). The Shōgun can reroll a saving throw it fails. It must use the new roll.

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

Honorable Kill. When the Shōgun reduces an enemy to 0 hit points with a melee weapon, it gains 9 temporary hit points.

Supernatural Leap. The Shōgun's long jump is up to 20 feet and its high jump is up to 20 feet, with or without a running start.

Defensive Swordplay. As long as the Shōgun's sword is in hand, he gains +2AC against melee attacks, any attack roll made against him has disadvantage if he can see the attacker, and he makes Dexterity saving throws with advantage.

Debana Waza Master. When a creature targets the Shōgun with a melee weapon attack it must pass an oppossed Dexterity check or the Shōgun immediately interrupts its turn to make a weapon attack against the creature as it poises to strike. The creature then makes its attack at disadvantage.

Iron Leadership The Shōgun can utter a command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Shōgun. A creature can benefit from only one Leadership die at a time. This effect ends if the Shōgun is incapacitated.

Cunning Attack (1/Turn). The Shōgun deals an extra 30 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll.

Actions

Multiattack. The daimyo makes three attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 7 (2d6) poison damage.

Titan's Fang (+4 Katana). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14 (1d8+10) silvered slashing damage or 15 (1d10+10) if used in two hands

Longbow. Ranged Weapon Attack: +12 to hit, range (150/600), one target. Hit: 10 (1d8+6) silvered piercing damage.

Hypnotic Slumber (1/Day). The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 18 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.

Spit Poison. Ranged Weapon Attack: +12 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 17 Constitution saving throw, taking 20 (5d8) poison damage and becoming blinded on a failed save, or half as much damage on a successful one.

Bonus Actions

Shed Skin (1/Day). The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.

Fighting Spirit. (3/rest) The Shōgun gains 15 temporary Hit Points and advantage on attack rolls for the rest of the turn.

Uncanny Dodge. when an attacker that the Shōgun can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Second Wind. (1/rest) regain 30 Hit Points

Reposte. When a creature misses the Shōgun with an melee attack, it may use its reaction to make an melee attack against that creature.

Cunning Action. Dash, Disengage or Hide.

Legendary Actions

Detect. Make a Widsom (Perception) check.

Press the Advantage. Make a Katana attack.

Jōdan-no-kamae The Shōgun moves up to half speed and makes a melee attack at advantage. Attacks against it have advantage until the beginning of its next turn

Shōgun's Command. The Shōgun targets three allies it can see within 30 feet of it. if the target can see and hear the Shōgun, the target can make an action as a reaction and gains advantage on attack rolls until the end of turn.



Ninja Tortle

Medium humanoid (tortle), CG


  • Armor Class 19 (Unarmored Defense)
  • Hit Points 180 (16d8+48)
  • Speed 30 ft, climb 30ft, swim 30ft

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

  • Saving Throws Str +8, Dex +10, Con +8, Wis +9
  • Damage Resistances bludgeoning, piercing, slashing
  • Immunities disease and poison
  • Skills Perception +9, Stealth +15, Acrobatics +15, Athletics +13, Insight +9, Survival+9, Water Vehicles
  • Senses blindsight 10ft, darkvision 60 ft., passive Perception 1
  • Languages Nekkonese, Sylvan, Aquan
  • Challenge 4 (1,100 XP)

Indomitable (1/Day). The ninja can reroll a saving throw it fails. It must use the new roll.

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

Brave. The ninja has advantage on saving throws against being frightened.

Evasion. If the ninja is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Elusive. No attack roll has advantage against the ninja while it isn't incapacitated.

Combo Tactics. The ninja has advantage on an attack roll against a creature if at least one of the ninja's allies is within 5 feet of the creature and the ally isn't incapacitated. If the ninja damages a creature with a melee attack rolled at advantage using Combo Tactics, at the end of the ninja's turn its ally may make a free melee attack action against the target.

Sneak Attack (1/Turn). The ninja deals an extra 30 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn't incapacitated and he doesn't have disadvantage on the attack roll.

Actions

Shell Defense The ninja tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.

Flurry of Blows. The ninja makes three weapon attacks, and can make two unarmed strikes as a bonus action.

Shell Slam. Melee Attack: +12 to hit, reach 5ft, one creature. Hit: 8 (1d6+5) bludgeoning damage, and a medium or smaller target must succeed on a DC16 Strength check or be pushed 10ft away and knocked prone.

Shiruken. Ranged Weapon Attack: +12 to hit, range 20/60ft., one creature. Hit: 8 (1d6+5) piercing damage and the target must succeed on a DC16 Strength saving throw or drop 1 held object of the ninja's choice and have that object be pushed 10 feet away from the ninja.

Each of the ninja brothers carries his kensei weapon:

+1 Sai. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. 9 (1d6+6) piercing damage. The target must succeed on a DC16 Strength saving throw or: be grappled and restrained by the ninja OR drop 1 item it is holding of the ninja's choice, which falls 10ft away OR is blinded in one eye.

+1 Bo Staff. Melee Weapon Attack: +13 to hit, reach 10ft, one creature. 9 (1d6+6) or 10 (1d8+6) two handed. The target must succeed on a DC16 Intelligence saving throw or be knocked prone.

+1 Katana. Melee Weapon Attack: +13 to hit, reach 5ft, one creature. 10 (1d8+6) or 11 (1d10+6) two handed. The target must succeed on a DC16 Dexterity saving throw or be blinded in one eye OR drop 1 item it is holding of the ninja's choice, which falls 10ft away.

+1 Nanchaku. Melee Weapon Attack: +13 to hit, reach 5ft, one creature. 8 (1d6+6) bludgeoning damage. The target must succeed on a DC16 Widsom saving throw or be stunned until the end of the turn.

Bonus Actions / Reactions

Fighting Spirit. (3/rest) Gain 15 temporary Hit Points and advantage on attack rolls for the rest of the turn.

Deflect Missiles. As a reaction when hit with a ranged weapon attack, reduce damage by 26 (1d10+21). If this reduces the damage to 0, make an attack using the missile at range 20/60 ft. The ninja can do this while holding a weapon.

Uncanny Dodge. when an attacker that the ninja can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Ninja Step. As a bonus action while in dim light, darkness or obscured by smoke, the ninja teleports up to 60 feet to an unoccupied space it can see that is also in dim light, darkness or obscured by smoke. The ninja then has advantage on the first melee attack it makes before the end of the turn.

Ninja Hop. Jump up to 20ft, not provoking opportunity attacks while making this movement.

Slow Fall. As a reaction when you fall, reduce any falling damage you take by 80.

Reposte. When a creature misses the ninja with an melee attack, it may use its reaction to make an melee attack against that creature.

Smoke Bomb Using its reaction, the ninja tosses a smoke grenade which activates immediately.

Debana Waza. Until the start of the ninja's next turn, when a creature targets the ninja with a melee weapon attack it must pass an oppossed Dexterity check or the ninja immediately interrupts its turn to make a weapon attack against the creature as it poises to strike. The creature then makes its attack at disadvantage.



Ghastly Ronin

Medium undead (boneclaw), lawful evil


  • Armor Class 17 (splint)
  • Hit Points 127 (17d10 + 34)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (-1)

  • Saving Throws Dexterity+7, Constitution+6, Wisdom+6
  • Damage Immunities Cold, Necrotic, Bludgeoning, Piercing, Slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Skills Perception +10, Stealth +7, Intimidation +7
  • Senses darkvision 60 ft., Passive Perception 16
  • Languages Nekkonese, plus its master's main language
  • Challenge 12

Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.

Shadow Stealth. While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.

Actions

Multiattack. The Ghastly Swordsman makes two attacks.

Ancient +3 Ōdachi (Vorpal Greatsword). Melee Weapon Attack: +11 to hit, reach 15ft, one creature. Hit: 21 (3d8+7) slashing damage. This weapon ignores Resistance and Immunity to slashing damage.

When the ronin Attacks a creature that has at least one head with this weapon and rolls a 20 on the Attack roll, it cut off one of the creature's heads. The creature dies if it can't survive without The Lost head. A creature is immune to this Effect if it is immune to slashing damage, doesn't have or need a head, has legendary Actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.

Shadow Jump. If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.

The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.

Frightful Presence. Each creature of the ronin's choice that is within 120 feet of the ronin and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ronin's Frightful Presence for the next 24 hours.

Bonus Actions / Reactions

Deadly Reach. In response to a visible enemy moving into its reach, the boneclaw makes one Piercing Claw attack against that enemy. If the attack hits, the boneclaw can make a second Ancient Ōdachi attack against the target.

"Draw your blade, samurai, and show me your skill!" Cast Compelled Duel a bonus action at DC17.

Uncanny Dodge. when an attacker that the ninja can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Smoke Bomb. Using its reaction, the honorless ronin tosses a smoke grenade which activates immediately.

Parry. The ronin adds 2 to its AC against one melee attack that would hit it. To do so, the ronin must see the attacker and be wielding a melee weapon.

Nikuya (肉屋): The Butcher Blade

Legendary Ōdachi (Greatsword, Requires Attunement)

Originally forged for an ancient stone giant warlord, you gain a +3 bonus to Attack and Damage Rolls made with this Magic Greatsword. In addition, the weapon ignores Resistance and Immunity to slashing damage.

Properties: Oversized Weapon (Sized for Large Creatures), Heavy (47lbs), Minimum Strength 18, Two-Handed, Damage: 3d8 slashing.

Vorpal - When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without The Lost head. A creature is immune to this Effect if it is immune to slashing damage, doesn't have or need a head, has legendary Actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d12 slashing damage from the hit.



The Green Daimyo

Gargantuan Dragon (Beast Titan), chaotic good


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 40 ft., Fly 80 ft. , Swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 10 (0) 17 (+3) 19 (+4)

  • Saving Throws Dex +8, Int +4, Wis +11, Cha +11
  • Damage Immunity Fire, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Stealth +8, Perception +10, Intimidation +11, Acrobatics +15, Insight +10, Nature +10
  • Senses truesight 120ft, Passive Perception 20
  • Languages Telepathy 120ft.
  • Challenge 30

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

Immutable Form. A beast titan is immune to any spell or effect that would alter its form.

Amphibious. The dragon can breathe air and water.

Siege Monster. The dragon deals double damage to objects and structures.

Damage Absorption. When it would be subjected to fire damage, it instead regains a number of hit points equal to the damage dealt.

Regeneration. The Green Daimyo regains 10 hit points at the start of its turn. If it takes acid, necrotic or lightning damage, it regains only 5 hit points at the start of its next turn. The Green Daimyo dies only if it is hit by an attack that deals 10 or more acid, necrotic or lightning damage while the it has 0 hit points.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (5d12 + 10) piercing damage plus 20 (3d6+10) poison damage.

Rending Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 50 (8d10 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 40 (6d10 + 10) bludgeoning damage.

Constrict. Melee Weapon Attack: +17 to hit, reach 5ft, one creature. Hit: 52 (6d12 + 10) force damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained. If the target is Huge or smaller, the dragon can constrict up to two other total targets.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Swallow. The Green Daimyo makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the peck's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 28 (8d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Breath Weapons Recharge (5-6). The dragon uses one of the following breath weapons:

Poison Breath The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Fire Breath The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect. Green Daimyo makes a Wisdom (Perception) check.

Stalk. Green Daimyo makes a Dexterity (Stealth) check and moves up to half its speed.

Swoop (Costs 2 Actions). Green Daimyo moves up to its speed and attacks with a natural weapon.

Dive (Costs 2 Actions). While on the water, Green Daimyo takes Dash to head to the seafloor to regroup.


Snowpeacock

Small plant, unaligned


  • Armor Class 10
  • Hit Points 3 (1d6)
  • Speed 10ft, 25ft fly

STR DEX CON INT WIS CHA
7 (-2) 10 (0) 12 (+1) 1 (-5) 10 (0) 10 (0)

  • Senses blindsight 10ft, Passive Perception 10
  • Challenge 0

Plant Camouflage. The snowpeacock has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Keen Sight and Smell. The snowpeacock has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

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


Awakened Bonsai

Small plant, unaligned


  • Armor Class 9
  • Hit Points 10 (3d6)
  • Speed 20ft

STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 11 (0) 10 (0) 10 (0) 10 (0)

  • Vulnerability Fire Resistance Piercing
  • Senses blindsight 10ft, Passive Perception 10
  • Languages understands its master, cannot speak
  • Challenge 0

False Appearance. While it remains motionless, it is indistinguishable from a normal shrub.

Calming Companion. (1/day) The bonsai innately casts Calm Emotions (DC15 Wis saving throw).

Actions

Zen Touch. Melee Touch Attack: reach 5ft. DC 10 Charisma saving throw or be Stunned til end of turn



Ninja

Medium humanoid (any race), any alignment


  • Armor Class 16 (Unarmored Defense)
  • Hit Points 58 (9d8 + 18)
  • Speed 40 ft., climb 30 ft.

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

  • Saving Throws Dexterity +6
  • Senses passive Perception 16
  • Skills Deception +6, Perception +6, Sleight of hand +6, Stealth +6, Athletics +5, Acrobatics +6
  • Languages Any one language.
  • Challenge 3

Keen Senses. A ninja has advantage on Wisdom (Perception) checks.

Evasion. If the ninja is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Way of Shadow (3/rest). Innately cast pass without trace, darkness or silence.

Assassinate. During its first turn, the ninja has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the ninja scores against a surprised creature is a critical hit.

Sneak Attack (1/Turn). The ninja deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ninja that isn't incapacitated and the ninja doesn't have disadvantage on the attack roll.

Actions

Multiattack. The Ninja makes two attacks, and can make two unarmed strikes as a bonus action.

Shiruken. Weapon Attack: +6 to hit, reach 5 ft. or range 20/60ft, one creature. Hit: 6 (1d6+3) piercing damage.

Bonus Actions/Reactions

Uncanny Dodge. The ninja halves the damage it takes from an attack against it of it can see the attacker.

Ninja Step. As a bonus action while in dim light, darkness or obscured by smoke, the ninja teleports up to 60 feet to an unoccupied space it can see that is also in dim light, darkness or obscured by smoke. The ninja then has advantage on the first attack it makes before the end of the turn.

Smoke Bomb Using its reaction, the ninja tosses a smoke grenade which activates immediately.

Slow Fall. As a reaction, reduce falling damage by 45.

Deflect Missiles. As a reaction when hit with a ranged weapon attack, reduce damage by 20.

Cunning Action. As a bonus, take Dash, Disengage, or Hide action.

Region VII: The Ridgeback Mountains

Above ground, "the Hunt" is more or less dragon territory, but the Ridgeback Mountains do hold multicultural sanctuary cities in abandoned dwarf strongholds, which are connected by expansive caverns with mushroom forests and smaller tunnel networks in the underdark. Gnoll and Porc ply the forested mountains above in droves, looking for escaped slaves and hoping to clash with a dragon to win bragging rights back in Sarodia.

Ridgeback Mountains Features

High Altitude. Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation.

Random Weather Table
d20 Description
1 Weird Weather: No Wind, huge sprinkling rain; use the Watery Sphere spell to represent each huge raindrop (DC15 save).
2-8 Clear skies, light wind, no precipitation. Perfect weather for a dragon to hunt in.
9-12 Cloudy skies, light wind, thick roiling fog clings to the mountains, lightly obsucring vision from 15 to 30 feet and heavily obscuring vision beyond that.
13-17 Cloudy skies, strong wind (20mph); light thunderstorm (60%) or snow flurry (40%)
18-20 Stormy skies, very strong wind (40mph+); heavy thunderstorm (60%) or (40%) a sudden blizzard deposits 1d10+1 feet of snow.

Strong Winds A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. Strong winds usually shut down Dragon hunting parties, or force the Prince to hunt on the ground.

Wilderness Hazard: Avalanches. In the days after a sudden blizzard drops 5 or more feet of snow on the mountains, avalanches are a fairly common occurance in the range. The typical Ridgeback avalanche is 400 feet wide, 150 feet long, and 40 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they're close to its edge, but outrunning one is almost impossible.

When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls prone, and the creature must make a DC 15 Strength saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one.

When an avalanche stops, the snow settles and buries creatures in it. A creature buried in this way is blinded and restrained and has total cover. The creature gains one level of exhaustion for every 5 minutes it spends buried in the snow. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails this check three times can't attempt to dig itself out again.

A creature that is not restrained or incapacitated can spend 1 minute freeing another creature buried in the snow. Once free, that creature is no longer blinded or restrained by the avalanche.

The Hunt Encounters
1d20 Encounter
1 a Sarodian Legion is moving through the area
2-4 3d6+6 grazing Giant Goats, (50%) chance there are 1d4 Weregoats hiding in their number
5 an Adult Dragon Prince and a Sarodian Prince clash
6 an Adult Dragon Prince and their Hunting Party
7 an Ancient Dragon Prince and their Hunting Party
8 a Gnoll Fang of Yeenoghu and 6d6 Gnoll Hunters
9-10 a Sarodian Prince and his Hunting Party
11 a wounded Stone Giant who recently escaped from Jarethsberg looking for refuge (at half Hit Points)
12 a herd of 2d100+20 Giant Elk stampedes through the area, fleeing the roar of a distant dragon- you better find a place to hide before you get trampled!
13 2d6 Giant Eagles (50%) or 2d4+2 Crag Cats (50%)
14 1d4+1 Scouts from Khrak Khazarad
15 1d4+1 Scouts from Sanctuary
16 a large cave; 50% chance of a gargantuan Cave Bear
17 1d4-2 gargantuan-sized Owlbear with double HP
18 a stampede of 2d20+10 Giant Boars
19 1d4+2 animalfolk commoners escaped from Colle-Gens plantations seeking shelter in the mountains
20 a herd of 6d12+6 Mammoth

Ridgeback Natives

Three familiar species are natives of the mountain range:

Human Bloodline: Kohlmen

The Kohlmen tribes are naturally born weregoats.

Goliath

The Goliath tribes in the ridgeback have stable genetics.

Stone Giants

Few free stone giants still roam the mountains, with most of the surviving population held in chains in Sarodia or mining occupied Jarethsberg.*/=

Credit: Reconstruction of a Homo neanderthalensis at Landesmuseum für Vorgeschichte Sachsen-Anhalt (CCBYSA3.0)

The Neanderthal

Compared with modern humans, Neanderthals had a more robust build with wider and barrel-shaped rib cages, wider pelvises and proportionally shorter limbs. Researchers often explain these features as adaptations to conserve heat in a cold climate, but they may also have been adaptations for sprinting in the warmer, forested landscape that Neanderthals often inhabited. Nonetheless, they had cold-specific adaptations, such as specialised bodyfat storage, shorter stockier bodies and an enlarged nose to warm air.

Neanderthal Culture

Neanderthals live in sparsely distributed groups of hunter-gatherers with a size averaging 10 to 30 individuals. Like humans, they are excellent hunters and tend to become an apex predator within their biome. They are industrious tool makers, artists and musicians, making instruments from animal bone and weapons and tools from stone.

Funerals, especially the funerals of children, hold special cultural and spiritual significance to a Neanderthal.

Neanderthal Names
  • Male: Spear, Kronk, Ringo, Kazz, Ao, Grug
  • Female: Iza, Uba, Eep, Ugga, Krijn, Maja, Banni

Neanderthal

Neanderthals: the closest extinct human relative walks again!

Ability Score Increase. Increase your strength score by 2 and any other ability score by +1.

Age. Neanderthals reach adulthood in their late teens. In their high-stress environment and factoring high trauma rates, about 80% die before the age of 40.

Size. Most stand between 5 feet and 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Limited Darkvision. Neanderthal have larger eyes and occipital lobe than modern humans, adapted for long periods of low light. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.

Hunter-Gatherer. When you forage, you find twice as much food as you normally would.

In addition, as part of a short rest, you can use collected wood and stone or harvested bone and hide from a slain beast, dragon or monstrosity of size small or larger to create one of the following items: a shield, a club, a javelin, a spear, a handaxe, a sling, or 1d4 arrows or blowgun needles. To use this trait, you need a blade, sharp flints, or appropriate artisan's tools, such as leatherworker's tools.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Languages. Neanderthal can speak a sophisticated Sign Language. You can also speak Common.

Credit: Charles R. Knight (public domain 1920)

Economic Cornerstone: Elk

The massive elk populations offer much to the natives and an array of predator species on the mountains, and Goliath tribes follow their herds from grazing area to grazing area.

Credit: Sardinian deer (Praemegaceros cazioti) by paleoartist Roman Uchytel CCBYSA4.0

Economic Cornerstone: Mammoth

Mammoth support humanoid economies from the base of the Ridgeback Mountains through the borderhills of Gnolland and the Draconic Principalities and up across the frozen north of Bjornen.

Credit: Woolly Mammoth by Mauricio Antón CCBYSA2.5

Food Forest

Along with the elk and mammoth herds, the mountains are a treasure trove for hunter gatherers. Edible plants- acorn, elderberry, blackberry, giant dandelion, walnut, huckleberry, garlic mustard, wild grape, spruce tips, stinging nettle, sunflower, watercress, woodland strawberries, leek, mint, onion, garlic, yarrow, yellow dock, green tomatoes and many more species are available across the forest.

In addition to plants, a mycologically inclined can find Giant Morels, Chanterelles, Truffle, Russulas and Milk caps.

Even without the elk and mammoth meat, the vegetation and fungal life of the forest can feed the population of the mountains fifty times over. The Kohlmen tribes tend massive chunks of forest, planting to ensure sustainable growth for the herds and residents.

The waters are pure, the vegetation is lush, and the air is clear and invigorating. The real dangers here are the predators stalking you while you collect free food across the forest floor.

.

Natural Competiton

Cave Lions are, excluding dragons, the apex predator of the mountains. A tale now told in Sarodia tells of a pair of cave lions terrorizing a legion outpost and killing some 60 soldiers over a three month stretch. Little did the porc know, but these two beasts were companion animals of a stone giant ranger named Big Slate.

A great warrior might attempt to hunt a cave lion, gaining the right to wear its pelt to signify their strength.

Credit: Cave Lion by Heinrich Harder 1920 (Public Domain)

Khrak Khazarad

Khrak Khazarad is a well preserved dwarven stronghold. Outside its gate are thousands of petrified Dwarves, its fleeing residents turned to stone by the sun turned into Stone Cursed- the first dwarven victims of the Spire Curse. The dragons along the Hunt and would-be Sarodian invaders fear this area and for some reason the Stone Cursed monsters wont enter their ancient home, so refugees live here safely in the underdark. The dwarves of this hold fled when the ants inside were transformed into man-sized creatures when the Spires activated. The Oecophyllayian Formian Queen here and her people are actually very peaceful fungus farming vegetarians who take in refugees and give them jobs within the colony.

Khrak Khazarad Encounters
1d8 Encounter
1 a Stone Giant begs you to rescue their love from the salt mines of occupied Jarethsberg
2 an animalfolk commoner begs you to rescue her children from slavery in the Sarodian capital
3 the Oecophyllayian Queen requests your prescence to assign you a quest to complete.
4 1d4+1 Scouts invite you help find refugees
5 1d4+1 Weregoats arrive with sacks of gathered food
6 3d6+3 commoners are gathered around a winded scout relaying an emegerency topside: 4d6+3 refugees were spotted by spyglass fleeing slavers (50%) or a dragon (50%). The crowd argues over whether helping them will betray their position...
7 the residents ask you to take an 8 hour shift tending the gardens or clearing out an Underdark passage
8 the Formian Queen requests you deliver her daughter to Sanctuary with a detail of 2d4+4 Knights

Sanctuary

This dwarven hold's name has been lost to time, but the refugees who have built a life here call it Sanctuary. It was abandoned far before the Spire Curse for unknown reasons. Thousands of refugees have made their new homes here with the help of the Kohlmen weregoat tribes. With the sparking of the world war between the Bramblewood and the Supreme Axis states, the mountains were filled with more folks looking for shelter from the axis powers than ever before.

Sanctuary has no army, just a leaderless collective of rangers, adventurers and weregoats that divert porc and dragon attentions from its doorstep and bring new residents into the fold.

Black Path Substation

Unknown to the residents, the lowest level of the dwarf hold is a substation along the Black Path between the Root (the Drow fortress below the Bramblewood capital) and the Black Spire in the Shamblerbelt. This information remains hidden to the city residents as the cataclysm caused major cave-ins along the lowest two levels of the city, which were sealed off long ago when Sanctuary was first cleared of nesting spiders and reinhabited.

If this substation were discovered, and a deal struck with the Bramblewood Queen to keep it quiet, large numbers of refugees could be quickly, quietly and safety transported out of the mountains and far from the porc, gnolls, humans and dragons, should they wish to leave the city...

Sanctuary Encounters
1d8 Encounter
1 a Stone Giant begs you to rescue their love from the salt mines of occupied Jarethsberg
2 an animalfolk commoner begs you to rescue her children from Boucherlund in the Colle-Gens
3 a multi-species group of children asks you to play ball with them; gain +2 Charisma for 24 hours with the townsfolk if you play with the kids
4 1d4+1 animalfolk Scouts invite you on an elk hunt
5 1d4+1 Weregoats arrive with 1d8 animalfolk refugees
6 a slaver patrol is spotted in the area, Sanctuary goes on lockdown and everyone stays quiet til they pass
7 the residents ask you to take an 8 hour shift tending the gardens or clearing out an Underdark passage
8 a Mouseling Priest checks on you and makes sure you've got water and are adjusting well; (75%) chance they have a favor to ask of you (like collecting ingredients for medicine, gathering food, training the guards, or taking a shift on sentry duty, etc).

Weregoat

Medium humanoid (human, shapechanger), neutral good


  • Armor Class 11 (natural armor)
  • Hit Points 37 (6d8+6)
  • Speed 30 ft. (30 ft. climb in hybrid and giant goat form)

STR DEX CON INT WIS CHA
17 (+3) 11 (0) 12 (+1) 10 (0) 11 (0) 10 (0)

  • Condition Immunities Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 10
  • Languages Common (Can't Speak In Giant Goat Form)
  • Challenge 3 (700 XP)

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Shapechanger. The weregoat can use its action to polymorph into a goat-humanoid hybrid or into a large goat, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Charge. If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Multiattack. The weregoat makes two attacks.

Ram. (Hybrid or giant goat form only) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.

Shortsword (Humanoid/Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1d6+3 slashing damage.

Shortbow (Humanoid/Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one creature. 1d6+2 piercing damage.

Region VIII: The Draconic Principalities

Flexing for Control

The dragons who claim the Hunt have kobold and dragonborn tended palaces in the vast floating mountain range holding the ancient dwarf vault Khrak Varovhik. They flex their muscles and jostle for control of neighboring hunting grounds, but there are enough giant mountain goats and other prey where all of the dragons have enough to eat to grow fat and only long-held blood feuds tend to result in deaths during territorial clashes.

Rather than war, ritual combats called "Debates" between dragons are the norm for settling personal disputes, with a combat ended when Disfigurement occurs (defined by their culture as causing a wound which would leave a scar if healed without magic). Dragons who lose a Debate are disallowed by the code to have their scars appearance cosmetically healed, forced to keep them as a mark of shame.

While each dragon gives their territory its own name, "The Principalities" is the common name given to the stunning mountain range itself. When the Unseelie Spires were activated, the mountains swelled- tectonic plates slamming together and reaching toward the sky until they shattered and exploded upward, the masses of earth were caught by a net of some unseen force. They hang suspended like earthen stars, larger bodies fixed with smaller masses floating gently between them. The dragons make their lairs inside the fixed chunks of suspended mountain, which they call Palaces.

You'll notice that Green, Black and Bronze dragons don't call the mountain range home. The dragons here, both metallic and chromatic, tend toward a random mix of lawful evil and lawful neutral alignments. All of them are extremely territorial, and the regional effects of their lairs create competeing biomes throughout the mountain range. The magics of the plane exaggerate the dragon's natural regional effects, extending the effective distance from 6 to 10 miles. Some dragon families organize as Dynasties, the children of an ancient dragon overlapping their regional spheres of influence around their parent's lair and sharing resources and intelligence among them to further their personal power.

Servants of the Dragon Princes

Important note:

Every Kobold, Dragonborn and Guard Drake from the Principalities has wings. When Dragons go on the Hunt, they traditionally take an honorguard of Dragonborn and a number of Kobold attendants.

Player Characters from the Draconic Principalities are likely servants of a Prince. While some dragons only keep draconic minions, others employ or enslave more exotic servants and soldiers from around the world.

If a player character isn't a draconic race, they should explain how they came into the dragon's employ during character creation. What saved you from becoming a snack for your dragon overlords?


Draconic Principalities Encounters
1d20 Encounter
1 Two dragon princes engage in a Debate. Your party gets in the way. (50% chance to be ignored)
2-4 3d6+6 Giant Goats
3 an Ancient Red Dragon and their Hunting Party
4 an Ancient Copper Dragon and their Hunting Party
5 an Ancient Brass Dragon and their Hunting Party
6 an Ancient Silver Dragon and their Hunting Party
7 an Ancient Gold Dragon and their Hunting Party
8 an Ancient White Dragon and their Hunting Party
9 an Ancient Blue Dragon and their Hunting Party
10 an Adult Red Dragon and their Hunting Party
11 an Adult Copper Dragon and their Hunting Party
12 an Adult Brass Dragon and their Hunting Party
13 an Adult Silver Dragon and their Hunting Party
14 an Adult Gold Dragon and their Hunting Party
15 an Adult White Dragon and their Hunting Party
18 an Adult Blue Dragon and their Hunting Party
19 3d6+3 Ambush Drake catch your scent
20 1d4 Half-Dragon Veterans approach you with an offer from their father to assassinate a rival

Draconic Palaces

Every Dragon Prince maintains a standing army of Dragonborn and Kobold worshippers, their territory patrolled by aggressive ambush drakes & guard drakes.

Even the weakest of the dragons has many servants, each territory containing at least 4d100+50 Dragonborn Veterans led by the dragon's children, 1d4+2 Half-Dragon Veterans; served by at least 6d100+200 Winged Kobold. The heads of Dynasties have thousands of servants, the largest Ancients' territories boasting over ten thousand dragonborn veterans, countless kobold and hundreds of useful slaves.

Khrak Varovhik, the Last Dwarven Vault

Khrak Varovhik, known to its residents as "the Vault," is the last place on Ombreavoir you'll find living Dwarves. The stronghold was built as a fully self-sustainable refuge from natural disasters, but it lagged behind the other dwarven cities in comfort technologies like automated sunroofs or bidets. The city has been sealed off from the outside world since what they call "The Event" or "The Apocalypse", the Spire activation fufilling long-whispered prophecy- a massive earthquake followed by "the sun returning the dwarves to the earth". The wild magic and siesmic activity readings caused the Vault's logic engine to initiate lockdown, sealing its residents inside on a 10,0000 year timer.

Player Character Options:

Dragonborn

Ability Score Increased. Strength +2, Charisma +1

Speed. You have a 30ft base walking.

Draconic Wings. You and a 30ft base flying speed.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment. Dragonborn tend to extremes, and the servants of the Princes tend to mirror their alignments.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Bladed Tail. You can make unarmed strikes with your tail. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.


Kobold

Ability Score Increase. Dexterity +2 and any other +1.

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Alignment. Kobolds' reliance on the strength of their group makes them trend toward law.

Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Speed Your base walking speed is 30 feet.

Draconic Wings. You and a 30ft base flying speed.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Blue Lightning 5 by 15 ft. line (Dex. save)
Brass Fire 5 by 15 ft. line (Dex. save)
Copper Acid 5 by 15 ft. line (Dex. save)
Gold Fire 10 ft. cone (Dex. save)
Red Fire 10 ft. cone (Dex. save)
Silver Cold 10 ft. cone (Con. save)
White Cold 10 ft. cone (Con. save)

Tiny Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

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.

Bladed Tail. You can make unarmed strikes with your tail. When you hit with it, the strike deals 1d4 + your Dexterity modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common and Draconic.


Draconic Principalities Dragonborn Guard

Medium monstrosity, lawful evil


  • Armor Class 18 (natural armor, shield)
  • Hit Points 57 (6d10 + 24)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 10 (+0)

  • Damage Resistance. Fire
  • Saving Throws Str +6, Wis +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Draconic
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Controlled Fall. When the dragonborn falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Actions

Multiattack. The draconian makes two Serrated Sword attacks and one Tail attack.

Serrated Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Bladed Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Breath Weapon. All creatures in a 15ft cone must take a DC 14 Dexterity saving throw or take 12 (3d6) fire damage.

Swap out Breath Weapons and Damage Resistance to the type of Dragon these monsters serve. Equip them with weapons to the dragon's taste.


Draconic Principalities Kobold Servant

Small humanoid (kobold), lawful neutral


  • Armor Class 14 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., 30ft fly

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

  • Damage Resistance. Fire
  • Saving Throws Dex +3
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Draconic
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Controlled Fall. When the kobold falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The draconian makes two Shortsword attacks. It may make a bladed tail attack as a bonus action.

Serrated Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Bladed Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Tiny Breath Weapon. All creatures in a 10ft cone must take a DC 11 Dexterity saving throw or take 1d6 fire damage.



Snow Leopard Titan

Gargantuan beast, unaligned


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 3 (-4) 12 (+1) 8 (-1)

  • Damage Immunity Cold
  • Damage Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Perception +7, Stealth +8
  • Senses darkvision 120 ft., Passive Perception 17
  • Challenge 30

Legendary Resistance (3/Day). If the Snow Leopard titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The Snow Leopard titan is immune to any spell or effect that would alter its form.

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

Cold Absorption. When it would be subjected to Cold damage from a source other than itself, it instead takes no damage and regains a number of hit points equal to the damage dealt.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Pounce. If the leopard 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 24 Strength saving throw or be knocked prone. If the target is prone, the leopard can make one bite attack against it as a bonus action.

Actions

Multiattack. The Titan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 38 (4d12 + 10).

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 38 (4d12 + 10) piercing damage.

Cold Breath Recharge (5-6). The Titan exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Frightful Roar. Each creature of the Beast Titan's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Swallow. The Snow Leopard Titan makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 28 (8d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

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

Attack. The Titan makes one natural weapon attack.

Stalk. The Snow Leopard Titan makes a Dexterity (Stealth) check and moves up to half its speed.

Titanic Strike (Costs 2 Actions). The Beast Titan makes an attack.

Big Nevada

In the Dragon Principalities, a Snowy Leopard Titan has been terrorizing the White Dragons' collective territories. Survivors of the attacks have named her Big Nevada, and the whites become increasingly nervous of their new predator.

So far, the titan has only struck at Princes with their parties once they leave home for the Hunt and are in the wilderness. With three dead adult princes and a score of servants eaten in the three weeks since the first reports of the creature by kobold scouts, the dragons would pay an adventuring party handsomely to end the threat.

The white dragons have winded legal regulations on dividing slain relatives' treasure between them, but have offered one half of one of the three hoards to the party that kills the beast titan for them. They can be negotiated into letting the entire hoard go with a successful DC20 Charisma check. In general, the other Dragon families balk at the whites' request for aid. They would love to see their uppity enemies picked off one by one. However, a few dragons have been lured into hunting the beast titan for the offer of a full hoard, but Big Nevada claimed the ancient red and a pair of adult blue dragons (along with their hunting parties) that took up the offer and the dragons' collective laughter stopped when they realized if Big Nevada eats all the whites, they are likely next on the menu.

Khrak Varovhik / The Vault

Khrak Varovhik Common Features:

Lockdown Protocols: The Vault's Only Hatch is sealed (DC50 to unlock). A scying screen depicts the wasteland outside the Vault.

Immutable Bunker. The interior walls and outside structure of the Vault are immune to any spell or effect that would alter their form, as well as damage from magical and nonmagical sources. Teleportation or other magical effects cannot move a creature in or out of the Vault, and Divination spells cannot see through it either.

Artificial Lights. Rooms are lit by everbright lanterns.

Air Quality Issues. Rooms require proper ventillation to circulate fresh, oxygenated air. The air in a closed room can be one of three classes or qualities- fresh, fouled, or deadly. Air can change from one quality to another over time if vents cease or regain functioning.

Fresh Air is completely breathable.

Fouled Air is stale and partially depleted. It is humid and smells bad. Air in a small sealed room with broken ventillation becomes fouled after the first 2d10 rounds and remains fouled until the 50th turn. The air in a section with no ventillation is fouled from the beginning of the 1st month until the end of the 3rd month. All attack rolls and ability checks made by creatures creathing fouled air have a -2 penalty.

Deadly Air is completely depleted, filled with carbon dioxide and cannot support life. The fouled air in a small sealed room becomes deadly at the beginning of the 51st turn. In a large room or entire section with ventillation problems becomes deadly at the beginning of the 4th month. A creature breathing Deadly Air must make a DC15 constitution check each round. Failure means the character falls unconscious and must begin taking death saving throws. Only fresh (or fouled) air can revive the character after they are rendered unconscious by deadly air.

Control Panels. Most rooms have a data access panel for system troubleshooting and repairs.

Survivors of Khrak Varovhik

The Dwarves inside the Vault havent seen the sun in over a thousand years. They grow up training to tend the machines that keep their city running- from maintaining the aquaponics greenhouses and air purifiers to desqueaking automatic doors and fixing everbright lanters that keep the Vault a liveable space. Some young Vault Dwarves dream of leaving the safe confines of the compound one day and seeing how the world has changed since the apocalypse came to pass, but those dreams usually evaporate into a healthy work ethic by adulthood and rarely cause any real problems for the established order.

Vault Dwarf

Ability Score Increase Your Strength and Constitution scores increase by 2.

Age Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience You have advantage on saving throws against poison, and you have resistance to poison damage.

Vault Dwarf Combat Training You have proficiency with the light hammer and warhammer, crossbows or firearms, and wearing Medium Armor.

Vault Dweller's Expertise. You gain proficiency with two kinds of artisan's tools (choose from smith’s tools, brewer’s supplies, mason’s tools, tinker tools and mechanic's tools) and one gaming set. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies. In addition, whenever you make an Wisdom (Insight) check related to the function or operation of any mechanical construct, you are considered proficient in the Insight skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Repair Specialist. You know the Mending cantrip.

Sunlight Sensitivity. Vault Dwarves have gone generations without sunlight; your eyes aren't meant for the surface world. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages You can speak, read, and write Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Spire Cursed Dwarves

If exposed to Sunlight on Ombreavoir, a Vault Dwarf becomes a Stone Cursed under the DM's control. The dwarf remains a Stone Cursed until the source of the curse is located and destroyed.

Vault Encounters
1d20 Encounter
1 Seismic Disturbance (use Earthquake, nonmagical)
2-3 Ventilation Issue (roll a d20+2 = DC check to fix)
4 Lighting Issue (roll a d20+2 = DC check to fix)
5 Power Failure: A coupling melts on one of the upper Beantown generators, affecting large sections of the Vault (roll a d20+2 = investigation DC to locate, d20+4 = DC to fix with proper parts)
6-7 1d6 Servitor Thrulls and a CMC Technomancer (Mage) performing maintinence duties
8 Pipe bursts! A small chamber fills with dirty water in 3d6 minutes (roll a d20+2 = DC check to fix)
9 2d4 elderly dwarf Commoners out for a walk (50%) or (50%) a VaultCo subsidiary has a 10% off sale
10 Masked Agritech and City Maintenence Corps workers (6d4+6 Magewrights) gather in a VaultCo shop with 6d6+20 VaultCo subsidiary employees (Anarchs) to debate a new Iron Foreman essay; there are 1d4 Spies in the crowd, both informants and Simple Sabotage agents who obscure progress
11 A gang of teenage youths (1d4+2 Thugs) tries to intimidate you. Theyre bullies not murderers, but 50% chance they are Bliss Addicts who need a fix and demand your gold ("can't pay for Bliss in Chits")
12 Logic Engine Failure: the doors, lights or comfort services in the room experience a failure (roll a d20+4 = DC check to fix) and you are trapped inside; 50% chance accompanied by another event - roll a 1d4 on the Vault Encounters chart
13 The power dies with a shutter, then kicks back on again. 1d4 Commoners comment on "the weather."
14 Distant Seismic Disturbance: an tremor hits a different part of the Vault. The lights flicker and dust drifts from the ceiling, but you're unharmed
15 Watchcogs: 1d4+1 Veterans and an Iron Golem march by on patrol, on the lookout for dissidents.
16 1d4 young drunk dwarves (Magewrights) on a slow joyride in cart pulled by a Clockwork Mule
17 An highly congnitive Ambulatory Fishbowl approaches the party and presents them with a gift box from its master containing an unregistered Data Bracer. When powered on, the screen displays a message - "THERE IS A WAY OUT. ITS ALL A LIE."
18 an City Maintenence Corps Artificer and his apprentice (Mage and Apprentice Wizard) are surveying the interior with a Swarm of Mechanical Spiders, taking measurements and filling out forms to log necessary repairs.
19 a Bliss dealer peeks over his shoulder for coggers before offering you his wares. He carries 2d20 1 gram doses of Pure Bliss powder for 5gp each.
20 A Vault Elder (Archmage), their Shield Guardian, scribe (Spy), and a security officer (Knight) with an entourage of 3d6+3 Commoners enter for a random code enforcement inspection...

Pure Bliss

A creature that inhales this drug is under the effects of the hypnotic pattern spell for 1d4 hours.

Addictive. Each time a creature uses Pure Bliss, they must make a DC12 Constitution saving throw. On a failed save, they become addicted to the drug until Rehabilitated. An addicted creature needs to use at least one dose daily to benefit from the effects of a any Rest and will be compelled to seek it out as if under the effects of a geas spell.

Rehabilitation. Breaking an addiction to Pure Bliss takes 20 days +5 days per month spent addicted to it. A medical professional helping you reduces Rehabilitation time by 1d6 days.

Once an Addict... After Rehabilitation, a creature is automatically fails their addiction saving throw if they use Pure Bliss again.

Vault Dwarf Culture

Without the ability to trade or travel, Vault Dwarves spend much of their time on intellectual, physical and engineering pursuits. They are avid gamers, using them to while away the long hours in their underground world. Competitions between rivals are excitedly viewed by the community.

Vault Dwarves are likely to be Artificers, Engineers, Technomancer Wizards, Fighters or Rogues. Their confinement to the Vault makes Rangers less likely, and those that might exist will have no real world experience in their field, learning everything about their "favored enemies" from books in the Great Library- though they may have constructed a mechanical companion dreaming of the day the hatch opens and they get to adventure.

Vault Dwarf Clerics put their faith into the divine order of the scientific process, not gods- they are medical doctors valuing facts and logic over prayer. The Vault doesn't have many Barbarians, Druids, Sorcerers or Paladins to speak of, though some more eccentric citizens become Bards or Way of the Open Hand Monks after years of pursuing music or martial arts respectively as childhood hobbies. Ghost in the Machine Patron Warlocks are not unknown, but are greatly feared by the community once discovered.

Old Technology

Having imported and engineered advanced items before the Event, the Vault holds retrofuturistic technologies unknown in other parts of the world. Thinking machines powered by electricity are the beating heart of the Vault, and from a young age each Dwarf is taught repair skills to keep the life-support systems within their closed environment operating.

Artificers are the most respected members of Vault Dwarf society, and those that achieve the rank of Fabricator General attaining a special place of reverence among the populace. Whereas any dwarf can quick fix a machine to keep it running, Artificers can repurpose and improve the systems and Fabricators create entirely new ones that improve the standard of living in the sunless city.

VaultCo Shop
Item Type Description
WeatherBoy (30gp) Data Bracer Upgrade (Action): Check the weather and atmospheric conditions
Tool Kit Integrator (30gp) Data Bracer Upgrade You may integrate a Tool into this upgrade slot, doubling your proficiency bonus with it
Universal Remote & Radio Mod (250gp) Data Bracer Upgrade You may cast Remote Access at will. You may cast Message to communicate with another VaultCo Data Bracer in 1 mile
Bolter Mod (250gp) Data Bracer Upgrade As a bonus action, your databracer converts to be used as a hand-crossbow
Shocker Mod (250gp) Data Bracer Upgrade You may use the Shocking Grasp cantrip
Linguists' Chip (50gp) Upgrade Chip Construct can speak, read and write the associated language
Historians' Chip (100gp) Upgrade Chip Doubles proficiency in Intelligence (History) checks
Cartographers' Chip (100gp) Upgrade Chip Construct maps & perfectly recalls any traveled path
Physicians' Suite (250gp) Data Bracer Upgrade Doubles proficiency in Wisdom (Medicine) and (Insight) check to diagnose poison or disease
MediBuddy (150gp) Data Bracer Upgrade You may cast the Spare the Dying cantrip. The target heals 5 HP. Ten uses.
Rangers' Chip (250gp) Upgrade Chip Doubles proficiency in Wisdom (Animal Handling) and you have advantage on (Survival) checks
Mechanics' Chip (250gp) Upgrade Chip Doubles construct proficiency in Intelligence (Engineering) and (Insight) checks
Gamblers' Chip (250gp) Upgrade Chip Doubles proficiency in Charisma (Deception) and Wisdom (Insight) while gambling or gaming
Botanists' Chip (250gp) Upgrade Chip Doubles proficiency in Wisdom (Nature) checks related to plants
Arcanists' Chip (250gp) Upgrade Chip Doubles proficiency in Intelligence (Arcana) and (Technoarcana) checks
Negotiators' Chip (250gp) Upgrade Chip Doubles proficiency in Charisma (Persuasion) checks
Detectives' Suite (250gp) Data Bracer Upgrade Doubles proficiency in Intelligence (Investigation) and Wisdom (Insight) checks
Security Chip (250gp) Upgrade Chip Doubles proficiency in Wisdom (Perception) checks

VaultCo: "Your one stop Shop!"

Over time, businesses in Khrak Varovhik were bought out one by one by VaultCo. It is now the major employer, and its workplace dictates affect entire sections of the city (save where the very rich live). At graduation, poor workers are offered jobs based on their specialties within a VaultCo subsidiary if not chosen to work for the city Corps. They are afforded quarters and priviledges within the Vault based on their performance at work. Gold is a perfectly acceptable currency within the city, but most citizens dont have much to speak of. They trade the VaultCo credits (called Co-Chits) they earn at work for everyday goods and services- gold is too valuable to trade away for food when you've got constructs to upgrade. VaultCo offers exciting employment benefits, like being near the only employer in town and having a rewards catalog where workers can choose prizes (like constructs, gaming sets and restaurant or entertainment vouchers) on the anniversary of their employment each year or for "distinguished service."

VaultCo Data Bracer

Adventuring Gear - Wondrous Item (Forearm)

This 2500gp wrist-mounted device is used for the input, storage and displaying of data and accessing constructs' operating systems. It features a photoprojective black mirror for viewing 3D egineering schematics and other data and may be used as a Spellcasting Focus for Technomagic (see UA Modern Magic).

While wearing the Artificer's Bracer, you have access to the following spells (you can't cast spells you don't have slots for):

  • 1st level: remote access
  • 2nd level: arcane hacking
  • 3rd level: haywire
  • 4th level: system backdoor
  • 5th level: shutdown

Upgradeable Device. Comes standard from VaultCo with a tiny crystal-fusion power source (has a 60,000 year battery half-life) and a lamp (allowing you to use the light cantrip from it). The canny user will upgrade their personal VaultCo Data Bracer's three Upgrade Slots to suit their job and lifestyle.

Civil Servants

Working for the city itself is now the only other viable option for a Vault Dwarf youth, and only the top of the class are offered the opportunity. Having your child chosen to work for City Maintenence or one of the other government offices brings honor to you as a parent, and civil servants are afforded respect from the citizenry and granted a 10% discount at VaultCo shops. A few hundred years back, citing inflation, the city stopped paying Maintenece and Agritech full in coin, replacing 80% of each salary with Co-Chits.

City Maintenence Corps

Responsible for daily care of the life support and lighting systems, Maintenence crews' daring repairs of compromised sections have made this the bad boy occupation of the Vault, and members have a reputation for bravery and a keen eye for detail. Their logo is called the Tools-in-Gear.

Agritech Corps

Responsibile for the aquaponic farms that keep the city fed, the Agritechnicians have a reputation for dependability. Their logo is a plough inside a gear, called the Agricog.


Vault Security Corps (Watchcogs)

Responsibile for maintaining law and order across the city, Vault security jobs are filled by the toughest and most unquestioningly loyal youths in a graduating class. Security corps members are colloquially called "Watchcogs."

Respect isn't the right word for what the folks of the Vault feel for the Watchcogs. For most in Beantown, they inspire fear. Cross a Cogger and they can slap you with any number of charges, your word versus theirs. To the residents of the Heights, the VSC is simply a tool by which power is maintained- a natural, expendable product of Vault heirarchy, and sit as the jury during VAC trials of VSC suspects.

Vault Administration Corps

The rare graduate might be inducted directly into Administration and serve under the Council of Elders. There are few positions in the VAC compared to other agencies, and when vacancies do occur they are most often filled with long time Watchcogs or the children of VaultCo upper management.

Construct Servants

The Vault Dwarves build companion and servant constructs to free up time for leisure pursuits. Due to isolation, one of the major industries within the community is building and trading or selling interesting and useful constructs. Young dwarves scrounge and scavange for parts to compete in various leagues, pitting designs against one another. The most exciting of these competitions happen at the Construct Association Combat Arena in Beantown, attracting large crowds and heavy Co-Chits betting.

Ambulatory Fishbowl

One of the few non-Dwarf lifeforms within the Vault are chubby ornamental goldfish- their ancestors residents of a large fishtank in the city's most popular inn. After the Event, the restaurant found a healthy trade in pets, and innovative artificers built constructs to make the fishbowls into ambulatory servant constructs.

The construct's logic machine borrows the fish's brain for processing power and converts the goldfish's emotions and instincts into simple sentences so that it can speak to its owner. While this usually translates into "I am hungry," some Vault Dwarves have upgraded the logic machine's processor itself, giving the illusion the Goldfish can hold a philosophical conversation or updating it with a gaming or language program so they can practice conversationality.

Construct Trade Market

One of the only industries VaultCo doesn't maintain a monopoly over is the secondhand market for constructs and repair parts. Gold is the preferred method of tender in this market, and the Co-Chit cost of an item will be at least x10 the listed gold price. You'll generally find at least two construct and repair shops per level, one VaultCo subsidiary and one cooperatively owned Mechanics' Syndicate.

Construct Trading Example Values
Construct Value
Clockwork Mule 100 GP or 1,000 Chits
Mechanical Spider 100 GP or 1,000 Chits
Helper (Monodrone) 350 GP or 3,500 Chits
Lifter (Servitor Thrull) 500 GP or 5,000 Chits
Cog-Dog (Iron Defender) 1, 500 GP or 15,000 Chits
Shield Guardian 50,000 GP or 500,000 Chits
Cost of Sourcing Repair Parts
Construct Value
Light Damage Base 10% of total construct value
Medium Damage Base 25% of total construct value
Heavy Damage Base 50% of total construct value
Totaled Base 100% of total construct value

Ambulatory Fishbowl

Medium Construct, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 5 (1d8 + 1)
  • Speed 25ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 6 (-2) 6 (-2) 3 (-4)

  • Damage Immunities Poison
  • Condition Immunities exhaustion, poisoned
  • Senses passive Perception 8
  • Languages Dwarvish
  • Challenge 1/4

Unusual Nature. The mutant goldfish (use Quipper, MM pg 335) in the construct's tank requires water, food and sleep. The Goldfish has 1 Hit Point and if it drops to 0 hit points, the construct becomes a lifeless object.

Limited Speech. Unless upraded, the fishbowl is only capable of limited speech interaction in Dwarfish.

Upgradable. The Construct has two Upgrade Slots allowing customization to its owner's interests.

Actions

Self-Sacrifice. When a creature within 5 feet of the Fishbowl is hit by an attack, the Fishbowl swaps places with that creature and is hit instead.

DIY Construct Upgrades
Upgrade Effect / Cost
Articulated Joints +2 DEX, +5 move / 33% of total value
Armor Plating +1 AC and +1 CON/ 33% of total value
Hydraulics +2 STR / 33% of total value
Logic Engine INT & CHA become 8 / 75% total value
Hacker's Suite

Adventuring Gear - Hacking Tools (Rare Data Bracer Upgrade)

This upgrade is known on the street as a Skeleton Key. You may use Remote Access, Arcane Hacking, Digital Phantom, and Conjure Knowbot at will. You may make an Intelligence-based Stealth check as a reaction to hide the Hacker's Suite from cursory examination of your Data Bracer if it is inspected by authorities.

Daily Life in the Vault

For the wealthy, life in the top levels of the Vault is an endless series of leisure time, parties and public functions. Here the residents are pampered by automatons and enjoy the best the Vault has to offer, including a verdant park with simulated sunlight and a swimming pool maintained by the Agritech Corps. The residents of these levels are the only vault dwellers allowed to enjoy the park, with stiff penalties for trespassing undesirables from the lower levels.

For the poor, life is not so luxurious. Wake, Rabbit, Hobby, Sleep. Wake, Rabbit, Hobby, Sleep. They live in assigned housing, work their assigned jobs and use their free time to pursue their hobbies. Generations have spent lifetimes in their cyclical days here, not questioning the Elders or if life might still exist on the outside. Most of their kin, for fear of losing their basic comforts and the order the system provides, do their best not to rock the boat even if their lives feel lacking. Settling into routine has been a matter of survival.

Growing Unrest

Recent generations have bucked this trend of complacency and forty eight years ago, for the first time in the history of Khrak Varovhik, youths and workers took to the streets in protest of government decisions when a pipe burst in a lower level and the section was sealed off with families and Maintence Corps workers still inside. These protests were of course met with repression by the Watchcogs and arrestees were given harsh sentences by the VAC. Numbering among these arrests were well-liked City Maintenence and Agritech Corps leaders, leading to tension between the civil servant unions and the administration. The Director General of the City Maintenence Corps Vas V. Debs was among those sentenced most harshly- fifty years in prison for "Incitment of a Riot" and "Rabblerousing Behaviors." From his prison cell, he's penned discourses on workers' and civil rights, texts which escape the prison via his mechanical spiders and are secretly distributed in the lower levels under the nom de plume Iron Foreman.

The Watchcogs cannot prove that Vas has written any of the dissident literature, nor have been able to locate the printing presses turning out his latest writings. Others revolutionaries have written under the same name, confounding investigations further. Without hard proof that Vas is responsible for writing the treasonous literature found on Anarchs (GGR 239) arrested in the last few decades, he is set for release in two years, when he will be 294. Desperate to keep the workers revolution's architech behind bars, the Watchcogs have gradually increased repressive behaviors in search of the evidence they want.


Smuggling

Beyond dissident literature concerning workers' liberation, the Watchcogs keep a list of banned and restricted items and materials. Checkpoints between the levels see residents frisked and their carts searched. Guards at certain checkpoints have established deals with the criminal element of the city, allowing contriband to slip through for a cut. Guards may be bribed with a successful DC18 (Persuasion) check, and generally want about 10% of the value or the product itself. A failed check will generate additional criminal charges in addition to the smuggling charge.

Banned Items. Pure Bliss is the most common banned item that Watchcogs are searching for outside of treasonous literature. Other banned items include Hackers' Suites, Bombs and Poisons- all which carry years long prison sentences for a conviction of possession.

Flamethrower Mods take a special mention, as a well known incident with a Bliss Dealer at a checkpoint where the assailant's regular bribed officer wasn't on duty led to two Watchcogs roasted and a five hour hostage stand-off. The incident was spun as a heroic intervention against a crazed addict to the public, the Watchcogs burrying the evidence of their officer's involvement in the drug smuggling ring. Before the suspect could testify in court, he was found overdosed on Bliss in his cell- wide-eyed yet comatose- reported as a suicide attempt to escape his coming justice. Public outcry followed- how did he get the drugs inside the prison, for one? But life moved on, and the flamethrower mod was banned with restrictions placed on carrying weapons as part of the Vault Safety and Patriotism Act, which expanded the Cog's policing powers and doubled the number of random stop and frisk checkpoints in the lower levels.

Restricted Items. Data Bracers are sometimes inspected at checkpoints- quickly scanned for obvious job-specific upgrades that the wearer isn't allowed to access or for unregistered Bolt and Shocker weapons modifications. Most Restricted items are confiscated and those in possession met with a small charge usually resulting in a fine, but not arrest unless weapons are involved. Security Chips, Detectives' Suites and Pathologists' Suites are examples of job-restricted upgrades, and unless the citizen has recieved a hobby license to carry a specific toolset outside their job description, items like Smiths Tools or Tinker Tools are restricted as well. All weapons require a hobby permit; use is permitted at home or the gymnasium only and they must stowed while traveling.

Watchcog Checkpoint Encounters
1d6 Encounter
1 Corrupt Cog: The Cogger demands a toll, threatening to plant contriband on you if you don't pay. If you've got contriband, they want a 50% cut of the action.
2 Its business as usual, unless they find contriband.
3 Police Brutality: An elderly dwarf is caught with a Restricted Physician's Suite. He claims he needs it "to monitor his ticker" and becomes agitated when they try to confiscate it, poking a Cogger in the plate armor with his cane. With shouts of "Assault on an Officer!", 1d4+1 Coggers respond by swinging at the old man with clubs, who falls prone with his arms raised to shield his head.
4 Busy Checkpoint: The Coggers are distracted (Advantage on player's Dexterity and Charisma rolls).
5 You Match the Description of a Suspect: The Coggers think you look like a reported smuggler and you're pulled aside for extra screening (Advantage on Cogger's Investigation rolls, and Player's have disadvantage on Persuasion rolls until the Coggers dont find what they are looking for).
6 Protest: As you approach the checkpoint, so do 6d6+40 Anarchs with signs reading "Who Watches the Watchcogs?!" from the other direction. Their faces and databracers are wrapped in black kerchiefs. Even if you beat the protesters, good luck getting through unless you're a civil servant "on the job".

Sections of the City

Beantown

The top four levels of Beantown are dedicated to Agritech and generators that supply power to the rest of the complex. Beyond that are floor after floor of workers' dormitories and VaultCo shopping and entertainment strips, with the hold out mom and pop run pub or artisan workshop. Beantown is what the workers of the lower level call their collective sections, a city to themselves segregated by Watchcog checkpoints and opportunity from the wealthy neighborhoods of the upper levels (which they call The Heights). The folks of Beantown keep the machine running.

Unfortunatley, Beantown's life support systems have become strained. The Administration Corps releases far less resources to repairing the lower levels than the upper ones, and despite constant reassurance that they are using the resources availble for the greater good resentment stirs. After multiple heartbreaking life support failures due to lack of adequate resource management, Beantown elected its own Mayor ( and organized the Civilian Repair Corps. The CRC's membership is trained in emergency response assistance, rescue protocols and regular inspection reporting and spot maintenence by the City Maintenence Corps workers among its number. For those who pull double shifts with the CMC and the CRC, sleep is a rarely visited friend and exhaustion among these heroes is a common ailment that affects their health.


The Vault Commons

Separating Beantown and the Heights is the Vault Commons, reached by separate sets of large elevators that only go to the upper and lower levels, respectively. The city Corps' administrative buildings and main marketplace are here, and it is the residential zone for the Security Corps, low level Administration Corps employees, and VaultCo middle management. As it is frequented by folks from the Heights and holds the city's administrative offices, the level is almost as perfectly maintained as the upper reaches.

The Heights

Word from the top is that anyone from Beantown can move up the levels, even past the Commons and into swanky housing in the Heights by working hard enough. Reality is that while a few workers a generation are chosen to take vacant upper level homes, old money runs the Heights and has no intention of losing that control to the rabble.

Every member of the Council of Elders resides in the Heights and rarely visit any part of the lower levels save the Commons.

Any disruption in the city between an upper and lower level citizen inevitably ends with the Watchcogs and VAC taking the Heights residents' side. Workers have learned to keep their heads down around the upper crust to avoid trouble.

Among the wealthy a double agent lurks. Lif "Wizkid" Hackstone, heir to one of the largest fortunes in the Vault, is a playboy by day and data vigilante by night. After discovering the unsavory information in his father's files, Lif dug deeper and uncovered a web of government lies and backroom dealings that put profit over the lives of the folks in the lower levels- including fragments of data on the Escape Hatch on the sub-basement level and its thousand year coverup.

Ground Floor

The ground floor contains the Vault door that leads to the wider world. Scrying screens in this area allow you to look out on the shuffling Stone Cursed who were trapped outside the Vault during the Event.

Beantown's Basement

692 years into their confinement as the age of the Vault began to show and mass repairs were needed across the city, an influenza flared in the lower levels and killed a third of the population within two months. With the sudden loss of manpower, the lower three levels of the city were abandoned and had sections of their life support systems effectively scuttled to affect the proper repairs necessary in the occupied levels above. These levels are absolute death traps- the air is Fouled at best, and in smaller spaces definitely Deadly; weeping pipes foster mold growths and slowly flood smaller chambers. Using Gasmasks fixed to Self-Contained Breathing Apparatus, gangs use the lower levels to stash weapons and gear and escape Watchcog patrols.

Basement Level Encounters
1d4 Encounter
1 Corpse: you stumble on dead dwarf in a gasmask. On inspection, his hands are tied and the filter attached to his mask is a Pure Bliss inhaler, not an air filter.
2 Flooded Room: Leaky pipes drip into 3ft of water across the floor of this room; a livewire running from a damaged line overhead pops and crackles at the surface of the water. Creatures that touch the electrified water take 8d6 lightning damage, but might be able to get across the room hopping across furniture and debris.
3-4 Gang Territory: 1 Bandit Captain and 2d4+2 Thugs in gasmasks with various weapons (clubs, guns, chains)
5 Cache: With a successful DC13 investigation or perception check, you find a gang's hideout. The Thug guarding the area is incapacitated off an Pure Bliss inhaler attached to his gasmask. In a locked metal trunk (DC15) there are: 1d4 Revolvers and sawed-off Shotguns (with 1d100+20 rounds of ammunition for each type of firearm), a selection of melee weapons, a coinpurse with 2d100+50gp, an unregistered Luxury Data Bracer (upgraded with a Security Chip, Universal Remote, Hacker's Suite and an unregistered Shocker Mod.), and a tightly wrapped sack with two kilos of uncut Pure Bliss.
6 A Watchcog Iron Golem patrols for gangers; if you are spotted in this restricted area you are assumed guilty unless the party can provide it with civil credentials.
7-9 Potential Saferoom: If a character accesses the control panel in this room, they'll be able to affect a Life Support Sequence Reboot by passing an Intelligence check (DC = d20+5). On a success, the vents and lights begin working again and the air becomes Fresh while the room remains sealed; this system is prone to failure (50% chance each day).
10 A Swarm of Mechanical Spiders (under the remote mental command of Vas V Debs) (50%) or (50%) an Iron Defender (commanded by Lif "Wizkid" Hackstone) explores this area, searching for an exit.
Escape Hatch

While the front hatch is actually sealed by the automated systems and cant be opened, only the Watchcog commanders and the Council of Elders (and now Wizkid) know about an emergency access hatch leading to an old outpost in the Underdark that exists on the lowest level of the complex. The access hatch was wiped from all data systems within the Vault to protect the secret in the first few years of lockdown.

The Escape Hatch. To force the 15ft diameter escape hatch would require titanic strength, but the elders each carry a Rod of Command that work as keys to open it. The chamber is currently flooded by use of a decanter of endless water, which has created a massive underground lake over time spilling through a secure emergency drainage system into the layers of the Underdark below (now home to a hungry Aboleth that any escapees from the Vault would have to deal with to truly make it out to freedom).

The community would likely erupt into chaos if it learned the elders have been hiding a way out of this comfortable prison for the last millenium... But the elders have decided whats best- to cut the entire society off from the potential horrors of the world and maintain their status quo.

Constructing Vault Level Maps

To create your Vault's level maps, use the Donjon 5e Random Dungeon Generator (https://donjon.bin.sh/5e/dungeon/) with the following setitngs:

  • Dungeon Size: Colossal (though the lowest and uppermost levels with vault doors are Small)
  • Dungeon Layout: Round
  • Peripheral Egress: No
  • Room Layout: Scattered
  • Room Size: Medium; tho the top four levels of Beantown and the Commons have Gargantuan sized rooms
  • Polymorph Rooms? Yes
  • Doors: Secure
  • Corridors: Errant
  • Remove Deadends? Some
  • Stairs? Yes
  • Map Style: Steampunk
  • Grid: Square

These settings will give you a map like this:

Assign sections and rooms to your result as you see appropriate, with workers' dorms, shops, farms and generators in the lower levels and penthouses, restaurants and leisure suites in Heights levels. While finishing your maps note:

  • Stairs are elevators OR You may decide to place elevators on each level in the same spot on the map for continuity.
  • Dead end hallways contain Control Panels for maintaining the level's power, life support and comfort systems. These can be accessed manually or using a Data Bracer, and will give maintenence and troubleshooting information on locating systems in need of repair.
  • There are 23 levels to the Vault: the Hatchroom (a small level containing the vault door), x3 Heights levels, the Commons and x18 lower levels.


Vas V. Debs

City Maintenence Corps Legend

Medium dwarf, neutral good


  • Armor Class 12 in prison uniform (or 20 w/ +1 Guardian Armor & Ring of Protection)
  • Hit Points 143 (22d8 + 44) - Speed 25ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 20 (+5) 14 (+2) 14 (+2)

  • Saving Throws Str +8, Con +8, Int +11, Wis +9
  • Skills Athletics +6, TechnoArcana +14, Perception +6, Engineering +14, Investigation +14, Insight +11, Tinker Tools/Mechanics Tools/Smiths Tools+14
  • Languages Dwarvish, Common, Gnomish
  • Challenge 9 (5000 XP)

Superior Artificer. Vas is a 20th-level Armorer Artificer. He can attune to 5 magic items, gaining a +1 bonus to all saving throws per magic item currently attuned to. Intelligence is his spellcasting modifier (save DC17, +9 to hit with spell attacks). Vas has the following Spells prepared:

  • Cantrips (at will): Mending, Light, On/Off, Mage Hand, Lightning Lure
  • 1st Level (4 slots): Remote Access, Detect Magic, Thunderwave, Jump, Shield
  • 2nd Level (3 slots): Heat Metal, Knock, Arcane Hacking
  • 3rd Level (3 slots): Counterspell, Lightning Bolt, Beacon of Hope, Sending, Thunder Step, Haywire
  • 4th Level (3 slots): System Backdoor, Otiluke's Resilient Sphere, Fabricate
  • 5th Level (1 slot): Shutdown, Wall of Force
  • 6th Level (1 slot): Chain Lightning

Vas V Debs' Data Bracer. Vas' +1 Data Bracer is upgraded with: WeatherBoy, Mechanics' Chip, Detectives' Suite, Universal Remote & Radio Mod, Integrated Multitool

Master Engineer. Vas adds half his proficiency bonus to checks with any tool he doesn't already have proficiency in.

Actions

Lightning Gauntlets. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 10 (1d8 + 5) lightning damage and must pass a DC17 Constitution saving throw or be paralyzed for 1d4 rounds. A creature hit by the gauntlet also has disadvantage on attack rolls against targets other than Debs until the start of his next turn.

Hammer. Melee Weapon Attack: +9 to hit, reach 5ft. or range 20/60, one target. Hit 5 (1d6 + 2) bludgeoning.

Large Electrified Wrench. Melee Weapon Attack: +9 to hit, reach 5ft. or range 25ft, one target. Hit 8 (1d12 + 2) and 4 (1d8) lightning damage. Two handed.

Leadership (1/Rest): For 1 minute, Debs can utter a Special Command or warning whenever a nonhostile creature that he can see within 30 ft. of him makes an Attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This Effect ends if Debs is Incapacitated.

Launch Spider Mine. (Recharge 5-6) Vas launches a Mechanical Spider up to 120ft. It adheres to the point it hits and then may move up to its walk before exploding. Each creature within 20 feet of an exploding mechanical spider must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Bonus Actions / Reactions

Defensive Field. (4/rest) As a bonus action, gain 20 temporary hit points, replacing any temporary hit points he already has.

Stroke of Genius. (4/ rest) As a reaction when another creature Vas can see makes an attack or skill check, he may add or subtract 5 from the roll.

Summon Swarm. (1/rest) Summon a friendly Swarm of Mechanical Spiders within 10ft.

Drop Spider Mines. (4/rest) Summon 3 Mechanical Spiders within 10ft. When a hostile creature moves within 5ft of one of these Mechanical Spiders or it dies, it explodes as if it were a Fragmentation Grenade.



Mechanical Spider

Tiny construct, unaligned


  • Armor Class 12 (natural armor) - Hit Points 4 (2d4)
  • Speed 20ft

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

  • Damage Vulnerabilities lightning
  • Senses blindsight 10 ft., passive perception 8
  • Skills Acrobatics +5, Stealth +5 - Challenge 0

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

Actions

Visegrip. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 3 (1d4+1) piercing damage and the target it grappled. While grappled, the target has -1 AC.



Watchcog

Vault Security Corps

Medium dwarf (Vault Dwarf), lawful


  • Armor Class 18 (plate armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 25ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (0) 11 (0) 10 (0)

  • Skills Athletics +5, Perception +4, Intimidation +2
  • Senses Passive Perception 14
  • Languages Dwarvish
  • Challenge 3

VaultCo Data Bracer. A Watchcog's Data Bracer is upgraded with: Security Chip, Shocker Mod, Universal Remote & Radio Mod

Actions

Multiattack. The Watchcog makes two Warhammer or Shocking Grasp attacks. If it has a Light Hammer drawn, it can also make a Light Hammer attack.

Light Hammer. Melee Weapon Attack: +5 to hit, reach 5ft. or range 20/60, one target. Hit 6 (1d6 + 3) bludgeoning.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning or 8 (1d10+3) if used in two hands.

Revolver. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 10 (2d8 + 1) piercing damage. Reload 8.

Shocking Grasp. Advantage on the attack roll if the target is wearing armor made of metal. Melee Weapon Attack: +5 to hit, range 5ft, one target. Hit: 4 (1d8) lightning damage, and the target can’t take reactions until the start of its next turn.

Bonus Actions / Reactions

Arrest. As a bonus action, target a Vault Dwarf that can see and hear the Watchcog. The target must succeed on a DC 12 Wisdom saving throw VS the Watchcog's Intimidation or suffer mundane version of the effect of the Hold Person spell. It may repeat this saving throw at the end of each of its turns. A target which passes this wisdom saving throw is immune to the Arrest action of Watchcogs for 24 hours. Chaotic and Evil aligned characters make this saving throw at advantage.



Lif "Wizkid" Hackstone

Rich Playboy / Data Vigilante

Medium dwarf (Vault Dwarf), chaotic neutral


  • Armor Class 19 (+2 beastplate, ring of protection)
  • Hit Points 108 (13d8 + 38) - Speed 25ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 20 (+5) 10 (0) 20 (+5)

  • Saving Throws Int +13, Cha +13, Wis +8, all others +4
  • Skills Hacking Tools +13, Stealth +7, Deception +13, Investigation +13, Insight +8, TechnoArcana +13
  • Senses Passive Perception 14
  • Languages Dwarvish, Gnomish, Modron, Binary
  • Challenge 3

Expert Datawright. Vas is 13th level spellcaster. He can attune to 4 magic items, gaining a +1 bonus to all saving throws per magic item currently attuned to. Intelligence is his spellcasting modifier (save DC17, +9 to hit with spell attacks). Prepared Spells:

  • Cantrips (at will): Mending, Light, On/Off, Minor Illusion
  • 1st Level (4 slots): Remote Access, Detect Magic, Shield, Infallable Relay, Identify
  • 2nd Level (3 slots): Digital Phantom, Arcane Hacking
  • 3rd Level (3 slots): Counterspell, Lightning Bolt, Sending, Haywire
  • 4th Level (3 slots): System Backdoor, Conjure Knowbot
  • 5th Level (1 slot): Shutdown, Legend Lore

Wizkid's Luxury +1 VaultCo Data Bracer. Upgraded with: Hacker's Suite, Detectives' Suite, Security Chip, Universal Remote & Radio Mod, Cartographers' Chip.

Actions

+1 Revolver. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit 12 (2d8+4) piercing damage. Reload 8.

Information Surge. Target a computerized device within 30 feet. If the targeted device is held or otherwise actively used by a living creature, that creature must make an DC17 Intelligence saving throw. On a failed save, the targeted device ceases to function until the end of Wizkid's next turn. If the targeted device is not held or used by a creature, make a saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage.

Bonus Actions / Reactions

Wire Walk. (1/rest) As a bonus action, touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within line of sight OR with a location stored on his Cartographers' Chip.

Stroke of Genius. (2/rest) As a reaction when another creature Wiz can see makes an attack or skill check, he may add or subtract 5 from the roll.

Region IX: Bjornen

A landscape of snowy tundra and frozen ocean populated by mammoth riding tribes of human and giant lycanthropes which coexist peacefully through the tradition of an annual festival called Visavstyrke held in Helstad featuring ritual combat and sporting competitions to settle scores and determine the tribal standings for hunting and herding rights over the following year. This Human and giant society values stoicism, self-reliance, teamwork and pack loyalty.

Bjornen Tundra Features

Extreme Cold. Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

Random Weather Table
d20 Description
1 Icequake!
2-8 Clear skies, light wind, no precipitation. Visibility extends for miles.
9-12 Cloudy skies, light wind, (30% chance of light snow lightly obscuring the tundra.
13 Cloudy skies, strong wind (20mph); A recent thunderstorm creates an Ice Haboob.
14-17 Stormy skies, strong wind (20mph); thunder and lightning, steady snow
18-20 Blizzard! (20% chance of a Flashfreeze)

Wilderness Hazard: Blizzard. A blizzard typically lasts 2d6 hours, and whenever the characters are caught in one, the following rules apply until it ends:

  • A blizzard's howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by nonmagical means and can't hover.

  • Visibility in a blizzard is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom (Perception) checks that rely on sight due to blowing snow.

  • Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless the creature is sheltered against the elements (for example, in an igloo).

Wilderness Hazard: Quicksnow. These slushy pits covers the ground in roughly a 50-foot square area and is 10 to 200 feet deep. When a creature enters the area, it sinks 1d4+1 feet into the quicksnow and becomes restrained. At the start of each of the creature's turns, it sinks another 1d4 feet. As long as the creature isn't completely submerged in quicksnow, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksnow. A creature that is completely submerged in quicksnow can't breathe (see the suffocation rules in the Player's Handbook).

A creature can pull another creature within its reach out of a quicksnow pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksnow.

Wilderness Hazard: Icequake. Techtonic pressue on the ice sheets causes a seismic disturbance and tears a miles long crack in the surface of the sheet- its an Icequake! The ice sheet on one side juts upwards 30 to 100ft. For 1d6+3 rounds, an intense tremor rips through the ground in a 300-foot-radius centered on crack in the ice and shakes Creatures and structures in contact with the ground in that area.

The ground in the area becomes Difficult Terrain. Each creature on the ground that is concentrating must make a DC15 Constitution saving throw. On a failed save, the creature's Concentration is broken. Each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

Fissures. Fissures open throughout the icequake's area at the start of the second turn after it begins. A total of 2d6 such fissures open in random stressed locations along either side of the crack. Each is 1d10 x 10 feet deep, 10 feet wide, and 2d10 x 100 feet long. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse.

Wilderness Hazard: Ice Haboobs. Collapsing thunderstorms can create the arctic equivalent of a sandstorm as cold air in front of the storm rushes down at an incredible rate, picking up massive amounts of snow and ice particles and blowing them into the air at high speeds. Ice Haboobs impose disadvantage on Wisdom (Perception) checks that rely on sight and limit visibility to 10 feet. Being passed over by an Ice Haboob takes 1d20+4 rounds.

50% chance the Ice Haboob is thick with hail pellets from its thunderstorm, which cause 1d4 damage per round to creatures who don't take cover from the storm.

Wilderness Hazard: Flashfreeze. Nightime temperatures in a blizzard regularly dip as low as -130°F. Creatures trapped outside of shelter are likely to be frozen through, even with basic cold weather gear, unless naturally acclimated to the climate (like a mammoth). The Bjornen tribe's mammoths carry large blankets to cover their herds in a huddle during flashfreeze blizzards.

The Packs of the North

Every Bjornen human and giant is a lycanthrope- the human tribes are werewolves, while the giant families are werebear. Because of their shared lycanthropy, silver is outlawed in the northlands, and travelers found carrying it are treated as invading enemies.

The nomadic Varg Packs live in cozy howdahs on the backs of lumbering mammoth and transverse the frozen ocean to reach the wintertime feeding grounds for their mammoths. Each pack of werewolves is paired with a solitary werebear guardian, called a Verge, by the Frostbeard at the conclusion of Visavstyrke. A Verge's duty is to protect a Pack's mammoths more than the Pack itself, but the werebear guardians invariably come to care for their werewolf wards and most request to stay with the same pack year after year. It is extremely rare for a new Verge to be assigned to a Pack other than in situations involving a previous Verge's death or retirement to Helstad when age and infirmity overtake them.

Though less numerous than the nomadic packs, a number of humans and giants live sedentery lives in the few cities that dot the snowy landscape.

Nord Havn

A port city of shipwrights and traders, the artisans of Nord Havn built the fleet of longships that the Bjornen traverse the Free Seas in. Once a month, Freedonian traders arrive to swap finished goods from the south for ore and jewels from the mines. Usually the first city outsiders arrive in, Nord Haven has a large marketplace surrounded by a number of inns and taverns for adventuring types.

The shipbuilders here will sell you a sturdy Longship if you're in need, and there should be enough werewolves around to muster a fine rowing crew, if you can deal with the constant smell of wet dog aboard your vessel.

The big event in Nord Havn is a sport called Bardownski, played on an ice pitch by two teams with six players per side. The players wear Bladed Ice Boots and use staves with one side ending in a flat curve to manipulate a polished stone disc across the pitch and propel it into the opponents' goal, which is protected by a tender.

Were the players not lycanthropes, the game would likely end in many injuries or even deaths- but for the players and fans the violence is part of the thrill of the game.

Bladed Ice Boots

Wondrous Item, Uncommon Boots

Ice Glide: These boots are fitted with dulled metal runners, allowing the wearer to glide across ice with little resistance. While wearing these boots, your walk speed is halved when not on ice. While on ice, you may use Dash as a bonus action on each of your turns.

They may also be used as a melee weapon dealing 1d4 damage, with attacks made at disadvantage.

Bjornen Tundra Encounters
1d20 Encounter
1 the Werewalrus King and 2d4+4 Werewalrus are following you downwind
2-5 You are hailed by a passing Bjornen Tribe (2d4+3 Mammoths; each ridden by 2d4+2 Vargvakt, with 1 Vargvakt Alpha and a Verge guardian)
6 2d4+4 Crested Werepenguin sliding across the ice
7-8 3d6+6 large-sized Wolves
9 2d6+3 huge-sized Dire Wolves
10 1d6+1 huge-sized Winter Wolves
11 1d6+1 Yeti (50%) or (50%) 1d4 Abominable Yeti
12 An Ancient White Dragon looking for a challenge, their hunting party is camped nearby
13 Huginn flies by overhead, casting a massive shadow
14-15 A camp of 4d4 Killer Werewhales and 1d4 young; they're hospitable, but will eat you if they're hungry
16 1d4+4 huge-sized Polar Bears
17 A Shipwreck jutting from the ice (50% inhabited)
18-19 Ice Storm for 2d6+1 hours: everything is difficult terrian, 5ft visibility, effects of extreme cold
20 2d20+20 Swarms of Seals or Swarms of Penguins

Helm Havn

Helm Havn is a seaside fort build to combat Gnoll incursions. Those entering Bjornen from the east generally stop here for supplies and protection from gnolls before heading further on their journey.

Helm Havn Encounters
1d4 Encounter
1 Gnolls roll Colle-Gens made Trebuchets within range of the fort and begin flinging stones
2 1d4+1 Vargvakt and a Verge stop you to ask your business in the frozen north
3 Wagons from Salesgrad arrive with rations and oil
4 Giant and Humans soldiers in hybrid form fire Ballistas at a Young White Dragon to ward it away from the fort. Its stealthy hunting party can be spotted a few miles off using white drakes as sled dogs with a successful DC15 perception check; they're moving deeper into the Bjornen in search of mammoth and captives.

Salesgrad

A mining city surrounded by fertile grazing grounds for mammoth herds, Salesgrad acts as a trade hub between the other northern settlements, supplying Nord Havn with metal for shipbuilding and the northern towns with peat moss, salt and winter rations.

Salesgrad Encounters
1d6 Encounter
1 A strange blizzard rips across the land, directly toward the city. A mated pair of Ancient White Dragons and their combined hunting party (an army of 80 winged white dragonborn Veterans, 1d4 x 100 Winged Kobold and 1d4 x 20 white Ambush Drakes) raid the city from the air. They attack for 3 Minutes, taking as many captives as possible.
2 A recruiter approaches and tries to enlist the party to work in the iron mine; he promises 4gp pay per day for 12 hour shifts.
3 An Earth Elemental distubed by the mining operations attacks.
4 4d4 Crested Werepenguin approach the town on their Windrunners looking to trade luxury goods from Freedonia. One of the penguins found an interesting, outlandish dagger on a corpse and is eager to trade it (see: Holy Dagger of Rangor Huacac).
5 Elder Giants seek young adventurers to slay an Ice Spider Queen and her children infesting the nearby Hollow Pocket mine.
6 Elder Giants seek young adventurers to collect four Blue Dreamflowers from the forest to make a medicine for a quarantined mammoth sick with highly contagious disease Mammoth Panic

Windswept

A newer settlement which supplies Nord Havn with wood for ship building.

Windswept Encounters
1d6 Encounter
1 A Vargvakt Alpha seeks a party of adventurers to slay an Adult White Dragon and its Hunting party that has been picking wolves off her lumberjack crew.
2 Timber shipments are being loaded onto 2d6 huge sleds pulled by mammoth; the caravan would enjoy the company of adventurers headed to Nord Havn.
3 Wilderness Hazard: Quicksnow
4 A local challenges you to a sled dog race.
5 Wilderness Hazard: Ice Haboob; (50%) chance of 1d4 Frigid Air Elementals (slam attack deals cold damage) within the Haboob.
6 An Abominable Yeti has kidnapped a werewolf child and fled to the mountains. The wolves are preparing a volunteer rescue party but are spread thin. The wolf child's family seeks aid, knowing there are likely more yeti up on the ridge. They need to act fast.

Helstad

A city of sculpted ice, Helstad is home to the Frostbeard, King of the North. The city is built into a massive glacier, slowly sliding east. The Frostbeard is chosen in ritual competition when the old Frostbeard dies, steps down from his post or is challenged for his seat. The current Frostbeard, Olde Skyrgard, has ruled Bjornen for the last two hundred years. His reign has been notably fair and just.

Helstad Encounters
d6 Encounter
1 You come across the Frostbeard deep in thought; he engages you in a philosophical conversation
2 1d4+1 Verge in Frost Giant form sculpting ice walls
3 Human and Giant children play a game on a polished ice pitch wearing bladed ice boots, using curved sticks to push a carved wooden puck; the humans play offense and defense and the giant youths defend opposite nets
4 A Young Frost Giant asks if you'd hunt a pack of Yeti that ate her polar bear companion when they were lost in the mountains a year back; she wants revenge
5 Horror on the Ice: The sole Vargvakt survivor of a slain Pack seeks the Frostbeard- his family, mammoths and Verge are dead! A Mage holding an Ancient Wolf Totem came into his camp and made the Vargs tear apart the mammoths and each other...
6 Visavstyrke Festival! The packs gather for a week to feast and compete in feats of strength and ability to determine territories for the following year

Kutka

A settlement built on the Ice Sea in the ancient, frozen remains of fleet of giant warships, this haven from the elements is shared by the nomadic tribes of the north. An ice fishing industry keeps a small permanent population in Kutka, with a handful of merchants that supply the wealthier nomadic tribes with luxury goods from Helstad.

Crested Werepenguin

The ice fields around Kutka are called The Colony by a yearly population of Crested Werepenguin, and their tribes gather here every spring on the ice plains to hatch their eggs and socialize, trading stories and trinkets of their travels over the year.

Yes, these elves lay eggs in penguin form (usually a pair of them), which hatch into horrifying hybrid-elf babies. The parents incubate the eggs and as a general rule, the first laid egg usually doesn't hatch, so, after 65 days of incubation, a single chick hatches out. Both eggs hatching is considered very lucky, with the twins destined for greatness. 3 days after hatching, the mother leaves for a ritual hunt, while the male stays with the hatchling, guarding the nest for the next 3-4 weeks. The mother returns every day to feed the young fish she catches. At the age of 3 weeks, the hatchling joins the Crèche with other chicks, a communal care group of all Crested Werepenguin young that stays in Kutka and is cared for by disabled and elderly werepenguin that can't hunt anymore. The parents continue to return throughout the year as they can to feed the juvenile and bond with them. Around 3 years old, the hybrid baby reaches maturity and full size, and begins to use its shapeshifting abilities, revealing its adult elf form. The young penguin then leaves, going out to sea for its first hunt. The strange reproduction and aging of Crested Werepenguin is thought to be an affect of avian biology, and shortens these elves' natural lifespan to that of a human.

Kutka Encounters
d6 Encounter
1 Beast Titan Attack! First an Icequake slams the ice fishing fields! From the fissure and through nearby ice fishing holes, titan tentacles erupt and begin feeling around for prey. Fishermen flee toward the town, dodging tentacles popping up through the ice along their path.
2 Pushy werepenguin adventurers are looking to trade gear with outlanders. They are especially keen to trade an ancient blade they found in the snow. (see the Holy Dagger of King Rangor Haucac), which recently made its way from near Salesgrad.
3 A Windrider Race is the talk of the town today! Werepenguin have flocked to the area to participate.
4 A shipment of food from Salesgrad was supposed to arrive two days ago. Village elders ask the party to investigate. (30 miles south, the shipment was frozen solid by an unknown assailant or event. A single set of footprints leads away from the site, and can be tracked for 1d4 days to discover the Mummy Lord Rangor, searching for his blade.) The shipment can be chopped free from the ice and hauled to town. It is a longship dragged by a mammoth, now dead.
5 A Pack and their mammoth arrive to trade, rest and resupply. Their Verge brings stories of increasing Gnoll incursions to the west and dragon attacks to the north.
6 Approaching Blizzard! A class of young werepenguin is out on the ice fields learning to fish, and a blizzard is fast approaching! The adults scramble to retrieve the kids and get everyone to shelter before the storm hits!

`

Holy Dagger of King Rangor Huacac

This ancient brass dagger was discovered in the tomb of King Huacac in the Lost Empire of Olben by Bjornen explorer Arik Redpelt some 200 years ago. Misery and death have followed the blade back to the north, and the Mummy Lord Rangor stalks the ice, restlessly searching for his stolen treasure...

Holy Dagger of Rangor Huacac

+1 dagger (requires attunement)

While attuned to the dagger, you are hidden from Divination magic. You can't be targeted by such magic or perceived through Magical Scrying Sensors.

Once per day, you may cast Vampiric Touch using the dagger to make the melee spell attack. The dagger regains use of this ability each dawn.

Cursed. While attuned to this weapon, the player draw the innate attentions of Mummy Lord Rangor, who catches up to them in 2d6+2 days.

Encountering King Rangor

The tireless mummy has been searching for his blade as it trades hands across the ice for a quarter millenia. His blinding dust and whirlwind of sand legendary actions create snow instead of sand, and he replaces insect plague with cone of cold and his sacred flame cantrip with frostbite.

Werepenguin Warblades

These +1 bone shortswords are carried by the Emperor Penguin's honorguard, each fashioned from a werewalrus tusk harvested by the unmarried candidates upon their initiation rights. These blades confer a great level of respect and authority upon the bearer in Werepenguin society, the warrior having proven themself in killing a powerful enemy and giving up their private lives to serve the Emperor (which is, ironically, an elected position). As werewalrus have a pair of tusks, teamwork is the encouraged route to completing a hunt, fostering solidarity among the honorguard.

Werepenguin Warblade

+1 silvered bone shortsword

Lucky. If this silvered shortsword is on your person, you can call on its magics (no Action required) to Reroll one Attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.

Once per day when you hit a Werewalrus with this weapon, the Werewalrus takes an extra 3d6 damage of the weapon's type and you may cast Fear against all Werewalrus within 30ft at DC13 as a bonus action.

The honorguard make their headquarter's in the Emperor's Office in Kutka, entasked with the special defense of the young and keeping the area clear of threats. The current Emperor Penguin is Inuksuk the Crestborne, the long term leader of the honorguard. Inuksuk uses Warlord stats with werepenguin lycanthropy.


Vargvakt (Bjornen Werewolf)

Medium humanoid (human, shapechanger), lawful good


  • Armor Class 11 (In Humanoid Form, 12 In Wolf Or Hybrid Form)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (0) 11 (0) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 14
  • Languages Common, Varg'tala (Can't Speak In Wolf Form)
  • Challenge 3 (700 XP)

Shapechanger. A werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The werewolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The werewolf makes two attacks: one with its bite and one with its claws or battleaxe.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2). If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with werewolf lycanthropy.

Claws (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d4 + 2) slashing damage.

Battleaxe (Humanoid/Hybrid Form Only).Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) slashing damage. Versatile (1d10)



Vargvakt Alpha

Medium humanoid (human, shapechanger), lawful good


  • Armor Class 11 (In Humanoid Form, 12 In Wolf Or Hybrid Form)
  • Hit Points 68 (10d8+18)
  • Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 10 (0) 11 (0) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 14
  • Languages Common, Varg'tala (Can't Speak In Wolf Form)
  • Challenge 4 (1,100 XP)

Shapechanger. The Vargvakt Alpha can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Keen Hearing and Smell. A werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Reckless. At the start of its turn, the Vargvakt Alpha can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The Vargvakt Alpha makes two attacks.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one target. 1d6 + 3 piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be Cursed with werewolf lycanthropy.

Claws (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2d4 + 3 slashing damage.

Spear (Humanoid/Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1d6+3 piercing damage.

Battleaxe (Humanoid/Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) slashing damage. Versatile (1d10)


Verge (Bjornen Werebear)

Huge Giant (giant, shapechanger), lawful good


  • Armor Class 13 (Natural Armor)
  • Hit Points 135 (18d8+54)
  • Speed 40 ft. (30 ft. climb in bear form)

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 18 (+4) 10 (0) 12 (+1) 12 (+1)

  • Damage Immunities Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 1
  • Languages Common, Giantish
  • Skills Perception +7, Athletics +5
  • Challenge 5 (1,800 XP)

Shapechanger. The werebear can use its action to Polymorph into a Giant-Bear Hybrid, into a Huge bear, or back into its true form, which is a giant. Its Statistics, other than its size and AC, 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.

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

Actions

Multiattack. The werebear makes two attacks. One with its claws and one with its bite or two with its battleaxe.

Bite (Bear Form Only). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Claws (Bear Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: (2d4 + 2) slashing damage.

Greataxe (Giant form only): Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. (Giant Form Only) Ranged Weapon Attack: +8 to hit, reach 60/240 ft., one target. Hit: (3d10 + 5) bludgeoning damage.


Olde Skyrgard, the Frostbeard

Huge Giant (giant, shapechanger), lawful good


  • Armor Class 13 (Natural Armor)
  • Hit Points 190 (18d8+54)
  • Speed 40 ft. (30 ft. climb in bear form)

STR DEX CON INT WIS CHA
25 (+7) 10 (0) 24 (+7) 10 (0) 12 (+1) 15 (+2)

  • Condition Immunities Charmed
  • Damage Immunities Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses darkvision 120ft, passive Perception 17
  • Languages Common, Giantish, Sylvan
  • Skills Perception +7, Athletics +11
  • Challenge 12 (8,400 XP)

Shapechanger. The werebear can use its action to Polymorph into a Giant-Bear Hybrid, into a Huge bear, or back into its true form, which is a giant. Its Statistics, other than its size and AC, 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.

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

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

Actions

Multiattack. The werebear makes two attacks. One with its claws and one with its bite or two with its battleaxe.

Bite (Bear Form Only). Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 5 (1d8 + 7)

Claws (Bear Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: (2d6 + 7) slashing damage.

Greataxe (Giant form only): Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 7) slashing damage.

Rock. (Giant Form Only) Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: (3d10 + 7) bludgeoning damage.


Killer Werewhale

Medium humanoid (sea elf, shapechanger), CN


  • Armor Class 12 (natural armor)
  • Hit Points 90 (12d12+12)
  • Speed 30 ft. (humanoid and hybrid form), 60ft swim (hybrid and killer whale form)

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 10 (0) 12 (+1) 12 (+1)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Perception +5, Survival +5
  • Senses blindsight (120ft while underwater, 10ft on land), passive Perception 14
  • Languages Sylvan, Elvish, can communicate simple ideas with any creature with a native swim speed
  • Challenge 4 (11000 XP)

Shapechanger. The werewhale can use its action to polymorph into a large whale-humanoid hybrid or into a gigantic killer whale, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Echolocation: The werewhale can't use its Blindsight while Deafened.

Hold Breath: The werewhale can hold its breath for 30 minutes

Keen Hearing: The werewhale has advantage on Wisdom (Perception) checks that rely on hearing.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Actions

Bite (Killer Whale or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with Killer Werewhale lycanthropy.

Spear (Elf/Hybrid Form Only). Weapon Attack: +6 to hit, reach 5 ft. or range 20/60ft, one target. Hit: 1d6+4 piercing damage (or 1d8+4 in two hands).


Crested Werepenguin

Medium humanoid (high elf, shapechanger), lawful good


  • Armor Class 14 (Natural Armor)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft. (50 ft. swim in hybrid and penguin form)

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 10 (0) 10 (0) 11 (0) 10 (0)

  • Condition Immunities Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Survival +4, Perception +4, Acrobatics +5
  • Senses darkvision 60ft, passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 3 (700 XP)

Shapechanger. The werepenguin can use its action to polymorph into a crested penguin-humanoid hybrid or into a large crested penguin, or back into its true form, which is humanoid. 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.

Hold Breath. While in Hybrid or penguin form, the werepenguin can hold its breath for 15 minutes.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Actions

Multiattack. The werepenguin makes two Melee attacks.

Peck (Penguin or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Spear (Humanoid/Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60ft, one creature. 1d6+3 piercing damage.

Bonus Actions

Belly Slide. The penguin may use a bonus action to drop prone and then


Werewalrus

Medium human (shapechanger), neutral evil


  • Armor Class 10 (In Humanoid Form, 14 In Walrus Or Hybrid Form)
  • Hit Points 85 (9d12 + 27)
  • Speed 30 ft. (40 ft. swim in hybrid and walrus form)

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 16 (+3) 10 (0) 11 (0) 10 (0)

  • Skills Intimidate +3, Athletics +9
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 14
  • Languages Common
  • Challenge 3 (700 XP)

Shapechanger. The werewalrus can use its action to polymorph into a large walrus-humanoid hybrid or into a gargantuan Giant Walrus, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true human form if it dies.

Hold Breath. The werewalrus can hold its breath for 30 minutes.

Actions

Multiattack. The werewalrus makes two attacks: one with its body flop and one with its tusks or two with its spear.

Body Flop (Hybrid or Walrus Form). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Tusks (Hybrid or Walrus Form). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with Werewalrus lycanthropy.

Spear (Human form only). Weapon Attack: +8 to hit, reach 5ft or range 20/60ft, one target. Hit: 9 (1d6+6) piercing damage or 10 (1d8+6) if used in two hands.


Werewalrus King

Medium human (shapechanger), lawful evil


  • Armor Class 10 (In Humanoid Form, 16 In Walrus Or Hybrid Form)
  • Hit Points 250 (18d12 + 102)
  • Speed 30 ft. (40 ft. swim in hybrid and walrus form)

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 22 (+6) 10 (0) 11 (0) 10 (0)

  • Saving Throws Str +11, Con +11
  • Skills Intimidate +10, Athletics +11
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 14
  • Languages Common
  • Challenge 5 (1800 XP)

Shapechanger. The werewalrus can use its action to polymorph into a large walrus-humanoid hybrid or into a gargantuan Giant Walrus, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true human form if it dies.

Hold Breath. The werewalrus king can hold its breath for 40 minutes.

Brute. Adds 1 extra die to damage rolls (included).

Actions

Multiattack. The werewalrus makes two attacks: one with its body flop and one with its tusks or two with its spear.

Body Flop (Hybrid or Walrus Form). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 6) bludgeoning damage.

Tusks (Hybrid or Walrus Form). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 6) piercing damage. If the target is a Humanoid, it must succeed on a DC 15 Constitution saving throw or be Cursed with Werewalrus lycanthropy.

Spear (Human form only). Weapon Attack: +11 to hit, reach 5ft or range 20/60ft, one target. Hit: 12 (2d6+6) piercing damage or 14 (2d8+6) if used in two hands.


Swarm of Seals

Gargantuan Swarm of Medium Beasts, unaligned


  • Armor Class 11
  • Hit Points 200 (40d8)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 11 (0) 3 (-4) 14 (2) 5 (-3)

  • Senses darkvision 60ft, passive Perception 10
  • Damage Resistances Cold, Bludgeoning, Piercing, Slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Challenge 3

Swarm. The swarm of seals can occupy another creature's space. It can move through any space big enough for a medium seal. It cant regain hit points or gain temporary hit points.

Hold Breath. The swarm can hold its breath for 30 minutes.

Keen Smell. The swarm has advantage on perception checks that rely on smell.

Actions

Multiattack. The swarm makes three attacks at advantage if it has more than half its hit points, or three attacks if it has less than half hit points.

Bites. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (4d4+2) piercing damage, or 6 (2d4+2) piercing damage if the swarm has half of its hit points or fewer.

Bonus Actions

Belly Slide. The swarm takes dash as a bonus action.


Swarm of Penguins

Gargantuan Swarm of Small Beasts, unaligned


  • Armor Class 10
  • Hit Points 200 (80d4)
  • Speed 20 ft., swim 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 11 (0) 11 (0) 2 (-4) 10 (0) 5 (-3)

  • Senses passive Perception 10
  • Damage Resistances Cold, Bludgeoning, Piercing, Slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Challenge 3

Swarm. The swarm of penguins can occupy another creature's space. It can move through any space big enough for a small penguin. It cant regain hit points or gain temporary hit points.

Hold Breath The swarm can hold its breath for 15 minutes.

Clumsy Confusion. Medium or smaller creatures that attack the swarm from inside of its space must pass a DC10 Dexterity saving throw of fall prone.

Actions

Multiattack. The swarm makes three attacks at advantage if it has more than half its hit points, or three attacks if it has less than half hit points.

Peck. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) piercing damage, or 4 (1d4+2) piercing damage if the swarm has half of its hit points or fewer.

Bonus Actions

Belly Slide. The swarm takes dash as a bonus action.

Beast Titan Stats



Huginn

Gargantuan beast (raven titan), neutral


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 20ft, 80 ft. fly

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 6 (-2) 20 (+5) 20 (+5)

  • Saving Throws Dex +8, Con +16, Int +10
  • Damage Immunity Force, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Perception +11, Stealth +8, Acrobatics +8
  • Senses Passive Perception 21
  • Languages mimicry, understands Sylvan
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Keen Sight and Smell. The raven has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The raven has advantage on an attack roll against a creature if at least one of the raven's allies is within 5 feet of the creature and the ally isn't incapacitated.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Swallow. When Blackwing a one bite attack against a Large or smaller creature it is grappling, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 28 (8d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Multiattack. The Titan can use its Frightful Presence. It then makes three attacks.

Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 38 (4d12 + 10).

Peck. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 38 (4d12 + 10) piercing damage.

Repulsion Breath. The titan exhales force energy in a 90-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. On a failed save, the creature takes is also pushed 60 feet away from the titan.

Frightful Presence Each creature of the titan's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Legendary Actions

Detect. Blackwing makes a Wisdom (Perception) check.

Wing Attack (Costs 2 Actions). Blackwing beats its wings. Each creature within 15 feet of her must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. She can then fly up to half her flying speed.

Region X: The Unseelie Spires

There are seven Black Spires across the plane, each near identical structure an individual tuning component in the Unseelie Experiment. Of the seven towers, five are positively charged and create verdant "Green Zones" around them. The other two towers are negatively charged- opening colorless rifts filled with Shadowfell horrors- labeled on world maps as "Deep Sink" and "the Grey South". Inside all of the Spires, cohorts of scientists and biomancers catalog data and conduct experiments to further their fey employer's twisted goals and sate their own dubious intellectual curiosities on abductees...

Black Spire Defenses

The Spires are Indestructable structures but are still equipped with defenses to keep intruders out. Any creature that attacks a Black Spire or tries to enter without designated access is targeted by its automated defense system. The system usually targets large monsters with Chain Lightning and adventurers with Power Word Stun.

Green Zone Regional Effects

The positively charged Black Spires produce the following regional effects in the surrounding 10 mile radius:

  • Plants grow at ten times their normal rate, reaching incredible sizes and creating towering forests.
  • Survival of the Fittest. Creautres with Int 5 or less are more aggressive than normal and grow to be one to two size categories larger than normal, with double Hit Points.
  • Creatures generally avoid the 1 mile radius around the Spire due to the automated defense system.
  • Cause creatures with Unstable Genetics to roll on the Mutation table when they level up in the Zone.

-Mutations-

The Unseelie Spires change the DNA of the plane’s creatures. Native Giants, Goliath, Firbolg at large have remained more or less cosmetically unaffected, but their populations still experience mutations.

While on Ombreavoir, non-native humanoid creatures gain the Unstable Genetics trait, the Spires' strange magics changing your genetics on a molecular level. Many of these changes are more or less cosmetic, maybe some fur or feathers where they shouldn’t be, though greater mutations can occur with the more time spent under the Spires’ influence.

Deep Sink/Grey South Regional Effects

These negatively charged Black Spires produce the following regional effects in the surrounding 10 mile radius:

  • Everything is a joyless shadowy monochrome and sunlight doesnt ever penetrate the gloom. Dim Light Conditions.
  • Living creatures suffer Shadowfell Despair (DMG pg 52)
  • Plants don't grow here and animals avoid the area.
  • Shadows and other dark horrors stalk the zone.
  • A constant low howling wind eminates from the Spire.
DM's Note: Spire Cursed Dwarves

The Curse can be deactivated as an action by flipping a switch on the top floor of Spire #3.

Black Spire Interior Encounters

1d20 Encounter
1 2 Lightning Golem and a Hybrid Shocker on patrol
2-4 1 Vedalken Biomancer and their research team (2d4+2 Sages) are hard at work. There is a 75% chance they are distracted and ignore you with a successful DC10 (Stealth) check
5 Vedalken researchers (1d4+1 Sages) test the adaptability of 2 Hybrid Spies' Chameleon Skin
6 Vivisection Room: a random werecreature's regenerative abilities are being tested here. The werecreature is unconscious.
7 1 Doppelgänger Biomancer and their research assistants (1d4+1 Sages) take blood samples from a sedated large-sized beast
8-9 Containment Cells: each of the 20x20ft cells in this room are sealed off by Wall of Force (turned on/off with a control pad on the wall as an action); the cells contain abducted living creatures CR9 & under
10 1 Vedalken Biomancer and their team (2d4+2 Sages) are running strength trials with 1d4+2 Hybrid Brutes
11 1 Vedalken Biomancer and their team (1d4+1 Sages) test the reflexes of 2d4+2 Hybrid Fliers
12 Doppelganger researchers (1d4+2 Sages) are comparing the toxins from a pair of Hybrid Poisoners to tanks of Poisonous Snakes
13 Vedalken researchers (1d4+1 Sages) test the voltage of a Hybrid Shocker.
14 a Crystal Golem and a Vedalken Precognitive Mage
15-16 a Doppelgänger Mind Mage, likely in the guise of a missing party member (bonus points to DMs that have the player run the Doppelgänger for you!)
17 1 Vedalken Biomancer and their team (2d4+2 Sages) run tests on 1d4+1 Category 1 Krasis
18 1 Doppelgänger Biomancer and their team (2d4+2 Sages) run tests on a Category 2 Krasis
19 1 Vedalken Biomancer and their team (3d4+3 Sages) run tests a Category 3 Krasis
20 1d4 Mind Flayer scientists are tired of your intrusion

Deep Sink/Grey South Encounters

Spire #2 and #6 have a separate set of creatures encountered in their Shadowfell gloom...

1d20 Encounter
1 1 Nightwalker
2 2d4+2 Shadows
3 1d3 Shadow Assassin
4 1d4 Shadow Demon (Undead not fiend type)
5 Shadow Horror
6 Young Red Shadow Dragon
7 Depression: Roll for Shadowfell Despair
8 2d4+1 Shadow Mastiff that have fly speed 40ft
9 An unidentified flying eye (see Voidfarer's Guide to the Verse Vol 1) crewed by 4 doppelgangers and a mindflayer are collecting humanoid specimens. (This is a good way to bring a party into the spire).
10 2d4+2 monodrones with 30ft fly speed are investigating the area (recon drones of the scientists in the nearest tower). These drones are non-hostile
Returning Ombreavoir to Wildspace

The Impossible Terrarium is only possible through the continued operation of the Black Spires.

Deactivating a Spire requires overloading its power core. For safety, these are kept on various levels of separate towers (the DM chooses which level of the Spire the power core will appear in. The Power Core is a Huge Object with AC20 and 100 Hit Points. If it is destroyed, the Spire will cease to function. There are two ways to shut down the system:

  • Overload Spire #2 and #6.
  • Overload Spire #2 OR #6 and any two other Spires.

Should the Spire network be deactivated, the magic holding the Impossible Terrarium will shutter and fail, puking the world through the Bleed and back into "realspace."

Without the warping effects of the Spires, mutations will no longer occur, and the genetics of the world will stabilize. This isn't to say that species will "revert" to human or orc, etc- their DNA is forever changed by the Unseelie experiment.


Research Motivations

The scientists in every tower are pursuing their own avenues of research along the same topic: perfecting genetically modified super soldiers for the Bramblewood Queen.

On the rare chance a DM decides to start the campaign within a Black Spire, player characters will most likely be abducted experiments rather than scientists, as the scientists are devoid of morals and ethics and know all the secrets of the world- and how to fix them using these towers.

Another option to begin play in the Black Spires is to run a party of mutants competing for top dog in head to head trials. Missions will be provided to the "team" by the scientists that test their skills and abilities, always monitored by stealthy monodrones with a 30ft fly speed that report a live feed of the party's progress to the Spire. These experiment teams usually consist of three to four mutant specimens and a doppelganger or vedalken handler that takes notes and directs mission parameters in the field.

When these trials (or constant suicide missions) are finished, often only one mutant is left standing. Research teams keep healthy scientific rivalries by keeping a running score of which teams produce the highest scoring creations.

When a genespliced creature is perfected, the scientists put them on ice, cryogenically freezing them and harvesting DNA for cloning a legion of replicants- each aged, treated with the original's memories and put on ice until the Bramblewood Queen is ready to use them in her coming war against the Summer Queen. These legions are kept in the tower's hundred sublevels.

Research Vehicles

Each tower has two garage levels that holds a flying saucer (see Voidfarer's Guide to the Verse Vol 1 & 2). Each of these vehicles has a pair of Verdito pilots (see Voidfarer's Guide to the Verse Vol 1) and is equipped with the following upgrades:

  • A cloaking device, allowing it to use Greater Invisibility.
  • An Ombreavorian Tuning Fork
  • A tractor beam, allowing it to abduct specimens. The tractor beam slectively drags any number of large or smaller creatures into the ship as if using the Reverse Gravity spell as a technological effect. When a creature crosses the threshold of the vehicle, they must pass a DC15 saving Wisdom throw or be rendered unconscious by the ship's Neural Pacifier.
Obeying the Prime Directive

Research teams utilizing a Flying Saucer have the foremost priority of keeping its existence hidden. The Spires maintain much of their safety by cultivating a terrifying mystique and appearing uninhabited. The saucer bays are the doors in or out of the Spires, and keeping the saucers cloaked at all times unless abducting subjects ensures no nosy adevnturers come ruining the experiments.

Obeying the Secondary Directive

Research teams are to subdue and pacifiy subjects, bringing them back to the lab unharmed for experimentation.

.

Ombreavoirian Tuning Fork

Wondrous Item, Ship Upgrade or Melee Weapon (+2 Greatsword)

While installed on a ship, this tuning fork allows a ship to pass through the Bleed or return through the Fractal Hole without being affected by the anomaly. Twenty-one of these artifacts were built by Unseelie scientists- three for each tower- though many have been lost in the wilds over time. Seven are currently scattered beyond the scientists control (six held by warlords/adventurers, one lost).

Spellcasting Focus. The tuning fork may be used as a spellcasting focus while casting the Plane Shift spell to travel to Ombreavoir, requiring no other material components to cast. It may also be used as a spellcasting focus for any spell that deals thunder damage.

+2 Greatsword. While not attached to a ship as an upgrade, the Ombreavoirian Tuning Fork may be used as a +2 Greatsword. On a hit, this weapon deals an extra 2d6 thunder damage, creates a thunderous humming sound that can be heard up to 100 feet away, and each creature within 5ft of the target, other than you, must succeed on a Constitution saving throw or take 2d6 thunder damage.

Player Character Options

The original inhabitants of the Spires are the Verdito and Cerebrak scientists who initiated the Unseelie Experiment.

Now native are the Vedalken and Doppelgänger descendants of a Simic research school hired long ago by the Shadethrower to come to Obreavoir from Ravnica on an extended generational study and catalog the grand experiment.

Divided into research clades, these scientists use drones and flying saucers to capture specimens from the surrounding area, collecting, analyzing disecting and repurposing subjects dna to unravel the mysteries of their abilities and use their genetic material in secretive Hybridization projects.

Player characters from the Spires may be Adaptive Hybrids created by the research teams.

Vedalken

The Vedalken species are partially-amphibious, blue-skinned humanoids resembling earless, hairless humans with six fingers on each hand. They were formerly a fully aquatic species that have completely adapted to life on land.

A highly logical people, viewing everything through the lens of the scientific method and pursuing knowledge, they take the roles of a society's scientists, doctors, historians, mages and artificers.

Ability Scores: Intelligence +2, Wisdom +1

Speed: You have a 30 ft. walk and swim speed.

Age. Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.

Alignment. Vedalken are usually lawful neutral.

Size. Tall and slender, Vedalken stand 6-6½ feet tall on average and weigh less than 200 pounds. Your are Medium.

Vedalken Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

Practiced Anatomist. Whenever you make an Intelligence (Medicine) check, you can add twice your proficiency bonus to the roll.

During a short rest, you can clean and bind the wounds of up to six willing beasts or humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

Field of Study. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Nature or Animal Handling. You are also proficient with one tool of your choice.

Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.

Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.

Languages. You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.

Doppelgänger

Doppelgangers, otherwise known by themselves as Shallar, are monstrous humanoids infamous for their shapeshifting abilities, allowing them to mimic almost any humanoid creature they've seen.

In their true form, doppelgangers appear as tall, gray-skinned humanoids, with wiry hairless bodies. Their heads are bulbous, with formless faces and bulging eyes that were a pale yellow or oily black hue and lacked visible pupils.

Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.

Age Doppelgängers reach adulthood at 16 have the lifespan about that of a human.

Alignment Doppelgängers tend towards neutral alignments.

Size Doppelgangers average 5 feet tall and 150 pounds. Your size is medium.

Speed Your base walking speed is 30 feet.

Shapechanger: A doppelganger can use its action to Polymorph into a Small or Medium humanoid it has seen, 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.

Read Thoughts: A doppelganger can magically read the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's Concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Natural Born Liar. You have proficiency in Deception.

Monstrous Nature. In the doppelganger's natural form it has grey skin and large yellow eyes. Your creature type is Monstrosity and you are immune to the Charmed condition.

Ambusher. You have advantage on attack rolls against any creature you have surprised.

Languages You can speak, read and write Common and Undercommon. You speak one other local language.

Cerebrak

See Voidfarer's Guide to the Verse Volume 2 for options.

Verditos

See Voidfarer's Guide to the Verse Volume 2 for options.

Adaptive Hybrid

Ability Score Increases. Constitution +2, Any other +1

Speed. 30 ft.

Age. A hybrid's lifespan varies by the genetic material used to mutate them.

Alignment. The simic hybrids were generally neutral, interested in science for science's sake rather than morality. You are as adaptive as they were structured, and might be any alignment.

Size. Your size is Medium, within the normal range of your humanoid base race.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages. You can speak, read, and write one language.

Adaptive Genetics. When you level up within a Green Zone, you may roll three times on an appropriate Mutations table and choose your preferred result.

Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. Choose one of the following options:

  • Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
  • Nimble Climber. You have a climbing speed equal to your walking speed.
  • Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.
  • Chameleon Skin. You have advantage on Dexterity (Stealth) checks made to hide.

At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:

  • Grappling Appendage. You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
  • Carapace. While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.
  • Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

At 11th level, your body evolves even further, developing new characteristics. Choose one of the options you didn't take at 1st or 5th level, or one of the following options:

  • Secondary Arms. You gain two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions: You can use a secondary arm to wield a weapon that has the light property, but you can't use a secondary arm to wield other kinds of weapons. You can't wield a shield with a secondary arm.
  • Exoskeleton. (Prerequisite: Carapace) You gain natural AC 18 and Resistance to Bludgeoning, Piercing and Slashing damage.
  • Wings. You gaina flight speed of 30ft.
  • Constrictor. You gain a natural attack using strength or dexterity: Constrict. Melee Weapon Attack reach 5 ft., one creature. Hit: 2d8 bludgeoning damage, and the target is grappled (escape DC 8 + your proficiency bonus + your Dexterity). Until this grapple ends, the creature is restrained, and you can't constrict another target.
  • Immense Growth. You permanently become one size category larger, increasing your STR score by 4 and doubling your carrying capacity and the weight you can push, drag, or lift.

At 15th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st, 5th or 11th level, or one of the following options:

  • Magic Resistant Genetics. You have advantage on saving throws against spells and other magical effects.
  • Regeneration. You regain 5 hit points at the start of your turn. If you takes fire or necrotic damage, this trait doesn't function at the start of your next turn. You die only if you starts your turn with 0 hit points and don't regenerate.
  • Scything Talons. You gain a natural melee attack that deals 1d12 + your strength modifier damage. You may make a second attack with your scything talons as a bonus action on your turn.
  • Paralyzing Venom. A creature subjected to your venom must succeed on a Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Becoming a Mutant: Each time a character with Unstable Genetics levels up in a Green Zone, they must roll once on any single Mutation table they have the ability to roll on.

You must have three Stage 1 Mutations to roll on the Stage 2 Mutation Table. You must have three Stage 2 Mutations to roll on the Stage 3 Mutations Table.

Mutations Table
d12 Stage 1 Mutations
1 Tail You grow the tail of a local animal
2 Fur You grow a layer of fur like that of a local mammal
3 Feathers Feathers of a local bird or dinosaur sprout from your body
4 Scales You develop the scales of a local reptile, fish, bird, etc
5 Iconic Mark The distinct markings of a local animal (ex: zebra stripes, leopard spots) appear on your body
6 Nictitating Membrane You develop a translucent third eyelid like that of a bird, reptile, shark, polar bear, aardvark or lemur
7 Earthmarked I The top layer of your skin becomes dry and rocky- either thin mica-like sheets of flaky stone, rough patches of gravel, or smooth volcanic glass marbles your skin
8 Fangs I You develop pronounced canines, gaining a Bite attack for 1d4 piercing damage
9 Gnarling I Your skin becomes rough and bark-like, resembling a local tree
10 Flowering I Your skin grows patches of soft flowering moss with a distinct and gentle scent
11 Sprouting I Your hair becomes a tangled mass of roots, vines or leaves
12 Nocturnal Adaptation Your eyes become those of a local nocturnal animal and you gain darkvision out to 60ft. If you already have darkvision, it is increased by 60ft.
d12 Stage 2 Mutations Prerequisites
1 Chlorophyll You become photosynthetic. You no longer need to eat but must get 3 hours/day of sunlight and still drink the same amount of water needed for a creature your size. Any 2 of the following: Sprouting I, Flowering I, Gnarling I
2 Winter Coat You grow a thick layer fur, making you adapted to cold climates as described in Chapter 5 of the Dungeon Master's Guide." Fur
3 Pit Organ You develop a heat-sensing organ between the eye and the nostril like that of a pit viper, allowing you to strike accurately at your prey in the dark. You gain a heat-based blindsense out to 10ft which your brain processes as a mix of visual and auditory information Scales
4 Fangs II You canines legthen and sharpen, improving your bite attack to 1d6 piercing damage Fangs I
5 Desert Adaptations You develop a camel’s efficient kidneys, intestines and ovular-white blood cells, allowing you to avoid dehydration in harsh desert climates, though your urine is now a thick syrup and your feces so dry it can be used as tinder. (You can go without water for 5 days and areadapted to hot climates as described in Chapter 5 of the Dungeon Master's Guide).
6 Regional Camoflage You gain a thick coat of fur or camouflaged scales like that of a local predator. (You gain advantage on Stealth checks in that creature’s natural habitat)
7 Gills You develop a set of gills that allow you to breathe underwater. As long as your gills stay damp, oxygen will diffuse from the atmosphere into them, allowing you to breathe in both aquatic and terrestrial environments. Nictitating Membrane or Scales
8 Sticky Toes Your feet grow millions of microscopic hairs called setae, like the feet of a gecko. (You gain advantage on climbing checks while not wearing shoes).
9 Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
10 Fleet Hooves Your legs become lean, furred and hooved like an Elk’s. (Your land speed increases by 5 feet)
11 Carapace While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier
12 Eagle Eyed Your eyes become as sharp and watchful as an Eagles. (gain advantage on perception checks that rely on sight in sunlight.)
d12 Stage 3 Mutations Prerequisites
1 Leaping Legs Your legs muscles strengthen, giving you the ability to leap like a frog or rabbit. (Your long and high jump distances are doubled.)
2 Pheremones Pheromone releasing flowers bloom in your hair. (You gain advantage on charisma checks to affect a creature’s attitudes towards you.) Chlorophyll
3 Lung Capacity You can hold your breath for 1 hour
4 Spider Climb You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sticky Toes
5 Chromatophores You develop a cephalopod’s specialized Chromatophores, allowing you to camouflage yourself and produce colorful displays like an octopus. (You gain advantage on Stealth checks). Regional Camoflage
6 Minor Regeneration You regain 3 hit points at the start of your turn. If you take fire or necrotic damage, this trait doesn't function at the start of your next turn. You die only if you starts your turn with 0 hit points and don't regenerate.
7 Wings I You gain a flight speed of 30ft.
8 Secondary Arms. You gain two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms but can only wield light weapons, and can not use shields.
9 Venom Choose one of your natural weapons, which now produces a toxin; on a hit, a target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
10 Fangs III Your bite damage increases to 1d8. Fangs II
11 Constrictor You gain a natural attack using strength or dexterity: Constrict. Melee Weapon Attack reach 5 ft., one creature. Hit: 2d8 bludgeoning damage, and the target is grappled (escape DC 8 + your proficiency bonus + your Dexterity). Until this grapple ends, the creature is restrained, and you can't constrict another target. Pit Organ
12 Echolocation You gain a 60ft blindsight; you can't use your blindsight while deafened. Pit Organ
d12 Stage 4 Mutations Prerequisites
1 Manticore Tail You grow a tail with twenty-four spikes. Used spikes regrow when you finish a long rest. You can launch tail spikes as a natural weapon with a reach 10ft or range of 100/200 ft that deal 1d8 + Dex piercing damage on a hit.
2 Wings II Your base flight speed increases by 20ft. Wings I
3 Improved Secondary Arms Your smaller secondary arms grow in size amd stength and now function indentically to your primary pair of arms. Secondary Arms
4 Fangs IV Your bite damage increases to 1d10. Fangs III
5 Owl's Sight Your eyes become those of an owl and you find your head can swivel almost 360 degrees. (advantage on perception checks that rely on sight in dim light and darkness) Eagle Eyed
6 Barkskin and Acidic Blood Your skin has a rough, bark-like appearance, and your AC can't be less than 16, regardless of what kind of armor you are wearing. When a creature deals damage to you with a melee attack, it takes (1d6+Con) acid damage. Chlorophyll
7 Acid Spray Once per rest, you can spit acid in a line that is 30 feet long and 5 feet wide, provided that you have no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking (3d6) acid damage on a failed save, or half as much damage on a successful one. Chlorophyll or Venom
8 Blinding Venom A creature subjected to your venom must succeed on a Constitution saving throw or be blinded for 2d4 hours. If the save fails by 5 or more, it is permanently blinded. Chlorophyll or Venom
9 Improved Flight Feathers If you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra damage die of the weapon's type. Wings I
10 Ink Cloud Once per rest, you may expend your reaction to release a 20-foot-radius cloud of ink all around you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action. Gills
11 Stinger A target must make a Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. Venom or Chlorophyll
12 Predator's Senses You have advantage on Wisdom (Perception) checks that rely on sight, hearing, smell, echolocation, or your other primal senses.
d6 Stage 5 Mutations Prerequisites
1 Mandibular Dislocation When you hit a Small or smaller target you are grappling with a bite attack, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 5 (2d4) acid damage at the start of each of your turns. You can have only one target swallowed at a time. If you die, a swallowed creature is no longer restrained and can escape from your corpse using 5 feet of movement, exiting prone. Fangs IV or Constrictor
2 Wings III Your base flight speed increases by 20ft. Wings II
3 Paralyzing Venom A creature subjected to your venom must succeed on a Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Venom
4 Giantism You permanently become two size categories larger, increasing your STR score by 8 and quadrupling your carrying capacity and the weight you can push, drag, or lift. Can be taken Once
5 Lashing Vines You gain a natural melee attack with a 20 ft reach that deals 2d6 slashing damage. On a hit, if the target is a creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained. You have four vines, each of which can grapple one target. Chlorophyll
6 Improved Regeneration You regain 5 hit points at the start of your turn. If you take fire or necrotic damage, this trait doesn't function at the start of your next turn. You die only if you starts your turn with 0 hit points and don't regenerate. Minor Regeneration

Credit: Makimaus, Creative Commons Attribution-Share Alike 3.0

Region XI: Bos

Along Sarodia’s southern border run the rivers Igpeh and Ixneh, both of which empty into the brackish watered Bay of B’kon. The southern shores of these three bodies of water are collectively almost sheer cliff face running from the Nekkonese sea to the Ridgeback Mountains and towering 3,000 feet above the water. The expanse is called Great Gorge and has so far helped thwarted Sarodian imperialists’ attempts to directly invade the area. Home to a monastic dominated minotaur and centaur society, its high altitude cities are connected by long stone roads, twisted and looping due to the influence of the Spires’ magics. The monks of Bos tend to follow the Way of Tranquility. An aaracockra tribe with black feathers with white plumage collars and featherless red heads called the Dean-Con also live in the high altitudes of Bos, carrion eaters who scavenge giant Auroch carcasses. The elusive werejaguar tribes of Bos are respected warriors, called upon in times of trouble to protect the herds.

Bos Features

High Altitude. Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation.

The Great Gorge

Running through the forest of horns is the Great Gorge, a 4,000ft deep canyon that stretches from the Nekkon sea far inland. It averages 2 miles across. The strange thing about the Gorge is that at the ocean, where it terminates far below sea level, the canyon’s river begins to flow upward against gravity, a waterfall rising thousands of feet from the canyon floor, running parallel to the ocean, and pouring up up up into the lip of the sea with a misty crash.

Great Gorge Encounters
1d20 Encounter
1 a rainbow Vampiric Mist
2 2d4 Aarakocra fly overhead, headed to Taurean with news about Sarodian legion movements around the Gorge.
3 Weird Weather: Giant pink raindrops fall from the sky. Use the Watery Sphere spell to represent falling drops. They remain suspended above the ground for 10 minutes before popping and dropping their water to the ground.
4 3d6+3 Quetzalcoatlus nest along the wall of the Gorge here, on the lookout for prey. They will swarm smaller creatures and fight each other over food. Their nests have 1d4+1 young each (50%) or (50%) 1d4+1 unhatched eggs.
5-6 6d6+6 large-sized Pteranadon with double Hit Points nest along the wall of the Gorge here, on the lookout for prey. They will swarm creatures and fight each other over food. Their nests have 1d4+1 young each (50%) or (50%) 1d4+1 eggs.
7 Strong Winds threaten to knock climbing creatures loose or toss creatures near the edge of the gorge into it. DC18 Strength Check or be pushed 10ft.
8 A Porcish Legion attempts to cross the Gorge from the north using flying slaves forced to drag huge lengths of rope across the gap. The Porc seek to create a rope bridge and use it to construct something permanent; 2d4 Werejaguar Spirit Warriors watch from the cover of the forest on their side of the gorge ready to attack.

Camponian Hives

Two towering formian hives are in Bos- one near the Great Gorge and the other in the Forest of Horns. These hives aren't inherently aggressive, but they are xenophobic.

The Forest of Horns

This coniferous forest is thick with patches of the towering, pink-hued Velvet Fern. As long as the root system of the Velvet fern remains in the ground, it can be cut off at the stem and magically grow back in the moonlight. Packed with nutrients and tasting of sweet clover, the Velvet fern is the main fixture of most animal’s diets in the forest. Its properties have allowed the herds of giant auroch to swell to unnatural sizes, and stories of the herds have drawn the attentions of Khan Sarod, who has with decreasing incompetence been sending porcish legions to hunt the beasts for his feast table. His legions haven’t yet made it with past the Great Gorge with any success.

Forest of Horns Encounters
1d8 Encounter
1 1d4+1 Werejaguar Spirit Warriors
2 2d4+2 Minotaur farmers ride by on Aurochs
3 a herd of 6d6+20 Aurochs
4 1d4 Dean-Con Druids are bringing a haul of skulls with the creatures' carved into them back to their temple; they stop to ask if you have any stories to record in their library, and if a party member gives them a skull or head with the creature's life story they will trade a favor feather for it (grants advantage to a roll, one use).
5 A black, red or blue Adult Dragon (50%) or (50%) Young Dragon and their hunting party fly overhead
6 1d4+1 Phase Spiders
7 2d6+2 Huge-sized Giant Spiders with double Hit Points
8 A minotaur Archdruid meditates alone in the forest, deep in contemplation on the meaning of life. As you approach, a DC18 perception check will spot a massive Giant Spider with double Hit Points in the tree above the druid, waiting for you to leave so it can grab a snack.

Aurochita

Floating seaweed farms in the Aurochian sea, this city hosts a large population of pelican-billed aaracockra. It is the only city in Bos with foreign trade, mostly from Nekkon.

Aurochita Encounters
1d6 Encounter
1 2d4 Aaracockra fishermen
2 2d4+2 Minotaur farmers ride by on Aurochs with carts of seaweed to deliver to Taurean as a tribute
3 1d4+2 friendly pink Dolphins surface
4 a Nekkonese warship arrives with an Emmissary of the Shōgun (Sage) protected by a Odonata Samurai and a Skylos Samurai, seeking an audience with the military tribunal in Taurean about the Sarodian threat.
5 Heavy Thunderstorm: the farmers get off the sea as quickly as they can; strong winds and thunder persist for 1d6 hours.
6 an aquatic Shambling Mound made of seaweeds

Taurean

A terraced Yakfolk citadel and palace with large farms standing 17,972’ above sea level. The citadel and surrounding mountainside are sculpted into terraced gardens, and the site produces all of its own food. It is the military center of Bos, which is a relatively peaceful country and has the smallest standing force of troops on the map. Only the Werejaguar regularly patrol the forests, and the Yakfolk and Minotaur warriors keep to defending the cities, not the border.

Temple of Skulls

A few miles north of Taurean, the Dean-Con tend a temple filled with skulls. Each skull contains the creature's life story craved into it, and the aaracockra range far and wide to gather these tales.

Yakfolk

Orge-sized humanoids with the heads of yak and bodies covered in coarse fur, one might mistake a Yakfolk for a Minotaur if they didn't know any better. Slightly smaller than minotaurs, they are well built, well groomed, and magic came easy to them. They are well adapted to high altitudes and cold climates.

Ability Score Increases. Your Strength Score increases by 2, Charisma Score increases by 1, and Constitution Score increases by 1.

Age. Minotaurs enter adulthood at around the age of 22 and can live up to 250 years.

Alignment. Bos Yakfolk tend toward neutral.

Size. You're built like a minotaur but slightly smaller, around 7-8 feet tall. Your size is medium.

Speed. Your speed is 30ft.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.

Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Yakfolk Possession. You attempt to magically possess a humanoid or giant. You must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a saving throw (DC 8 + Your Proficiency bonus + your Charisma modifier) or be possessed by you. You disappear with everything you are carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. You now control the body and can't be targeted by any attack, spell, or other effect, and you retain your alignment; your Intelligence, Wisdom, and Charisma scores; and your proficiencies. You otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. The possession lasts until either the body drops to 0 hit points, you end the possession as an action, or you are forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the target and are stunned until the end of its next turn. If the host body dies while it is possessed by you, you die as well, and your body doesn't reappear. You may use this feature once per rest.

Languages. You can speak, read, and write Common and Minotaur.

Credit: DnD Beyond

Dean-Con

A large subrace of Aarakocra, their plumage is uniformly black with the exception of a frill of white feathers nearly surrounding the base of the neck.. As an adaptation for hygiene, their head and neck have few feathers, which exposes the skin to the sterilizing effects of dehydration and solar ultraviolet light at high altitudes.

Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 2.

Age. Most Aarakocra reach maturity by age 3 and don’t usually live longer than 30 years, but Dean-Con age at half the rate and have been known to live for over 100.

Alignment. Dean-Con tend toward neutral.

Size. Dean-Con grow to 6-8 feet tall with a 12-14ft wingspan. Your size is medium.

Speed. Your base walking speed is 25 feet.

Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing heavy armor.

Keen Sight and Smell. You have advantage on Wisdom (Perception) checks that rely on sight or smell.

Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.

Talons. You are proficient with your unarmed talon strikes, which deal 1d4 slashing damage on a hit.

Dreadful Beak. You are proficient with your unarmed beak strikes, which deal 2d4 piercing damage on a hit.

Carrion Connoisseur. You are immune to nonmagical diseases and may consume the dead without risk of sickness. You have resistance to poison damage.

Languages. You can speak, read, and write Sylvan and Aarakocra, and speak Auran.

Credit: DnD Beyond

Minotaur

Ability Score Increase. Your Strength increases by 2 and your Wisdom increases by 1.

Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.

Alignment. Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.

Size. Bos Minotaurs average 9-11 feet in height, and they have muscular builds. Your size is large.

Speed. Your Speed is 30ft.

Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier.

Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once per long rest.

Virtues of Bos. From a young age, you've meditated on one of the three virtues of your temple: Understanding, Humility, or Patience. Your choice of your Constitution, Strength, or Wisdom score increases by 1.

Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.

Languages. You can speak, read, and write Sylvan.


L'lamen (centaur Bloodline)

These centaur have llama-like necks and heads and camelid bodies. They are well adapted to mountainous environments and are far more adept climbers than other centaur.

Ability Score Increase. Strength increases by 2 and Charisma decreases by 1 as you have an unendearing racial habit of spitting at other creatures while frustrated.

Age Centaurs mature and age as humans.

Alignment L'lamen tend toward chaotic neutral.

Size. Centaurs stand between 6 and 7 feet tall, their bodies reaching about 4 feet at the withers. Your size is Medium.

Speed Your base walking speed is 40 feet.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

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.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack, you can immediately make a hooves attack as a bonus.

Hooves. Your hooves are natural melee weapons which deal 1d4 bludgeoning damage.

Camelid Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. When you make a climb, each foot of movement costs you 2 extra feet, instead of the normal 1 extra foot.

Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.

Languages You can speak, read and write Sylvan.

Bos Rabbitfolk

Hundreds of tribes of rabbitfolk are scattered across the landscape of Bos. See the Bramblewood chapter for species information.



werejaguar spirit warrior

Medium Humanoid (Wood elf, Shapechanger), Neutral


  • Armor Class 15 (Half-Plate)
  • Hit Points 144 (16d12 + 48)
  • Speed 45ft

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 10 (0) 16 (+3) 11 (0)

  • Saving Throws Strength +8, Constitution +6
  • Skills Perception +11, Stealth +6, Athletics +10, Intimidation +4,
  • Damage Immunities: Bludgeoning, Piercing, Slashing from nonmagical attacks that aren't made with obsidian weapons.
  • Senses: darkvision 60 ft., Passive Perception 21
  • Challenge 5 (1800xp)

Shapechanger. The werejaguar can use its action to polymorph into a jaguar-elf hybrid or into a large jaguar, or back into its true form, which is wood elf. 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 elf form if it dies.

Keen Hearing and Smell. The werejaguar has advantage on Perception checks that rely on hearing or smell.

Fey Ancestry. It has advantage on saving throws against being charmed, and magic can't put it to sleep.

Trance. Doesn't sleep, instead meditates 4 hours a day.

Vigilant Warrior. the Werejaguar has advantage on Dexterity Saving Throws against Effects that it can see and it cannot be surprised.

The Honor of Capture. The werejaguar heals 8 (1d12+2) damage whenver it reduces an enemy to 0 Hit Points with nonlethal damage.

Mask of the Wild Can hide when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Pounce (Jaguar or Hybrid Form Only). If the werejaguar moves at least 15 feet straight toward a creature and then hits it with a claw or Macuahuitl attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the werejaguar can make one bite attack against it as a bonus action.

Actions

Multiattack. The werejaguar makes two attacks.

Bite (Jaguar or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werejaguar lycanthropy.

Claw (Jaguar or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

+1 Macuahuitl (Human or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Choose slashing or bludgeoning damage when the attack roll is made, striking with slashing obsidian blades or nonlethal bludgeoning wooden shaft. Hit: 11 (2d6 + 5) damage or 13 (2d8+5) damage when used in two hands.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600ft, one target. Hit: 7 (1d8+3) sivered piercing damage and must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Reactions

Retaliation When it takes damage from a creature that is within 5 feet of it, the werejaguar can use its Reaction to make a melee weapon Attack against that creature.

Guardians of Bos

Werejaguar Spirit Warriors carry Macuahuitl, a rectangular-shafted wooden club with rows of embedded obsidian blades down each side. These weapons allow the werejaguar to nonlethally subdue enemies instead of killing them. Killing an enemy that could be sacrificed to the God of the Mountain? Clumsy. A true warrior will take the intruder alive, so that their death can serve a greater purpose.


+1 Macuahuitl

(Adventuring gear - +1 melee Weapon)

Choose slashing or bludgeoning damage when the attack roll is made, striking with slashing obsidian blades or nonlethal bludgeoning wooden shaft. This weapon deals 2d6+STR damage or 2d8+STR damage when used in two hands.

Region XII: The Edge of it All

A collection of hardy Old Western styled post-apocalyptic scavenger towns where survivalists scrape by in an isolated high desert landscape caught between the horrors of the Rustbelt and the dinosaur filled tropical forests of the coast. Races here include wood elves, humans, goblins, bison headed minotaurs and coyot- and all have different histories but now live as one community, using salvaged high technology and magic to defend themselves while riding dinosaur mounts taken from the jungles to stay mobile.

Regional Effect: Time Distortions

Across the deadly landscape, the flow of time doesn't always seem to trickle down stream quite right. The locals have become aware of some of the following effects, and there are theories, but no one has solid answers as to what is the cause...

Bullet Time. When rolling for initiative at the beginning of combat, any character with a total of 20 or more enters Bullet Time. For the first three rounds of combat, the character may make an additional ranged weapon attack, and rolls all ranged attacks made with advantage.

Slo-Mo. When rolling for initiative at the beginning of combat, any character who rolls a natural 1 is magically slowed. For the first three rounds of combat, any affected creature's speed is halved, it takes a -2 penalty to AC and Dexterity Saving Throws, and it can't use reactions. On its turn, it can use either an Action or a bonus Action, not both. Regardless of the creature's Abilities or magic items, it can't make more than one melee or ranged Attack during its turn.

If the creature attempts to Cast a Spell with a Casting Time of 1 Action, roll a d20. On an 11 or higher, the spell doesn't take Effect until the creature's next turn, and the creature must use its Action on that turn to complete the spell. If it can't, the spell is wasted.

Deja Vu Death Loop. In the event of a Total Party Kill, the last player to croak rolls a die. On any even roll, time reverses itself 1d6+3 minutes. All players take a DC15 Wisdom saving throw, remembering the events that just happened only on a success.

Hazard: Red Sands

Locals know damn well to stay out of the red sands...

Ancient Red Sands. For every hour a creature spends in an area of Red Sand, it must pass a DC 13 Charisma saving throw or be aged 1d4 years. Creatures must pass a DC15 Wisdom saving throw to notice the effects, which is lowered by 1 for every consecutive hour spent in the red zones.

Marlu characters are immune to the sand's effects.

Depending on the weather, corpses will rapidly mummify or decay over the course of a day in these areas.

Patience

The largest above ground town of Patience is one of the only places left on the Edge where a ganger can grab themself a drink.

Bounties

The sheriff of Patience has a bounty board outside the jail. The board is regularly updated with sketches of the Edge's most wanted, including:

  • The Savage Joe Johnston Gang (six men led by Jonston, a Dillito Knight) - wanted for murder and rustlin - 500gp reward.

  • The Hoppin Mad Henderson Gang (eight to twelve men led by a pair of Werejackalopes) - wanted for murder and tech thievin'- 1000gp reward.

  • Riff Ten-Cent & The Tex'Zan Terrors (ten Tex'Zan Cowboys led by a Tex'Zan Sheriff) - wanted for bank robbin' - 1000gp reward.

  • The Four Horsemen Gang. This council of wasteland warlords never seems to be in the same place at the same time, and each operates their own small army of thugs. See the sheriff for more info on gang leaders Famine, Pestilence, War and Death if you're hunting the big fish.

  • 6 of the wanted murder suspects on the bounty board have been framed by Deseret Rose Tannen, a black widow. Tannen is accused of killin with poisons and killins by deceptions.

  • Ol John Brown - wanted for the murder of plantation owners of Roc Rock Ranch and causing a slave revolt- 1000gp reward, taken alive. 250gp reward cold.

Regional Playable Races:

Buffalo-headed Minotaur, rattlesnake-featured Yuan-ti Pureblood, and eagle and vulture featured Aarakocra all call the Edge of it All home. You may also choose:

Humans

To play a human on the Edge of It All, choose a bloodline:

  • Bloodline: Kan'Zans

Werejackalope Lycanthropy: The Kan'Zans are naturally born lycanthropes native to The Edge of it All. Apply werejackalope lycanthropy to Kan'Zan characters at creation.

  • Bloodline: Tex'Zans

Jackalwere Lycanthropy: The Tex'Zans are naturally born lycanthropes native to The Edge of it All. Apply jackalwere lycanthropy to Tex'Zan characters at creation.

  • Bloodline: Mex'Alacran

Werescorpion Lycanthropy: The Mex'Alacrán are naturally born lycanthropes native to the edge of it all. Apply werescorpion lycanthropy to Mex'Alacrán characters at creation.

Dillito

The Dillito are Armadillo-humanoid hybrids.

Ability Score Increase. Your Constitution score increases by 2 and your Charisma score decreases by 1.

Age Dillito usually give birth to four monozygotic young (identical quadruplets) who reach adulthood around 20 and generally live about 140 years.

Alignment Dillito tend towards Good alignments.

Size Dillito stand between 3 and 4 feet tall. Your size is small.

Speed Your base walking speed is 25 feet. You have a 25 foot burrow speed.

Defense Curl As a bonus action you can curl yourself into a ball, using your armor plates to protect youself from harm, granting you +2AC and suffer from disadvantage on wisdom (perception) checks. Defense Curl lasts until you choose to end it, and you may not make any attack action save the Dillito's Ball Bash attack while using it.

Roll Out! While using Defense Curl, you can roll yourself at great speed. You have a +10 to your walking speed, and gain advantage on Ball Bash attacks.

Ball Bash Natural attack, 5' reach, 1d6 bludgeoning or slashing damage. Constitution is your ability modifier for this attack.

Claws. You are proficient with your claws as a natural weapon that deals 1d4 damage.

Languages You can speak, read and write Sylvan. You know one other local language, probably common.

Marlu

The Marlu are kangaroo-humanoid hybrids.

Ability Score Increase. Your Strength score increades by 2 and your Dexterity score increases by 1.

Age Marlu reach adulthood around 15 and generally live about 115 years.

Alignment Marlu tend towards Chaotic Good.

Size Your size is medium.

Speed Your base walking speed is 35 feet.

Natural Athlete. You have proficiency in Atheltics and may take the Dash or Dodge action as a bonus action.

Standing Leap Your long jump is 25 feet and your high jump is 15 feet, with or without a running start.

Pounce. If you move at least 20 feet straight toward a creature and then hit it with a Kick attack on the same turn, that target must succeed on a Strength saving throw (DC = 8 + your Str Modifier + your proficiency bonus) or be knocked prone. If the target is prone, you can make one weapon attack against it as a bonus action.

Kickboxer. You are proficient with your powerful Kick, which deals 1d6+Strength damage on a hit.

Pouch. You have a flap of skin over your belly that your people keep your joeys in. You can use it to stash small items.

Dreamer Your people have a spiritual connection to a demiplane called the Dreaming, quite possibly created by your species' collective consciousness. While you sleep, you visit the Dreaming and recieve cryptic messages from your ancestors and the spirits of nature. After each long rest, you are infused with Dream Knowledge and may choose a Skill, Tool, or Weapon which you gain proficiency in. Double your proficiency bonus in any skill check using your Dream Knowledge or roll one of your chosen Weapon attacks at advantage per turn in combat.

Languages You can speak, read and write Sylvan. You know one other local language, probably common

Phascolarctos

You are a koala-humanoid hybrid. Phascos are easily recognisable by their stout, tailless body and large heads with round, fluffy ears and large, spoon-shaped noses.

Ability Score Increase. Your Wisdom increases by 2.

Age Phascolarctos reach adulthood around 14 and generally live about 150 years.

Alignment. Phascolarctos tend towards neutral alignments.

Speed. Your base walking speed is 25 feet.

Hindgut Fermenter. Hindgut fermenters are able to extract more nutrition out of small quantities of food. You need 2/3 the normal amount of food to survive.

Natural Climber. You have a climb speed of 30 feet and have advantage on athletics checks related to climbing.

Languages. You can speak, read and write Sylvan and Common. You know one other local language.

Subspecies. Choose one of the following subspecies:

Cinereus

Cinereus stand between 2 1/2 and 3 1/2 feet tall and average 35 pounds. Your size is small.

Your Dexterity score increases by 2.

Claws. You have a natural claw attack that deals 1d4 slashing damage on a hit.

Stirtoni

Stirtoni stand between 5 and 6 feet tall and average 280 pounds. Your size is Medium.

Your Strength score increases by 2.

Claws. You have a natural claw attack that deals 1d6 slashing damage on a hit.

Plummetus

Plummetus stand between 3 and 4 feet tall and average 260 pounds. Your size is small.

Your Strength score increases by 2 and your Intelligence score decreases by 2.

Bite. You have a natural bite attack that deals 1d6 bludgeoning damage on a hit.

Drop Bears. Plummetus are carnivorous and fall onto their prey from the trees with their padded behinds. You have resistance to Fall Damage, and are Immune to fall damage from a height of less than 40 feet.

Mársippos

You are a platypus-humanoid hybrid.

Ability Score Increase. Your Con score increases by 2 and your Wis score increases by 1.

Age Mársippos reach adulthood around 14 and generally live about 150 years.

Alignment. Mársippos tend towards Chaotic alignments.

Size. Mouselings stand between 4 and 6 feet tall and average 150 pounds. Your size is medium.

Speed. Your base walking speed is 25 feet.

Electrolocation. When you close your eyes, you have blind sense out to 60 feet.

Stinger (Male Only). The heels of the males' feet have stingers that contain a useful toxin. If you are a male, you are proficient with your stingers as a natural melee weapon, which deal 1d4 damage on a hit, and the target must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be Poisoned for 1d4 minutes. The target is Paralyzed while poisoned in this way. It may repeat the saving throw at the end of each of its turns, ending the effect on a success. You may use your poison twice per rest.

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

Natural Swimmer. You have a swim speed of 30 feet and have advantage on athletics checks related to swimming.

Odd Fascinations. You gain proficiency in any two tools or skills. Once per day, add 1d4 to a skill check made with that tool or skill.

Languages. You can speak, read and write Sylvan. You know one other local language.

Hund

You are a dog humanoid. Homo Canis Lupus Familiaris they call ya, but your people call themselves Hund. Rolls off the tongue easier. Quite like humans, Hund come in all shapes, colors, sizes, temperments and dispositions. With only a few cutthroat curs stalking the Edge as exception to the rule (the "Purebred Gang" comes to mind), Hund are regarded as loyal firends. Their tracking abilities are sought after when a town whips up a posse or a bounty hunter is after a slippery outlaw.

Around 20% of any town on the Edge of it All is populated by Hund, though the species seems to avoid elected positions.

Ability Score Increase. Your Wisdom increases by 2 and your Strength or Dexterity score increases by 1.

Age Hund reach adulthood around 15 and generally live about 40 years.

Alignment. Hund tend towards neutral alignments.

Speed. Your base bipedal walking speed is 30 feet.

Keen Hearing and Smell. A Hund has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Natural Tracker. Difficult Terrain doesn't slow your movement. While Tracking other Creatures, you learn their exact number, their sizes, and how long ago they passed through the area.

Quadrupedal Sprinter. You may move using bipedal or quadrupedal motion. While moving quadrupedally (ie on all fours), you gain +15ft of base movement speed. You must have both hands free to move in a quadrupedal fashion.

Bite. You have a natural bite attack which deals 1d6 piercing damage. Starting at 5th level, if the target is a medium or smaller creature, you may force it to succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

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.

Languages. You can speak, read and write Common. You know one other local language.

Lizardfolk

The lizardfolk of the Edge are built for speed and adapted to the high heat, low water climate.

Ability Score Increase. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Age Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

Alignment. Lizardfolk tend towards neutral alignments.

Hold Breath. You can hold your breath for up to 5 minutes at a time.

Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Desert Adaptation. You can go without water for 5 days and are adapted to hot climates as described in Chapter 5 of the Dungeon Master's Guide.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, 1d6 simple bullets (construct only), or 1d4 darts or blowgun needles, or similar simple weapons and tools. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as smiths or leatherworker's tools.

Languages. You can speak, read, and write Common and Draconic.

Red Rocks

A mystical location where the Marlu gather to mediate and journey into the Dreaming, Red Rocks is haunted by a Gnoll Vampire that only rises on the full moon to stalk prey.

Mystic Rock. A creature that mediates for 4 hours at the Red Rocks gains advantage on skill checks for the next 24 hours.

Dodge

Featuring a collection of gunsmiths, Dodge is the town to head to if you need ammo or a professional to fix a broken firearm or restore some lost technology. Keep your guard up though- the town has recently been terrorized by the Ghastly Gunslinger. It appears once a week at high noon, challenges the sherrif or whoever it can find with the steel enough to face it to a duel, kills the poor bastard, and moseys on out of town again. The town has placed a 5000 gold piece bounty on him and are offering a +1 laser rifle to sweeten the pot.

Hideaway

An unfinished dwarven Vault carved into the Underdark, Hideaway is a neutral refuge from danger for townsfolk and gangers alike. No one fights at Hideaway, as if you're there in the bunker, theres bigger problems than the beef you've got with the other gangs.

Hideaway's nonagression pact and the necessity to maintain it's emergency stores has turned it into a small city, possibly the safest in the east. If you've ever noticed how so few children are seen in towns topside, its because many parents send their children to the safty of the Hideaway Academy where they are communally raised for half the year.

The school is a double edged sword. The people on the Edge of it All are near universally literate and technologically savvy, being taught to identify and repair tech found in the Rustbelt. However, schoolyard rivalries often graduate into gangland wars when the newest generation of tech scavvers leaves the safety of Hideaway to join adult life topside.

The Edge of It All Encounters
1d20 Encounter
1 1d2 Tyrannasaurus Rex (50%) or (50%) 1 Tyrannasaurus Zombie and a herd of zombies
2 4d10+10 Velociraptors
3 1d4+4 Deinonychus (50%) or (50%) a Redcap
4 a large herd of grazing dino herbivores
5 1d4+1 Roc circling a dead beast titan like buzzards
6 a Purple Wurm; 50% chance ridden by a a Marlu Precognitive Mage high on Seer's Spice
7 a Tooth Fairy approaches acting cute, then tries to extract one of your teeth; if attacked, the monster screeches calling in 1d4+1 Tooth Fairy Swarms
8 1d4+1 herd of zombies (50%) or (50%) herd of zombie velociraptors
9 a herd of 2d20+10 Aurochs (50%) or (50%) a herd of 1d10+3 Mammoths
10 A pack of 2d4+2 Wastehounds picks up the party's scent- horrific yelps echo across the landscape.
11 2d4+4 Hunting Cactus (25%) or (25%) 2d4+2 Giant Scorpions or (50%) giant poisonous snake
12 A posse of Tex'Zans (2d4+4 Cowboys and 1 Sheriff); 50% chance mounted on Allosaurus, 50% chance of 1d2 infernal vehicles and 1d4 devil's rides
13 A gang of Kan'Zans (2d4 Werejackalope, 2d4+3 Marlu and Hund veterans with hunting rifles, 1d4+2 Minotaur with shotguns); 50% chance the gang rides on Deinonychus or Allosaurus (depending on the npc's size), or 50% chance the gang rides on 1d4+2 Devil's Rides and 1d2 scavengers or Demongrinders and with Smoke Screen upgrades. They have no quarrel unless you're a slaver and encourage you to join them on a raid.
14 A posse of Mex'Alacran rangers asks if you need help finding the next town (2d4+1 Werescorpion and 1-2 Werescorpion Madre riding Triceratops).
15 an Adult Dragon and their Hunting Party
16 Rust Belt Raiders (1 Githyanki Kith'rak and 4d4+8 Githyanki Warrior riding Infernal War Machines*)
17 an Ancient Dragon and their Hunting Party are chasing a group of survivors riding a Tormentor
18 a herd of zombies is attempting to breach a stalled scavenger, and the outlook is grim for the 2 Mársippos Master Thieves inside with their bag of 5,477gp and 1,000,000gp in Edge City Bank Bonds
19 Ol John Brown and his boys (see 13) (50%) or (50%) the Ghastly Gunslinger moseys by
20 The Viper King (50%) or (50%) 1d4 Skinwalker

Local Threats: Wastehounds

Concept-art done for Sintel, 3rd open-movie of the Blender Foundation

Artwork from the Open Movie Workshop 'Chaos&Evolutions' by David Revoy (CC BY-SA 3.0)

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Wastehound

Medium Monstrosity, neutral evil


  • Armor Class 12
  • Hit Points 33 (5d8 + 10)
  • Speed 40 ft., 5ft Burrow

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)

  • Damage Resistance Poison, Acid
  • Condition Immunities charmed, exhaustion, poisoned
  • Skills Perception +5, Stealth +4
  • Senses darkvision 120 ft., passive Perception 15
  • Languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Keen Hearing and Smell. The wastehound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pit Organ. The wastehound has heat-based blindsense out to 10ft which its brain processes as a mix of visual and auditory information

Irradiated Regeneration. If the wastehound would take radiant or necrotic damage, it instead gains a number of temporary hit points equal to the damage roll.

Wasteland Camouflage. The wastehound has advantage on Dexterity (Stealth) checks it makes in desert or industrial terrain devoid of plant life.

Actions

Rabid Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against Wasting disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the wasting disease reduces its hit point maximum to 0, and it becomes a rabid Ghoul.

These vicious creatures roam the Edge of it All in packs, ranging out into the Rustbelt and even reported by adventurers in the Shamblerbelt. Their survival edge is due to a regenerative capability that relies on areas of high radiation to function.

Many mistake them for undead due to odd behaviors and their bites spreading a disease that turns humanoids to ghouls, but they are in fact living creatures that feast on zombie flesh as well as the living. Each of them is mostly asymptomatic carrier to a rabies-like virus, its effect called the Wasting by the residents of the edge.

These beasts carry a 50gp bounty each, redeemable from any town's sheriff or mayor.

They seem to nest deep in areas of the Red Sand and irradiated areas across the Rustbelt.

Tier I Adventure: Lost Mine of the Cobalt Consortium

Low Level Adventure:

Lost Mine of the Cobalt Consortium

Much of Ombreavoir leaves little room for low level characters. Here, the 1st level adventure Lost Mines of Phandelver has been given the Edge of it All conversion treatment to offer the DM a chance to start off small in a big world with scaled threats in a familiar framework.

Lost Mine of the Cobalt Consortium is divided into four parts. In part 1, "Tex'Zan Bullets," the adventurers are on the road to the town of Patience when they stumble into a Tex'Zan ambush. They discover that jackalwere who belong to Riff Ten-Cent's Tex'Zan Terrors gang have captured their Dillito friend Marco Azotochtli and his escort, a Marlu warrior named Bruce Dagless. The characters must deal with the ambushers and then follow their trail back to the jackalwere hideout. They rescue Dagless and learn from him that Marco and his brothers discovered a famous lost mine. Dagless knows only that Marco and his map have been taken to somewhere called "the Jackal's Lair."

In part 2, "Patience," the characters arrive in Patience to find it terrorized by the Greycoats, a gang of miscreants led by a mysterious figure called Major Buckle. A number of interesting NPCs can also be found in Patience, laying the hooks for short adventures in part 3. The Greycoats try to run the characters out of town, so the characters return the favor and storm the Greycoat lair. In a hidden stronghold beneath an old manor, they find that Major Remington "Buckle" Shotte, the leader of the Greycoats, is taking his orders from someone called the Hobo Spider—and that the Hobo Spider wants the adventurers out of the picture.

Part 3, "The Spider's Web," provides the characters with several short adventures in the region around Patience as they search for more information about the Hobo Spider and the dwarves' lost mine. The clues the characters picked up in Patience can lead them to spy on a mysterious wizard at the ruins of Big Buzzard Gulch, seek the advice of a dangerous beast titan, oust a band of porc lurking at Sidewinder Ridge, and investigate the ruins of the town of Goldenrod.

Several of these leads point to the Jackal's Lair, which is the stronghold of Riff Ten-Cent, leader of the Tex'Zan jackalwere. Here the characters discover that the Hobo Spider is a blue half-dragon adventurer named Rendarr, Fourth Son of Prince Galvanox and that the jackalwere work for him. More importantly, they recover Marco Azotochtli's map to the lost mine, or learn the mine's location from one of the other leads they unearth during part 3.

Following the map or the directions to the lost mine brings the characters to part 4, "Old Yellowcake Cave." That lost underground complex is now overrun by undead and strange monsters. Rendarr, in the guise of the Hobo Spider, is there with his loyal followers, exploring the mines and searching for the legendary Artiforge. The adventurers have the opportunity to avenge Marco Azotochtli, to ensure the prosperity and security of Patience by clearing the rich mine of its monsters, and to put an end to the troublemaking of the Hobo Spider— if they can survive the dangers of the Lost Mine of the Cobalt Consortium.


Adventure Hook

You can let players invent their own reasons for visiting Patience, or you can use the following adventure hook. The backgrounds and secondary goals on the character sheets also provide characters with motivations for visiting Patience.

Meet Me in Patience

The characters are in the underground city of Hideaway when their Dillito patron and friend, Marco Azotochtli, hires them to escort a wagon to Patience. Marco has gone ahead with a warrior, Bruce Dagless, to attend to business in the town while the characters follow with the supplies. The characters will be paid 10 gp each by the owner of Brooster's Milk Bar in Patience when they deliver the wagon safely to that trading post.

Roleplaying and Inspiration

One of the things that you can do as the DM is reward players for roleplaying their characters well. On the Edge of it All, this can include staying in character with a campy American or Australian accent, depending on a player’s species. A Marlu charactah should do their best to delivah a strong Strine accent like a True Blue Bruce. A Tex’Zan werejackal should give their speech a little bitta Red White and Blue drawl, ya’ll. These accents are quite easy, and both are Imperial Core countries so no insensitive moments are going to occur. A good rule of thumb to avoid uncomfortable situations surrounding culture and race is this: if you don’t speak the language or have the background, avoid the accent. Voice acting brings a huge element to roleplay that engages both players and, as seen with the popularity of Critical Role, Legends of the Multiverse and similar shows- viewers.

A character can have only one inspiration at a time.

Tex'Zan Bullets

The adventure begins as the player characters are escorting a wagon full of provisions and supplies from Hideaway to Patience. The journey takes them south along the High Road to the Trihorn Trail, which heads east (as shown on the overland map). When they're a half-day's march from Patience, they run into trouble with Tex'Zan raiders from the Riff Ten-Cent's gang.

Read the boxed text when you're ready to start. If you create a different adventure hook, skip to the second paragraph and adjust the details as necessary, ignoring the information about driving the wagon.

In the city of Hideaway, a Dillito named Marco Azotochtli asked you to bring a wagonload of provisions to the rough-and-tumble settlement of Patience, a couple of days' travel north of the city. Marco was clearly excited and more than a little secretive about his reasons for the trip, saying only that he and his brothers had found "something big," and that he'd pay you ten gold pieces each for escorting his supplies safely to Brooster's Milk Bar, a trading post in Patience. He then set out ahead of you on the back of his triceratops, along with a warrior escort named Bruce Dagless, claiming he needed to arrive early to "take care of business."

You've spent the last few days following the High Road north from Hideaway, and you've just recently veered west along the Trihorn Trail.

You've encountered no trouble so far, but this territory is always dangerous. Bandits and outlaws lurk along the trail, dinosaurs and zombies roam free, and sometimes dragons hunt the unwary from the skies.

Before continuing with the adventure, take a few minutes to do the following:

Encourage the players to introduce their characters to each other if they haven't done so already. Ask the players to think about how their characters came to know their Dillito patron, Marco Azotochtli. Let the players concoct their own stories. If a player is hard-pressed to think of anything, suggest something simple. For example, Marco could be a childhood friend or someone who helped the player's character get out of a tough scrape. This exercise is a great opportunity for the players to contribute to the adventure's backstory. Ask the players to give you the party's marching order and how their characters are traveling. Who's in front, and who's bringing up the rear? If the characters are escorting Marco's wagonload of supplies, then one or two characters need to be driving the wagon. The rest of the characters can be riding on the wagon, walking alongside, or scouting ahead, as they like.


Driving the Wagon

Any character can drive the wagon, and no particular skill is necessary. Skill with Vehicles (Land) will give you advantage on any checks made behind the reins. Two triceratops pull the wagon. If no one is holding the reins, the triceratops stop where they are.

The wagon is packed full of an assortment of mining supplies and food. This includes a dozen sacks of flour, several casks of salted pork, two kegs of strong ale, shovels, picks, and crowbars (about a dozen each), and five lanterns with a small barrel of oil (about fifty flasks in volume). The total value of this cargo is 100 gp. In addition, there is a padlocked crate of medicine worth 500gp (Marco has the key).

When you're ready, continue with the "Tex'Zan Ambush" section.

Tex'Zan Ambush

Read the following boxed text to start the encounter:

You've been on the Trihorn Trail for about half a day. As you come around a bend, you spot a dead triceratops sprawled sideways about fifty feet ahead of you, blocking the path. It is peppered by gunshot wounds. A stand of trees press close to the trail here, with a steep embankment and dense thickets on either side.

If you are using the "Meet Me in Patience" adventure hook, then any character who approaches to make a closer investigation can identify triceratops as belonging to Marco Azotochtli and Bruce Dagless. Its been dead about a day, and it's clear that gunshot wounds killed the dinosaur. When the characters inspect the scene closer, read the following:

The saddlebags have been looted. Nearby lies an empty leather map case.

A Tex’Zan Cowboy named Noah and three hund bandits carrying revolvers are hiding in the woods, two on each side of the road. They wait until someone approaches the bodies and then attack.

Review the Tex'Zan Cowboy stat block. Since the jackalwere is hiding, you'll need to know their Stealth skill modifier: +4.

Check to see who, if anyone, is surprised. The party cannot surprise the jackalwere and his hun goons, but the jackalwere might surprise some or all the characters. Make a Dexterity (Stealth) check for the ambushers, rolling once for all of them. Roll a d20, add the jackalwere' Stealth skill modifier (+4) to the roll, and compare the result to the characters' passive Wisdom (Perception) scores. Any character whose score is lower than the jackalwere' check result is surprised and loses his or her turn during the first round of combat (see "Surprise" in the rulebook).

When the time comes for the Tex’Zan Cowboy to act, they use their sleep gaze on the party members, starting with those that look like mages. As characters fall asleep to the jackalwere’s gaze, the hund bandits stand 30 feet away from the party and making ranged attacks with their six-shooters.

When three ambushers are defeated, the last attempts to flee, heading for the trail to the Tex'Zan Terrors hideout.

Developments

In the event that the Tex’Zans defeat the adventurers, they leave them unconscious, loot them and the wagon, then head back to the Tex'Zan hideout. The characters can continue on to Patience, buy new gear at Brooster's Milk Bar, return to the ambush site, and find the jackalwere' trail.

The characters might capture one or more ambushers by knocking them unconscious instead of killing them. A character can use any melee weapon to knock an ambusher unconscious, succeeding if the attack deals enough damage to drop them to 0 hit points. Once it regains consciousness after a few minutes, a captured Tex'Zan can be convinced to share what it knows (see the "What the jackalwere Know" sidebar). An ambusher can also be persuaded to lead the party to the Tex'Zan hideout while avoiding traps along the way (see the "Tex'Zan Trail" section). The ganger will, of course, attempt to escape along the way.

The characters might not find the gang’s trail and hideout, or they could decide to continue to Patience. In that case, skip ahead to part 2, "Patience." Greggo Brooster (the owner of Brooster's Milk Bar) seeks out the characters and informs them that Marco Azotochtli never arrived. He recounts the recent uptick in gang troubles and suggests that the characters return to the ambush site to investigate further (after they rest). Brooster also tells the party that Temperance Baumfree of the Baumfree's Guns & Ammo (see page 16) can provide more information on the Riff Ten-Cent & The Tex'Zan Terrors’ attacks.

Rests

The party might need to rest after the Tex'Zan ambush, depending on how the battle plays out. See the rulebook for more information on short rests and long rests.


Tex'Zan Trail

After the characters defeat the ambushers, any inspection of the area reveals that the creatures have been using this place to stage ambushes for some time. A trail hidden behind thickets on the north side of the road leads northwest. A character who succeeds on a DC 10 Wisdom (Survival) check recognizes that about a dozen bandits have come and gone along the trail, as well as signs of two medium-sized bodies being hauled away from the ambush site.

The party can easily steer the wagon away from the road and tie off the triceratops while the group pursues the bandits.

The trail leads five miles northwest and ends at the Tex'Zan hideout (see that section). Ask the players to determine the party's marching order as the characters move down the trail. The order is important, because the Tex'Zans have set two traps to thwart pursuers.

Snare. About 10 minutes after heading down the trail, a party on the path encounters a hidden snare. If the characters are searching for traps, the character in the lead spots the trap automatically if his or her passive Wisdom (Perception) score is 12 or higher. Otherwise, the character must succeed on a DC 12 Wisdom (Perception) check to notice the trap. If the character fails to notice the trap, he or she triggers the snare and must succeed on a DC 10 Dexterity saving throw. On a failure, the character is suspended upside down 10 feet above the ground. The character is restrained until 1 or more slashing damage is dealt to the snare's cord. (See the appendix in the rulebook for the effect of being restrained.) A character who isn't carefully lowered down takes 1d6 bludgeoning damage from the fall.

Pit. Another 10 minutes down the trail is a pit the Tex'Zans have camouflaged. The pit is 6 feet wide, 10 feet deep, and it triggers when a creature moves across it. The character in the lead spots the hidden pit automatically if his or her passive Wisdom (Perception) score is 15 or higher. Otherwise, the character must succeed on a DC 15 Wisdom (Perception) check to spot the hidden pit. If the trap isn't detected, the lead character must succeed on a DC 10 Dexterity saving throw or fall in, taking 1d6 bludgeoning damage. The pit's walls are not steep, so no ability check is required to scramble out.

Tex’Zan Terrors Hideout

The Tex'Zan Terrors gang has established a hideout from which it can easily harass and plunder traffic moving along the Trihorn Trail or the path to Patience. A few jackalwere oversee the operations at a time. The Tex'Zan Terrors gang is known for abducting and ransoming settlers back to the towns while calling themselves the “law” of the wasteland. When ransoms aren’t paid, the Tex'Zans sell their captives to the Dragon Princes.

The leader of the Tex’Zan Terrors affiliated bandits lairing here is a hund named Smokey, who has orders from the leader of the Tex’Zan Terrors to plunder any poorly defended caravans or travelers that come this way. A few days ago, a messenger from the Jackal's Lair brought new instructions: Waylay the Dillito Marco Azotochtli and anyone traveling with him.

General Features

The Tex’Zan Terrors cave slopes steeply upward. The entrance is at the foot of a good-sized hill, and the caves and passages are inside the hill itself.

Ceilings. Most of the caves and passages have steeply sloping ceilings that create stalactite-covered vaults rising 20 to 30 feet above the floor.

Light. Areas 1 and 2 are outside. The rest of the complex is dark unless stated otherwise. The boxed text for those locations assumes that the characters have darkvision or a light source.

Rubble. Areas of crumbling rock and gravel are difficult terrain (see "Difficult Terrain" in the rulebook).

Sound. The sound of water in the cave muffles noises to any creatures that aren't listening carefully. Creatures can make a DC 15 Wisdom (Perception) check to attempt to hear activity in nearby chambers.

Stalagmites. These upthrust spires of rock can provide cover (see "Cover" in the rulebook).

Stream. The stream that flows through the complex is only 2 feet deep, cold, and slow moving, allowing creatures to easily wade through it.

What the Tex'Zans Know

If the characters capture or charm any of the Tex'Zan Terrors here, the bandits can be persuaded to divulge some useful information:

About fifteen hund bandits currently dwell in the lair. Their leader is a hund bandit captain named Smokey. He answers to Riff Ten-Cent, leader of the Tex’Zan Terrors gang, who dwells in the Jackal's Lair. Riff has sent three Tex’Zan Cowboys (Liam, Noah and Jacob) to oversee this undergang’s operations. (Any jackalwere can provide basic directions to Sidewinder Ridge or the Jackal's Lair, but none of the Hund have visited. It's about twenty miles northeast of this Tex’Zan Terrors hideout, in Hideaway Wood.)

Smokey received a messenger from Riff Ten-Cent a few days ago. The messenger told him that someone named the Hobo Spider was paying the Tex’Zan Terrors to watch out for the Dillito Marco Azotochtli, capture him, and send him and anything he was carrying back to Riff Ten-Cent. Smokey and the jackalwere followed his orders. Marco was ambushed and taken along with his personal effects, including a map.

The Dillito and his map were delivered to Riff Ten-Cent, as instructed. The Dillito's Marlu companion is being held in the "eating cave" (area 6).

1. Cave Mouth

The trail from the Tex'Zan ambush site leads to the entrance of the Tex’Zan Terrors hideout.

Following the Tex’Zan trail, you come across a large cave in a hillside five miles from the scene of the ambush. A shallow stream flows out of the cave mouth, which is screened by dense briar thickets. A narrow dry path leads into the cave on the right-hand side of the stream.

The thicket in area 2 is impenetrable from the west side of the stream.

Developments

The Tex'Zan Terrors in area 2 are supposed to be keeping watch on this area, but they are not paying attention. (They are gambling.) However, if the characters make a lot of noise here—for example, loudly arguing about what to do next, setting up a camp, cutting down brush, firing a gun, and so on—the Tex'Zan Terrors in area 2 notice and attack them through the thicket, which provides the hund bandits with three-quarters cover (see the rulebook for rules on cover). The sound of a firearm will alert all Tex’Zan Terrors across the cave.

2. Tex'Zan Blind

When the characters cross to the east side of the stream, they can see around the screening thickets to area 2. This is a Tex'Zan Terrors guard post, though the gangers here are bored and inattentive.

On the east side of the stream flowing from the cave mouth, a small area in the briar thickets has been hollowed out to form a lookout post or blind. Wooden planks flatten out the briars and provide room for guards to lie hidden and watch the area—including a pair of hund bandits lurking there right now!

Two hund bandits are stationed here. If the hund bandits notice intruders in area 1, they open fire with their hunting rifles, shooting through the thickets and probably catching the characters by surprise. If the hund bandits don't notice the adventurers in area 1, they spot them when they splash across the stream, and neither side is surprised.

Characters moving carefully or scouting ahead might be able to surprise the Tex'Zan lookouts. Have each character who moves ahead make a Dexterity (Stealth) check contested by the hund bandits' passive Wisdom (Perception) score to avoid being surprised. See the rulebook for more information on ability check contests.

Thickets

The thickets around the clearing are difficult terrain, but they aren't dangerous—just annoying. They provide half cover to creatures attacking through them. (See "Difficult Terrain" and "Cover" in the rulebook for more information.)

3. Kennel

The Tex’Zan Terrors keep a kennel of foul-tempered deinonychus that they are training as mounts for battle.

Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end, and is filled with the stench of penned animals. Savage clicks and snarls and the sounds of rattling chains greet your ears where three deinonychus are chained up just inside the opening. Each deinonychus's chain leads to an iron rod driven into the base of a stalagmite.

Three deinonychus are confined here. They can't reach targets standing on the steps, but all three attack any creature except a Tex'Zan that moves into the room (see the "Developments" section). Gangers in nearby caves ignore the sounds of fighting deinonychus, since they constantly snap and snarl at each other.

A character who tries to calm the animals can attempt a DC 15 Wisdom (Animal Handling) check. On a success, the deinonychus allow the character to move throughout the room. If the deinonychus are given food, the DC drops to 10.

Fissure

A narrow opening in the east wall leads to a natural chimney that climbs 30 feet to area 8. At the base of the fissure is rubbish that's been discarded through the opening above. A character attempting to ascend or descend the chimney shaft must make a DC 10 Strength (Athletics) check. If the check succeeds, the character moves at half speed up or down the shaft, as desired. On a check result of 6-9, the character neither gains nor loses ground; on a result of 5 or less, the character falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the base of the shaft.

Developments

If the deinonychus are goaded by enemies beyond their reach, they are driven into a frenzy that allows them to yank the iron rod securing their chains out of the floor. Each round that any character remains in sight, the deinonychus attempt a single DC 15 Strength check. On the first success, they loosen the rod and the DC drops to 10. On a second success, they yank the rod loose, bending it so that their chains are freed.

A bandit can use its action to release one deinonychus from its chain.

4. Steep Passage

From this point on, characters without darkvision will need light to see their surroundings.

The main passage from the cave mouth climbs steeply upward, the stream plunging and splashing down its west side. In the shadows, a side passage leads west across the other side of the stream.

Characters using light or darkvision to look farther up the passage spot the bridge at area 5. Add:

In the shadows of the ceiling to the north, you can just make out the dim shape of a rickety bridge of wood and rope crossing over the passage ahead of you. Another passage intersects this one, twenty feet above the floor.

Any character who can see the bridge in area 5 might also notice the Tex'Zan Terrors ganger guarding the bridge. Doing so requires a Wisdom (Perception) check contested by the Tex'Zan's Dexterity (Stealth) check result.

The bandit notices the characters if they carry any light or don't use stealth as they approach the bridge. The bandit does not attack. Instead, it attempts to sneak away to the east to inform its companions in area 7 to release a flood (see the "Flood!" section of area 5).

Western Passage

This passage is choked with rubble and has steep escarpments. Treat the area as difficult terrain (see "Difficult Terrain" in the rulebook).

The ledge between the two escarpments is fragile. Any weight in excess of 100 pounds loosens the whole mass and sends it tumbling down to the east. Any creature on the ledge when it falls must make a DC 10 Dexterity saving throw, taking 2d6 bludgeoning damage on a failure, or half as much damage on a success. The creature also falls prone on a failed save (see "Being Prone" in the rulebook).

5. Overpass

Where a high tunnel passes through the larger tunnel cavern below, the jackalwere have set up a bridge guard post.

The stream passage continues up beyond another set of uneven steps ahead, bending eastward as it goes. A waterfall sounds out from a larger cavern somewhere ahead of you.

If the characters didn't spot the bridge while navigating area 4, they spot it now. Add:

A rickety bridge spans the passage, connecting two tunnels that are 20 feet above the stream.

One hund bandit stands watch on the bridge. It is hiding, and characters can spot it by succeeding on a Wisdom (Perception) check contested by the Tex'Zan's Dexterity (Stealth) check. This guard is lazy and inattentive, focused on polishing off a bottle of hooch and a rack of ribs, chewing on the bones. If no characters are using light sources, each character can attempt a Dexterity (Stealth) check against the bandit’s passive Wisdom (Perception) score to creep by without being noticed.

If the ganger spots the adventurers, it signals the hund bandits in area 7 to release a flood (see the "Flood!" section), then fires its hunting rifle down at the characters.

Bridge

This bridge spans the passage 20 feet above the stream. It's possible to climb up the cavern walls from the lower passage to the bridge. The 20-foot-high walls are rough but slick with spray, requiring a successful DC 15 Strength (Athletics) check to climb.

The bridge has an Armor Class (AC) of 5 and 10 hit points. If the bridge is reduced to 0 hit points, it collapses. Creatures on the collapsing bridge must succeed on a DC 10 Dexterity saving throw or fall, taking 2d6 bludgeoning damage and landing prone (see "Being Prone" in the rulebook). Those who succeed hold onto the bridge and must climb it to safety.

Flood!

The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main passage of the lair. In the round after the ganger in area 7 are signaled by the lookout in area 5, they start knocking away the supports. In the following round on the ganger' initiative count, a water surge pours from area 7 down to area 1.

The passage is suddenly filled with a mighty roar, as a huge surge of rushing water pours down from above!

The flood threatens all creatures in the tunnel. (Creatures on the bridge at area 5 are out of danger, as are any characters successfully climbing the cavern walls.) Any creature within 10 feet of the disused passage at area 4 or the steps leading up to area 3 can attempt a DC 10 Dexterity saving throw to avoid being swept away. A creature that fails to get out of the way can attempt a DC 15 Strength saving throw to hold on. On a failed save, the character is knocked prone and washed down to area 1, taking 1d6 bludgeoning damage along the way.

The ganger in area 7 can release a second flood by opening the second pool, but they don't do this unless the Tex'Zan on the bridge tells them to. The Tex'Zan on the bridge waits to see if the first flood got rid of all the intruders before calling for the second to be released.

6. Jackal Den

The Tex'Zan Terrors stationed in the hideout use this area as a common room and barracks.

This large cave is divided in half by a ten-foot-high escarpment. A steep natural staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides and unwashed dog.

Six hund bandits inhabit this den, and one of them is a leader with 12 hit points. The five ordinary hund bandits tend the cooking fire in the lower (northern) part of the cave near the entrance passage, while the leader rests in the upper (southern) part of the cave.

Bruce Dagless, a Marlu warrior, is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern. The hund bandits have been beating and tormenting him, so he is weak and at 1 hit point.

The ganger subleader, Dingo, is second-in-command of the whole hideout. If he sees that the characters are getting the upper hand, he grabs Dagless and drags him over to the edge of the upper level. "Truce, or this Roo dies!" he shouts.

Dingo wants to oust Smokey and become the new boss. If the adventurers agree to parley, Dingo tries to convince them to kill Smokey in area 8, promising to release Dagless when they bring back the hund's head. Dagless groggily warns the characters that they shouldn't trust the Tex'Zan Terrors gang, and he's right. If the characters take the deal, Dingo tries to force them to pay a rich ransom for Dagless even after they complete their part of the bargain.

If the characters refuse to parley, Dingo shoves Dagless over the edge and continues with the fight. Dagless takes 1d6 bludgeoning damage from the fall, which is enough to drop him to 0 hit points. Quick-acting characters can try to stabilize him before he dies.

Roleplaying Dagless

Bruce Dagless is a kindhearted Marlu male of nearly fifty years who holds a place of respect in Edge town cultures. He is an agent of the Badlands Marshals Service, a group of allied political powers concerned with mutual security and prosperity. Members of the order ensure the safety of cities and other settlements by proactively eliminating threats by any means and bringing criminals to a hangman’s justice.

Dagless met Marco Azotochtli in Hideaway and agreed to accompany him back to Patience. Dagless wants to investigate the fate of Remington Shotte, a aarakocra wizard and fellow member of the Badlands Marshals Service who disappeared shortly after arriving in Patience. Dagless hopes to learn what happened to Remington, assist Marco in reopening the old mine, and help restore Patience to a civilized center of wealth and prosperity.

Dagless provides the characters with four pieces of useful information:

The three Azotochtli brothers (Marco, Pedro, and Nino) recently located an entrance to the long-lost Old Yellowcake Cave, site of the mines of the Cobalt Consortium. (Share the information in the first two paragraphs of the "Background" section to the players at this time.) Smokey, the hund who leads this Tex'Zan Terrors band, had orders to waylay Marco. Dagless heard from the hund that the Hobo Spider sent word that the Dillito was to be brought to him. Dagless doesn't know who or what the Hobo Spider is.

Marco had a map showing the secret location of Old Yellowcake Cave, but the jackalwere took it when they captured him. Dagless believes that Smokey sent the map and the Dillito to Riff Ten-Cent, the leader of the Tex’Zan Terrors, at a place called the Jackal's Lair. Dagless doesn't know where that might be, but he suggests someone in Patience might know. (It doesn't occur to Dagless immediately, but a captured Tex’Zan Cowboy might also be persuaded to divulge the base’s location. See the "What the jackalwere Know" sidebar on page 8.)

Bruce's contact in Patience is a Marlu wizard named Remington Shotte. The wizard traveled to the town two months ago to establish order there. After the Badlands Marshals Service received no word from Remington, Dagless decided to investigate.

Dagless tells the characters that he intends to continue on to Patience, since it's the nearest settlement. He offers to pay the party 50 gp to provide escort. Although he has no money on him, Dagless can secure a loan to pay the characters within a day after arriving in Patience. First, he hopes they'll put a stop to the Tex'Zan raids by clearing out the caves.

Developments

If he is rescued and healed, Bruce Dagless remains with the party but is anxious to reach Patience as quickly as possible. He doesn't have any weapons or armor, but he can take a revolver or a shortsword from a defeated Tex'Zan Terror ganger or use a weapon loaned to him by a character.

If Dagless joins the party, see the "NPC Party Members" sidebar for tips on how to run him.

Treasure

Dingo carries a pouch containing three gold teeth (1 gp each) and 15 sp. Bruce's gear, along with Marco Azotochtli, was taken to the Jackal's Lair.

NPC Party Members

An NPC might join the party, if only for a short time. Here are some tips to help you run an NPC party member:

Let the characters make the important decisions. They are the protagonists of the adventure. If the characters ask an NPC party member for advice or direction, remember that NPCs make mistakes too.

An NPC won't deliberately put himself or herself in harm's way unless there's a good reason to do so.

An NPC won't treat all party members the same way, which can create some fun friction. As an NPC gets to know the characters, think about which characters the NPC likes most and which characters the NPC likes least, and let those likes and dislikes affect how the NPC interacts with the various party members.

In a combat encounter, keep the NPC's actions simple and straightforward. Also, look for things that the NPC can do besides fighting. For example, an NPC might stabilize a dying character, guard a prisoner, or help barricade a door.

If an NPC contributes greatly to the party's success in a battle, the NPC should receive an equal share of the XP earned for the encounter. (The characters receive less XP as a consequence.) NPCs have their own lives and goals. Consequently, an NPC should remain with the party only as long as makes sense for those goals.

7. Twin Pools Cave

If the gangers have drained either pool to flood the passage, adjust the following boxed text accordingly.

This cavern is half filled with two large pools of water. A narrow waterfall high in the eastern wall feeds the pool, which drains out the western end of the chamber to form the stream that flows out of the cave mouth below. Low fieldstone walls serve as dams holding the water in. A wide exit stands to the south, while two smaller passages lead west. The sound of the waterfall echoes through the cavern, making it difficult to hear.

Three gangers guard this cave. If the Tex'Zan in area 5 spotted the characters and warned the gangers here, they are ready for trouble. The noise of the waterfall means that the creatures in area 8 can't hear any fighting that takes place here, and vice versa. Therefore, as soon as a fight breaks out here, one Tex'Zan flees to area 8 to warn Smokey.

Rock Dams

The gangers built simple dams to control the flow of water through the heart of the complex. If the Tex'Zan Terrors sentry in area 5 has called for the gangers here to release a flood, one or both of the pools are mostly empty and the stream is flowing unimpeded.

8. Smokey's Cave

The leader of the gang insists on keeping the bulk of the raiders' stolen goods in his den. The Tex’Zan Terrors' plunder from the last month of raiding and ambushing caravans is here.

Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder.

Smokey the hund shares this cave with his mangy pet deinonychus, Ripper, and two hund bandits. The hund is filled with delusions of grandeur and views himself as a mighty warlord just beginning his career of conquest. He is not entirely sane, referring to himself in the third person ("You dares defy Smokey?" or "Ol Smokey gonna chews ya puny bones!"). The hund bandits under his command resent his bullying. He is having a meeting with Tex’Zan Cowboy Liam about upping Smokey and his bandits’ kidnapping numbers.

Fire Pit

The hot coals in the central fire pit deal 1 fire damage to any creature that enters the fire pit, or 1d6 fire damage to any creature that falls prone there. A creature can take each type of damage only once per round.

Natural Chimney

A niche in the western wall forms the top of a shaft that descends 30 feet to area 3. See that area for information on climbing the natural chimney.

Supplies

The piles of sacks and crates can provide half cover to any creature fighting or hiding behind them. Most are marked with the image of a blue lion—the symbol of the Baumfree's Guns & Ammo, a merchant company with a warehouse and trading post in Patience. Hidden among the supplies is an unlocked treasure chest belonging to Smokey (see the "Treasure" section). Any character who searches the supplies finds the chest.

Developments

If Smokey and Liam are warned that the hideout is under attack, they hide behind stalagmites while the hund bandits take cover behind the piles of supplies, hoping to ambush the characters when they enter the cave.

If Smokey, Liam and company are not warned about possible attackers, the characters have a good chance to surprise them. The easiest way for the characters to achieve this is to climb the chimney from area 3, since Smokey does not expect an attack from that direction.

If the deinonychus is killed, the hund bandit captain and Tex’zan cowboy attempt to climb down the chimney to area 3 and flee the cave complex.

Treasure

The captured stores are bulky, and the characters will need a wagon to transport them. If they return the supplies to the Baumfree's Guns & Ammo in Patience (see part 2, "Patience"), they earn a reward of 50 gp and the friendship of Temperance and her company.

In addition to the stolen provisions, Smokey has a treasure chest that contains 600 cp, 110 sp, two potions of healing, and a jade statuette of a frog with tiny golden orbs for eyes (40 gp). The frog statuette is small enough to fit in a pocket or pouch.

What's Next?

The next stage of the adventure takes place in Patience. The adventurers should have plenty of reasons to visit the town:

If the characters began with the "Meet Me in Patience" adventure hook, they can be paid by Brooster's Milk Bar for delivering the wagonload of supplies. If the characters rescued Bruce Dagless the wounded warrior would appreciate an escort to Patience (and will pay 50 gp for the service). Details contained within the characters' backgrounds might prompt them to seek out specific NPCs in the town.

It's also possible that players might decide to do something different, such as striking out in search of the Jackal's Lair (in part 3 of the adventure). If that's the case, skip ahead to that section.

Patience

The frontier town of Patience is built on the ruins of a much older settlement. Hundreds of years ago, the old Patience was a thriving human town whose people were firmly allied with the dwarves and gnomes of the Cobalt Consortium. After the Cataclysm, the same porc horde that sacked the mines at Old Yellowcake Cave laid waste to the settlement, and Patience was abandoned for a century while the people fled to Hideaway.

In the last three or four years, hardy settlers from the cities of Hideaway and Dodge have begun the hard work of reclaiming the ruins of Patience. A bustling frontier settlement has grown up on the site of the old town, and is home now to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Draconic Principalities. Unfortunately, more than a few bandits and brigands have settled around the immediate area as well, taking advantage of the fact that the area has no local law or authority to chase them off. A brazen gang known as the Greycoats has controlled Patience for the past two months, extorting and bullying everyone in town. The gang is led by a mysterious figure known to the townsfolk as Major Buckle.

When the characters first arrive in Patience, read:

The rutted track set with dinosaur footprints emerges from a wooded hillside, and you catch your first glimpse of Patience. The town consists of forty or fifty simple log buildings, some built on old fieldstone foundations. More old ruins—crumbling stone walls covered in ivy and briars—surround the newer houses and shops, showing how this must have been a much larger town in centuries past. Most of the newer buildings are set on the sides of the cart track, which widens into a muddy main street of sorts as it climbs toward a ruined manor house on a hillside at the east side of town. Dinosaur mounts are clearly the preferred mode of transportation here, though you spot a crew working on a few vehicles near a untidy garage and scrapyard.

As you approach, you see three children playing fetch with their young deinonychus on the town green and townsfolk tending to chores or running errands at shops. The townspeople look up as you approach, nod, and return to their business as you go by. They all look weary, yet confident.

If Bruce Dagless is with the party, add:

Dagless seems much more at ease.

"Alright blokes," he says, "let secure us some lodgings and some tucker."

Bruce's plan is to get some rest at the Dreamside Beds & Brekky, then search Patience for signs of the missing wizard, Remington Shotte. When his investigation hits a dead end, he sets up a meeting with Townmaster Dean Pelton (see the "Townmaster's Hall" section).

During this part of the adventure, the characters can visit the various locations in Patience and talk to the NPCs there. (See the "Town Description" section for details.) The town is small enough that it takes only a few minutes to stroll from one end to the other. However, the characters arrive late in the day and can't get to more than one or two locations before it's time to seek lodgings for the night.

Some locales the characters should visit include the following:

  • Brooster's Milk Bar. If the characters have the wagonload of supplies from the "Meet Me in Patience" adventure hook, they are meant to deliver it to this shop.

  • Baumfree's Guns & Ammo. If the characters retrieved the stolen goods from the Tex’Zan Terrors hideout, they might want to return them to the rightful owner.

  • Dreamside Beds & Brekky. If the characters have Bruce Dagless with them, the marshal suggests heading for this inn to find lodgings. If the characters are otherwise looking for a place to eat and sleep, they discover that the Dreamside Beds & Brekky appears to be the best available option.

  • Khan’s Saloon. A second saloon recently opened on the strip. Operated by a pair of Porc Veterans named Shank and Grubb, it offers comparable accommodation but is the chosen hangout of the Greycoats and other gangers whom pass through the territory.

  • Patience Motor and Scrap. A family of offworld scalv mechanics runs this repair shop, fixing everything from vehicles to laser rifles. They have eyes and ears all around town thanks to their tunnel system.

Encounters in Patience

When the characters explore Patience, you don't need to keep track of how much time is spent at each location. Instead, imagine that you're directing an old-style western movie. Your goal is to present several scenes in which the adventurers walk into a store or saloon and meet the people there. By interacting with these NPCs, the adventurers learn what the NPCs need or what information they want to share, then can move on to the next location. These scenes are a series of roleplaying encounters that take place over the course of a couple of days of game time.

To begin, ask the players where they want to go and what they want to do in town. For example, you could tell them, "There's an inn, a town hall, a shrine, general stores and trading posts, and a few other homes and businesses. Where do you want to go?" When the players pick a spot, refer to the description in the following section, introduce the NPCs there, and let the interaction begin.


The Dreamside Beds & Brekky

If the players aren't sure what their characters should do, encourage them to begin at the Dreamside Beds & Brekky. The NPCs there are "pointers" who can direct the characters toward the various adventure opportunities and important rumors that can be found in other parts of the town. By visiting the inn, the characters learn what other places they should visit.

Greycoat scouts

Sooner or later, the adventurers run into the thugs who run Patience. All you need to do is choose when the scouts appear. After the characters have had a chance to visit several locations in town and talk to the townsfolk, they might decide to go looking for the Greycoats. When they do, run the "Greycoat scouts" encounter. Alternatively, if the characters are reluctant to seek out the scouts, the Greycoats can come looking for them at a time of your choosing.

Finding the Jackal's Lair

The characters might want to seek out the Jackal's Lair to find and rescue Marco Azotochtli. Most of the townsfolk are preoccupied with the Greycoats, and no one in town knows the location of the Jackal's Lair. Charlie Webb, Bruce Dagless, and Chima Konga can offer suggestions on how the party might find someone who knows the location.

Important NPCs

Here is a quick summary of the most important NPCs in Patience, and their relevance to the adventure.

Mac Franny Dreamside Beds & Brekky Innkeeper
Greggo Brooster Owns a trading post - owes money to the party if you are using the "Meet Me in Patience" adventure hook.
Apollo Aldrin Member of the Space Rangers with a quest for the party.
Temperance Baumfree Runs a trading post and offers a reward for retrieving her supplies.
Chima Konga Member of the Hotfoot Syndicate with a quest for the party.
Charlie Webb Helpful Cinereus (koalafolk) farmer whose son, Eucca, knows a secret way into the Greycoats' hideout.
Sister Ximénez Wereraven triple agent with a questfor the party.
Dean Pelton Townmaster of Patience with a quest for the party.
Bruce Dagless Bruce Dagless is a retired soldier and sellsword who hails from the city of Hideaway. He is a loyal member of the Badlands Marshals Service, the law enforcement branch that responds to threats to the various free cities and towns.
Shank and Grubb Proprietors of Khan’s Saloon
Crash and Clank Proprietors of Patience Motor and Scrap

Town Description

Patience is small, so the characters can visit multiple locations and NPCs throughout a given day. If the players choose to have their characters split up, they can cover more ground, but you'll have to take turns running each interaction for each player. Splitting the party also makes the "Greycoat scouts" encounter potentially more dangerous.

Dreamside Beds & Brekky

In the center of town stands a large, newly built roadhouse of fieldstone and rough-hewn timbers. The common room is filled with locals nursing mugs of ale or cider, all of them eyeing you with curiosity.

This modest inn has six rooms for rent (Bruce Dagless takes one). If the characters decide to stay here, see "Food, Drink, and Lodging" in the rulebook for pricing. (The characters' other alternative for lodging is to camp outside the town, or to persuade a farmer such as Apollo Aldrin or Charlie Webb to let them sleep in a hayloft.)

The proprietor is a short, friendly young Marlu male named Mac Franny. Mac is a native of the town of Trihorn to the east. He came to Patience to prospect, but soon realized that he knew a lot more about running an inn than he did about mining. The new town offered a good opportunity to become established. Mac is upset that the Greycoats have been allowed to terrorize the town, and that Dean Pelton, the townmaster, has done nothing to curtail them. However, he tries not to stir up trouble for fear that the Greycoats might retaliate against his wife and children.

Rumors

Spending a little time in the common room and chatting up the townspeople can provide the characters with a number of good leads to explore in and around town. NPCs present in the Dreamside Beds & Brekky and the rumors they pass on include:

Reggie, an old farmer

"Sister Ximénez, who oversees the Shrine of Luck, recently left town for a few days, then returned wounded and exhausted."

(See the "Shrine of Luck" section for more information.)

Carolina, a gossipy barmaid

"Apollo Aldrin, the orchard keeper, is a former adventurer."

(See the "Aldrin Orchard" section for more information.)

Lanar, a miner

"Porc raiders have been seen on the east end of Trihorn Trail. The townmaster is looking for someone to run them off."

(See the "Townmaster's Hall" section for more information.)

Sally, the innkeeper's wife

"Ed Thenster, a local woodcarver, stood up to the Greycoats a tenday ago when they came by his shop and leered at his wife. The scouts murdered him. Several townsfolk saw it happen. The Greycoats grabbed his body, and now his wife, daughter, and son have gone missing too."

(Unknown to Sally and the other townsfolk, the Greycoats took Thel's wife and children to their secret hideout.)

Skid, Mac's young son

"Charlie Webb's son Eucca said he found a secret tunnel in the woods, but Greycoats almost caught him."

(See the "Webb Farm" section for more information.)

Angie, a weaver

"The Greycoats hassle every business in town, except for the Patience Miner's Exchange. They don't want trouble with Chima Konga, who runs it."

(See the "Patience Miner's Exchange" section for more information.)

These leads should point the characters toward opportunities for adventure in and around Patience. In addition, any NPC at the inn can tell the characters that the Greycoats frequent the Khan's Saloon at the east end of town—and that the scouts are trouble.

Brooster's Milk Bar

Brooster's is the biggest trading post in Patience. Its shelves stock most ordinary goods and supplies, including backpacks, bedrolls, rope, and rations. The place is open from sunup to sundown. Brooster's does not stock firearms or ammo, but it has knives and axes, and characters can purchase other adventuring gear here, with the exception of items that cost more than 25 gp. (For prices, see "Adventuring Gear" in the rulebook.) Characters in need of weapons or armor are directed to the Baumfree's Guns & Ammo (see that section).

The proprietor is Greggo Brooster, a lean and balding male Marlu shopkeeper of fifty years with a kindly manner. He employs a couple young Marlu clerks (Ander and Thistle) who help load and unload wagons, and who wait on customers when Brooster isn't around.

Delivering the Supplies

If the characters began play with the "Meet Me in Patience" adventure hook, their orders are to deliver the wagon of supplies to Brooster's. Brooster pays the agreed amount (10 gp to each character) and takes possession of the wagon and its supplies. If the characters tell him of Marco Azotochtli's capture, Brooster is saddened by the news and encourages the party to find and rescue the Dillito. He considers Marco a friend and was excited by talk of discovering the lost mine of the Cobalt Consortium in the nearby hills. If the party hasn't already learned details of the mine from Bruce Dagless, a character who succeeds on a DC 15 Intelligence (History) check can relate the information from the first two paragraphs of the "Background" section at the start of the adventure.

Brooster also mentions that two more Azotochtli brothers, Nino and Pedro, are camped somewhere outside town. Brooster hasn't seen them in a tenday and expects the brothers to return "any day now" to resupply. What Brooster doesn't know is that Pedro is dead and Nino is a prisoner in the mine. See part 4, the "Old Yellowcake Cave" section, for more information.

Brooster's News

If the characters ask Brooster how business is going, the shopkeeper tells them that the Greycoats are making it hard on everyone, shaking down local businesses and flouting the townmaster's authority. If the characters seem of a mind to do something about it, he tells them that the Greycoats frequent the Khan's Saloon.

Patience Motor and Scrap

A family of scalv engineers led by Crash and Clank operate this junkyard and vehicle repair shop. They’ve dug beneath their garage to build their home, and have an expansive system running around town.

Aldrin Orchard

Apollo Aldrin is a retired adventurer who lives in a tidy little cottage beside an apple orchard. A fit, silver-haired dogbear well over a hundred years old, Apollo was a fighter and adventurer for over fifty years until his ship was pulled into the Fractal Hole and crash landed in the Rustbelt.

Apollo is a member of the Space Rangers, a devout and vigilant group that seeks to protect the inhabitants of wildspace from the depredations of evildoers. The organization is always ready to smite evil, enforce frontier justice, and enact retribution against any who try to subjugate or harm others. He was sent to establish an outpost to study the Fractal Hole, and was able to salvage a crate of space-age ranger recruit supplies, which he keeps under lock and keyin his private quarters. Though he is now presumed dead by the space rangers on the other side of the Bleed and cannot find a way to escape or contact them, he keeps an eye on happenings around Patience and does his best to continue his work here. He is happy to trade news with fellow adventurers, especially those who appear to hold to his virtues.

Apollo is concerned about the Greycoats, and he would like to see a group of adventurers teach the scouts a lesson. He tells the characters that it's time someone took a stand against the Greycoats' leader, Major Buckle. Apollo knows the Greycoats hang around the Khan's Saloon, but he can also tell the characters that the main Greycoat safe house lies under Hossfoot Plantation, the ruin at the east edge of town. (See the "Hossfoot Plantation" section for more information.)

Quest: Big Buzzard Trouble

Apollo has heard stories from prospectors in the hills northeast of Patience that someone is digging around in the ruins known as Big Buzzard Gulch. More disturbingly, several prospectors have reported being chased from the area by undead. He asks the characters to visit the ruins, a couple days march northeast of Patience, and find out who's there and what they're up to. Apollo knows that the ruins are an old watchtower of an ancient magical empire known as Netheril, and he worries that dangerous magic might be dormant there. If the party pursues this quest, see "Big Buzzard Gulch" (page 29).


Joining the Space Rangers

If the party deals with the Greycoats and investigates Big Buzzard Gulch, Apollo Aldrin privately approaches certain members of the group to urge them to join the Space Rangers. He speaks with those who exemplify the virtues of the order, such as honor and vigilance. If a character agrees, Apollo awards the person the title of Space Cadet and leads them on a mission into the Rustbelt to secure laser pistols and Space Ranger's Voidsuits from a crashed rocketship.

Apollo will run the characters through a space rangers 101, giving them the option to take a level in the Space Ranger class if they can secure the gear and complete the quest.

Baumfree's Guns & Ammo

Hanging above the front door of this modest trading post is a sign shaped like a wooden shield with a blue revolver painted on it. Its most recent goods caravan due in Patience never arrived. (It was attacked and its cargo captured by the Tex’Zan Terrors gangers.)

The master of the trading post is a sharp-tongued werejackalope woman of thirty-five named Temperance Baumfree. She knows that bandits have raided her caravans, but she doesn't know who is responsible.

In a back room, Temperance keeps a supply of armor and weapons, all of which are for sale to interested buyers. (For prices, see "Adventuring Gear" in the rulebook.) Temperance has a few scruples, however, and won't sell weapons to anyone she thinks might be a threat to the town. Among those with whom she refuses to do business are the Greycoats. She warns the characters that the scouts are trouble and advises them to avoid the Khan's Saloon.

Recovered Goods

If the characters return the stolen goods found in area 8 of the Tex’Zan Terrors hideout (or if they left the goods but reveal where they can be found), Temperance gives them a reward of 50 gp and promises to help the adventurers any way she can.

Patience Miner's Exchange

The Miner's Exchange is a trading post where local miners have their valuable finds weighed, measured, and paid out. In the absence of any local lord or authority, the exchange also serves as an unofficial records office, registering claims to various streams and excavations around the area. There isn't any real gold rush in Patience, but enough wealth is hidden in the nearby streams and valleys to support a good number of independent prospectors.

The exchange is a great place to meet people who spend a lot of time out and about in the countryside surrounding Patience. The guildmaster is an ambitious and calculating Grommam woman named Chima Konga. In her attempts to establish the Miner's Exchange as the closest thing the town has to a governing authority, she acts as more than a simple merchant. She is also an agent of the Hotfoot Syndicate, a powerful organization that seeks to exert secret control over the North through wealth and influence. Chima is working slowly to bring Patience under her control, and can become a valuable patron to the characters if they don't cross her.

Chima doesn't know the location of the Jackal's Lair, but she has heard that the Greycoats have a goblin minion serving them. She suggests the goblin might know the location. She leverages this information to try to persuade the characters into helping her deal with the Greycoats.

Quest: Chima's Job Offer

If approached by characters she believes she can control, Chima explains that the Greycoats are a problem. She tells how the scouts loiter around the Khan's Saloon and have a base under Hossfoot Plantation, on the east edge of town. She then offers the characters 100 gp to eliminate the Greycoat leader, whom the outlaws call Major Buckle, and bring her any correspondence found in the leader's quarters. Chima doesn't reveal that she wants to take over the Greycoat operation herself. A DC 15 Wisdom (Insight) check indicates she has ulterior motives for wanting the Greycoat leader dead.

Joining the Hotfoot Syndicate

If the party disposes of the Greycoat leader, Chima Konga approaches certain members of the group to urge them to join the Hotfoot Syndicate. She speaks with those who share the Hotfoot Syndicate's pursuits, such as wealth and power. Even if the party wipes out the Greycoat gang, Chima might still extend the offer in an effort to gain friends (and spies) within the party. If a character agrees, Chima gives the individual the title of Fang.

Webb Farm

A wise female Cinereus of forty-five, Charlie Webb is a pragmatic farmer who seems to know everything that goes on in town. She is a kind host, and is willing to let the characters stay in her hayloft if they don't want to stay at the Dreamside Beds & Brekky.

Eucca's Story

Charlie's son, Eucca, is a spirited and precocious Cinereus lad of ten years. He is enchanted by the idea of being an adventurer and says that he was playing in the woods near Hossfoot Plantation when he found a secret tunnel in a thicket. A couple of "big ugly bandits" came out of the tunnel when he was there, and met with a pair of Greycoats. They didn't see him, but it was close. Eucca thinks that the bandits have a secret lair under the old manor house. He can take the characters to the tunnel or provide them with directions to the location. The tunnel leads to area 8 in the Greycoat hideout.

Quest: Sydney the Druid

Charlie is a longtime friend of a marlu druid named Sydney. If she figures out that the characters are looking for specific sites in the area, such as the Jackal's Lair or Old Yellowcake Cave, she suggests that they visit Sydney and ask for his help, "since there's not an inch of the land he doesn't know." She tells the characters that Sydney recently set out for the ruins of a town called Goldenrod, just west of the Hideaway Wood.

The ruins are about fifty miles northwest of Patience, and she provides directions so the characters can easily find the place. If the party pursues this quest, see "Ruins of Goldenrod" (page 30).

Shrine of Luck

Patience's only temple is a small shrine made of stones taken from the nearby ruins. It is dedicated to Tymora, goddess of luck and good fortune, and built by an offworld adventuring party when the town was founded. The people of Patience might not believe in the goddess, but its become a town custom to stop by for good luck before a high stakes game or a quest out into the Rustbelt.

The shrine is now in the care of a scholarly acolyte named Sister Ximénez, a zealous young wereraven who came here from the Bramblewood but is secretive about her origins. She plans on ridding Patience of the Greycoats. Sister Ximénez is a member of the ArtiTechs, a scattered network of Edge of it All adventurers and spies who advocate for equality and covertly oppose the abuse of technological power. The ArtiTechs have agents in the Edge of it All and the Rustbelt, trying to ensure destructive tech doesn’t make its way into evil hands. Sister Ximénez regularly reports back to Mama Wurmwood in the Bramblewood with events in and around Patience.

Quest: The Beast Titan's Bargain

Recently, Sister Ximénez's superiors in the Bramblewood asked her to undertake a delicate mission. They wanted her to persuade a Beast Titan named the Viper King to answer a question about an ancient beast totem. Sister Ximénez sought out the Viper King in its lair, but the creature did not appear for her, and must have been out hunting.

Sister Ximénez desires an intermediary to bring the Viper King a suitable gift, a dragon’s egg provided by the Guild of the Smouldering Bowl, and persuade the creature to tell what it knows about the location of a ancient raptor totem belonging to a legendary mage named Roger. Sister Ximénez believes that a character who flatters the Viper King's vanity and royalty might be able to trade the egg for an answer. She offers the quest to the characters and offers them three potions of healing as payment for their efforts. If the party pursues this quest, see "the Viper King's Lair" (page 28).

Joining the ArtiTechs

If the party helps Sister Ximénez learn the fate of the ancient raptor totem, the wereraven privately approaches certain members of the group to urge them to join the ArtiTechs. She speaks with those who exemplify the virtues of the network and possess a desire to enact positive change through information and secrecy. If a character agrees, Sister Ximénez awards the individual the title of Visioneer and asks them to start searching for tech in the Rustbelt to bring to her for rewards.

The Khan's Saloon

This rundown tap house is a dirty, dangerous watering hole at the end of Patience's main street. It is frequented by Greycoat thugs and operated by a surly porc couple named Shank and Grubb. If the characters choose to visit the place, run the "Greycoat thugs" encounter.

Shank and Grubb, who escaped from capture in the Draconic Principalities and found their way to the town. They milk Mammoths to make Sowarkhi, which has become popular with the adventurers in the area. Their saloon is called "Khan's".

Townmaster's Hall

The townmaster's hall has sturdy stone walls, a pitched wooden roof, and a bell tower at the back. Posted on a board next to the front door is a notice written in Common. It reads: "REWARD— wild porc near Sidewinder Ridge! Those of a mind to face the porc menace should inquire within." The notice bears the town's seal and an indecipherable signature.

Patience has no functioning government, but the townsfolk elect someone to serve as townmaster each year. The townmaster serves as a judge in minor disputes and keeps any records that need to be kept. The current townmaster is a male Mársippos banker named Dean Pelton— a pompous old fool. Completely intimidated by the Greycoats, he claims that they're "just a mercenary guild, and not all that much trouble, really."

The townmaster's hall has a small but serviceable jail in the cellar. The jail consists of two cells, and Pelton carries keys to the cell doors.

Quest: Porc Trouble

Pelton is looking for someone to head east on the Trihorn Trail, where travelers have reported trouble with a band of porc near Sidewinder Ridge. He offers 100 gp to any group that can take care of the problem. If the party pursues this quest, see "Sidewinder Ridge" (page 35).

Quest: Finding the Jackal's Lair

After resting at the Dreamside Beds & Brekky, Bruce Dagless establishes himself at the townmaster's hall. As an agent of the Badlands Marshals Service, his goal is to bring law and order to Patience. As such, he wants to find the lost mine of Old Yellowcake Cave and help the Azotochtli brothers put it back into production, believing that bringing prosperity to the region will help civilize the town.

Dagless also encourages the characters to keep up the pressure on the Tex’Zan Terrors gangers. He offers the party a 500 gp reward if they can locate the Jackal's Lair and defeat or drive off the tribe's leadertain. Dagless suggests the party might find the castle by searching the lands around the Trihorn Trail for more raiding parties (see "Wilderness Encounters" in the "Trihorn Trail" section of part 3).


Quest: Finding Remington

After questioning several locals, Dagless learns that Remington Shotte, a fellow member of the Badlands Marshals Service, disappeared while exploring the area around Hossfoot Plantation about two months ago, shortly after arriving in Patience. Dagless asks the characters to investigate the manor and the surrounding area to find and bring back Remington—or what's left of him, if something killed him. Dagless describes Remington as "blad-eagle headed aarakocra wizard in his twenties."

Unknown to Dag, Remington created the Greycoats, installed himself as their leader, and took the alias Major Buckle to conceal his identity. (The Greycoats call him that because he wears a big magic belt buckle.) Once he learns the truth about Remington, Dagless expresses a desire to have the wizard captured and transported to Hideaway to face the judgment of a higher authority. Regardless of Remington's fate, Dagless rewards the party with 200 gp for eliminating the Greycoat threat.

Joining the Badlands Marshals Service

If the party eliminates the jackalwere threat from the Jackal's Lair or uncovers Remington's treachery, Bruce Dagless privately approaches certain members of the group to urge them to join the Badlands Marshals Service. He speaks with those who exemplify a desire for the security of civilization through action. If a character agrees, Bruce Dagless awards the individual the title of Marshal’s Deputy and gives them each a silver star badge.

Hossfoot Plantation

More a castle than a house, Hossfoot Plantation stands at the east edge of town on a low hillside amid woods and thickets. The ancient manor has long been abandoned, but its cellars have been converted into a Greycoat stronghold. If the characters investigate this place, they find the entrance to the Greycoat hideout.

Greycoat thugs

Within a day or so of the adventurers' arrival in Patience, a confrontation with the Greycoats becomes inevitable. Most of these thugs are bald-eagle headed aarackocra and german-shepherd featured hund. This can happen in a number of different ways:

After speaking with a number of NPCs in town, the characters decide to confront the Greycoats at the Khan's Saloon. The characters decide to investigate Hossfoot Plantation. Skip the encounter and go straight to "Greycoat Hideout." If the characters show no interest in the Greycoats, a gang of the thugs seeks them out and picks a fight in street. Run this encounter as the characters are leaving one of the locations in the town.

Confrontation

If the characters confront the Greycoats at the Khan's Saloon, read:

The Khan's Saloon is a ramshackle taproom at the east end of town. Four hund thugs and one aaracockra linger on the covered porch, perched on empty ale barrels or leaning against the wall. They all wear grimy grey uniforms with forage caps, their sullen stares fixed on you as you approach.

One of the thugs spits on the ground. Well, well," he snarls. "Here's a whole pack of fresh little puppies. What do you want, puppies? Come here to bark at us?"

If the Greycoats confront the characters in the street, read:

As you head back into the street, you see four armed thugs waiting for you. All of them are humans wearing grimy grey uniforms and forage caps, their hands on their gunbelts as they watch you. One of the thugs spits on the ground.

"Time for you to move on, strangers. Give us your stuff, and be on your way."

Continue the insults and baiting as long as you like. The Greycoats attack in a round or two if the characters don't leave. Neither side is surprised, because it's obvious that a fight is brewing.

The group consists of five Greycoat thugs (four hund, one aarakocra). If four of them are defeated, the last one flees toward Hossfoot Plantation.

Developments

Greycoats who are captured or charmed by the characters can impart useful information. (See the "What the Greycoats Know"). Townmaster Dean Pelton won't want to keep Greycoat prisoners until he knows the whole gang has been defeated, but the characters can easily persuade or intimidate him into locking up any prisoners they capture for at least a few days.

If the characters kill the thugs, most members of the town are grateful. One exception is the townmaster, who fears Greycoat retaliation. Pelton doesn't punish the characters but warns them not to cause trouble.

After the "Greycoat thugs" encounter, the players should feel it's time to deal with the rest of the gang. If they aren't clear that investigating the Greycoat hideout should be their next move, have one of the NPCs they've already met in town make the suggestion directly and point them toward Hossfoot Plantation. If the players want to follow other leads in the area, it's okay to move on to part 3 of the adventure and let the thugs wait. The next time the characters return to Patience, make it clear that the Greycoats are causing even more trouble, and that they need to be dealt with.


Greycoat Hideout

The Greycoats' base in Patience is a dungeon complex under Hossfoot Plantation. Before the manor was ruined, its cellars served as safe storage for food and water in the event that the estate was attacked, while an adjoining crypt provided a resting place for the deceased members of the Cooper family. The Greycoats have since expanded the cellars to suit their own purposes, adding slave pens, workshops, and barracks.

If the characters begin their search at Hossfoot Plantation, they enter the dungeon in area 1. If they instead follow Eucca Webb to the secret tunnel the lad found, they enter the dungeon by way of area 8.

General Features

The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs leading down as the characters explore.

Ceilings. Passages and chambers are 10 feet high unless otherwise indicated.

Doors. All doors are made of wood with iron handles, hinges, and built-in locks. They are unlocked unless the text states otherwise. Remington Shotte (area 12) and a hund named Mosk (area 9) each carry an iron key that can lock or unlock every door in the complex. A locked door can be picked with thieves' tools and a successful DC 10 Dexterity check. A door can also be broken down with a successful DC 20 Strength check.

Secret Doors. An "S" on the Greycoat Hideout map indicates the location of a secret door. Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it requires a passive Wisdom (Perception) score of 15 or higher, whereas a character who takes the time to search the wall can find the secret door with a successful DC 10 Wisdom (Perception) check. Secret doors swing open on hidden iron hinges and are not locked.

Light. Most areas are brightly lit by oil lamps in wall sconces, refilled every few hours as needed.

What the Greycoats Know

If the characters charm or successfully question any of the Greycoats, they can learn the location of their hideout under Hossfoot Plantation as well as the following useful information:

  • The leader of the Greycoats is an aarakocra wizard known as Major Buckle, so named because his magic belt buckle.(Only Remington Shotte and the Hobo Spider know Major Buckle's real name.) Major Buckle's chambers are in the western end of the stronghold (see areas 11 and 12).
  • A mysterious figure called the Hobo Spider has hired the Greycoats to frighten off adventurers and intimidate the locals, for reasons unknown. the Hobo Spider has sent hunds to reinforce the Greycoats and provide extra muscle (see area 9).
  • The lower part of the complex is guarded by a hideous "eye monster" (see area 8).
  • The Greycoats have a handful of captives in a holding area "near the old crypts," which are guarded by skeletons (see areas 4 and 5).

1. Cellar

Any exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands an unlocked door with a cellar beyond.

When the characters open the door, read the following:

The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels.

This room appears to be a large storage cellar, exactly the sort of thing one might expect to find beneath an old manor. The Greycoats want to keep their base of operations hidden, so other than the barrels filled with fresh provisions, nothing in this room gives away their presence.

The barrels contain salted pork and beef, flour, sugar, apples, and ale. Moving barrels around to thoroughly search them is a noisy activity that attracts the attention of the Greycoats in area 2.

Cistern

This rectangular reservoir is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water.

A waterproof satchel hangs from a submerged rope attached along the south wall of the cistern, about 2 feet below the surface of the water. It's not visible from above the water, but can be found with a successful DC 15 Wisdom (Perception) check or automatically by a character probing the cistern with a pole or jumping in. The satchel contains some valuable items (see the "Treasure" section).


Secret Door

A secret door is located in the southwest corner of the room. See the "General Features" section for more information on secret doors.

Developments

No monsters or villains are found in this area, but the thugs in area 2 take notice if the characters make a lot of noise here. They creep into the room, gaining surprise if the characters don't hear them (see "Surprise" in the rulebook). If the thugs fight in this area and two are defeated, the last ruffian might reveal the secret door by fleeing in that direction.

Treasure

The satchel hidden in the cistern is waterproof and contains a potion of healing, a potion of invisibility, 50 gp, and a clean set of ordinary travel clothing. This is a getaway kit that Remington keeps here in case of an emergency.

2. Barracks

Most of the Greycoats' human members have lodgings in Patience. This barracks is a good place to lie low after shaking down local miners and fur traders.

This appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the wall near the door, while barrels and crates fill the southern half of the chamber.

Three Greycoat thugs are resting in this room. If they hear a good deal of noise in area 1 (including loud voices or barrels being rolled around), they prepare themselves for a fight and try to surprise intruders. The barrels here contain similar provisions to those in area 1.

Treasure

All three Greycoats wear belt pouches holding treasure. The first holds 16 sp and 7 gp; the second, 12 sp and 5 gp; and the third, 15 ep and two garnets (10 gp each). Additionally, three dirty scarlet cloaks hang from the bunks.

3. Trapped Hall

This area was part of Hossfoot Plantation's original cellars. The Greycoats dug out the dirt beneath the stone floor, creating a hidden pit trap.

Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.

The pit trap in the middle of the hallway is hidden under a false floor consisting of loose stone tiles laid atop breakaway timbers. The tiles and timbers collapse under 100 or more pounds of weight. A character searching the hall for traps can spot the covered pit with a successful DC 15 Wisdom (Perception) check. A successful check also reveals narrow ledges on the north and south sides of the pit. A creature attempting to skirt around the pit using one of these ledges must succeed on a DC 10 Dexterity (Acrobatics) check.

A creature that triggers the trap or fails the Dexterity check to skirt around the edge of the pit must attempt a DC 15 Dexterity saving throw to catch the edge. On a failed save, the creature falls 20 feet to the dirt floor of the pit, taking 2d6 bludgeoning damage and landing prone.

4. Cooper Crypts

The elders of the long-gone Cooper family were once laid to rest in this mausoleum.

Three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate.

The three skeletons are animated and attack any creature that comes within 10 feet of the door leading to area 5 or the door leading to area 6, unless that creature is wearing the scarlet cloak of the Greycoats or speaks the password "Glory".

The stone lid of each sarcophagus is carved to depict the person entombed within—two human males and one human female, all of noble bearing. If opened, the tombs contain mostly moldering bones and scraps of clothing, but see the "Treasure" section.

Developments

Fighting in this room alerts the Greycoats in area 5 that trouble is on the way.

Treasure

An ornate gold bracelet (90 gp) lies amid the bones in the sarcophagus containing the female human remains.

5. Slave Pens

For the past two months, the Greycoats have been capturing travelers in the area and holding them in these pens until they can be sold into slavery.

This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled Stirtoni women are held in the cell to the south, while a Stirtoni boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks. These Koalafolk are in need of a hand.

A heap of discarded clothing is piled carelessly against the far wall.

Two Greycoat thugs in heavy cloaks stand guard here, though they spend most of their time taunting the hapless prisoners (see the "Captives" section). If they hear fighting in area 5, they take up position against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help.

The heap of clothing belongs to the various captives who have been housed here over the last two months—at least a dozen people to judge by the size of the pile.

Cell Doors

The cell doors feature simple locks requiring thieves' tools and a successful DC 10 Dexterity check to pick. The doors can also be wrenched open by brute force with a successful DC 22 Strength check.

Captives

The three commoners imprisoned here are Maybell Thenster and her two teenage children, thirteen-year-old Nars and eighteen-year-old Nilsa. A few days ago, the Greycoats murdered Maybell's husband, Thel, for defying them. (His corpse can be found in area 8.) That night, the gang returned and abducted the family from their home in Patience. The gang plans to sell the family into slavery.

The Thensters are grateful to the characters for rescuing them, but they can't provide much information about the Greycoat hideout. All they know is that the boss is a wizard (though they haven't met him and don't know his name).

Quest: Maybell's Heirloom. Though her family has nothing to offer as a reward, Maybell tells the characters that she might know where a valuable heirloom is hidden. When she was a young girl, she and her family fled from the town of Goldenrod after undead overran the place. Her family had an herb and alchemy shop, inside which a case containing an emerald necklace was hidden beneath a section of storage shelves. She never dared to return and retrieve it. The shop was in the southeast part of Goldenrod. If the characters decide to explore the ruins of Goldenrod, see part 3 of the adventure.

6. Armory

The door to this room is locked from the outside. Across from the locked door is a secret door that leads to area 7. For more information on locked doors and secret doors, see the "General Features" section (page 20).

Racks of weapons line the walls of this chamber, including sabers and hunting rifles. A cannon and three barrels of gunpowder sit on the floor. A dozen dirty grey riding cloaks hang from hooks by the door.

The Greycoats have ambitious plans to expand their numbers in the near future, so they have been stockpiling arms and armor and making ammunition with a press.

The weapon racks hold twelve shortswords, twelve hunting rifles, and twelve shotbags holding twenty rounds and a set of tinker tools each.

7. Storeroom and Work Area

In this chamber, the Greycoats take stock of their stolen wares, either shipping them out through the cavern to the south or packaging them for storage in the stronghold.

This area is the north end of a large natural cavern, but it has been finished with dressed stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with a number of empty crates, straw for packing, hammers, pry bars, and nails.

The cavern continues for some distance to the south. You can make out several passages that open up off the larger cavern, and what looks like a deep pit or crevasse in the floor.

This room contains two secret doors, one leading to area 6 and the other to area 12. See the "General Features" section (link below) for more information on secret doors.

Treasure

Most of the provisions and goods here aren't valuable, but lying among them are thirty beaver pelts (2 gp each). They were looted from a caravan on the Trihorn Trail a few days ago.

8. Crevasse

The characters arrive here by one of three routes: the tunnel from area 1, the storeroom at area 7, or the roughhewn passage to the south, which continues off the map for about one hundred feet and emerges from a tunnel in the woods south of Hossfoot Plantation. The passage is an excellent way to smuggle people or goods in and out of Patience without being seen, and is thus perfect for a gang of slavers and thieves.

A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.

The guardian of this cave is a manticore. The creature, lured by a faint magical effect emanating from the crevasse, was occupying the area when the Greycoats moved in. Remington managed to strike a bargain with the monster, convincing it to help guard the stronghold in exchange for treasure and the occasional gift of fresh meat. Still, the manticore is untrustworthy.

The manticore lurks near the west ends of the two bridges. If it notices intruders entering the cave, it hides behind one of the large stone columns and watches them.

If detected by a party that looks strong enough to kill it, it prefers to negotiate and isn't above betraying the Greycoats for the right incentive, such as the promise of food. When roleplaying the manticore, anger and vanity rule its emotions. The manticore knows everything the Greycoats know; see the "What the Greycoats Know" sidebar on page 20.

Bridges

These bridges are made of wooden planks and have no rails. The south one is rigged to collapse when a creature weighing more than 50 pounds moves across it. A character next to the bridge can discern that the construction is faulty with a successful DC 15 Intelligence (Investigation) check. Any creature can use an action to dislodge one end of either bridge, dropping it into the crevasse.

Crevasse

This steep-sided fissure is 5 to 10 feet wide and 20 feet deep. Its rough walls are easily climbed without an ability check. A creature that falls into the crevasse takes 2d6 bludgeoning damage and lands prone in a jumble of rubble that is difficult terrain (see "Difficult Terrain" in the rulebook).

The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all organic matter in the crevasse to age and decompose at half the normal rate.

Currently heaped at the bottom among broken and well-gnawed bones is the half-eaten body of Ed Thenster, the woodcarver of Patience who was murdered by the Greycoats. The outlaws left his corpse here for the manticore to feed on.

Treasure

The manticore keeps its hoard in a battered wooden chest hidden in a cubbyhole at the bottom of the crevasse, under the north bridge. The chest can't be seen from the edge of the crevasse, but is obvious to any character who descends into the fissure. The chest contains 160 sp, 120 gp, five malachite gems (15 gp each), two potions of healing, and a scroll of augury.

The chest also holds a +1 longsword in a silver-chased scabbard. The sword is inscribed with the name "Skytalon," and its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Rory Cooper, known as the Black Hawk. A character who succeeds on a DC 15 Intelligence (History) check recognizes the sword and recalls this lore.

Sir Cooper died fighting off a porc that attacked through the hidden caverns below his manor in the years shortly after the Cataclysm. Skytalon was lost here for hundreds of years until the manticore found it.

9. Guard Barracks

A character who listens at this door with a successful DC 10 Wisdom (Perception) check hears several gruff voices issuing demeaning commands. Examples include "Lick the floor!" and "Roll, dog!" The Greycoats here are bullying a small-sized hund slave.

This barracks contains four roughly built wooden bunks, with heaped-up blankets and dirty dishes scattered about. A strong smell of unwashed bodies and rotten meat fills the air. Three lizardmen are lounging among the mess, barking orders at a sad little chihuahua-man that demeans itself for their amusement. Your sudden appearance causes the chihuahua to faint.

Three Ssurran Poisoners (BAM p58) and one small hund are present. The hund, Frico, falls unconscious at the sight of the party, but another creature can use an action to wake him. Otherwise, Frico remains unconscious for 1d10 minutes.

These Ssurran Poisoners work for the Hobo Spider and were sent here to help Remington keep the Greycoats and the citizens of Patience in line. The leader is named Chrysss.

These Ssurran Poisoners avoid the hund and aarakocra members of the Greycoats. If the characters are wearing grey cloaks taken from elsewhere, the Ssurran assume that they serve Remington. Clever characters might even persuade the Ssurran to help deal with "traitors" or "impostors" elsewhere in the dungeon. If you don't think the players are doing a great job roleplaying the deception, you can have the character who is doing most of the talking make a DC 15 Charisma (Deception) check to convince the Ssurran to do what the party wants.

Role Playing Frico

The chihuahua, Frico, is not a threat to the party. He has been cowed by the Greycoats and follows their orders until someone stronger comes along.

If he regains consciousness during combat, Frico hides and avoids the fight. He is such a coward that if he is ordered to fight, he does so with disadvantage.

Frico knows the general layout of the Greycoat hideout, as well as the location of its secret doors and traps. He doesn't think to offer up the information, but if prompted, he reveals as much as he can remember in an attempt to be useful to the party. Some of the details might be confusing or mixed up. He is a chihuahua, after all.

If the Ssurran are dispatched, Frico tries to ingratiate himself with the party. He doesn't remember the route to the Jackal's Lair, but he knows it's up north, in the forest. He also knows that Tex’Zan Terrors gangers patrol around Patience, and he suggests the characters might be able to capture a patrol to learn more about the secret base.

Characters might be inclined to keep Frico around for a while. See the "NPC Party Members" sidebar (page 11) for advice on how to run Frico as a member of the party. Not too many chihuahuas are left in these parts after the food shortages during Black Summer about a decade back (his hund bloodline’s populations are at about 25% of what they once were).

Developments

The Ssurran Poisoners are the only ones in the Greycoat hideout who know the location of Old Yellowcake Cave. They won't willingly divulge this information, since they fear the Hobo Spider more than they fear the characters.

The Ssurrans also know the location of the Jackal's Lair. but again, they don't share this information readily. A character who interrogates a captured Ssurran can pry the information loose with a successful DC 15 Charisma (Intimidation) check.

Treasure

Crhysss carries a belt pouch containing 10 gp and 83 sp. He also has an iron key that locks and unlocks all the doors in the Greycoat hideout.

10. Common Room

This area serves as the headquarters and meeting room for the Greycoats. When there is no official business to discuss, it doubles as a common room where the base guards can relax while off duty.

A character who listens at the door with a successful DC 10 Wisdom (Perception) check hears the villains within engaged in a game of knucklebones. This makes for a mysterious rattling sound, followed by shouts and groans and a sudden gabble of voices as wagers are paid. If the characters burst into the room, they automatically surprise its occupants.

Several worn tables and chairs are scattered around this large room. Wooden benches are drawn up against walls decorated with draperies of blue and red, and several ale kegs are propped up and tapped.

Four tough-looking hund warriors wearing grey cloaks are gathered around one of the tables. A stack of coins and trinkets is heaped upon the tabletop between them.

Four Greycoat thugs are drinking and playing knucklebones when the characters enter. The game isn't far from turning acrimonious, as most of them do. The dice are loaded, and the ruffian to which they belong is naturally winning. All four have been drinking heavily, and they are poisoned (see the appendix in the rulebook for the effects of being poisoned).

The Greycoats immediately recognize characters wearing grey cloaks as impostors. However, fast-talking characters might still be able to pass themselves off as "new recruits," especially if they offer to join the game. If you don't think the players are doing a great job roleplaying the deception, you can have the character who is doing most of the talking make a DC 10 Charisma (Deception) check to fool the Greycoats.

Treasure

The wealth in the room is all on the table, having been bet in the game. (Knocking over the table or mixing up all the enemies' loot is a great way to distract them for a short time.) The total amounts to 75 cp, 55 sp, 22 ep, 15 gp, and a gold earring set with a tiny ruby (30 gp).

11. Wizard's Workshop

Faint bubbling and dripping sounds can be heard through either door of this room with a successful DC 15 Wisdom (Perception) check.

This room appears to be a wizard's workshop. A rat-sized beetle scurries across the floor and takes refuge under a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes.

Remington has left his beetle familiar here to watch for intruders. The beetle shares a telepathic bond with its master, and it sends a brief warning message to Remington as soon as it detects intruders. The beetle moves at a speed of 20 feet and has AC 10, 1 hit point, and no effective attacks. If the beetle is killed, it disappears.

If the characters leave the beetle unharmed, it follows them around as though curious or hungry. It might even feign affection for a character who feeds it, though it remains absolutely loyal to Remington.

Books and Notes

Remington is trying to master the art of concocting explosive alchemical mixtures. The books and notes scattered around the room are basic texts on alchemy and firearms.

Among the books is a tome written in Dwarvish. The journal of an adventurer named Fanili, it describes the history of the Lost Mine of the Cobalt Consortium and the Artiforge. (Share the information in the first and second paragraph of the "Background" section if you have not already done so.) In addition, Fanili records that a technomagical mace named lightbringer was commissioned by priests of Lathander, the pre-Cataclysm god of dawn, from the mages working with the gnomes and dwarves of the Cobalt Consortium. The techno-mace was lost when Old Yellowcake Cave and its mine vanished from history. (Characters might find the mace in part 4, "Old Yellowcake Cave.")

Developments

Because Remington and his beetle familiar share a telepathic bond, the mage (in area 12) knows the characters are coming and has time to prepare for them.

Treasure

Other than a keg of gunpowder, most of the materials in this room have no value, but three small bottles hold rare reagents: mercury, dragon bile, and powdered nightshade. These are worth 25 gp each to an apothecary or alchemist.

12. Major Buckle's Quarters

If the characters approach this room through the secret passage from area 7, they can surprise the leader of the Greycoats—Remington "Major Buckle" Shotte. Otherwise, his beetle familiar warns him of any who approach through area 11, and he flees before the characters arrive.

The walls of this bedchamber are covered with drapes of scarlet cloth. The furnishings include a small writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed.

If Remington is surprised, add the following paragraph:

Sitting at the desk is a short, bald eagle aarakocra in a grey uniform and wire rimmed glasses, studying a tome. He wears a massive, glowing belt buckle. A beautiful repeater rifle leans against his chair, within easy reach.

If the beetle in area 11 warns him that trouble is approaching, Remington the evil mage grabs his staff of defense and the scrolls in his chest (see the "Treasure" section), and flees through the secret door in the northeast corner of the room. In his haste, Remington leaves behind a letter from the Hobo Spider (see the "Developments" section) and neglects to make sure the secret door is closed all the way. Characters gain advantage on ability checks made to find the slightly ajar secret door (see "Advantage and Disadvantage" in the rulebook). For more information on secret doors, see the "General Features" section (page 20).

If he manages to escape, Remington flees to area 1 (through areas 7 and 8) and grabs the satchel hidden in the cistern there. If the manticore is still alive in area 8, Remington instructs it to waylay any pursuers. If the characters catch up to him, Remington quaffs the potion of invisibility in the satchel and flees the hideout. At your discretion, he could reappear later in the adventure. Angered by his defeat, he’ll plan to raise a new milita and attempt to take Patience by force.

Roleplaying Remington

A former member of the Badlands Marshals Service, Remington seized an opportunity in Patience to line his own pockets. Originally tasked with setting up a constabulary, the mage instead assembled a group of outlaws and local thugs to secure his own position in town.

Remington knew of the Hobo Spider through his contacts in the Badlands Marshals Service and brokered a meeting. The half-dragon promised to share the secrets and wealth of the Artiforge with the wizard in exchange for his help and loyalty.

Remington puts on airs of gentility and courteous manners, addressing his thugs as "my good gentlemen," and referring to sordid acts such as kidnapping or arson as "that unpleasant little business" or "those unfortunate events." He refers to the characters as "guests" and expresses regret that he cannot provide suitable entertainment for their visit. Beneath his genteel demeanor, however, Remington is just as thuggish and arrogant as any Greycoat outlaw.

If threatened, Remington uses his staff of defense to cast mage armor on himself. He then casts offensive spells at enemies he can see. Remington's stat block contains a list of the spells he has prepared. For descriptions of those spells and their effects, see the rulebook. Remington uses the shield power of his staff for added protection.

If he is reduced to 8 or fewer hit points and has no avenues of escape, Remington surrenders. He values his life more than anything, and he remains a model prisoner in the hopes that the Hobo Spider will somehow learn of his predicament and "arrange for his freedom."

If he is questioned while in captivity, Remington relates the following information, all of which is true:

  • the Hobo Spider is a half-dragon.
  • the Hobo Spider sent three ssurrans to help Remington keep the population of Patience under control, but the Greycoats have managed without them.
  • The ssurrans know the way to Old Yellowcake Cave, but Remington does not.
  • the Hobo Spider is searching Old Yellowcake Cave for the Artiforge. Dwarves and gnomes of the Cobalt Consortium used the technomagical forge to fashion powerful tools and weapons.
  • No other members of the Badlands Marshals Service know of Remington's betrayal.

Developments

Various papers and notes are stacked neatly on the desk, mostly consisting of Remington's written orders to apothecaries and alchemists in nearby settlements for more materials for his workshop. The characters also find a letter signed with the Hobo Spider's symbol.

Remington’s Letter

Lord Shotte,

My spies in Hideaway tell me that strangers are due to arrive in Patience. They could be working for the armadillos.

Capture them if you can, kill them if you must, but don't allow them to upset our plans. See that any dwarven maps in their possession are delivered to me with haste.

I'm counting on you, Remington. Don't disappoint me.

If Remington is taken into custody, Bruce Dagless arranges to have the wizard incarcerated in the townmaster's hall until he can be safely transported back to Hideaway. Whether Remington stands trial for his crimes is beyond the scope of this adventure. The Hobo Spider is too preoccupied to meddle in the wizard's fate.

Treasure

At the foot of Remington's bed is a sturdy, unlocked wooden chest holding the best pickings of the Greycoats' loot over the last two months. It contains 180 sp, 130 gp, and a silk pouch containing five carnelians (10 gp each), two peridots (15 gp each), and one pearl (100 gp). It also contains two magic items that Remington brought with him from Hideaway: a scroll of charm person and a scroll of fireball.

Remington also wields a staff of defense and a +1 repeater rifle, both of these weapons fixed with slings.


What's Next?

The next stage of the adventure continues with part 3, "The Spider's Web," in which the characters undertake a number of short adventures that advance the story. At some point during part 2, the characters are likely to advance to 3rd level, so make sure the players are keeping track of their XP.

The Spider's Web

In this part of the adventure, the characters follow up on existing leads and lines of inquiry. They can't learn much more in Patience, so they need to set out into the forests and hills surrounding the town to uncover the larger plots they are caught up in. The characters are not required to visit all the locations in this section. Depending on which NPCs the characters met and which quests or clues they picked up, some or all the following information might be known to them:

Sister Ximénez wants the characters to seek out the Beast Titan the Viper King in the ruined town of Conybery and ask her about Roger's ancient beast totem. Apollo Aldrin wants the characters to find out who is lurking near the ruins at Big Buzzard Gulch. Quelline Webb has suggested that the characters go to the ruined town of Goldenrod and consult with the druid Sydney, who might know the whereabouts of the Jackal's Lair, Old Yellowcake Cave, or both. Townmaster Dean Pelton wants the characters to seek out an porc encampment near Sidewinder Ridge and chase the porc away from the area. Bruce Dagless wants the characters to find the Jackal's Lair, search for Marco Azotochtli, rescue the Dillito, and retrieve his map. Each of these possible quests has its own section in this part of the adventure. The characters can remain in Patience long enough to rest up and purchase supplies. When they're done, have them pick a storyline to investigate, then set out for the appropriate destination.

Trihorn Trail

Describe the party's overland travels as vividly as you like, but keep the story moving. "You walk for several miles and encounter nothing of interest" is far less evocative and memorable than, "A light rain dampens the rolling plains as you travel north. Around midday, you break for lunch under a lonely tree. There, the rogue finds a small rock that looks like a grinning face, but otherwise you see nothing out of the ordinary."

the Viper King's Lair

The town of Trenchton was sacked by barbarians years ago and now lies in ruins. The Trihorn Trail runs right through the abandoned town, providing an easy landmark for locating the lair of the Beast Titan the Viper King. From the ruins of Trenchton, an old trail leads northwest into Hideaway Wood. the Viper King's lair is in a massive underdark cave at the foothills a few miles outside town.

The high mountain woodscrub grows dark and still as the trail winds deeper into thick clumps of trees. Heavy vines and thick layers of moss drape the branches, and the air is noticeably colder than it was in the ruined village. Rounding a bend in the trail, you see a massive hole leading into a truly extensive underground cavern.

If the characters exercise caution and remember what they've come for, they will be able to speak with the Beast Titan. When the characters enter the cavern, read the following:

the Viper King senses the characters' intrusion shortly after they enter his home.

The air grows cold, the light fades, and a powerful feeling of dread grips you as you enter the cavern. A chilling rattle echoes in the air, along with a hissing voice: "Foolish mortals," the titan snarls. "What do you want here? Do you not know it is death to seek me out?"

Even without darkvision, you can make out the faint outline massive snake in the darkness- bigger than even an ancient dragon.

If the characters are rude, disrespectful, or threatening, the Viper King attacks them.

Dealing With the Viper King

If the characters are respectful and polite, the Viper King can be persuaded to help them with a successful DC 15 Charisma (Persuasion) check. The player whose character takes the lead in speaking with the Beast Titan makes the check. If that player roleplays the encounter well, allow the player to make the check with advantage. If any character has Sister Ximénez's dragon egg and presents it to the Viper King as a gift, the check is automatically successful.

The massive rattlesnake smiles in amusement. "Very well," he says. "I know that you seek many things. Ask me one question, and I will give you an answer."

If the characters ask about Roger's ancient beast totem, the Viper King tells them that hetraded the totem to a mage named Rakkada from the city of Dodge more than a hundred years ago. He does not know what became of the totem afterward. His answer is truthful, and it is all the information Sister Ximénez needs for the ArtiTechs to resume their search.

The characters might instead choose to ask the Viper King about something else—for example, the location of the Jackal's Lair, the location of Old Yellowcake Cave, the identity of the Hobo Spider, or Lynar Kandath's question about Big Buzzard Gulch (see that section). the Viper King is well informed and a capable diviner, so she can answer almost any single question pertaining to the adventure that the characters think to ask. However, the Beast Titan answers only one question, so the characters should choose it carefully.

Where's the Map?

No maps are provided for the Viper King's lair, Big Buzzard Gulch, or Sidewinder Ridge. These adventure locations contain only one or two points of interest, and you don't need maps to run the encounters effectively. If you feel the need for a map, create your own using the adventure text as a guide.

Big Buzzard Gulch

Built thousands of years ago by a long-vanished empire, the outpost at Big Buzzard Gulch is a ruined watchtower that now consists of little more than a few crumbling walls and the broken stump of a tower. In the tower's courtyard stands an old well that still delivers clean, fresh water. Big Buzzard Gulch lies in the wild and rugged hills south of the Trihorn Trail. The site is relatively easy to find, and any NPC in Patience can provide directions to the ruins.

Recently, prospectors in the area have noted that someone has set up a campsite at Big Buzzard Gulch, and that undead guardians have been posted to keep intruders out.

As you crest a low ridge, you spy the crumbling ruins of an old watchtower standing amid the rugged hills. The place is so old that the walls are only mounds of rubble enclosing a courtyard of sorts, adjacent to the broken stump of an old tower. A colorful tent has been set up in the middle of the courtyard, but no one is in sight.

The ruins are currently occupied by a mage who is busy exploring the site in the hope of gleaning arcane lore left behind by its builders. The characters can enter the site from any direction, either following old footpaths or scrambling up the slope and finding a gap in the surrounding walls of rubble.

A herd of zombies circles inside the crumbled shell of the old watchtower and can't be seen from outside. However, any character with a passive Wisdom (Perception) score of 10 or higher smells a deathly odor wafting from the tower's direction. When characters approach the tower or the tent, the zombies shamble out of the tower.

If a battle erupts, Lynar Kandath, the evil mage, emerges from his tent and asks, "What is the meaning of this?"

Kandath is a stout, red-robed figure with sallow skin, a shaved scalp, and a black tattoo on his forehead. A character from Toril or who has been to Toril who succeeds on a DC 10 Intelligence (Arcana) check recognizes Kandath's tattoo as a necromantic symbol. A successful DC 10 Intelligence (History) check verifies the garb as that usual for Thay, a land far to the east where wizards pattern their flesh with tattoos. The tattoo on the head represents a wizard's school of magic.

If any character attempts to talk to Kandath, even by calling out a greeting or answering his questions during combat, he temporarily calls off his zombies. The Red Wizard is not particularly aggressive, and he is willing to strike a deal that advances his interests at the same time it helps the characters.

Kandath stays tight-lipped about the reason for his presence in the region. He is, however, willing to provide information the party needs if it does a favor for him. If the characters give Kandath some indication of what they want, he shares one or both of these requests:

He wants the porc at Sidewinder Ridge removed, since they have scouted out his camp and seem inclined to cause trouble. He wants to ask a question of the Viper King the Beast Titan: "What is the name of the wizard who built the tower at Big Buzzard Gulch?" Kandath won't risk the Beast Titan's anger, but the characters could ask the question for him. (the Viper King knows the name: Randal the Buck.)

Treasure

Lynar Kandath's tent contains a comfortable traveling suite, including a cot, a chair, a writing desk, supplies, and a chest of clothes. In the chest is a leather bag containing 35 sp, 20 ep, 20 gp, 5 pp, one pearl (100 gp), a potion of healing, a scroll of darkness in a bone tube, and a tiny jeweled box (25 gp) containing an ancient ring of protection, the Red Wizard's most interesting discovery so far.

Ruins of Goldenrod

Near the place where the Whitetooth River emerges from Hideaway Wood stands the abandoned village of Goldenrod. Once, this was a prosperous community on the outskirts of the forest, wealthy from the work of its woodcutters and trappers. Then thirty years ago, a raid by a red dragon prince devastated Goldenrod. In the wake of the disaster, a plague of strange zombies swept over the area, killing or driving off those who survived the flames.

Though most of the zombies have long since crumbled to dust, strange magic permeating the area has mutated the local vegetation into new and dangerous forms. Few people dare to venture into the ruined village now, and those who do so seldom stay long—with two notable exceptions. The druid Sydney (see area 4) visits Goldenrod from time to time, keeping a wary eye on its dangers. Dragonborn Cultists have also arrived recently (see area 13) to worship and prepare for the arrival a red dragon that claims Goldenrod and the surrounding area as its hunting domain (see area 7).

As the party approaches the ruins, read the following:

Gradually, the trail becomes an old, overgrown lane winding between dilapidated buildings choked in vines and brush. Ahead of you, in the middle of the settlement, rises a steep hill, upon which stands a stone tower with a partially collapsed roof and an adjoining cottage. A dirt road hugs the base of the hill and wends its way between old stone houses, many of which are roofless ruins with interiors open to the weather. Other buildings appear more or less intact. The whole place is eerily silent.

A wooden sign is nailed to a post nearby. It reads: "DANGER! HIGH PREDATOR TRAFFIC. Turn back now!"

Sydney placed the sign to discourage bands of treasure seekers from stirring up the monsters in the area.

Ruins of Goldenrod General Features

Many of Goldenrod's buildings have crumbled in the years since the town was finally abandoned, and nature threatens to swallow what remains.

Buildings. A building in Goldenrod is either ruined or intact, as shown on the map. Ruined buildings are empty shells with stone walls 5 to 8 feet high. Their roofs are gone, leaving piles of debris inside the walls. The debris is difficult terrain (see "Difficult Terrain" in the rulebook).

Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful DC 10 Strength check to force open. The windows of any intact building are 2 feet wide and covered by wooden shutters containing 6-inch wide arrow slits. Creatures on one side of an arrow slit gain three-quarters cover against attacks from the other side (see "Cover" in the rulebook). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings.

Trees and Brush. Trees average 30 to 40 feet tall and provide cover. Brush consists of large bushes that count as difficult terrain. Fields of poppies run wild surround the area.

1. Westernmost Cottage

This cottage has seen better days.

Cowering in the shadow of an old tree is a crumbled stone cottage with no roof. Weeds are rampant here.

Two velociraptors hide among the weeds that flank the cottage's open doorway. Make a Dexterity (Stealth) check for the dinos, and compare the result to the passive Wisdom (Perception) scores of the characters to determine if the dinos are spotted.

The dinos do not attack on their own (except in self-defense) but quickly come to the aid of the velociraptors in area 2 if combat erupts there.

2. Cottages

Wind and weather have done their work here, and little remains of these houses or their former contents.

These ruined, side-by-side cottages look as though they might have been the homes of prosperous shopkeepers or well-off farmers in their time. All that remains are collapsed walls and piles of debris. Several young trees have grown up in the midst of the ruins.

The overgrowth conceals a deadly threat- six velociraptors lurking among the foliage. Spotting them requires a successful Wisdom (Perception) check challenged by the dinos' Dexterity (Stealth) check.

These dinosaurs are hungry and fight until more than half are killed. One round after they attack, the velociraptors in area 1 join the fray.

Treasure

A merchant who once lived here had a chest full of coins hidden under the flagstone floor of his home. A thorough search of the interior of the eastern cottage and a successful DC 10 Wisdom (Perception) check reveals the old chest among the roots of the tree growing up through the house. The chest contains 700 cp, 160 sp, and 90 gp.

3. The White Horse

This was formerly the White Horse, an opium den once renowned for its excellent product.

A weathered signboard by the door of this large building shows the faded image of a rearing warhorse. The building is sagging and dilapidated, but it is more intact than the ruins across the road.

Four zombies lurk in the shadows in this building, slumped against the walls or under the bar. When living creatures enter, the zombies groan and stir, slowly climbing to their feet (spending half their speed to do so). They pursue any characters they see, attacking until destroyed.

The eastern half of the building is the old common room, while the western portion held the lounges and the offices.

4. Druid's Watchouse

When Sydney visits Goldenrod, this is where he makes camp.

This small house appears to be in better condition than the ruined and dilapidated structures nearby. The doors are reinforced with heavy iron bands, and thick shutters protect the windows.

Sydney is a gaunt, white-bearded marlu who doesn't use two words when one word will do. Though he receives very few visitors, he is reasonably hospitable.

Sydney is adept at staying away from the zombies and dinosaurs that overrun the village, as well as avoiding the area's mutated plants and hunting dragons. He knows that dangerous spiders lurk in the ruins at the base of the hill, and he suspects that someone is hiding out on the eastern side of town—he's seen “lizardfolk in black masks and cloaks" (the cultists) skulking around. However, he is currently most concerned by the fact that a red dragon has moved into the tower (area 7) since the last time he was here. He warns the characters of all these threats, and suggests that they leave Goldenrod before they get themselves killed.

Developments

If the characters ask about the Jackal's Lair, Sydney gladly provides directions.

If the characters ask Sydney about Old Yellowcake Cave, he will not divulge its location but will offer to guide the party there in exchange for a favor: he wants them to chase off the dragon in area 7. If they succeed, Sydney will honor his part of the agreement but will not accompany the party inside the mine.

If the characters attack him for any reason, Sydney transforms into a hummingbird and flies out of the cottage through a crack in the wall. He vanishes into the woods, then waits for the hostile characters to leave. His watch post contains nothing of value.

5. Farmhouse

To its south, this farm abuts a field with thick patches of gorse and briars.

This ruin looks as if it might once have been a farmhouse. It is now half swallowed by a dense thicket, with trees growing up through its ruined foundations. The lane continues south a short distance past the ruin before ending in an overgrown field.

The thicket east of this ruin is crawling with eight velociraptors. Any disturbance in the ruined farmhouse (for example, characters rooting around in the rubble) draws the dinos' ire.

Each round for 3 rounds, two velociraptors head for the south doorway leading into the farmhouse while two more head for the north doorway. The dinos attack until destroyed.

6. Ruined Store

This former general store is not a complete ruin yet, with portions of its tile roof still intact.

At an intersection near the middle of the village, a narrow lane winds up the steep hillside to the north. Directly to the south is a ruined building that might have been a store or workshop. Webs stretch across the lane, from the building to the trees on the north side of the road.

Two giant spiders hide on the inner walls in this ruined building, so they are not visible from outside. Trailing lines from the webs in the lane allow the spiders to sense when prey is moving through the webs, at which point they nimbly scuttle over the wall and attack. The alert spiders surprise any character whose passive Wisdom (Perception) score is less than 17.

Webs

The webs fill two squares north of the doorway (and the square marked "6"). They are difficult terrain, and a creature trying to move through them must succeed on a DC 10 Strength (Athletics) check. On a failure, the creature is restrained in the webs (see the rulebook for the effects of being restrained). A snared creature can take an action each round to attempt to break free with a DC 12 Strength check, or it can try to cut its way free by using a light weapon that deals slashing damage. The webs have AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage (see "Damage Resistance and Vulnerability" in the rulebook for how vulnerability works).

Going around the webs is difficult because of the thickets on the north side of the road. Going around the ruined building to the south leads to the velociraptors in area 5.

Treasure

The corpse of an unfortunate adventurer is cocooned in spider silk in the western half of the building. The body is shriveled up and sucked dry, but appears to have been a male elf. The body wears studded leather armor and a shortsword in the scabbard at its hip. A careful search also yields a potion of healing in a belt pouch, along with 23 gp and 35 sp.

7. Dragon's Tower

This tower was formerly the home of a human wizard, who was killed fighting the ash zombies that overran Goldenrod thirty years ago.

At the top of the hill stands a round tower with a cottage attached. Both are in good condition, although half of the tower's roof is gone. A door leads into the cottage, and several arrow-slit windows are visible in the tower. You can't help but notice an eerie quiet in the area and a strange, acrid smell in the air.

The corpses of two hideous giant spiders are sprawled near the edge of the pathway, apparently dragged there. Their bloated bodies are puckered and blistered, and appear to have been mauled by a large animal.

A young red dragon named Charoyal has recently claimed the tower, having passed over Goldenrod while searching Hideaway Wood for a suitable hunting ground. The giant spider corpses are the former residents of the tower, killed by the dragon after it tore its way through the roof. Since then, Charoyal has been laying low as his servants scout the area.

Tower

The dragon sleeps in the tower while its servants conduct its hunt— a single room with a 40-foot-high ceiling. A 5-foot-wide staircase circles the interior, rising to the now-opened rooftop that allows the dragon easy access to its new home. Heavy wooden beams and stair supports crisscross the tower interior.

Charoyal does not want to give up such a promising hunting lair before collecting prey to return to his small lair in the Draconic Principalities, but if the characters reduce the dragon to half its hit points, it climbs to the top of the tower and flies off to fight another day.

Dusty Cottage

The cottage contains dusty furniture draped in webbing, but nothing of value. If the characters make a lot of noise in the cottage, the dragon hears them and steels itself for a fight.

Treasure

An old wooden chest broken open on the tower floor holds the last of the dead wizard's treasure: 800 sp, 150 gp, four silver goblets set with moonstones (60 gp each), a scroll of misty step, and a scroll of lightning bolt. Charoyal spends much of his time greedily admiring this new loot.

The dragon has barely noticed the most interesting item in its hunting hoard. Beneath the coins is a rusty old battleaxe of dwarven manufacture. Runes in Dwarvish on the axe head read, "Hack," and the rust is misleading. Hack is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe's creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest.

Experience Points

Divide 2,000 XP equally among the characters if the party drives away Charoyal. Given their level, the characters aren't likely to slay the dragon, but it is worth 3,900 XP.

8. Old Smithy

This smithy was abandoned long ago.

A wide chimney and rotted piles of firewood jumbled outside the walls of this sagging building suggest that it was a smithy in its day.

Two zombies are slumped on the floor. When the characters enter, the monsters climb to their feet (spending half their speed to do so). Then they attack. When the zombies have caught sight of the characters, they pursue them no matter where they go.

A variety of old rusted tools—tongs, bellows, hammers, and a pair of iron anvils—are scattered around the interior of this building.

9. Herbalist's Shop

This was an herb and alchemy shop once belonging to the family of Maybell Thenster, a resident in Patience (see encounter 5 in the "Greycoat Hideout" section).

This ruined shop is cluttered with sagging storage shelves and broken furniture. Shards of glass and pieces of pottery glint in the weeds and rubble next to rotted books and casks.

All the reagents and concoctions here have long since been ruined, and the books are unreadable masses of rot. However, a small wooden case is hidden in a compartment beneath the storage shelves. A character searching through the wreckage can find the case with a successful DC 15 Wisdom (Perception) check. The check succeeds automatically if Maybell sent the party to find the heirloom.

Treasure

The case is worthless but contains a gold necklace with a fine emerald pendant (200 gp).

10. Town Square

Encroaching underbrush has yet to engulf the square.

On the east side of town, the lane opens up to form a small square. Several ruined buildings surround the south side of the square, but a larger, intact structure to the north looks like a barracks. One lane leads southeast, another heads southwest around the hill in the middle of the town, and a third way meanders north. In the middle of the square, leaning to one side ever so slightly, is a ancient weathered marble statue of a human warrior clutching a spear and shield.

The leaning statue is ten feet tall, including the base. It depicts a pre-Cataclysm hero named Pallius, who supposedly defeated several monsters in the nearby wood when Goldenrod was first founded. A character who studies the statue recognizes the depiction with a successful DC 15 Intelligence (History) check. The statue can be knocked over with a successful DC 20 Strength check.

11. Old Garrison

For the residents of Goldenrod, living so close to Hideaway Wood demanded constant vigilance.

The barracks appears to have weathered the years better than most buildings in town. Its rooftop features a simple battlement, and arrow-slit windows confirm that it was built to serve as a small keep in times of emergency.

Five zombies lurk within this building. Former members of the Goldenrod garrison, they still wear the tattered remnants of their soldiers' surcoats and forage caps. The zombies animate and attack if any living creature disturbs their rest. One has a rusted shotgun (-1 to attack and damage rolls) on a sling over his back. Another has a weathered but functional revolver in his belt holster.

The interior of the building still contains furnishings, and the main room has a ladder leading through a trapdoor to the roof. The chamber to the north contains two double bunks, while the chamber to the south has three double bunks, providing quarters for ten soldiers altogether. To the northwest of the main area of the barracks was a kitchen and pantry, now containing piles of well-rotted sacks and barrels that once held salted meat. All the foodstuffs have long since been devoured by vermin.

12. Weaver's Cottage

This fallen cottage is a lure for the creatures that lair nearby.

Heaps of wreckage litter the interior of this ruin. In one corner stands a broken loom.

Six velociraptors lurk in the thicket south of this ruin. Allow each character to attempt a Wisdom (Perception) check contested by the dinos' Dexterity (Stealth) check to avoid being surprised by them.

Developments

Any loud noises here alert the kobold in area 13, who quietly and cautiously investigate.

13. Dragon Servants

A group of dragonborn and kobold serve the young Prince Charoyal on his hunting excursion.

This small farmhouse appears to be just another empty home at first glance. However, all the doors are shut and windows shuttered.

The doors to this cottage are barred from the inside, requiring a successful DC 20 Strength check to force open. The shutters are also barred from inside and can be forced with a successful DC 15 Strength check.

Six Draconic Principalities Kobold Servants are hiding in the house. Four stand guard (two in each room) while the others rest in the larger chamber. The interior of the house is dusty and strung with cobwebs. The only furnishings are a small stove, a table, two chairs, and a bunk (which the kobold share).

Roleplaying the Kobold

Most of the kobold are not interested in fighting anyone without a dragonborn or their Prince around, and prefer to be left alone. The leader of the group is an evil and ambitious young upstart named Fleck, who hopes to rise through the ranks quickly by earning the allegiance of the red dragon in area 7. His fellow kobold lack Fleck's ambition and flee to the dragon prince if he is captured or killed.

Treasure

In the main room, Fleck has a small coffer containing tribute for the red dragon: three diamonds (100 gp each). He also carries a potion of flying in a stoppered vial around his neck.

Sidewinder Ridge

This crag is a prominent landmark in the rugged hills southeast of the Draconic Principalities, and is easily visible from twenty miles away. People traveling along the Trihorn Trail in the vicinity of Trenchton catch glimpses of Sidewinder Ridge to the north as they go. The tor was formerly the home of a large and dangerous nest of wyvernscorpions, but a band of bold gunslingers dealt with the monsters years ago. Though the wyvernscorpions never returned, other creatures lair here from time to time. Sidewinder Ridge's current squatters include a band of porc.

The porc are the near-feral descendants of the Porcish Legion that razed much of the Edge in the century after the Cataclysm, before it was mostly consumed by hungry dragons. These porc often roam into the south, spying out settlements, waylaying travelers, and looting and plundering as opportunities present themselves. Stories of new settlers near Patience and renewed traffic along the old Trihorn Trail drew the pigs to the area. Their leader is "Khan" Cicero Decimus —a savage brute who believes he can carve out a new porc empire here to rival the tales of old Sarodia.

Porc Camp

Sidewinder Ridge is a sizable hill, with miles of rugged terrain on its flanks and slopes. Searching for the hidden porc camp takes time. The party can attempt one DC 15 Wisdom (Perception) check or DC 10 Wisdom (Survival) check per hour to find the camp, made by the character leading the way.

When the characters find the camp, read the following:

The faint smell of smoke hangs on the air as you ascend a rugged ridge on the lower slopes of the hill. Fifty yards away, a cave mouth opens up at the bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, keeping watch, is a single porc scout.

Lashed to a set of 6 poles by the mouth of the cave are the porc raider’s axe beak mounts.

If the characters can quietly and expeditiously take out the lone porc, they have a chance to surprise the porc in the cave. If the sentry spots the characters sneaking up, or if it is not silenced during the surprise round, the porc scout squeals and retreats back to the cave to warn the others.

The marauders in the cave include "Khan" Cicero Decimus (a wereboar) and twelve ordinary porc scouts. The porc fight until "Khan" Cicero is killed, at which point any remaining porc flee. If they defeat the characters, they eat them.

Treasure

"Khan" Cicero's band plundered several homesteads farther north on their way to Sidewinder Ridge. An unlocked treasure chest in the cave holds 750 cp, 180 sp, 62 ep, 30 gp, and three vials of perfume (10 gp each). Along with this treasure is the pile of skulls Cicero has collected from his victims.


Awarding Experience Points

Defeating the monsters at Sidewinder Ridge completes a quest given to the party by Townmaster Dean Pelton in Patience, and it delivers on a promise to Lynar Kandath at Big Buzzard Gulch.

the Jackal's Lair

The Tex’Zan Terrors gang consists of marauding bands and rival gangs scattered throughout the area of the Trihorn Trail and the Hideaway Wood. However, one leader is grudgingly recognized by all others as supreme: Riff Ten-Cent at the Jackal's Lair.

The Jackal's Lair is not an ancient construction. Raised by a talented human wizard before the Cataclysm, the stronghold consists of seven overlapping towers; however, its upper levels have long since collapsed to heaps of crumbling masonry. Only the ground floor is still sound enough to be habitable.

The centuries have not been kind to the Jackal's Lair. The jackalwere have shored up the weakest areas beneath its falling towers with crude timbers, but it's only a matter of time before the structure collapses completely.

  • Ceilings. Ceilings are 15 feet high unless noted otherwise.
  • Doors. Interior doors are made of wood reinforced with iron bands. They have neither locks nor keyholes. It takes a successful DC 15 Strength check to break down a door that is barricaded shut.
  • Floors. Cracked and uneven flagstones conceal a dirt floor underneath.
  • Light. A small amount of natural light filters through the arrow slits around the castle. During the day, this provides dim light in most areas. At night, all areas are dark.
  • Walls. Exterior walls and load-bearing interior walls are 5 feet thick, with 3 feet of mortared fill sandwiched between 1-foot-thick courses of hard stone blocks. Interior walls are 1-foot-thick worked stone. Arrow slits in the castle walls are 10 feet above the outside ground level, 4 feet above the interior floor level, 8 inches wide, and 4 feet high. A creature on one side of an arrow slit gains three-quarters cover against attacks from the other side (see "Cover" in the rulebook).

1. Castle Entrance

The main gates between areas 1 and 2 are made of bronze-covered wood, but they are corroded and collapsed.

The castle consists of seven crumbling towers of different sizes and heights, but the upper stories are all in varying states of collapse. A short flight of steps leads up to a terrace in front of the main entryway. Past the wreckage of a pair of sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.

No monsters dwell here, but the jackalwere sentries in area 3 are supposed to be keeping watch. They glance only occasionally out of the arrow slits, however, so characters who move quietly might be able to creep past them. If they spot intruders, they will use their sleep gaze. Have each character make a Dexterity (Stealth) check. The lowest check is the DC for the jackalwere' Wisdom checks to notice the party.

Developments

If the jackalwere spot the characters (or if the characters approach openly), the jackalwere shoot from behind the arrow slits. However, they can't fire directly at enemies at or past the broken gate. The jackalwere’s pistols alert their comrades in areas 4 and 6 that the castle is under attack.

Disguised Characters

Rather than storm the Jackal's Lair with weapons in hand, clever characters might try to talk their way inside. For example, they might don the uniforms of the Greycoats and claim to be emissaries sent by Major Remington "Buckle" Shotte, the Greycoat leader, to meet with Riff Ten-Cent. A good DM rewards this kind of clever thinking by giving the characters a chance to succeed.

It's okay if the characters circumvent combat and talk their way past castle defenders. Both the Tex’Zan Terrors gang and the Greycoats work for the Hobo Spider, so the gang aren't likely to attack the party if they claim to be working in the Hobo Spider's interest.

If the characters try to perpetrate a deception as a group, have them each make a Charisma (Deception) check contested by the monsters' Wisdom (Insight) checks, and give the characters advantage on their checks if the deception is particularly well planned or roleplayed. If at least one of the characters win the contest, the deception is a success. As the party makes its way deeper into the castle, additional checks might be required, at your discretion.

2. Trapped Hall

Once the castle's foyer, this wide hall makes a dangerous battleground.

Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead.

If the sentries in area 3 raised the alarm, the jackalwere and jackalwere in areas 4 and 6 come running out of the north and south doors at the same time. They attack from both directions, trying to overwhelm the adventurers and drive them out of the castle.


Trap

The dusty plaster and rubble in front of the door leading to area 8 conceals a copper tripwire connected to linchpins hidden in the ruined ceiling. Spotting the tripwire requires a passive Wisdom (Perception) score of at least 20, or a successful DC 10 Wisdom (Perception) check if characters are actively searching for traps in the area. Once spotted, the tripwire is easily avoided and disarmed (no ability check required).

Any creature that walks over or through the rubble without avoiding the tripwire triggers a cave-in of wooden beams and heavy stones. (The area of the collapse is marked on the map.) Any creature in the area when the trap triggers must succeed on a DC 10 Dexterity saving throw or take 3d6 bludgeoning damage from the falling rubble (half as much damage on a successful save). The noise of the collapse puts the monsters in areas 3, 7, 8, and 9 on alert.

3. Lookout Post

The Jackal's Lair's main defenses are its secret location and the appearance of having been abandoned. In addition, Riff Ten-Cent posts sentries to drive off intruders who get too close.

This small room is littered with debris. The arrow slit opposite the door offers a fine field of fire over the terrace in front of the castle gates.

Two jackalwere occupy each of these two rooms. By taking turns shooting and ducking back, both gunfighters can fire each round at targets outside. When characters enter the room, the jackalwere drop their revolvers and draw their swords.

4. Ruined Barracks

The Tex’Zan Terrors jackalwere make use of every bit of available space in the castle.

The southwest tower of the castle is little more than a heap of rubble. Several ragged bedrolls are scattered across the remaining floor space, and a small, twisting passage leads east through the ruins.

Three jackalwere bunk here. Though the rubble appears dangerous, the tower is stable, and the eastern passage is safe.

Developments

Any loud noises here attract the attention of the jackalwere in area 7. One ganger comes to investigate the disturbance. If it doesn't return, or if it spots trouble and sounds the alarm, the others investigate.

5. Storeroom

Caravans raided by the Tex’Zan Terrors along the High Road and the Trihorn Trail supply provisions for the castle.

Old casks of salted meat fill this storage area. Among the supplies, you see a bloody suit of chain mail, a heavy crossbow, and an unsheathed longsword with the emblem of Hideaway worked into its hilt.

One small cask is filled with an exceptional dwarven brandy, which the jackalwere overlooked because of its size. The cask contains the equivalent of twenty glasses. A character who imbibes a glass of brandy regains 1 hit point, but a character who drinks two glasses within 1 hour becomes poisoned for 1 hour.

Bruce's Gear

The chain mail and longsword belong to Bruce Dagless. Dagless is grateful if at least his longsword is returned to him.

6. Werejackal Barracks

The Tex’Zan Terrors are a mixed species gang, with a handful of werejackal lording over larger numbers of miserable hunds, coyot and others. A few upstart hunds have aspirations to dispose of the jackalwere and take over someday, but for now, the powers of the jackalwere are too strong a threat.

Four plain straw pallets and bedrolls are lined up on the floor of this barracks. Brackets on the walls hold a number of weapons—spears, swords, hunting rifles, and more. The north wall shows signs of damage, but the floor is swept clean of rubble.

Four jackalwere are quartered in this room. They are quick to defend their tower if any intruders appear, or to respond to an alarm raised by the sentries.

Treasure

Mounted to the walls are five spears, four longswords, three hunting rifles, two greatswords, and a fine quarterstaff. The quarterstaff is engraved with stylized feathers, is surprisingly light (1 lb.), and worth 10 gp.

7. Banquet Hall

The lord of the castle once entertained his guests here, throwing lavish banquets and dances. Now this place is a foul goblin mess hall.

The western portion of this large hall ends in a wall of rubble, but the remainder is still intact. This must once have been the castle's banquet hall, with a soaring ceiling twenty-five feet high. Two large wooden tables with plain benches stand in the middle of the room, and a brass brazier full of glowing coals is tucked into one corner. Dirty dishes, half-full stewpots, moldy heels of bread, and gnawed bones cover the tables.

This hall holds seven miserable jackalwere and a fat, cantankerous coyot scout named Ed. Ed is the leader cook for the Tex’Zan Terrors. If Ed is killed, any jackalwere left alive flee to the east or west, avoiding the north door because of the trap in area 2.

8. Dark Hall

Even by day, this area has no exterior light. The boxed text assumes that the characters have darkvision or a light source.

This high, narrow hall looks as if it might have been part of a chapel or shrine at one time. Angelic figures are sculpted along the room's upper reaches, looking down on the floor below. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved stone brazier.

This chamber contains an allosaurus, the special pet of the jackalwere Cenny (area 9). The allosaurus knows that jackalwere are not to be eaten unless Cenny says so. The rest of the Tex’Zan Terrors are terrified of Cenny's “pet” and hurry through this room, preferably in twos or threes.

Any offworld cleric who examines the chapel's decor can attempt a DC 10 Intelligence (Religion) check to identify the deities that were once revered here: Oghma (god of knowledge), Mystra (goddess of magic), Lathander (god of dawn), and Tymora (goddess of luck). This is an obvious sign that the builders of the castle were human.

Developments

If combat erupts here, the jackalwere in area 9 cannot be surprised.

Treasure

The stone brazier contains a mound of coal, buried under which is a gold statuette of a astral elf (100 gp) wrapped in crimson cloth. A ganger hid the figurine here, hoping his fellow jackalwere wouldn't steal it from him.

A detect magic spell reveals that the statuette is imbued with divination magic. Any non-evil creature grasping the statue can ask it a question and receive a telepathic response, as though it had cast augury (see the rulebook for a description of this spell). Once a creature has asked its question and received a response, it can never activate the statuette again.

Awarding Experience Points

Divide 450 XP equally among the characters if the party defeats the allosaurus.

9. Ancient Shrine

Jackalwere have no use for dead human gods, so the Tex’Zan Terrors have turned this into a gambling hall.

This chamber occupies the northern tower of the castle. A stone altar stands in the middle of the room, covered with bloodstained black cloth. Golden ritual implements—a chalice, a knife, and a censer—are carefully arranged on top of the altar. Two archways to the south are covered with heavy curtains.

This shrine is home to the gang’s “mancatcher” Cenny (a jackalwere) and two ordinary jackalwere that serve as his "acolytes." If the jackalwere heard the characters fighting the allosaurus in area 8, they hide behind the altar and attempt to surprise the characters. Otherwise, all three jackalwere are playing cards.

The bloodstained cloth completely covers the stone altar, the sides of which are engraved with images of the same gods reflected in the decor found in area 8.

Treasure

The chalice, knife, and censer are ancient human-made art objects worth 150 gp, 60 gp, and 120 gp, respectively.

10. Postern Gate

This side entrance to the castle is locked but unguarded.

On the south side of the old castle, an overgrown path leads to a passage that climbs up into the wall. A large iron door stands here, sheltered from direct outside attack. Arrow slits ten feet above the ground overlook the path.

The iron door is locked. It can be opened with thieves' tools and a successful DC 15 Dexterity check, or knocked down with a successful DC 25 Strength check.

Arrow Slits

Any character who pauses and listens near the arrow slits hears, from area 7, an occasional clatter of crockery and angry jackalwere arguing over whether the dishes need cleaning. The jackalwere aren't keeping watch from these arrow slits. However, if the characters make a lot of noise or commotion, such as knocking down the door, the jackalwere come and look. If they see intruders outside, they shout an alarm. Previous gunfire will no doubt have alerted these gangers.

11. Ruined Tower

Dusty canvas (marked with a "C" on the map) hides the northern entrance to this area, blending in with the surrounding stonework and rubble. A character who succeeds on a DC 15 Wisdom (Perception) check spots a footpath leading up to the hidden entrance. If the characters are actively searching the outside of the castle for a hidden entrance, they can make a DC 10 Wisdom (Perception) check to spot the canvas "door."

This tower has almost completely collapsed, although the ground floor still has a little open space. Rotting crates and ancient barrels show that provisions were once stored here. A heavy curtain blocks a crumbling area to the south, and an intact door leads east. To the north, a short passage through the rubble ends before a screen of canvas.

12. Guard Barracks

The creatures here keep watch from the arrow slit, so any characters creeping around the east side of the castle are likely to be spotted and attacked.

A stone brazier full of coals glows in the middle of this small barracks. Four straw pallets are lined up along the east wall. The wall to the south has collapsed, but a barred wooden door in that direction is still clear. A curtain hangs in an archway to the north.

Two jackalwere stand guard in this room. They are smart, tough, and loyal to Riff Ten-Cent. At the start of combat, one runs to warn the king in area 14, then returns 2 rounds later to rejoin the fray.

This area was once a parlor for the castle's human occupants.

13. Owlbear Tower

The door to this room is held shut with a heavy wooden bar—a subtle warning that danger lies beyond. When the bar is lifted, the creature in the room awakens and lets out a terrible roar.

The arrow slits here are shuttered, leaving the room dark. The boxed text assumes that the characters have darkvision or a light source.

The upper floors of this tower have collapsed to create a hollow silo at least thirty feet high, and the upper reaches of the room are lost in shadows. Dust, rubble, and broken glass cover the floor, and old worktables and bookshelves lie strewn to the south. In the middle of the room is a hulking beast that looks like a mangy bear with an owl's head. It rears up and roars when it sees you.

The Tex’Zan Terrors have captured an owlbear and confined it to this tower. The room is kept dark to keep the beast calm, but Riff Ten-Cent doesn't know what to do with it yet. If a character throws it fresh meat, the owlbear devours the food. Otherwise, it attacks the first creature it sees in the doorway.

This room was once a library and workshop, but nothing of its original contents remains intact.

Developments

If the characters open the door and stay out of the owlbear's way, it flees the castle (most likely through area 11). The creature attacks anything that gets in its way.

Treasure

All that remains of the tower's second floor is a jagged ledge, upon which sits a battered wooden chest. The chest is hard to see from the floor, requiring a successful DC 15 Wisdom (Perception) check to notice. The chest is unlocked and contains 90 ep, 120 gp, a potion of healing, a scroll of silence, and a scroll of revivify.

Awarding Experience Points

Divide 700 XP equally among the characters if the party defeats the owlbear or releases it.

14. King's Quarters

Any character who listens at the door hears two voices in a heated discussion—a loud, growling voice demanding payment for something, and a silky smooth reply.

This chamber has been set up as a crude living space, with thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large bed to the north, and a brazier of coals burning brightly. A round table with several chairs stands to the south near the door. Near the table, on the floor, is an unconscious Dillito who looks badly beaten.

Riff Ten-Cent is a fierce old jackalwere with 45 hit points. He rules the Tex’Zan Terrors through pure intimidation and cunning. Age has stooped his shoulders and hunched his back, but he remains surprisingly agile and strong. He is demanding and vindictive, and no Tex’Zan Terrors dares to cross him.

Riff is attended by Snarl, a deinonychus with 18 hit points, and a doppelganger disguised as a female drow. The doppelganger, Vyerith, is a messenger from the Hobo Spider, come to collect Marco Azotochtli and the map of Old Yellowcake Cave from Riff Ten-Cent. Riff wants to sell the map instead of surrendering it. and he and the drow are negotiating a price. Vyerith first wants to question Marco to find out if anyone else knows the location of the mine. Then the doppelganger intends to kill the Dillito and destroy the map.

If the villains have been warned that an attack is imminent, Vyerith hides behind the door to the northeast, leaving it open a crack and hoping to attack an intruder from the rear. Riff holds Marco hostage, ready to kill the Dillito if the characters don't back off.

Arrow Slits

The arrow slits are 15 feet above the ground outside, and the creatures here aren't keeping watch. They are unlikely to notice intruders moving around the exterior of the castle.

Northwest Room

This partially collapsed chamber was once a comfortable bathroom. It still contains a large tile tub, unused by the castle's current occupants.


Unconscious Dillito

Near the southwest corner of the room is Marco Azotochtli, a Dillito commoner. He is unconscious but stable at 0 hit points.

Developments

If Riff is killed, Vyerith tries to kill Marco and flee with the map, heading toward area 11 and escaping through the concealed canvas door. If cornered, the doppelganger fights to the death rather than allow itself to be captured.

If Marco is revived, he thanks the party for coming to his rescue but won't leave the Jackal's Lair without his map. Unfortunately, he doesn't know where Riff Ten-Cent has hidden it (see the "Treasure" section).

Treasure

Hidden under Riff's bed mattress is a stitched leather sack containing 220 sp, 160 ep, three potions of healing, and Marco's map to Old Yellowcake Cave.

Awarding Experience Points

Divide 950 XP equally among the characters if the party defeats Riff Ten-Cent, the deinonychus, and the doppelganger.

Award an additional 200 XP to the party if the characters rescue Marco Azotochtli and escort him safely back to Patience.

Returning War Band

You can add a complication in the form of a jackalwere war band returning home, just as the characters are preparing to leave. This war band consists of four jackalwere, their leader named Jeff “Redeye” Rollins. Redeye Rollins also has two deinonychus as pets.

The jackalwere have no treasure, but 1d4 of them carry bloody sacks, each containing a severed elf head. The severed heads are trophies from the jackalwere' recent victory over an elf hunting party.

Clever characters might try to reason with Redeye Rollins by urging him to think of himself as Riff's successor rather than Riff's avenger. Redeye Rollins has long aspired to lead the Tex'Zan Terrors gang, so he might do the adventurers the favor of not killing them, provided one or more characters succeed on a DC 15 Charisma (Persuasion) check.

Awarding Experience Points

Divide 500 XP equally among the characters if they defeat the gangers or come to terms with Redeye Rollins.

What's Next?

If Marco Azotochtli survives the ordeal at the Jackal's Lair, he offers the characters his thanks and asks that they escort him back to Patience and then venture to Old Yellowcake Cave to learn the fate of his brothers, Nino and Pedro. He knows that someone called the Hobo Spider orchestrated his capture and hopes that the characters stop the villain. Upon returning to Patience, Marco offers the characters 25 gp each for their assistance and promises the party a 10 percent share of the mine's wealth once his operation there is up and running.

Whether the characters sought the information from the Viper King or Sydney, negotiated with Lynar Kandath, or recovered Marco and his map from the Jackal's Lair, they now know the location of Old Yellowcake Cave. The only thing left for them to do is seek out the old dwarven delve and discover for themselves who the Hobo Spider is, and why he's so interested in the Lost Mine of the Cobalt Consortium.

Old Yellowcake Cave

Fifteen miles northwest of Patience, in the deep vales of the low dragon hills, lies Old Yellowcake Cave. The rich mine of the Cobalt Consortium was lost five hundred years ago during porc invasions that devastated this part of world.

In the centuries since, countless prospectors and adventurers have searched for the lost mine, but none succeeded until the Azotochtli brothers found the entrance a month ago. Unfortunately, the Azotochtlis did not realize they were being trailed by spies working for Rendarr, the Hobo Spider, and they inadvertently led the half-dragon villain to their prize. Rendarr and his followers dealt with the two Azotochtlis who were guarding their find, then arranged for Marco's ambush. Learning of the adventurers' involvement with Marco or their exploits in and around Patience, the Hobo Spider has given orders for the characters to be dealt with. Meanwhile, Rendarr has begun his exploration of Old Yellowcake Cave.

The half-dragon is searching for the Artiforge, where the human mages of old Patience enchanted dwarven weapons and gnome gadgets. However, Rendarr's exploration has been hindered by the restless undead and dangerous monsters that lurk in Old Yellowcake Cave, forcing him to proceed with great caution.

The adventurers now have the chance to aid Marco, avenge his kin, and put a stop to the nefarious schemes of the Hobo Spider. And of course, the hoard of powerful magic rumored to be hidden in the mines is a rich prize.

Character Level

This part of the adventure is designed for characters of at least 4th level and assumes that each character has earned at least 2,700 XP. If the adventurers skipped too many of the optional investigations and encounters in part 3, they might not be 4th level, and many of the encounters in this section might be difficult for them.

Amazing Ores

The mine was a key extraction point for Cobalt Thorium G, a rare compound element used to power technomagical devices. This amazing element powered everything from Flying Saucers to Laser Rifles to Techbracers to the dwarves' Vaults.

Cobalt Thorium G. This unstable element is a fuel source appearing as dimly glowing silver-green rocks.

Living creatures that spend more than 1 hour within 10ft of a fist sized amount of the substance or more must succeed on a DC15 Constitution saving throw or gain 1 level of Exhaustion.

This effect can be mitigated by wrapping the Cobalt Thorium G in leaded tin foil or a device specifically designed to insulate radioactivity.

Few within the badlands can harness this element's amazing power, though the Clockwork Army in the Rustbelt, Scalvs and other voidfarers trapped on the planet may have the skills and knowledge to turn it into refined fuel for antigravity engines or energy cells (for laser weapons and technomagical devices).

Wandering Monsters

Monsters roam through all areas of the mine. Random encounters remind players that monsters aren't necessarily confined to specific areas, and that no part of the dungeon is safe.

If the characters spend a long time in a given area, you can check for wandering monsters by rolling a d20. On a roll of 17-20, an encounter takes place. Conversely, if the players seem restless, you can decide that an encounter occurs. Roll a d12 and consult the Wandering Monsters table to determine what the party meets.

d10 Result
1-3 Stirges (2d4)
4-5 Ghouls (1d4)
6 Ochre Jelly (1)
7=8 Hund Scouts (1d4)
9 Velociraptors (1d6)
10 Zombies (1d6)
11-12 Stone Cursed Dwarves

Old Yellowcake Cave General Features

The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16.

Ceilings. Tunnels are 10 feet high unless noted otherwise. Rooms have 20-foot-high ceilings, while natural caverns have 30-foot-high ceilings dotted with stalactites.

Doors. Unless noted otherwise, all doors are 6 feet tall, 4 feet wide, and made of six-inch-thick cut slabs of stone fitted with iron handles and hinges. The doors are low and wide—perfect for dwarves.

Walls. The walls are hewn stone. In a few areas (14, 15, 19, and 20), they are dressed with well-fitted stone blocks.

Floors. All floors are smooth, natural stone.

Light. None unless otherwise indicated. The boxed text assumes that the characters have light sources or darkvision.

Stalagmites

Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see "Cover" in the rulebook).

Keyed Encounters

All the encounters in this part of the adventure are keyed to the map of Old Yellowcake Cave.

Booming Waves

Old Yellowcake Cave is set to the rhythmic thunder clap of pounding waves the echoes throughout the mine, loud enough to make the stone underfoot shiver. Waves come about two minutes apart, growing louder toward the northeast.

Old Yellowcake Cave is nowhere near the surface ocean, but a water-filled cavern deep in the mine is connected to an Underdark ocean stretching beneath the Draconic Principalities. Describe this sound to players on occasion. It will pique their curiosity and lure them toward its source, drawing them deeper into the mine as a consequence.

Foul Air

The air inside the mine is Fouled Air. Marco and his brothers have secured gasmasks (they have 8 total) for exploring the mine.

1. Cave Entrance

Whether the characters follow Marco's map or receive directions to Old Yellowcake Cave from another source, their initial approach leads them to a narrow tunnel whose entrance is hidden within the foothills of Dragon territory.

The entrance tunnel leads into a large cavern supported by a natural pillar of rock and containing three stalagmites. In the western part of the cave, behind the column of rock, are three bedrolls and a heap of ordinary supplies—sacks of flour, bags of salt, casks of salted meat, lanterns, flasks of lamp oil, pickaxes, shovels, and other gear. Amid the supplies, you see the body of a Dillito miner, dead for at least a week.

The northeastern section of the cavern has collapsed, forming a ten-foot-wide, twenty-foot-deep pit. A sturdy hemp rope is tied off around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.

This was the campsite of the Azotochtlis. The dead Dillito is Pedro, Marco's brother, who was killed by the Hobo Spider. Marco's other brother, Nino, was here as well and is currently the Hobo Spider's prisoner in area 20.

The dwarves' supplies are potentially useful, but not particularly valuable.

Open Pit

Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3.

Treasure

Pedro wears a pair of boots of striding and springing. In his haste to explore the rest of Old Yellowcake Cave, Rendarr overlooked them.


2. Mine Tunnels

This maze of passages is an old section of Old Yellowcake Cave's original mine site.

This area consists of numerous intersecting passages. The ceilings here are only six feet high, and several of the passages end in partially excavated rock faces.

The dead-end passages are places where the miners gave up and decided to move on to other spots. Patiently lurking in one is an ochre jelly. When the party enters this section of the mine, the jelly begins to stalk the group, instinctively waiting for an opportunity to attack a lone target.

3. Old Entrance

The tunnel that runs south was the original entrance to Old Yellowcake Cave, but it was buried by the destruction that wracked the mines centuries ago. A pitched battle was fought here when the porc stormed the mines. The dead still lie where they fell.

Many tunnels intersect at this natural, thirty-foot-high cavern. The walls are carved with simple reliefs showing dwarf and gnome miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are human skeletons, while others are porc remains. Half a dozen large brass lanterns stand in niches or on ledges around the cavern, but none are lit.

Clinging to the ceiling like bats are ten stirges. The monsters find scant living prey in the mines, and they are ravenous. If the characters are looking down at the skeletons on the floor, the stirges are likely get the drop on them. Any character who isn't watching the ceiling is surprised unless his or her passive Wisdom (Perception) score is higher than the stirges' Dexterity (Stealth) check total (roll once for all of them). Characters who aren't surprised hear a flapping noise as the stirges descend to attack.

The lanterns and the carvings of miners at work were meant as a welcome to newcomers.

4. Old Guardroom

This guardroom once protected the nearby entrance to the mine, but it was overrun early in the fighting when the porc attacked.

Splintered stone benches and heaps of rubble from a partially collapsed ceiling fill this room. Amid ruined stone bunks and toppled weapon racks are the bones of several dwarves and porc.

In the round after any living creature enters this chamber, the bones begin to stir and knit together, forming nine skeletons. They fight until destroyed.

5. Assayers' Office

The mine's assayers worked here, weighing and assessing ore samples and paying the minors for their labor.

This chamber was once an office or storeroom of some kind. A large stone counter bisects the room, set with three dusty balance scales made of iron. Cubbyholes carved into the north wall are stuffed with dusty paper scraps. Several long-dead corpses stretched with cobwebs— gnomes and dwarves by their look— are sprawled across the floor.

The centuries-old paper in the cubbyholes disintegrates if touched, but a character who reads Dwarvish can see faint markings on a few scraps, recording weigh-ins and disbursements.

Treasure

Behind the counter sits a locked iron strongbox, requiring thieves' tools and a successful DC 20 Dexterity check to open. This pay chest was overlooked in the fighting and contains 600 cp, 180 sp, 90 ep, and 60 gp.

6. South Barracks

This was a miners' barracks, where the skilled delvers working in Old Yellowcake Cave rested between shifts. Any character who listens at the partially open door hears faint crunching and splintering sounds with a successful DC 10 Wisdom (Perception) check.

Old stone bunks in orderly rows line the walls of this chamber, and a corroded iron brazier full of old coals stands near the middle of the room. The bones of a half dozen dwarves and porc lie strewn about, clad in scraps of armor. Three gray, hunched figures squat among the remains, pawing at the scraps and gnawing on the bones.

Three ghouls from the pack in area 9 are here, cracking and gnawing on the ancient bones of the fallen in the vain hope that some tasty morsel of marrow remains. The ghouls, eager for a fresh meal, attack immediately.

7. Ruined Storeroom

Despite the destruction all around, the northern part of this storage area has survived intact.

The eastern wall of this chamber has collapsed into a mass of rubble. To the north, a door stands ajar, leading to a good-sized storeroom. Dusty kegs are tucked neatly against the walls, all of them cracked and split open from age.

It's not comfortable, but the storeroom is a secure resting place. No monsters come this way. Moreover, the storeroom door is in good shape and can easily be blocked or barred from the inside.

The contents of the kegs have long evaporated.


8. Fungi Cavern

This cave has hindered Rendarr's explorations. The half-dragon suspects that the mine's magic workshops are close by, but he's reluctant to risk dealing with the monsters here.

Dense carpets of weird fungi cover large sections of the floor in this cavern. The growth includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet tall. Some of the puffballs glow with an eerie green phosphorescence.

Most of the fungi is harmless, and the green-glowing fungi allow creatures to see the entire cavern without the aid of darkvision or a light source.

Poison Gas

Whenever a creature attempts to cross the cavern, the carpets of fungi that cover most of the floor release poisonous gas into the air.

Each creature in the cavern must succeed on a DC 11 Constitution saving throw or take 3d6 poison damage and be poisoned for 10 minutes (see the rulebook for more information on the poisoned condition). The gas disperses after 1 minute, but until then, any living creature that ends its turn in the cavern must repeat the saving throw.

9. Great Cavern

This cave once served as the banquet room, meeting area, and mead hall for the miners.

Steep escarpments divide this large cavern into three sections— high ledges at either end, and a lower section in the middle. Carved stone stairs climb up to the ledges. Two large tables stand in the middle section, along with a pair of old braziers. A smaller table stands on the eastern ledge. The skeletal remains of dozens of dead warriors— dwarves, gnomes, orcs, and ogres—attest to the fierceness of the fighting that took place here long ago.

Seven ghouls lurk in the shadows on the western ledge.

They notice any light or noise elsewhere in the cave and quickly bound down to attack. The undead are hungry and fight until destroyed.

The escarpments are 10 feet high and require a successful DC 12 Strength (Athletics) check to climb. A creature that falls or is knocked from the top of a ledge takes 1d6 bludgeoning damage and lands prone.

10. Dark Pool

Treasure is concealed in this water-filled cave.

A still pool fills much of this cavern. The water is dark, revealing little of what might lie within. The shore of the pool consists of a thin layer of broken shells from strange, pale mussels, and a fishy odor hangs in the air.

A passage leads south from this area, and a set of steps climbs up to the east. A sluggish stream flows out of the cave to the northeast.

The pool is 20 feet deep in the middle. The stream to the northeast is 3 feet deep, and the ceiling of the passage is 2 to 3 feet above the water. Characters can easily wade through the stream to area 18.

A character who explores the pool finds an old skeleton lying on the bottom, 10 feet from the shore and under 10 feet of water. These are the remains of a human wizard who died defending the mines against porc attackers. Several porc arrows are still lodged in the skeleton's ribcage.

Treasure

The skeleton wears two platinum rings (75 gp each) and clutches a wand of magic missiles in its bony fingers.

11. North Barracks

The eastern door is barricaded from inside the room and requires a successful DC 20 Strength check to force open. A character who listens at either door and succeeds on a DC 10 Wisdom (Perception) check hears gruff voices speaking Goblin and talking about how hungry they are.

Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in the middle of the room.

If the party enters from the west, add:

Across the room is another door, this one blocked by a barricade made from the remains of a wooden table.

Five hund scouts armed with revolvers reside in this chamber. They are loyal minions of Rendarr. This room marks the front line in the Hobo Spider's assault on Old Yellowcake Cave, and the hunds are here to prevent ghouls, zombies, or other undead from troubling their master in his lair (area 19).

Like area 6, this was formerly a barracks for miners. Rendarr's hunds removed the corpses they found here and built the barricade.

Treasure

The largest hund carries a pouch containing 15 cp. 13ep, and a potion of vitality.


12. Smelter Cavern

Like the fungi cavern at area 8, this chamber poses a serious obstacle that prevents Rendarr from reaching his objective—the Artiforge (area 15). The half-dragon is still formulating a plan to get past the undead guardians in this area.

A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide channel cut into the floor of the room, but the channel is dry. Passages exit to the west, south, and east. The empty channel exits to the north and east.

More than a dozen withered corpses are scattered around the room. These slain dwarves and porc are still wearing the remnants of their armor. Floating above them is a skull engulfed in green flame.

Eight fallen dwarf warriors wander here as stone cursed. They pursue any living creatures that enter the room, but they do not pursue creatures outside this area for more than 1 round. In addition, a far more intelligent undead guards this area: a flameskull. This creature was a servant of the human wizards allied with the Cobalt Consortium dwarves and gnomes, and it continues to act on ancient instructions to prevent intruders from passing through.

This impressive chamber was the heart of the Old Yellowcake Cave mining operation. Here, the dwarves melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted the stream from area 18 to power the waterwheel here. That in turn operated the bellows that fed the furnace.

The channel's bottom is 5 feet below floor level, and no ability check is required to scramble in or out. Characters in the channel can follow it out of this room to the north or to the east, though the ceiling is only 5 feet high after the channel exits this room.

13. Starry Cavern

The structural damage and the skeletal remains in this area are evidence of the destructive spell battle fought here centuries ago when the arcs and their mercenary wizards stormed the mines.

Glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons—many crushed under fallen debris—are scattered across the floor.

The cave is large enough that it contains two freestanding structures. Each of these stone buildings is proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you've seen elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched. The cavern is divided by an escarpment, into which a flight of stairs has been cut.

Passages lead out of this area to the north, south, and west.

The damaged buildings are described in areas 14 and 15. Minerals in the ceiling are pretty, but they are neither magical nor valuable.

Any character proficient in Arcana can sense a subtle aura of magic in this cavern. (A detect magic spell reveals the same.) The aura becomes stronger as one approaches the northern building (area 15).

14. Wizards' Quarters

The doors leading into this area are cracked, their iron hinges partially melted. Wrenching or smashing open the doors requires a successful DC 15 Strength check.

Dust, ash, walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishings—tables, chairs, bookshelves, beds—are charred or splintered, but otherwise well preserved. A scorched iron chest stands near the foot of one of the beds.

This room contains the restless spirit of the last wizard to die here: Beernoonan the wraith. He is not immediately visible but rises up out of the floor when a living creature enters the room.

Beernoonan was a powerful mage until he met his end in the spell battle at the climax of the porc attack. Centuries of anger have poisoned his soul, transforming him into a hate-filled apparition.

Beernoonan leads the undead that haunt Old Yellowcake Cave. The wraith spends his time here because the treasure he had amassed in life is in the scorched chest (see the "Treasure" section). No longer corporeal, he cannot touch or possess the wealth he enjoyed in life.

This building served as a guesthouse for visiting wizards working in the Artiforge (area 15), most of whom were humans from nearby cities. The furnishings are all human proportioned.

Roleplaying Beernoonan

Beernoonan speaks in grave whispers. When the wraith first rises up from the floor, it says, "Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!" If the characters make no attempt to reason with the wraith, it attacks.

If the characters try to reason with the wraith, it listens to what they have to say, provided they have not harmed it in any way or seized any of its property. The wraith is irrevocably evil, so the only way the characters can stay its spectral hand is to offer it something a former wizard would consider valuable in exchange for their lives. Beernoonan values magic items (particularly scrolls), spellbooks, and arcane knowledge. Whatever the gift, a character must succeed on a DC 10 Charisma (Persuasion) check to convince the wraith of its value.

Regardless of what the characters offer it, the wraith won't relinquish the wooden pipe in the scorched chest. It will, however, part with the coins and gems if the characters agree to kill the spectator in the Artiforge. (The wraith doesn't explain what a spectator is. It merely points toward area 15.) Once it receives its gift, the wraith allows characters to peruse its books and keep the secret map in one of them (see the "Treasure" section).

Treasure

The scorched chest is unlocked and contains 1,100 cp, 160 sp, 50 ep, three diamonds (100 gp each), and a wooden pipe adorned with platinum filigree (150 gp).

A handful of magically preserved tomes remain on the shelves. Most are just histories, but one has a map sewn into its cover. The map's presence can be discerned with a successful DC 12 Intelligence (Investigation) check. The map shows the location of a dungeon of your own creation. When the characters finish their explorations here, this old map can lead them to their next adventure.

15. Artiforge

Here is where the wizards allied with the dwarves and gnomes of the Cobalt Consortium channeled the magic of these caverns to enchant dwarven tools and gnome gadgets. The northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar.

This large workshop was badly damaged by the ancient spell battle that laid waste to the mine. Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces that destroyed this area.

Behind the brazier of green flame floats a spherical creature measuring roughly four feet in diameter. Four eyestalks protrude from its central mass, two on each side. In the center of the body is a large eye that stares at you. "Hello," says a thick, burbling voice inside your head.

The monster that guards this room is a spectator. One of the human wizards who worked in the Artiforge summoned the creature to guard the magic items created and stored here. When the mine was sacked, the porc disturbed the delicate magic in the area, unhinging the spectator's grip on reality. It has become deranged and believes that the mine is still in use, ignoring all evidence to the contrary.

The wraith (area 14) wants to drive off or kill the spectator, but so far, the creature has easily handled the assaults of Beernoonan's zombies and ghouls while seeing nothing strange about undead roaming the mine. If the party attempts to remove anything from this area, the spectator attacks. If the spectator is blinded somehow, it disappears back to its home plane, convinced that it can no longer perform the task for which it was summoned.

With a successful DC 15 Charisma (Deception) check, a character can trick the spectator into thinking one or more party members are wizards or miners who work for the owners of Old Yellowcake Cave, sent to terminate the spectator's employment. If the deception succeeds, the spectator believes it is released from its obligations, and it disappears and returns to its home plane.

Brazier of Green Flame

A successful DC 15 Intelligence (Arcana) check identifies the brazier as the source of the magic that suffuses the surrounding caverns. This magic has waned over the years, to the extent that it can no longer be harnessed to permanently enchant magic items. However, any nonmagical weapon or armor bathed in the green flame for at least 1 minute becomes a +1 weapon or +1 armor, respectively, for 1d12 hours. The brazier cannot be removed from the Artiforge.

Northern Room

This small room is a separate workspace, where items being prepared for enchantment were polished, lacquered, and otherwise finished. Like the main workshop, it has been almost completely destroyed.

Treasure

On the worktable in the southeast corner of the room are the last items the spectator was charged to protect: Lightbringer and Dragonguard.

16. Booming Cavern

The sound of pounding surf that gives Old Yellowcake Cave its name can be traced to this water-filled cavern.

A narrow ledge overlooks a large cavern that houses a surging, seething body of water. The rhythmic booming heard throughout the mines is louder here. At regular intervals, a fresh surge of water funnels into this chamber and slams against the wall just below the ledge. The echo suggests that this cave might be one arm of a much larger cavern to the northeast.

The ledge that hugs the south wall is 15 feet above water level. However, when water surges into the cave every 2 minutes, it raises the water level by 10 feet. After a minute, the water level returns to its normal depth of 20 feet.


17. Old Streambed

The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16.

This passageway is barely four feet high and is obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.

The dwarves diverted the stream into the channel leading to area 12 to drive the waterwheel in the smelter. Then the earthquakes that rocked Old Yellowcake Cave during the final spell battle of the porc invasion collapsed the floor in area 18, diverting the stream once again. The old streambed remains as a usable passage that circumvents the undead in area 12, although Rendarr has not yet discovered this.

18. Collapsed Cavern

Rendarr's servants occupy this cavern, guarding against undead incursions and carefully sifting through the rubble. the Hobo Spider's divinations suggest that some valuable treasure is hidden at the bottom of the rift that was created when this area was destroyed.

A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into the rift and flows out again to the north. Several ropes are secured to iron stakes along on the western edge of the rift, leading down to the chasm floor.

Three hunds are stationed here. Two of them are clearing rock on the rift floor while one more stands guard in the western half of the cavern. A doppelganger named Vhalak supervises the operation in the guise of a male drow. If a fight breaks out in the main cavern, the two hunds in the rift climb up the ropes to join the fray.

Rift

The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10 Strength (Athletics) check. A creature that fails the check by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom.

Developments

If two or more hunds are killed, the doppelganger tries to retreat to area 19 to warn Rendarr.

Treasure

Rendarr's divinations are accurate. Buried under heavy rubble at the bottom of the rift is the crushed skeleton of a dwarf wearing gauntlets of ogre power. The remains are hidden from view but can be found with a successful DC 20 Wisdom (Perception) check. Each character searching can attempt one check per hour.

19. Temple of Dumathoin

Rendarr uses this room as his headquarters while he explores the mines and searches for the Artiforge.

Six cracked marble pillars line the walls of this hall, at the north end of which stands a nine-foot-tall statue of a dwarf seated on a throne, a mighty stone warhammer across his lap. Large emeralds gleam in the statue's eyes.

The dust and debris covering the floor has been swept to one side, and a campsite of sorts now spreads in front of the statue. Half a dozen bedrolls and packs are neatly arranged around a rough-built fire pit. A wooden table stands on the west side of the room between two pillars.

If the room's occupants are not aware of the characters as they enter, add the following:

Two hund scouts stand by the table, flanking a dark elf dressed in black leather armor and robes. He clutches a black staff with a carved spider at the top and frowns as he sees you. "It seems that I must deal with you myself. A pity it must end this way."

Rendarr the Hobo Spider is joined by four giant spiders that defend their master to the death. If they are expecting trouble, the spiders hide behind pillars, and Rendarr casts invisibility on himself and stands near the table. Make a Dexterity (Stealth) check for the spiders. When intruders appear, the spiders try to entangle them in webs before closing to melee range. Rendarr joins the fray on the round after the spiders attack.

If the doppelganger from area 18 retreated to this area, it assumes the guise of Nino Azotochtli so that Rendarr can use the "Dillito" as leverage to force the party's surrender (although the half-dragon won't actually harm the doppelganger). See the "Roleplaying Rendarr" section for more information on the half-dragon villain.

Statue

The statue depicts Dumathoin, the dwarven god of mining. Any character who has proficiency in Religion recognizes the deity. The statue is beautifully carved, and its emerald eyes appear extremely valuable. However, the jewels are clever fakes made of worthless glass, as close inspection and a successful DC 15 Intelligence (Investigation) check reveals. Nevertheless, a powerful spell protects them, and a detect magic spell reveals a strong aura of abjuration magic surrounding the statue.

A character can climb the statue easily and pry a jewel loose with a successful DC 10 Strength check. However, if either eye is removed, the pillars that line the walls crack, triggering a ceiling collapse. Each creature in the room must make a DC 15 Dexterity saving throw, taking 4d10 bludgeoning damage from falling rubble and falling prone on a failure, or taking only half the damage on a success.

Table

The table is strewn with notes and maps showing Rendarr's efforts at exploring the mine so far. A black leather sack of treasure is amid the papers (see the "Treasure" section).

Roleplaying Rendarr

Even though he intends to kill the characters, Rendarr is curious about them. Given the chance, he quizzes the characters at length regarding their identities, allegiances, interests, and goals. He files it all away in memory in the hope that someday he might find a use for what he learns.

Rendarr admits to being the Hobo Spider, and to using the Tex’Zan Terrors jackalwere and the Greycoats to ensure that Old Yellowcake Cave remains his secret. He will say or do anything to put the characters off their guard, including promising to surrender or proposing cooperation against the monsters impeding his progress toward reaching the Artiforge. However, he betrays the characters as soon as they outlive their usefulness.

Developments

The creatures in area 18 can hear sounds of combat in this room. If they haven't already been dealt with, they arrive after 3 rounds and act immediately after Rendarr's giant spiders in the initiative count.

If the characters capture Rendarr and deliver him to the townmaster's hall in Patience, the half-dragon is locked up until Bruce Dagless or another representative of the Badlands Marshals Service can escort him to Hideaway to face justice and interrogation. However, unless the characters post guards outside Rendarr's cell, Chima Konga (see page 17) breaks him out of jail, smuggles him out of Patience, and delivers him into the waiting arms of the Hotfoot Syndicate. The Hotfoots want to learn everything the Hobo Spider knows about Old Yellowcake Cave. What happens to Rendarr at that point is up to you.

Treasure

Rendarr carries a potion of healing and a spider staff. In addition, the half-dragon carries an iron key with a head shaped like an anvil. This key unlocks the door to area 20.

Rendarr's exploration of Old Yellowcake Cave has yielded some treasure, which the half-dragon keeps in the sack on the wooden table. The sack contains 190 ep, 130 gp, 15 pp, nine small gemstones (10 gp each), and a dwarven ale mug made of hammered electrum (100 gp).

Awarding Experience Points

If Rendarr is captured alive and delivered to Bruce Dagless or Townmaster Pelton in Patience, award the party double his XP value.

20. Priests' Quarters

The door to this room is locked, requiring thieves' tools and a successful DC 15 Dexterity check to open. Rendarr (area 19) carries the key.

Unless the characters are being stealthy, any activity at the door attracts the attention of Rendarr and his allies in area 19, prompting the half-dragon to send his giant spiders to investigate.

Dusty draperies adorn the walls of this room, which also contains a bed and brazier. A badly disheveled Dillito lies bound and unconscious on the cold stone floor.

This room formerly belonged to the priest in charge of Dumathoin's temple (area 19), but Rendarr has appropriated it for use as a cell. The figure lying on the floor is Nino, a Dillito commoner and the youngest of the three Azotochtli brothers. Rendarr spared him because he thought the Dillito might know more about the mine than he admitted. The half-dragon has interrogated Nino harshly once or twice a day ever since capturing him.

Developments

Nino is grateful if the adventurers rescue him, and he offers to tag along for the duration of their stay in Old Yellowcake Cave. Nino doesn't know any more about the layout than the characters, so he hasn't much to offer in the way of useful information. If the characters deal with Rendarr and his minions, this area serves as a safe and comfortable place to rest before continuing their explorations of the mine.

Awarding Experience Points

If Nino is rescued and survives the adventure, divide 200 XP equally among the characters in the party. By the end of the adventure, the characters should be 5th level.

Conclusion

With hard work and a little luck, the adventurers have defeated the Hobo Spider and undone his destructive plots, cleared Patience of the ruffians who threatened its people, and reclaimed the lost mine of Old Yellowcake Cave. Their deeds will be long remembered in this corner of the world. In years to come, the restored mines of the Cobalt Consortium will bring great riches to Patience and help establish peace and prosperity in the area.

Marco and Nino Azotochtli take over administration of the new mine. For the adventurers' service to their venture, they gladly award the party a 10 percent share of the mine's profits. First, the miners will work to cycle fresh air into the mine while CTG veins are found. The dillito and the town governments use the newly mined Cobalt Thorium G to power Hideaway's working vault systems and create energy cells, which are proliferated throughout general stores. If the characters want to remain in Patience and perhaps establish a base in Hossfoot Plantation or establish homes of their own, the people of the area are glad to have them stay. Even if they choose to move on in search of new adventures, they'll always have a warm welcome in Patience.


Attracting Trouble

If the players get up to no good on the Edge, in addition to the dangers of the wilds, criminals might run afoul of the Marshals.

Marshals might come after a group of low level villains alone, but once characters hit level 5, they're likely to bring a posse along with them for extra muscle.

Among the crimes marshals pursue are bank robberies, cattle russlin, murder, horse thieving, and the like.



Werejackalope

Medium human (shapechanger), chaotic neutral


  • Armor Class 10 (18 in hybrid or jackalope form)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft. (90ft in hybrid or jackalope form)
  • Initiative +10

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 10 (0) 10 (0) 16 (+3) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Perception +7, Stealth +10, Survival +5, Acrobatics +10, Sleight of Hand +10, Medicine +5
  • Senses darkvision 120ft, passive Perception 17
  • Languages Common, Sylvan, Squeakspeak
  • Challenge 5 (1800 XP)

Shapechanger. The werejackalope can use its action to polymorph into a small jackalope-humanoid hybrid or into a tiny jackalope, or back into its true form, which is a medium human. Its statistics, other than its AC, 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.

Keen Hearing and Smell. Has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Quickdraw. Adds its proficiency bonus to initiative.

Supernatural Reflexes The Werejackalope is renowned for its lightning reflexes, doubling its dexterity modifier when it rolls initiative or determines armor class. It has a high and long jump of 50 feet without a running start. It loses these bonuses while wearing medium or heavy armor.

Blurred Movement. Attack rolls against the werejackalope have disadvantage unless it is incapacitated or restrained.

Evasion. When subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Wild Charge. If the werejackalope moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 2d4 piercing damage. The target is at disadvantage to attack the werejackalope until the end of the turn.

Actions

Multiattack. The werejackalope makes two attacks, only one of which can be with its Bite attack.

Bite (Jackalope or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 8 Constitution saving throw or be cursed with werejackalope lycanthropy.

Horns (Jackalope or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 4) piercing damage.

Shortbow (Humanoid/Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range (80/320), one creature. 7 (1d6+4) silvered piercing damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Jackknife (Humanoid/Hybrid Form Only). Melee Weapon attack: +6 to hit, reach 5ft, one creature. Hit: 7 (1d6+4) silverd piercing damage.

Six-Shooter (Humanoid/Hybrid Form Only). Weapon attack: +6 to hit, reach 5ft or range 40/120ft, one target. Hit: 7 (1d6+4) silvered piercing damage.

Bonus / Reactions

Uncanny Dodge. When an attacker that it can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Shoot'n'Scoot. As a bonus action after making an attack, the werejackalope jumps or moves up to half its walk.

Fan the Hammer. After making a Six-Shooter attack, make two more attacks with the same weapon at disvantage against any target within short range.

Skirmisher. As a reaction, move up to half speed (or make a jump) when an enemy ends its move within 5ft.

Werejackalope Gangs

Most Kan'Zans live in small gangs with other creatures, though some live solitary lives as gunslingers for hire.

The gangs could be outfitted for any number of purposes, and the average mated pair of werejacks will gather into a group with three to twelve other groupings of mates and gather some muscle around their gang- Lizardfolk, Marlu, Minotaurs, all sorts of hardy creatures. Folks know a werejack gang means good pay and good jobs, be it rustlin, robbin, scavengin old tech from the Rustbelt, or just killin and takin' from other gangs.

Theres spreading legend of a grumpy werejackalope gunslinger out on a mission to wipe slavers off the map. Most werejacks are stealthy, quiet plannin' types- not Ol' John Brown. In his late 50's, his wild eyebrows and beard help highlight the sermons of damnation he delivers while unloading his six shooters on those that draw his ire and righteous fury. If you're a slaver on the Edge, you've heard of him, and you rightly fear him.

“I have only a short time to live, only one death to die, and I will die fighting for this cause!” - Ol John Brown.


Werescorpion

Medium humanoid (shapechanger), lawful good


  • Armor Class 11 (18 In Scorpion Or Hybrid Form)
  • Hit Points 75 (9d10+18)
  • Speed 30 ft. (40 ft. in scopion form)

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

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Survival +5, Stealth +5, Athletics +7, Intimidation +5, Perception +5, Medicine +5
  • Senses blindsight 30ft, passive Perception 15
  • Languages Common, Sylvan (only in human form)
  • Challenge 4 (1100 XP)

Shapechanger. The werescorpion can use its action to polymorph into a scorpion-humanoid hybrid or into a giant scorpion, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Exoskeleton. Add Consitiution Modifier to AC in hybrid or scorpion forms.

Actions

Multiattack. The werescorpion makes two attacks.

Claw. (Hybrid and Scorpion form) Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 15). The scorpion has two claws, each of which can grapple only one target.

Six-Shooter (Human Form Only). Weapon attack: +5 to hit, reach 5ft or range 40/120ft, one target. Hit: 5 (1d6+1) silvered piercing damage.

Sting. (Hybrid and Scorpion form) Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werescorpion lycanthropy.


Werescorpion Madre

Medium humanoid (shapechanger), lawful good


  • Armor Class 11 (21 In Scorpion Or Hybrid Form)
  • Hit Points 180 (18d10+90)
  • Speed 30 ft. (40 ft. in scopion form)

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 21 (+5) 12 (+1) 18 (+4) 12 (+1)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Survival +10, Stealth +7, Athletics +11, Intimidation +7, Perception +10, Religion +10, Medicine +10, History +7
  • Senses blindsight 60ft, passive Perception 15
  • Languages Common, Sylvan (only in human form)
  • Challenge 5 (1800 XP)

Shapechanger. The werescorpion can use its action to polymorph into a large-sized scorpion-humanoid hybrid or into a Huge-sized giant scorpion, or back into its true form, which is human. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Exoskeleton. Add Consitiution Modifier to AC in hybrid or scorpion forms.

Actions

Multiattack. The werescorpion makes two attacks.

Claw. (Hybrid and Scorpion form) Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 19). The scorpion has two claws, each of which can grapple only one target.

Six-Shooter (Human Form Only). Weapon attack: +7 to hit, reach 5ft or range 40/120ft, one target. Hit: 5 (1d6+1) silvered piercing damage.

Sting. (Hybrid and Scorpion form) Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 15 (2d10 + 5) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 44 (8d10) poison damage on a failed save, or half as much damage on a successful one. If the target is a humanoid, it must succeed on a DC 19 Constitution saving throw or be cursed with werescorpion lycanthropy.



Tex'Zan Cowboy

Medium humanoid (human, shapechanger), lawful neutral


  • Armor Class 16 (breastplate)
  • Hit Points 36 (8d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (0) 15 (+2) 11 (0) 13 (+1) 11 (0) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Stealth+4, Perception+2
  • Senses darkvision 60ft, passive Perception 14
  • Languages common (Can't Speak In Jackal Form)
  • Challenge 3 (700 XP)

Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, 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.

Keen Hearing and Smell. has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. Has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The cowboy makes two attacks.

Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 2). If the target is a humanoid, it must succeed on a DC 8 Constitution saving throw or be cursed with jackalwere lycanthropy.

Sabre (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) silvered slashing damage.

Six-Shooter. (Human or Hybrid Form). Weapon Attack: +4 to hit, reach 5ft or range 40/120 ft., one target. Hit: 5 (1d8 + 2) silvered piercing damage.

Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.



Tex'Zan Sheriff

Medium humanoid (human, shapechanger), lawful neutral


  • Armor Class 18 (breastplate)
  • Hit Points 68 (14d8) d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (0) 19 (+4) 11 (0) 17 (+3) 11 (0) 10 (0)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills Survival +6, Stealth +7, Perception +6
  • Senses darkvision 60ft, passive Perception 16
  • Languages common (Can't Speak In Jackal Form)
  • Challenge 5 (1800 XP)

Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, 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.

Keen Hearing and Smell. has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Sheriff makes three attacks.

Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 7 (1d4 + 4). If the target is a humanoid, it must succeed on a DC 8 CON saving throw or be cursed with jackalwere lycanthropy.

Sabre (Human or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) silvered slashing damage.

Fancy +1 Six-Shooter. (Human or Hybrid Form). Weapon Attack: +9 to hit, reach 5ft or range 40/120 ft., one target. Hit: 10 (1d8 + 5) silvered piercing damage.

Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.


Skinwalker

Medium Monstrosity, chaotic evil


  • Armor Class 14
  • Hit Points 170 (20d8 + 80)
  • Speed 40ft.

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

  • Damage Immunities. All nonmagical damage from weapons not coated in white ash.
  • Skills Perception +13, Stealth +9, Arcana +5
  • Languages Common
  • Challenge 7

Shapechanger. The skinwalker can use its action to polymorph into the same type of beast as the pelt it wears on its shoulders, a large beast-humanoid hybrid, or back into its true form which is humanoid. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Mimicry. The skinwalker can mimic simple sounds it has heard, such as a baby crying or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 20 (3d10 + 5) piercing.

Swallow. (Large Size Beast-Human Hybrid Form Only) The Skinwalker makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Skinwalker, and it takes 28 (8d6) acid damage at the start of each of the Skinwalker's turns.

If the Skinwalker takes any damage from a creature inside it, the Skinwalker must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Skinwaler. If the Skinwaler dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Horrifying Claws. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 15 (2d10 + 5) slashing damage. A medium or smaller target is grappled.


Gila Monster

Huge Monstrosity, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 170 (20d8 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3)

  • Skills Arcana +6, Perception +8
  • Damage Resistances acid, cold, fire, lightning, thunder
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Draconic, telepathy 60 ft.
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +4

Innate Spellcasting. The Gila Monster's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Gila can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image
2/day each: fear, darkness, slow, tongues

1/day each: Confusion, Dispel Magic

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

Magic Weapons. The gila's weapon attacks are magical.

Regeneration. The gila regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The gila makes two attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) piercing damage plus 12 (3d6) poison damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the gila, and takes 10 (3d6) acid damage at the start of each of the gila's turns. The gila's gullet can hold up to two creatures at a time. If the gila monster takes 20 damage or more on a single turn from a creature inside it, the gila must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the gila. If the gila monster dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) poison damage.

Mothers tell their children to leave their lost teeth under their pillow for these usually unseen fey, who usually exchange a copper piece or piece of candy for the offering. First stemming from intense emotions of pain and hunger experienced in the Feywild, these spindly, chitinous critters feast on humanoid teeth, converting the digested material into new layers of slick, shiny shell coated in protective enamel. They look like whitish or yellowish imps with the wings of a wasp and four crab-like legs. They have no real need for food of any other kind than teeth, which they must eat one of a week to survive. They must drink water and sometimes enjoy meat, often engaging in binging behaviors while socializing in swarms. After extracting all of the teeth from a humanoid, a frenzied swarm of these nightmarish little fey might butcher the unfortunate like a swarm of quippers. Akin to those tiny fish, Tooth Fey are both scavengers and ambushing pack hunters. As the buzz of their wings will reveal their position, they cling to ceilings and drop upon the heads of their targets, beating their wings only at the last second to manuever into a position to tear out a tooth with its surgically sharp claws before skittering away. They are not intelligent enough to develop effective leadership hierachies, nor do they maintain deep relationships with mates. Their eggs are small pearls made of the same material that forms their exoskeleton, and the eggshell is consumed by the hatchling at birth.


Tooth Fairy

Tiny Fey, neutral evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 4 (2d4)
  • Speed 10ft., 5ft climb, 30ft fly

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

  • Damage Resistances bludgeoning, piercing and slashing damage not made with nonmagical, noniron weapons
  • Damage Vulnerability Acid
  • Skills Stealth +7, Sleight of Hand +5
  • Senses heatvision 60ft, passive Perception 10
  • Languages sylvan
  • Challenge 1/8

Buzzing Wings. When it beats its wings, the tooth fairy emits a soft buzzing sound that can be heard out to a range of 15 feet.

Actions

Extract Tooth. Melee Weapon Attack: +5 to hit, targets one creature the Tooth Fairy is climbing on or grappling. Hit: 1 slashing damage. If the target is Large or smaller, the Tooth Fairy painfully extracts a single tooth from its mouth.

Bonus Actions

Devour Tooth. The Tooth Fairy eats a tooth and regains 1d4 hit points.

Skitter. Take the Dash, Disengage or Hide action.

Feign Cuteness. The Tooth Fairy applies a glamour, appearing as an adorable, cherubic version of itself as long as it maintains its focus, as if concentrating on a spell. When it breaks its concentration or attacks, it reverts to its regular form.

Shriek. If grappled or damaged, the Tooth Fairy may release an ear-splitting shriek as a reaction (before it takes any damage), summoning its swarm in 1d4 rounds.


Tooth Fairy Swarm

Large Swarm of Tiny Fey, neutral evil


  • Armor Class 17 (Natrual Armor)
  • Hit Points 80 (40d4)
  • Speed 10 ft, 5ft climb, 30ft fly

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 10 (0) 6 (-2) 16 (+3) 12 (1)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Damage Vulnerability Acid
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Skills Stealth +6, Sleight of Hand +8, Perception +5
  • Senses heatvision 60ft, passive Perception 13
  • Languages sylvan
  • Challenge 3 (700)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny tooth fairy. The swarm can't regain hit points or gain temporary hit points.

Buzzing Wings. While flying, the swarm emits a buzzing sound that can be heard out to a range of 60 feet.

Actions

Extract Teeth. Melee Weapon Attack: +8 to hit, one target in the swarm's space. Hit: 14 (4d4+4) slashing damage, or 9 (2d4+4) slashing damage if the swarm has half of its hit points or fewer. If the target is Large or smaller, the swarm painfully extracts an equal amount of teeth from the creature's mouth equal to the damage dealt.

Bonus Actions

Devour Teeth. The swarm eats any number of extracted teeth, regaining 1d4 hit points per tooth.

Skitter. Take the Dash, Disengage or Hide action.


Swarm of Zombie Velociraptors

Medium swarm of tiny beasts, unaligned


  • Armor Class 13
  • Hit Points 75 (30d4 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 1 (-5) 7 (-2) 2 (-4)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny velociraptor. The swarm can't regain hit points or gain temporary hit points.

Undead Fortitude. If damage reduces the zombie velociraptor swarm to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie swarm drops to 1 hit point instead as more bodies shuffle to their feet to continue their assault.

Actions

Multiattack. The zombie velociraptor swarm makes one Bites attack and one Claws attack.

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 16 (4d6+3) piercing damage, or 10 (2d6+3) piercing damage if the swarm has half of its hit points or fewer.

Claws. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 13 (4d4+3) piercing damage, or 8 (2d4+3) piercing damage if the swarm has half of its hit points or fewer.

"Hard to headshot a swarm, mate. Gram gram always said that's why Gond invented flamethrowers." - Kid Koala, famed troubleshooter.

Kid is one of many Troubleshooters on the edge, his Devil's Ride a regular sight bewteen Patience and Hideaway, filling a niche between Bounty Hunter and a Monster Slayer.


Kid Koala

Small humanoid (Phascolarctos; Cinereus), neutral


  • Armor Class 15 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 25 ft., 30ft climb

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

  • Saving Throws Dex +6, Int +4
  • Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  • Damage Resistances poison
  • Senses passive Perception 13
  • Languages Thieves' cant plus any two languages
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. Kid Koala makes two attacks.

Outback Bowie. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Flamethrower. Expend a charge to throw fire in a) a 30-foot cone or b) a 5ftx75ft line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. This weapon has 6 charges.

+3 Laser Autopistol. Ranged Weapon Attack: +9 to hit, range 40/120 ft., one target. Hit: 18 (3d6 + 6) radiant damage.

Burst Fire: Each creature in a 10ft cube within range of Kid Koala's laser autopistol must take a DC15 Dexterity saving throw or take 11 (3d6) damage. Creatures at long range have advantage on this save.


Gunslinger

Medium humanoid (any), any alignment


  • Armor Class 15 (Studded leather duster)
  • Hit Points 58 (9d8+18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 10 (0) 16 (+3) 10 (+0)

  • Skills Athletics +3, Perception +5. Intimidation +2, Survival +5, Stealth +5
  • Senses passive Perception 13
  • Challenge 3 (700xp)

Crossfire: The gunslinger has advantage on an attack roll against a creature if at least one of his allies farther than 15 ft. away from it has made a ranged attack roll against the same creature and the ally isn't incapacitated.

Brave. The gunslinger has advantage on saving throws against being frightened.

Actions

Multiattack. The gunslinger makes two attacks with its buck knife, six-shooter (revolver) or repeater rifle.

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

Six-Shooter. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Reload 6.

Repeater Rifle: Ranged Weapon Attack: +5 to hit, range 100/300 ft., one creature. Hit: 14 (2d10 + 3) piercing damage. Reload 10.

Bonus Action

Assess the Situation. Make a Wis (Perception) or Int (Investigation) check at advantage.


Marshal

Medium humanoid (any), any lawful


  • Armor Class 15 (Studded leather duster)
  • Hit Points 75 (12d8+24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 10 (0) 16 (+3) 10 (+0)

  • Skills Athletics +4, Perception +5,
  • Senses passive Perception 13
  • Challenge 4 (700xp)

Indomitable (1/Day). The marshal rerolls a failed saving throw.

Brave. The gunslinger has advantage on saving throws against being frightened.

Actions

Multiattack. The marshal makes two attacks with its six-shooter (revolver) or shotgun.

Six-Shooter. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Reload 6.

Shotgun: Ranged Weapon Attack: +5 to hit, range 30/90 ft., one creature. Hit: 14 (2d8 + 3) piercing damage. Reload 2.

Bonus Action

Assess the Situation. Make a Wis (Perception) or Int (Investigation) check at advantage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the marshal can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the marshal. A creature can benefit from only one Leadership die at a time. This effect ends if the marshal is incapacitated.

Second Wind (Recharges after a Short or Long Rest). The marshal regains 20 hit points.



Ghastly Gunslinger

Medium undead (boneclaw), lawful evil


  • Armor Class 17 (natural armor, Duster of Protection, Hat of Preception)
  • Hit Points 127 (17d10 + 34)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (-1)

  • Saving Throws Dexterity +7, Constitution +6, Wisdom +6
  • Damage Immunities Cold, Necrotic, Bludgeoning, Piercing, Slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Skills Perception +10, Stealth +7, Intimidation +7
  • Senses darkvision 60 ft., Passive Perception 16
  • Languages Common plus its master's main language
  • Challenge 12

Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.

Shadow Stealth. While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.

The Man in Black. His Hat of Perception doubles his skill proficiency bonus. He rides a Nightmare using infernal tack and carries a guitar.

Deadeye Shot. Attacking at long range doesn't impose disadvantage on the boneclaw's ranged weapon attack rolls. His attacks ignore half or three-quarters cover. Before it makes a ranged attack he can choose to take a -5 penalty to the attack roll. If he does so and the attack hits, it deals +10 damage.

Fighting Style: Gunfighter. +2 to hit on ranged attacks. Being within 5 ft of a hostile creature does not impose disadvantage on the boneclaw's ranged attack rolls.

Actions

Multiattack. The Ghastly Gunslinger makes two attacks.

Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.

Six Shooters. Ranged Weapon Attack: +9 to hit, range 40/120ft., one target. Hit 12 (2d8+3) silvered piercing damage. Reload 6.

Shadow Jump. If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.

The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.

Reaction

Deadly Reach. In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.

"Jobel Wells, Im-A-Callin You Out!" Cast Compelled Duel a bonus action at DC17.

Gunslinger's Vow. As a bonus action, the boneclaw vows enmity against a creature it can see within close range of its ranged weapon. It gains advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.



The Viper King

Gargantuan Rattlesnake (beast titan), unaligned


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 40ft, 40ft climb

STR DEX CON INT WIS CHA
30 (+10) 18 (+4) 30 (+10) 2 (-4) 10 (0) 10 (0)

  • Saving Throws Con +16, Str +16, Dex +10
  • Damage Immunity Poison, Bludgeoning, Piercing, Slashing from nonmagical attacks
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Stealth +10, Intimidation +10, Perception +12
  • Senses blindsight 10ft, darkvision 240 ft., Passive Perception 22
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Siege Monster. The rust titan deals double damage to objects and structures.

Actions

Multiattack. The Rattlesnake Titan can use its Frightful Rattle. It then makes three attacks.

Frightful Rattle Each creature of the rust monster's choice within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this Beast Titans's Frightful Rattle for the next 24 hours.

Slam. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 40 (6d10 + 10) bludgeoning damage. Huge or smaller targets must pass a DC 24 Strength check or be grappled.

Bite Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 52 (6d12 + 10) piercing damage, and the target must make a DC 24 Constitution saving throw, taking 30 (6d10) poison damage on a failed save, or half as much damage on a successful one.

Swallow. The Rattlesnake Titan makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 1 acid damage at the start of each of the Rust Titan's turns. If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Bonus Action

Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the Beast Titan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Titanic Cunning. Take Dash, Disengage, Dodge or Hide as a bonus action.

Legendary Actions

Detect. The Rattlesnake titan makes a Wisdom (Perception) check.

Stalk. The Rattlesnake titan makes a Dexterity (Stealth) check and moves up to half its speed.

Chomp (Costs 2 Actions). The rattlesnake titan makes one bite attack or uses its Swallow.

Regions XIII: Welcome to the Lost Lands

XIII.I: The Formian Hives

Across the plane, ant-like formians live in massive underdark complexes in service of their Queen. As a player character from a Formian hive, you have the following traits:

Playable Race: Formian

Age. Formians reach adulthood at three and live til 30.

Alignment. Generally lawful neutral

Size. You are medium.

Type. You are a Monstrosity.

Speed. Your base walk and climb speed of 30 feet.

Ability Score Increase. Your Strength score increases by 2.

Powerful Build. You count as one size larger when determind your carrying capacity and the weight you can push, drag or lift.

Exoskeleton. You have a natural armor class of 15.

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away. You may communicate telepathically with any creature that knows at least one language.

Formian Resistances. You have resistance to Cold and Poison damage.

Bite. You have a natural bite attack that does 1d4 piercing damage.

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.

Subraces. There are six Formian subraces, each named after their Queen. Campona (carpenter ant), Solenopsis (fire ant), Dorylus (army ant), Sanguinea (slave-driver ant), Oecophylla (Weaver ant), and the Vespina (wasp) hive.

Camponia

You have the features of a huge carpenter ant.

Ability Score Increase. Your Dexterity score increases by 1 and your Wisdom score increases by 1.

Skilled Tradesman. You have a burrow speed of 20 feet and proficiency with miners and carpenters tools.

Dorylus

The most militaristic of the Formians, the Dorylus love to hear the drum announcing the march to war!

Ability Score Increase. Constitution score inceases by 2.

Burrow. You have a burrow speed of 10 feet.

Militaristic Society. You have the soldier background.

Dorylus War Training. You have proficieny with Halberds, Javelins and shields.

Aggressive. As a bonus action, you can move up to your speed toward a hostile creature that you can see.

Menacing. You gain proficiency in the Intimidation skill.


Solenopsis

The affinity for this subrace towards fire has lent them to become great smiths and weaponscrafters. The Queen's guard are experts fire mages.

Ability Score Increase. Charisma score increases by 2.

Burrow. You have a burrow speed of 10 feet.

Innate Spellcasting. You know the Fire Bolt cantrip. Once per day, you may cast the first level spell Burning Hands. Charisma is your spellcasting modifier for these spells.

Sanguinea

Ubiquitous slavers, the Sanguinea colonial economies are dependent on the captured labor the warriors secure in raids against other Formian colonies. The Sanguinea also gather humanoid and animal slaves from the area surrounding their colonies. The blood-red Sanguinea are unique among the Formians in that their bodies secrete acid. Colonies are led by a single Queen and host a slave population equal to around half the Sanguinea population.

Ability Score Increase. Constitution score increases by 1.

Burrow. You have a burrow speed of 10 feet.

Formic Acid. You can secrete a dangerous acid. Your bite attacks deal an additional 1d4 acid damage, and you have resistance to acid damage.

Aggressive. As a bonus action you can move up to your speed toward a hostile creature that you can see.

Oecophylla

The Oecophylla were once leafcutter ants. Their society is an oligogyny, boasting multiple colonies with multiple Queens.

Ability Score Increase. Your Wisdom score increases by 1 and Charisma increses by 1.

Fungus Farmer. Gain proficiency in Nature or Survival.

Vespina

The Vespina have striped black and bright yellow bodies featuring wings and intimidating stingers.

Ability Score Increase. Your Dexterity score increases by 2.

Winged Formian. You have a flight speed of 30 feet.

Droning Wings. When you beat your wings, they emits a loud droning sound that can be heard out to a range of 120 feet.

Aggressive. As a bonus action, you can move up to your speed toward a hostile creature that you can see.

Menacing. You gain proficiency in the Intimidation skill.

Sting. You have a natural sting attack that deals 1d4 piercing and 1d6 poison damage.

Poison Immunity. You are immune to poison damage and the poisoned condition.


Dorylus Soldier

Medium monstrosity (Formian), lawful


  • Armor Class 17
  • Hit Points 20 (3d10+3)
  • Speed 30ft, burrow 10ft

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 13 (+1) 8 (-1) 12 (+1) 7 (-2)

  • Damage Resistances cold, poison
  • Skills Intimidation +2, Perception +3, Survival +3
  • Senses passive Perception 11
  • Languages Telepathy (20ft)
  • Challenge 1/2

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Powerful Build. Counts as one size larger when determind carrying capacity and the weight it can push, drag or lift.

Hold the Line. While the soldier is holding a halberd, other creatures provoke an opportunity attack from the soldier when they move within 5 feet of it. When the soldier hits a creature with an opportunity attack using its spear, the creature takes an extra 4 (1d8) piercing damage, and the creature's speed becomes 0 for the rest of the turn.

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120, one target. Hit 6 (1d6 + 3) piercing damage.

Halberd. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 8 (1d10 + 3) slashing or piercing damage.

Bonus Actions

Aggressive. move up to speed toward a hostile creature that it can see.

The army ants overwhelm their enemies with wave after wave of phalanxed formian warriors commanded by larger drones, each armed with a shield, halberd and quiver of javelins. While aggressive, the Dorylus hives are not imperialistic, their military offensives taken against local threats and not to impose their will over ir enslave other creatures, like the Sanguinea. They simply come to destory threats and head back to the Hive.


Dorylus Centurion

Large monstrosity (Formian), lawful


  • Armor Class 17
  • Hit Points 40 (6d10+6)
  • Speed 30ft, burrow 10ft, fly 40ft

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 13 (+1) 10 (0) 14 (+2) 10 (0)

  • Damage Resistances cold, poison
  • Skills Intimidation +3, Perception +, Survival +3
  • Senses passive Perception 11
  • Languages Telepathy (20ft)
  • Challenge 1

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Centurion makes two attacks.

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

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120, one target. Hit 6 (1d6 + 3) piercing damage.

Halberd. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 8 (1d10 + 3) slashing or piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Centurion utters a special command whenever a nonhostile creature that it can see within 30ft of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand it. A creature can benefit from only one Leadership die at a time. This effect ends if the Centurion is incapacitated.

Bonus Actions

Aggressive. move up to speed toward a hostile creature that it can see.

Dorylus Queens have been noted to ally their hives with local non-formians in times of trouble. One of the most social Dorylus hives in on Nekkon, where the Queen claims the title of Daimyo and her soldiers are tithed to the Shogunate.


Sanguinea Slaver

Medium monstrosity (Formian), lawful evil


  • Armor Class 15
  • Hit Points 25 (3d10+6)
  • Speed 30ft, burrow 10ft

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

  • Damage Resistances acid, cold, poison
  • Skills Intimidation +2, Perception +3, Survival +3
  • Senses passive Perception 11
  • Languages Telepathy (20ft)
  • Challenge 1/2

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Powerful Build. Counts as one size larger when determind carrying capacity and the weight it can push, drag or lift.

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

Whip. Melee Weapon Attack: +4 to hit, reach 15ft, one target. Hit 5 (1d6 + 2) slashing damage.

Net. Ranged Weapon Attack: +4 to hit, range 5/15ft, one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Pike. Melee Weapon Attack: +4 to hit, reach 15ft, one target. Hit 8 (1d10 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Bonus Actions

Aggressive. move up to speed toward a hostile creature that it can see.


Sanguinea Taskmaster

Large monstrosity (Formian), lawful evil


  • Armor Class 15
  • Hit Points 47 (6d10+12)
  • Speed 30ft, burrow 10ft

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 10 (0) 14 (+2) 10 (0)

  • Damage Resistances acid, cold, poison
  • Skills Intimidation +3, Perception +5, Survival +5
  • Senses passive Perception 15
  • Languages Telepathy (20ft)
  • Challenge 1

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Powerful Build. Counts as one size larger when determind carrying capacity and the weight it can push, drag or lift.

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Taskmaster makes two attacks.

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

Whip. Melee Weapon Attack: +4 to hit, reach 15ft, one target. Hit 5 (1d6 + 2) slashing damage.

Pike. Melee Weapon Attack: +4 to hit, reach 15ft, one target. Hit 8 (1d10 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit 5 (1d6 + 2) piercing damage. and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Leadership (Recharges after a Short or Long Rest). For 1 minute, utter a special command whenever a nonhostile creature that it can see within 30ft of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand it. A creature can benefit from only one Leadership die at a time. This effect ends if the Drone is incapacitated.

Bonus Actions

Aggressive. moves up to its speed toward a hostile creature that it can see.

Boss. A Sanguinea Slaver that can hear the Taskmaster takes an action.


Camponian Worker

Medium monstrosity (Formian), lawful neutral


  • Armor Class 15
  • Hit Points 25 (3d10+6)
  • Speed 30ft, burrow 20ft

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 7 (-2)

  • Damage Resistances cold, poison
  • Skills Perception +4, Survival +4
  • Senses passive Perception 14
  • Languages Telepathy (20ft)
  • Challenge 1/2

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Powerful Build. Counts as one size larger when determind carrying capacity and the weight it can push, drag or lift.

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

Spear. Weapon Attack: +4 to hit, reach 10ft or range 20/60ft, one target. Hit 5 (1d6 + 2) piercing damage or 6 (1d8+2) in two hands.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit 5 (1d6 + 2) piercing damage.

Camponia Hives can be found all around the plane and are master builders, constantly expanding and improving on their homes. Though fairly xenophobic, their Queens sometimes rent out their building services to locals in exchange for refined sugars and other goods.

As they only have slight differences, these two stat blocks work for Oecophylla (leafcutters), just add a 30ft climb speed. Oecophylla Hives are fewer in number than the Camponia, with Queens noted in the Land of Hidden Temples and for the last 50 or so years, in the Ridgeback Mountains.


Camponian Foreman

Large monstrosity (Formian), lawful neutral


  • Armor Class 15
  • Hit Points 45 (6d10+12)
  • Speed 30ft, burrow 20ft

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

  • Damage Resistances cold, poison
  • Skills Perception +5, Survival +5
  • Senses passive Perception 15
  • Languages Telepathy (20ft)
  • Challenge 1

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Powerful Build. Counts as one size larger when determind carrying capacity and the weight it can push, drag or lift.

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Foreman makes two attacks.

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

Spear. Weapon Attack: +5 to hit, reach 10ft or range 20/60ft, one target. Hit 5 (1d6 + 2) piercing damage or 6 (1d8+2) in two hands.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320ft, one target. Hit 5 (1d6 + 2) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, utter a special command whenever a nonhostile creature that it can see within 30ft of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand it. A creature can benefit from only one Leadership die at a time. This effect ends if the foreman is incapacitated.


Solenopsis Blacksmith

Medium monstrosity (Formian), lawful neutral


  • Armor Class 17 (shield)
  • Hit Points 25 (3d10+3)
  • Speed 30ft, burrow 10ft

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

  • Damage Resistances fire, cold, poison
  • Skills Survival +4, Smiths' Tools
  • Senses passive Perception 10
  • Languages Telepathy (20ft)
  • Challenge 1/2

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Powerful Build. Counts as one size larger when determind carrying capacity and the weight it can push, drag or lift.

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Innate Spellcasting. - A Solenopsis innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 11, +3 to hit with spell attacks) requiring no material components:

At will: firebolt

(1/day): Burning Hands

Actions

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

Hammer. Weapon Attack: +4 to hit, reach 5ft or range 20/60ft, one target. Hit 5 (1d6 + 2) bludgeoning damage.

Pike. Melee Weapon Attack: +4 to hit, reach 15ft, one target. Hit 7 (1d10 + 2) piercing damage.


Solenopsis Flame Mage

Large monstrosity (Formian), lawful neutral


  • Armor Class 15
  • Hit Points 50 (9d10+9)
  • Speed 30ft, burrow 10ft

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

  • Saving Throws Intelligence +6, Wisdom +4
  • Damage Resistances fire, cold, poison
  • Skills Arcana +4, Survival +4
  • Senses passive Perception 10
  • Languages Telepathy (20ft)
  • Challenge 1/2

Hive Mind. Formians can telepathically communicate with other Formians up to 50 miles away

Powerful Build. Counts as one size larger when determind carrying capacity and the weight it can push, drag or lift.

Pack Tactics. Advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Innate Spellcasting. - A Solenopsis innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 14, +6 to hit with spell attacks) requiring no material components:

At will: firebolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, cure wounds, magic missile, shield

2nd level (3 slots): dragon's breath, suggestion

3rd level (3 slots): counterspell, fireball, mass healing word

4th level (3 slots): aura of life, charm monster

5th level (1 slot): immolation

Actions

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

Hammer. Weapon Attack: +4 to hit, reach 5ft or range 20/60ft, one target. Hit 5 (1d6 + 2) bludgeoning damage.

Region: The Hagbriars

Almost a twisted mirror to the enchanting Bramblewood, the Hagbriars are a region of fetid swamps and fell creatures.

This region lies east of Sarodia and the Hunt and west of the Samblerbelt.

Hagbriars Encounters
1d20 Encounter
1 1 Green Hag watches you using invisible passage
2 a 1d4 acre patch of Violet Fungus (50%) or (25%) a shambling mound or (25%) LE Treant
3 a Black Pudding (50%) or (50%) Adult Oblex
4 1d3 evil Dryad (50%) or (50%) 6d4 Giant Frogs
5 1d6+2 Harpy (25%) or (25%) 1d4 Carrion Crawler or (50)% 1d4+1 giant crocodiles
6 a gang of 1d4+2 Redcap are after blood
7 The titan Soros is hunting in his home swamps
8 An adult black dragon with Int 3 stalks the party (75%) or (25%) a black dragon nest with 1d4 wyrmlings (Int 3), the parents out hunting.
9 You find the half eaten corpses of an adventuring party mauled by acid (DC12 Nature check will note the signs of a black dragon attack).
10 A nest of 1d4+1 Strigoi and 4d4+4 Stirges
11 A crashed airship beset by grasping vines with Bolton Hooker, NG Ratfolk Mage inside, only survivor of dragon attack and subsequent crash
12 1d4 Banderhobb (50%) or (50%) Froghemoth
13 Servants of the Hag Queen (1 Yuan-ti Abomination, 1d4 Yuan-ti Mind Whisperers and 2d4+2 Yuan-ti Broodguard) attack! They attempt to capture the party and return them to their Green Hag mistress.
14 A herd of 6d6+6 Stench Kow (50%) or (50%) 1d4 herds of plague zombies
15 Breeding Season: 2d4 Swarm of Poisonous Snakes
16 2d4 Vine Blights (50%) or (50%) 1d4 Giant Toads
17 2d4+2 Lizardfolk or Bullywugs
18 Froghemoth (50%) or (50%) Hydra
19 a Beholder and 1d4+2 Neogi Pirates, suvivors of two once rival slaver ships crashed in the Rustbelt. They are allied to find a way off planet.
20 2d4+4 Ambush Drakes stalk the party

The Shamblerbelt

Where the rust ends and the rot begins... This area looks much like the rust belt, its landscape rowed with seemingly endless ruined factory farms. The difference to the Rustbelt comes-with the moldy sludge that covers every surface and the thick, spore-filled fog clouds that leave the belt in dim light even at high noon. The ground is spongy and oily, the whole belt like a shallow, stinking bog. Sources of water found in the Shamblerbelt are inevitably tainted by a cocktail of parasites and diseases- Sight Rot, Flesh Rot, Filth Fever, the Slimy Doom, giant tape worms and more- tiny killers hidden in every drop of water. Intelligent adventureres steer clear of the place, but those who must enter for any reason are sure to bring plenty of fresh water.

The Shambling Mounds of the Shamblerbelt are a special case of evolution unknown anywhere else in the planes- each topped with a long flower-like "head" which resembles a sweat-pea or lily. Once the bio-engineered crops inside the endless greenhouses across the belt, the warping magics of the Unseelie Spires transformed the simple plants into massive and hungry creatures.

Disaster Zone. All plant creatures encountered in the Shamblerbelt also have the Undead creature type.

Shamblerbelt Encounters
1d20 Encounter
1-2 An industrial farming facility with 1d4+1 prowling Shambling mounds hunting for meat inside
3-4 A herd of plague zombies
5 A pile of corpses, overgrown with vines
6 1d2+1 Shambling mounds hunt fresh meat
7 Intelligent Black pudding (50%) or (50%) Ochre Jelly
8 2d4 Slithering Tracker (50%) or (50%) Adult Oblex
9 1 Carnivorous Flower (50%) or (50%) zombieclot
10 1d4 Nosferatu
11-12 a ruined farming complex; 50% chance the beds are filled with 2d8+8 shambling mounds
13 1 Necrotic Centipede
14 1d4 diseased Swarms of Centipedes
15 an Elder Oblex and 2d4+2 Oblex Spawn
16 a Corpse Flower in a Herd of Zombies
17 a Vampiric Mist (50%) or (50%) 2d4 gas spores
18 A thick fog descends over the area, heavily obscuring sight beyond 10ft; be on guard! (Roll again to see which creatures stalk you in the mist).
19 An adventuring party looking for the Rustbelt has been lost for 2d4 days, losing half their number. The 1d4 survivors ask for your help and fresh water.
20 a Lichen Lich and its 1d4 shambling mound thralls


Soros

Gargantuan dragon (black dragon titan), CE


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 50 ft., Fly 100 ft. , Swim 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 3 (-4) 17 (+3) 19 (+4)

  • Saving Throws Dexterity +9, Constitution +14, Wisdom +9, Charisma +11
  • Damage Immunity Acid, Bludgeoning, Piercing and Slashing damage from nonmagical sources
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Perception +17, Stealth +9
  • Senses blindsight 60 ft., darkvision 240 ft., Passive Perception 27
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Amphibious. The dragon can breathe air and water.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Actions

Multiattack. The Titan can use its Frightful Screech. It then makes three attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 50 (6d12 + 10) piercing damage plus 9 (6d12) acid damage. The target must succeed on an opposed Atletics check or be grappled by the dragon. It can only grapple one creature with its bite at a time.

Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 40 (6d10 + 10) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 50 (6d12 + 10) bludgeoning damage.

Acid Breath Recharge (5-6). The dragon exhales acid in a 150-foot line that is 15 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Swallow. The Dragon makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 28 (8d6) acid damage at the start of each of the Beast Titan's turns.

If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, the Beast Titan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Bonus Action

Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the Beast Titan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Legendary Actions

Detect. It makes a Wisdom (Perception) check.

Stalk. It makes a Dexterity (Stealth) check and moves up to half its speed.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 25 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Plague Zombie Herd

Gargantuan Swarm of Medium undead, unaligned


  • Armor Class 8
  • Hit Points 600 (120d8 + 360)
  • Speed 20ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 16 (+3) 3 (-4) 6(-2) 5(-3)

  • Damage Vulnerabilities Fire
  • Damage Immunities Poison, Psychic
  • Damage Resistances Bludgeoning, Piercing and Slashing
  • Condition Immunities Charmed, Frightened, Exhausted, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses darkvision 60 ft., Passive Perception 8
  • Challenge 10 (5,900 XP)

Zombie Plague. Creatures bitten by a Zombie must make a DC 13 Constitution saving throw or be infected with the zombie virus. The infected creature cant be healed by non magical means. Once infected you must make a DC 13 Constitution saving throw every hour, taking 2 (1d4) necrotic damage on a failed save. The damage increases by 2 (1d4) for each saving throw you have made against the disease, to a maximum of 10 (5d4). This damage lowers your Hit Point maximum by an amount equal to the damage taken. If the disease is cured you regain your missing Hit Point maximum, but if your hit point maximum is reduced to 0 you die and rise as a zombie carrying the disease in 1d4 hours.

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain Hit Points or gain temporary HP.

Undead Fortitude. If damage reduces the zombie herd to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Flammable. If the swarm takes fire damage, the dry zombies burn on subsequent turns. A burning herd sheds bright light in a 30ft radius and dim light for an additional 30ft. At the end of each of its turns takes 1d4 fire damage, but its attacks deal an extra 1d4 fire damage and flammable structures it touches ignite.

Actions

Multiattack. The Swarm makes three attacks.

Fingernails and Gnashing Teeth (swarm has more than half HP). Melee Weapon Attack: +6 to hit, 0 ft., one target in the swarm's space. Hit: 22 (6d6+4) bludgeoning/piercing damage.

Fingerails and Gnashing Teeth (swarm has half HP or less). Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 13 (3d6 + 4) bludgeoning/piercing damage.

Overrun (swarm has more than half HP only). Melee Weapon Attack: +0 to hit, range 5ft, one target. Hit: 22 (6d6+4) bludgeoning/piercing damage, and the target must succeed on a DC 13 Strength saving throw or be restrained or knocked prone. This attack deals double damage to structures and barricades.



Plague Zombie Herd (Reduced Threat)

Gargantuan Swarm of Medium undead, unaligned


  • Armor Class 8
  • Hit Points 280 (40d8 + 120)
  • Speed 20ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 16 (+3) 3 (-4) 6(-2 5(-3

  • Damage Vulnerabilities Fire
  • Damage Immunities Poison
  • Damage Resistances Bludgeoning, Piercing and Slashing
  • Condition Immunities Charmed, Frightened, Exhausted, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses darkvision 60 ft., Passive Perception 8
  • Challenge 8

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain Hit Points or gain temporary HP.

Undead Fortitude. If damage reduces the zombie herd to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Flammable. If the swarm takes fire damage, the zombies burn on subsequent turns. A burning herd sheds bright light in a 30ft radius and dim light for an additional 30ft. At the end of each of its turns it takes 1d4 fire damage, but its attacks deal an extra 1d4 fire damage & flammable things it touches ignite.

Actions

Multiattack. The Swarm makes three attacks.

Fingernails and Gnashing Teeth (swarm has more than half HP). Melee Weapon Attack: +6 to hit, 0 ft., one target in the swarm's space. Hit: 22 (6d6+4) bludgeoning/piercing damage.

Fingerails and Gnashing Teeth (swarm has half HP or less). Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 13 (3d6 + 4) bludgeoning/piercing damage.

Region: The Rustbelt

Rustbelt Playable Races:

Gremlin

Gremlin are corrupted Mogwai, and look like buff, furry goblins. They explode when exposed to direct sunlight. Those you see in the Rustbelt wrap their skin in opaque bandages, wearing heavy black hooded robes and goggles to protect themselves from the sun. They are experts at stripping crashed Spelljammers, and a gang of Gremlin working together can strip your ship down to its bones in just a few hours while you're out scouting for water.

Ability Score Increase. Your Dexterity score and Intelligence scores increase by 2; Your charisma and your wisdom scores decrease by 2.

Age Gremlin are born "adult" and rarely live past 5 years though a combination of violence and lack of wisdom.

Alignment. Gremlins tend toward chaos and evil.

Type. Your type is Fey.

Size You stand 2-3 feet tall, your size is small.

Speed Your base walking speed is 30 feet.

Sabotage Monster. Gremlins deal double damage to Objects, Structures, Constructs and Technology.

Bane of Technology. Anytime a Gremlin hits a Construct or object with an attack, it scores a critical hit.

Sabotage Skills. You have proficiency in two of the following: Stealth, Investigation, Demolitions Kit, Mechanics or Insight.

Slippery. Gremlins have advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.

Sunlight Hypersensitivity. Direct sunlight will kill a Gremlin. You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Languages You can speak, read and write Common. You know how to speak one other language.


Plasmoid

Ability Scores: Any +2 and any other +1 OR Any three unique +1

Speed. Base walking speed is 30 ft.

Type. You are an Ooze.

Size. You are Medium or Small, chosen at creation.

Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Hold Breath. You can hold your breath for 1 hour.

Natural Resilience. You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Shape Self. If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required). As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can't attack, activate magic items, or carry more than 10 pounds.

Languages. You speak Common.

Gith (Githzerai)

Ability Score Increaes Intelligence +1, Wisdom +2

Speed. 30 ft. base walking speed.

Age. Gith reach adulthood in their late teens and live for about a century.

Size. Gith are taller and leaner than humans, with most a slender 6 feet in height.

Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.

Monastic Training. You gain a +1 bonus to AC while you aren't wearing medium or heavy armor and aren't using a shield. All githzerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities.

Githzerai Psionics. You know the mage hand cantrip. When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. You can cast all of them without components.

Languages. You can speak, read, and write Common and Gith.

Thri-kreen

Also known as mantis warriors, Thri-kreen are naturally psionic race native to Sharr. These nomads wear little to no clothing or armor, preferring belts and harnesses to hold their gear and weaponry. Ability Scores Increases Any +2 and any other +1 OR Any three unique +1

Speed: 30 ft.

Type. You are a Monstrosity.

Size. You are Medium.

Chameleon Carapace. While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions: You can use a secondary arm to wield a weapon that has the light property, but you can't use a secondary arm to wield other kinds of weapons. You can't wield a shield with a secondary arm.

Sleepless Revitalization. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Thri-kreen Telepathy. You have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn't need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).


Hadozee

Chimp-like spacefarers, the Hadozee have a patagium which allows them to glide. This adaptation finds them work as pirates and sailors on Spelljammers.

Ability Score Increase: Any +2 and any other +1 OR Any three unique +1

Speed: Base 30 ft. Walk and 30ft Climb.

Size. You are Medium or Small. You choose the size when you gain this lineage.

Dexterous Feet. You can take the Use an Object action as a bonus action.

Natural Acrobat. You have proficiency in Acrobatics.

Spacefarers' Training.. You gain proficiency with two of the following skills of your choice: Athletics, Persuasion, Stealth, Intimidation, Sleight of Hand.

Glide. If you are not incapacitated or wearing heavy armor, you can extend your skin membranes and glide. When you do so, you can perform the following aerial maneuvers: When you fall, you can move up to 5 feet horizontally for every 1 foot you descend. When you would take damage from a fall, you can use your reaction to reduce the fall's damage to 0.

Stranded Crewman. You gain proficiency with a Mechanics' Toolkit and the Survival skill.

Language. You speak, read and write Common and one other language.

Grommam

Grommams are gorilla-like apes with heavy upper-body musculature. Their legs are short, their feet are roughly soled and their toes have a limited ability to grasp objects. Grommams have short, rough, copper-red fur all over their bodies except on their faces, the palms of their hands, and the soles of their feet. Their skin is a rich chocolate brown. Most grommams are five feet tall and have arm spans up to nine feet wide. Males weigh 350-500 lbs., while females weigh half as much.

Ability Scores Increases Strength +2, Wisdom +1

Speed: Your base walking speed is 25ft. Your base climb speed is 40ft.

Size. Grommams tend to be around five feet tall with nine foot armspans and usually weigh between 350-500 pounds. Your size is Medium.

Ambidextrous. You have no off-hand. Add your proficiency bonus to damage rolls made with either hand.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Spacefarers' Training.. You gain proficiency with two of the following skills of your choice: Athletics, Acrobatics, Persuasion, Stealth, Intimidation, Sleight of Hand.

Weapon Training. You gain proficiency in two martial weapons of your choice.

Cultural Gender Roles. If you are a female, you gain one Cleric cantrip of your choice. If you are a male, you are proficient in either firearms or futuristic weapons, and may choose a +1 firearm or futuristic weapon that rolls 3 or less damage die (like a musket, revolver, shotgun, laser rifle or laser pistol) and add that weapon to your inventory. These roles are not explicit, and intersex or gender neutral Grommam regularly choose either path.

Languages. You can speak, read, and write Common and Grommish.

Rastipede

Rastipedes- with long lower bodies with eight legs and a vaguely humanoid torso with a pair of arms- look like insectoid centaur.

Ability Scores Increases Intelligence +2, Dexterity +1

Speed: 40 ft.

Type. You are a Monstrosity.

Size. You are Medium.

Carapace. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Tremorsense. You can feel vibrations of anything touching the ground out to 60ft.

Multi-faceted Eyes. You have proficiency in Perception.

Seasoned Trader. Whenever you make an Intelligence (Investigation) check or Charisma (Persuasion) check related to the origin or cost of a product, you are considered proficient in that skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Natural Spelljammer. Rastipedes are natural spelljammers, and when seated in a helm adds 30 feet to the tactical speed of any spelljammer vessel they pilot.

Claws. Your are proficient with your natural claw attacks, which deal 1d4 slashing damage.

Languages. You speak, read and write Common, Rastipede and one other language.

Taranch

Technoarachnid Society

Eight-limbed arachno-humanoids with imposing chelicerae- facial appendages ending in fangs that inject venom into and hold onto prey. Composed of a cold and calculating demeanor, the Taranch are found across the Verse as scientists, doctors, engineers, administrators, merchants and bounty hunters.

The females are larger, more agressive and highly dominant, and as such Taranch society is heavily matriarchal. Brood Mothers send their hundreds of children into the stars on missions to complete their grand schemes and projects. As a Taranch, you gain the following traits:

Ability Score Increase. Your Strength, Constitution, and Intelligence scores increase by 1.

Type. You have both the humanoid and monstrosity creature types.

Age. Taranch reach adulthood around 10, and the females live for some 200 years. The lifespan of the male Taranch is many times shorter at around 40 years.

Alignment. Taranch lean towards neutral alignements, though their dogged pursuit of knowledge, power or a personal goal can lead them towards evil or good depending on said goal.

Size. Taranch stand 5-6 feet tall and weigh between 200 and 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

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

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes against a grappled or restrained target. On a hit, the target suffers 1d4 + dexterity modifier piercing damage, and it must make a Constitution saving throw (DC = 8 + your Constitution modifier). On a failed save, the target is poisoned for 1 Hour, and if the target fails this save by 5 or more it is Paralyzed while poisoned in this way. It may repeat this saving throw at the end of each of its turns in combat, negating this effect on a success.

Six-Armed. Taranch have six arms which they can use independently of one another. You can only generally only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (with no action required).

However, beginning at 6th level, you may use four or more arms to use the same item, such as a laser pistol, to make a special Burst Fire Attack and spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses two pieces of ammunition from each weapon used to make it.

Languages. You speak, read and write Taranch and Common.


A Verse of Variability

Any number of spacefaring species mightbe found scavenging the Rustbelt looking for a way offworld.

The Voidfarers Guide to the Verse Vol. 2, free on DM's Guild, offers players interesting options for stranded spacers including

Scalvs

Beneath their ubiquitous hooded robes and goggles, the Scalvs resemble humanoid mole-rats with glowing eyes that range from yellow to red. They are adapted to low oxygen environs and can live for 18 minutes without any air at all! The species is adept with technology and has three subspecies options.

Chiros

The Chiros contain three subspecies of bat-humanoids- Myotis, Vampiric and Pteropus- with large pointed ears, flat spade-shaped noses, leathery wings and fur covered bodies.

Cerebraks

A species of telepathic brains in fish bowl helmets operating spacesuits. By replacing the dirty flesh engine attached to their brains with gears, circuitry, and a nutrient and nanobot rich liquid, the Cerebrak left behind the trappings and emotion in pursuit of scientific discovery.

Ursa Minora ("Dippers")

The Wee Bear Folk Tribes! The Dippers are small, omnivorous bear-humanoids native to forest biomes.

Ursa Majora ("Dogbears")

The Dogbears are tall, omnivorous bear-humanoids native to forest biomes and related to the Dippers. More advanced than their smaller cousins, their warrior societies mix druidic magic with technology to create sprawling treefort cities.

Reptilian

Also known as Repiloids or Archons, these secretive shapeshifting aliens wear the skins of other races to blend in with their populations- gaining positions of political and social power and influencing the natives to further their schemes.

Verdito

A lanky, short-statured species of green-skinned aliens with large black almond-shaped eyes, nostril slits instead of a nose and a slit for a mouth. A species of innate psychic ability, the Verdito are scientists- their discoveries and research into the mysteries of the cosmos elevating their position within their culutre.

Humanoid Robot

This template can be used to play a construct character, like those of Queen Kenzi's Clockwork Army, but it could represent any humanoid robot from across the Verse stranded here. The Rustbelt is especially dangerous for construct creatures between the rust monsters and the tech scavvers, and Kenzi has been testing her legionnaires for duty service in this bleak environment.

Ability Score Increase. Raise one ability score by +2 and a second ability score by +1.

Age. Robots will not die of old age, but their parts and systems require regular maintenance.

Type. You are a construct type creature.

Alignment. Robots tend toward lawful alignments, but programming can always be corrupted or overridden.

Size. Your size is medium.

Speed. You have a 30 foot walk speed.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +1 bonus to Armor Class.
  • To don armor other than a shield, you must incorporate it into your body over the course of 1 hour using tinker tools. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • The armor incorporated into your body can't be removed against your will.

Constructed Resilience. You are resistant to necrotic and psychic damage. You have immunity to poison damage and the poisoned and exhausted conditions. You don't need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep.

Maintenance. Rather than sleep, you must spend 4 hours performing routine maintenance during a long rest to gain its benefits, during which you have disadvantage on Wisdom (Perception) checks. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it.

Magical Null. You can not take levels in spellcasting classes, though you may use magic weapons or items.

Martial Programming. You have proficiency with:

  • a) light and medium armor OR b) heavy armor; and
  • two simple or martial ranged or melee weapons of your choice.

Varied Design. Choose one of the following design builds that defines you:

Technician

The Clockwork Army has a large engineering corps that maintains its Skirmishers and Juggernauts.

Integrated Engineering. You have proficiency in a tool kit of your choice. The chosen kit is integrated into your chassis, and can not be removed while you are conscious. Double your proficiency bonus with the integrated tool.

Repair Specialist. You gain one skill proficiency and a second tool proficiency of your choice. You are programmed to nonmagical reproduce the Mending cantrip.


Skirmisher

Skirmishers are the footsoldiers of the Clockwork Army. Across the verse, similar robots are found as scouts, soldiers, bounty hunters and bodyguards.

Upgraded Sensors. You have proficiency in Perception and Advantage on Wisdom (Perception) checks that rely on hearing, sight or your internal instruments.

Integrated Weaponry. You gain proficiency in a weapon of your choice. The chosen weapon is integrated into your chassis, and can not be removed while you are conscious.

Cunning Programming. You may take the Dash, Disengage, Hide or Aim action as a bonus action.

Juggernaut

Juggernaughts of the CLockwork Army were built as siege engines, designed for crashing through enemy fortifications.

Powerful Build. You tower above most medium creatures, and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Magic Resistance. Your Antimagic Plating grants advantage on saving throws against spells and other magical effects.

Siege Fist. Your fists deal double damage to Objects and structures and deal (2d8) silvered bludgeoning damage.

Charge. If you move at least 10 ft. straight toward a target and then hit it with a melee Attack on the same turn, the target takes an extra 9 (2d8) damage of the weapon's type. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 ft. away and knocked prone. The save DC = 8 + your proficiency bonus + your strength modifier.

Protocol

Protocol robots are designed for domestic, administrative and diplomatic uses.

Service Protocols. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Translation Protocols. You are programmed with the ability to understand and translate most spoken languages you hear.

Creating a Rustbelt Character

If a player character dies in the Rustbelt, ask them to consider starting a new character from area.

Backgrounds. With stranded adventurers from across the Verse fighting for survival here, background in the Rust Belt can be as varied as you like, though Astral Drifter, Far Traveler, Outlander, Sailor or Wildspacer work especially well.

Class. Mechanics are especially sought after characters in this section of Ombreavior.

Crash Landing in the Rustbelt

When a vessel is thrown through the Bleed, the damage often totals the craft as it impacts the ground. The survival rate of these crashes is higher than one might think, due to the presence of a trapped Planetar named Gloria.

Should a party's ship crash here, Gloria will appear to use Raise Dead or Healing Touch to put the party back together. She can't do anything about repairing a party's ship, but will point survivors in the direction of the Edge of it All, a collection of towns to the west where they can find shelter.

Gloria is a neutral good aligned transwoman. She has no memory of her life before falling through the Fractal Hole.

Cover of The Green Queen; 1956 Ed Valigursky (Public Domain)

Rustbelt Common Features

Across the Rustbelt are common hazards and conditions:

Rust Storms. A typical rust storm will be a mile high and might be as much as 60 miles wide. They leave the Rustbelt coated in the iron oxide dust that gives it its name.

A rust storm typically lasts 2d6 hours, and whenever the characters are caught in one, the following rules apply until it ends:

A rust storm's howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the sands, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by nonmagical means and can't hover.

Visibility in a rust storm is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom (Perception) checks that rely on sight due to blowing bits of oxidized metal.

Any creature that is concentrating on a spell in a rust storm must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless the creature is sheltered against the elements (for example, inside a ship or wearing a fishsuit or other spacesuit).


Polluted Air. The hazy industrial fogs that choke the Rustbelt in morning hours are comprised of Fouled Air. These fog clouds persist around 6 hours a day, between 4am and 10am. Most scavengers carry a gas mask or wear a spacesuit to protect themselves from the polluted air's detrimental effects.

The sun evaporates the fogs by 11am each morning, giving scavengers a solid 8 hour window for searching under the soft light filtering through the muted sepia clouds. At night, the temperature lowers and condensed pollutants fall back to the ground as fog, repeating a cycle that kills off many crash survivors before they can even escape the Rustbelt's border.

Polluted Water. The waters on the surface of the Rustbelt are acidic and contain high levels of iron(III) chloride, a corrosive biproduct of rust dissolving. Between the Ph level and concentration of Iron Chloride, contact can severely irritate and burn the skin and eyes.

Boiling the water to make it potable presents its own challenges, as Breathing Iron Chloride in the vapors can irritate the nose, throat and lungs causing tightness in the chest and lungs and/or difficulty in breathing. Contact with liquid or vapor form of this chemical may cause severe injury or death. Potable water can only be found in the Underdark below the belt, making those who know how to find it invaluable companions.

Location: The Brass Citadel

The Brass Citadel was the ancient capital of a large and technologically advanced civilization with mechanized farms that extended through what is now the Shamblerbelt. With the activation of the Unseelie Spires, it was besieged and fell- its dwarves turned to stone and its gnome survivors scattered to the Edge of it All. The few humanoids here scavenge and jealously guard the high technology to be found in the rust monster infested ruins of the Citadel.

The crews of crashed and stranded astral ships and spelljammers that dot the area hide in the ruins.

Rustbelt Encounters
1d20 Encounter
1 Great Lord Tykk
2-4 2d20+5 hungry Rust Monsters
5 1d2 Braxat (BAM p15) are tracking the party
6 1d4+2 Survivors of a crashed Spelljammer; they've been here for 1d6 years trying to repair their ship
7 A Werejackalope scavenger leading 1d4+1 Minotaur cowboys on Triceratops to a cache of weapons using a map taken from a gunned-down Tex'Zan
8 DC18 Spot check discovers lost technology
9 A Stone Golem keeping an area clear of Rust Monsters and raiders by throwing rocks at any who appear; observing the golem for 1 minute and passing a DC18 Perception or Investigation check will reveal the entrance to the lair it protects is currently open manhole cover in the street
10 2d4+2 Stone Cursed dwarves stumble by
11-12 Prowling gith slavers (1 Githyanki Knight and 2d4+4 Githyanki Warriors on an Astral Skiff); they're looking for scavengers to put to work on stripping a wreck
13 DC20 Spot check discovers lost technology
14 Brick Sandstone and his triceratops mount
15 1d2+1 Stone Giants and 1d4 Goliath Warriors search for technology to help them free Jarethsberg
16 An ancient security construct (Headless Iron Golem with one arm and 20 Hit Points left) desperately swings a pipe at 2d4+1 Rust Monsters; it is permanently destroyed if killed by the Rust Monsters, but if a skilled mechanic was to rescue it, shut it down, repair it and reprogram it, they'd have a sturdy Shield Guardian that'd fetch plenty of gold
17 1d2+1 Stone Giants and 1d4 Goliath Warriors search for technology to help them free Jarethsberg
18 DC22 spot check discovers lost technology
19 1d4+2 Nosferatu are hunting scavengers
20 You discover a cache of 2d4+2 pieces of lost technology in a bunker, but a gang of tech scavvers (1 knight with a club and frag grenade plus 2d4+2 veterans with shotguns or pistols) are waiting for you topside. "You're gonna give us that tech, and we're gonna let you live, but then its half your score, every score: That's the new arrangement, boys."

Discovery Table: Lost Technology
d20 Discovery Description
1 "Its a trap!" A level 5 Fireball goes off unless the scavenging character makes a DC15 Perception check to notice the trap and a DC15 check to disarm it using thieves tools.
2-4 Batteries 2d4+2 charged Energy Cells
5-6 Laser Pistol 3d6 Radiant, Ammunition (Range 40/120), 2lbs, light, Reload (50)
7-8 Tech-Torch Toggled on/off as a bonus action, acts as nonmagical light cantrip
9 Lightbow 3d6 Radiant, Range 80/320ft, 2lbs, two-handed, Reload (50)
10 Spelljamming Helm A damaged ship with a salvageable helm; roll on the table two more times for other salvage found in the ship
11 Grenade Launcher range 120ft, 7lbs, two-handed; found loaded with 1d4+1 frag grenades
12 Chainsaw Deals 3d6 Slashing, 10lbs, two-handed
13 Forceshield A Shield; Activated as a bonus action
14 Ring of Invisibility Nonmagical military tech, you find this ring on the skeletal finger of a Brass City soldier. His rusted armor is too damaged to be worth anything.
15 Laser Rifle 3d8 Radiant, range 100/300ft, 7lbs, reload (30), two-handed
16 Antimatter Rifle 6d8 Necrotic, range (120/360ft), 10lbs, reload (2), two-handed
17 Flamethrower Two-handed weapon, 10lbs. Each creature in a 20ft cone must make a DC 15 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being carried or worn.
18 VaultCo Data Bracer Includes 1d4 upgrades.
19 Vehicle Parts You discover a vehicle upgrade (a Flamethrower, Teleporter, Necrotic Smoke Screen, Reinforced Hull, a weapon, a radar system, etc) that can be recovered with 2d4 hours of work
20 Lasersword A green, blue, red or pink Sun Blade
Discovered Technology Quality
d20 Condition
1-4 Broken; this item doesn't function until repaired to at least poor condition
5-14 Poor; -1 to attack and damage rolls or armor class and item abilities drain x2 from power cells
15-19 Worn, but otherwise functional
20 Great Condition and Fully Functional
21+ As New; Discovered in a case or sheath, the item is in pristine condition and is a +1 masterwork
Figuring out new Technology
Int. Check Total Result
9 or lower One failure; one spent charge and disadvantage on the next check
10-14 One failure
15-19 One success
20+ One success, advantage on the next check

Adventure Hook: Shipwrecked

Common think among survivors says someone has crafted a device that doesn't allow a Spelljamming Helm to function in the Rustbelt, causing ships to crash throughout the years and never be able to take back off. As long as the device remains active, shipwrecked crews are bound to their fate in the Rustbelt. If the device could be found and destroyed or disabled, the ships could fly again.

The "device" doesnt exist- its simply interference put out by Great Lord Tykk, and if the titan is killed, surviving ships will be free to leave.

Players could discover this fact by conducting experiments on a Spelljamming ship to discover the cause of the helm malfunctions by succeeding on three Intelligence (Arcana) checks at Disadvantage. Players may conduct one check for this experiment during Downtime each week. The first check is a DC 10, the second a DC15 and the third a DC20. If the Great Lord Tykk comes within 1 Mile of the experiment during that week, the check is not made with Disadvantage. If the titan comes within 500ft of the experiment during that week, the check is instead made with Advantage.


Encounter 6: Lamplighter Crew

If a 6 is rolled for Rustbelt encounters, players find the crew of the Lamplighter- an Anglership that crashed 1d6 years ago. If the party is friendly, the crew relays that they were hired to investigate this area on a salvage and retrieval mission by the Fey Queen of the Bramblewood, but their ship stopped working and tumbled into the rocks. Its hull is covered in a rubbery material that the Rust Monsters have no interest in eating, so it is a small safe haven from the bugs.

The ship's Grommam jammer mech, Lee Winnett, says theres nothing wrong with her past not working.

Encounter 14: Brick Sandstone

This Guild of the Smouldering Bowl operative often takes solo forays into the Rustbelt to scavenge tech while not on mission or at the Rat King's Castle. A stoic minotaur, he most likely wants nothing to do with the party if they stumble upon him, but will perk up if they have tech to trade. If they have a map to the location of lost tech, he'll guide them there for a fair share of the score.

Hes an expert at avoiding the rust monsters and the rust titan, his advice granting Advantage on Survival checks while he travels with the party. Brick won't betray the scavengers, but if they try to betray him he will hunt them all down and take the entire score for himself.

He carries an Ombreaviorian Tuning Fork and a transdimentional comms link that allows him to communicate with Charlie in the Rat King's Castle. In extreme danger, Brick can contact Charlie to request an extraction.

.

Entrances to the Underdark

There are many entrances into the layers of underdark beneath the Rustbelt. When this civilization was thriving, its citizens traveled by subway system all across the nation. While many of these tunnels have collapsed, hundreds are still accessible, allowing adventurers to navigate along the old transit systems to attempt to avoid the dangers of the surface.

Below the subway tunnels and accessible through cave-ins and access hatches, the true underdark lies- its forests providing fresh air to the subway dwellers and sources of potable water. Without the environmental challenges presented on the surface, predators prowl the area regularly and some stranded groups have made their homes here.

Subway Tunnel Encounters
1d20 Encounter
1 Aartuk Warband attacks!
2 A wandering B'rohg is looking for food (BAM p16)
3 2d6+2 Neogi and 1d2 Umber Hulk
4 2d6 giant spiders
5 Vampirate Captain Strango's crew
6 Swarm of Gremishkas (VRGR p235)

'

The Aartuk-Myconid War

Some 50 years ago an Aartuk warship was pulled through the Fractal Hole and fell into the Rustbelt. Its survivors fled into the subway tunnels, carving out a territory and declaring war on the peaceful Myconids in the Underdark below.

These aliens' numbers fluctuate, but a regular warband consists of an aartuk elder, 4 aartuk starhorros and 12 aartuk weedlings. They are a regular problem for those who utilize the tunnels, but their focus is on the myconids below.

Captain Strango's Crew

This NE Vampirate Captain has a vampirate mage, 23 vampirates under his command. The captain and mage both keep will-o'-wisp familiars. The pirate is cruel, his men are hungry, but they too are looking for a way off this planet and might be reasoned with by a party to spare violence. Strango will of course commandeer any working vessel he's led to.

Neogi gangs

Many deathspiders and nightspiders lie in the rustfields- and the survivors have replenished their numbers in certain tunnels. If these gangs united, they would be the most threatening force in the subway.

Exploring the Brass Citadel

Gangs rove the ruins of the city above, fighting over salvage. Below the surface, a community made of these gangs thrives.

New Brass City is a post-apocalyptic settlement nestled deep within the subway system of the ancient Brass Citadel. The subsystems are a labyrinth of dark tunnels, rusted scrapheaps, and makeshift homes constructed from anything its inhabitants can find. The citadel's original inhabitants died out long ago, leaving behind a maze of tunnels ripe for reclamation by the survivors who now call it home.

The people of New Brass City are a resilient bunch. They have adapted to their underground environment and developed new skills to survive in this harsh world. They have scavenged the citadel for technology and repurposed it, New Brass City powered by a patchwork of wires and partially functioning machinery that runs on a mix of steam and magic.

Law is hard to come by in New Brass, and its tenuous peace is held by the self-interest of the gangs and the word of the Oracle. The gang leaders make up an informal council, representing their followers' interests with diplomacy- the threat of laser blaster fire backing up negotiations.


The Oracle

New Brass City's de facto leader, whom all gangleaders defer, is a technomage known as the Oracle. She is a N human archmage who carries a datatablet instead of a spellbook, and knows all the technomagic spells in Lofi Technomagic for the Arcane Hacker). She may use her mechanics' kit and tinker tools as a spellcasting focus, and is always accompanied by a pair of shield guardians she long ago recovered from the Rustbelt.

Easily over 200 years old, she appears to be in her 30's- a side effect of regenerative nanobots in her bloodstream. She is blind in one eye and wears an ancient voidsuit.

Services: The Oracle offers repair and restoration services for recovered technology, often accepting parts and tech in trade instead of gold. She also conducts light trade in basic items (gasmasks, fishsuits, laser pistols, etc).

Quest Giver. The Oracle often chooses champions to quest in her name- recovering items important to the survival of New Brass City or for her personal projects. She has visions of a Vault filled with living dwarves, and is searching for a team of adventurers with the right stuff to seek it out.

Followers. 12 jammer mechs of various species attend to the Oracle and carry out her day to day directions across the city. They wear brown robes and are called her Apostles.



Jammer Mech

Medium humanoid (any), any lawful


  • Armor Class 14 (Studded Leather Armor)
  • Hit Points 63 (9d10 + 9)
  • Speed 30ft.

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

  • Saving Throws Dexterity +5, Wisdom +6
  • Skills Technoarcana +7, Perception +6, Investigation +7, Persuasion +6, Mechanic's Tools +8, Thieves' Tools +8
  • Senses passive Perception 16
  • Languages Common, a racial language
  • Challenge 5 (1000 XP)

Quick Fix The Mechanic knows the Mending cantrip. It has a pool of Repair Power that replenishes when you take a long rest. With that pool, it can restore a total number 45 hit points. As an action, restore Hit Points to a vehicle or construct up to the maximum amount remaining in the pool. Alternatively, it can expend 5 hit points from its Repair Pool to neutralize one condition affecting a target (dousing engine flames, etc).

Engineboss.The Jammer Mech counts as 3 members of a ship's crew, and the vessel gains the following benefits:

  • The Jammer Mech's ship has 1 Ride Customization from the Mechanic class entry.
  • Improve the ship's Helm Rating and Manouverability Rating by 1 while it is not incapacitated.
  • The Jammer Mech can cast Mending on it to cause it to regain 2d6 hit points.
  • Once per rest, the Mechanic may expend its reaction to negate a Critical Hit against the ship (it takes normal damage).
  • The ship gains a Charisma score equal to the Mechanic's. While the mechanic is aboard the vessel and not Incapacitated, the ship may use its Intelligence, Wisdom and Charisma Saving Throws for any saving throw it must take.

Actions

Big Wrench. Melee Weapon Attack: +5 to hit, reach 5ft., one target, two-handed. Hit 7 (1d10 + 2)

Laser Pistol. Melee Weapon Attack: +5 to hit, range 40/120ft., one target. Hit 11 (3d6 + 2) radiant damage. Reload 50.

Tangler Grenade. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.

Bonus Actions/Reactions

Cunning Mechanic. As a bonus action take Dash, Disengage, Hide or attempt a Repair of moderate difficulty or less (DC15 or below).

"How would you feel about pullin' a Crazy Ivan?". While a crew member of a flying vehicle, the Jammer Mech may at any time expend its reaction to force the ship to spin up to a 180-degree turn. Should the creature piloting the vessel also expend their reaction, the ship may immediately move up to half its speed and benefits from the Dodge action until the start of the Jammer Mech's next turn.

"Everything's Shiny." As a bonus action, end one condition affecting the ship or restore 9 Hit Points.

Jammer Mechs are valuable survivors in the Rustbelt, able to repair and rebuild tech and vehicles. You'll find them on ships both scientific and magical across the Verse as well, doing their duty to keep a vessel airborne, always having a special relationship with the internal workings of the thing.

Highly sought after by the tech gangs and crews looking to repair their ship to escape, the sight of a crashing ship falling through the Fractal Hole will often draw a ratrace of gangers looking to claim the ship's jammer mech along with salvage.

While the environment is no less likely to kill a mechanic, survivors hold them in the same regard as a doctor or healer, and mechs are usually spared in raids and hostile territory shifts above ground and become small personalities in their own right. Some have passed through many gangs over time. Those born on Ombreavoir- or here long enough to absorb the supersition= believe that one day a ship will fall carrying the brilliant mechanic with the knowledge to put a ship in the air and back through the Fractal Hole into Wildspace.

A DM's Jammer Mech NPCs should be as varied as the ships they crashed in.

Tech-Scavver Gangs

Captured mechanics always fail to live up to the messiah of superstition, but find- with a dash of stockholm syndrome and a willingness to adapt to arguably awful conditions- that the role of mechanic is provided for in the Rustbelt's society- as long as they keep a gang's vehicles rolling. They are likewise welcome in the Edge of it All- but there their rank holds no special protections and they might be gunned down by bandits as easily as the next guy.

Regular vehicles one might see in a tech scavver gang in addition to a mechanic's personal ride include:

  • Devil's Rides, Scavengers, Tormentors (see BBGDIA)
  • Chopper, Hotrod, Battletruk, War Wagon, Armored APC, Battle Tank or
  • Workdogs, Uberdogs, Campdogs

Many small youth gangs, collectively called the Reaver Orphans by the other gangs, favor hoverboards.


Hotrod / Battletruk

Huge land vehicle (15 ft. by 5 ft.)


  • Armor Class 18
  • Hit Points Hit Points 100 (damage threshold 10)
  • Cargo Capacity 250lbs
  • Creature Capacity 1 crew, 4 passengers
  • Travel Pace 240ft (60 mph, 1000 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Cover Creatures inside the vehicle have three-quarters cover. Creatures leaning out of the windows only have half cover.

Actions

Move (Bonus Action). The vehicle can use its steering wheel to move with its engine.

CONTROL: STEERING WHEEL

Armor Class: 17

Hit Points: 50

Move up to the speed of one of the vehcile's movement components, with up to three 45-degree turns. If the steering wheel is destroyed, the vehicle can't turn.

MOVEMENT: ENGINE

Armor Class: 17

Hit Points: 50

Speed: (land) 240 ft., max 480ft dash.

MOVEMENT: WHEELS

Armor Class: 22

Hit Points: 10 Hit Points (Damage Threshold 5)

Weak Spot: If one of these movement components is destroyed, the vehicle takes 10 damage every time it moves.


War Wagon

Gargantuan land vehicle (40 ft. by 10 ft.)


  • Armor Class 19
  • Hit Points Hit Points 200 (damage threshold 10)
  • Cargo Capacity 5000lbs
  • Creature Capacity 1 crew, 40 passengers
  • Travel Pace 240ft (60 mph, 1000 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 4 (-3) 20 (+5) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Cover Creatures inside the vehicle have three-quarters cover. Creatures leaning out of the windows only have half cover.

Actions

Move (Bonus Action). The vehicle can use its steering wheel to move with its engine.

CONTROL: STEERING WHEEL

Armor Class: 17

Hit Points: 50

Move up to the speed of one of the vehicle's movement components, with up to three 45-degree turns. If the steering wheel is destroyed, the vehicle can't turn.

MOVEMENT: ENGINE

Armor Class: 17

Hit Points: 50

Speed: (land) 240 ft., max 480ft dash.

MOVEMENT: WHEELS

Armor Class: 22

Hit Points: 10 Hit Points (Damage threshold 5)

Weak Spot: If one of these movement components is destroyed, the vehicle takes 10 damage every time it moves.

2

PART 1 | Vehicles


Chopper

Large land vehicle (7.5ft. long by 3ft. wide, 670lbs)


  • Armor Class 22 (19 while motionless)
  • Hit Points 30 (mishap threshold 10)
  • Creature Capacity 1 crew, 1 passenger
  • Speed 240 ft (dashes 440ft)
  • Travel Pace 60 mph, 1000 miles per day

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Prone Deficiency. If the motorcycle falls prone, it can't right itself and is incapacitated until pulled upright.

Actions

Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the motorcycle. Move up to the motorcycle's speed with up to three 45-degree turns.

Stunt. On its turn, the driver of the motorcycle can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the motorcycle must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the motorcycle falls prone, wiping out and coming to a dead stop.


Sidecar and Aerothropter Options

Weapon: Machine Gun

  • Armor Class 18
  • Hit Points 18
  • Properties Burst Fire Only, Misfire (1), Reload (100).
  • Ranged Weapon Attack: Targets a 10ft square within range 120/600 ft., All creatures in this area must make a DC15 Dex saving throw, taking 16 (6d6) piercing damage on a failed save. Expends 10 pieces of ammunition.

Aeorthropter

Huge air vehicle (35ft long, 10ft wide, 12ft high, 35ft wingspan)


  • Creature Capacity 2 crew, 6 passengers
  • Cargo Capacity 1200 pounds
  • Travel Pace 97 miles per hour top speed

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

  • Damage Immunities poison, psychic, necrotic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull: Fuselage

  • Armor Class. 20
  • Hit Points. 100 (damage threshold 5)

Control: Yoke

  • Armor Class. 20
  • Hit Points 10

Move up to the speed of its engine, with one 180-degree turn. If the yoke is destroyed, the aerothropter can’t be maneuvered (but your pilot is probably also dead so... probably doesnt matter).

Movement: Engine

  • Armor Class 18
  • Hit Points 60; –125 ft. speed per 25 damage taken
  • Locomotion (air; may hover) fly speed up to 425 ft. If the engine is destroyed, the ship immediately crashes. This vehicle can reach heights of up to 25,000 feet, but the maximum height at which an aerothropter can hover is much lower at up to 10,000ft.

Actions

On its turn, the aerothropter's pilot can use its yoke to move using its engine. Its gunner can also fire the ship's weapon.

4

PART 1 | Vehicles


Armored APC

Huge land vehicle (25 ft. by 10 ft.)


  • Armor Class 20
  • Hit Points Hit Points 250 (damage threshold 10)
  • Cargo Capacity 1500lbs
  • Creature Capacity 2 crew, 12 passengers
  • Travel Pace 240ft (60 mph, 1000 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 4 (-3) 20 (+5) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Cover Creatures inside the vehicle have full cover. Creatures leaning out of the hatch only have half cover.

Actions

Move (Bonus Action). The vehicle can use its steering wheel to move with its engine.

CONTROL: STEERING WHEEL

Armor Class: 17

Hit Points: 50

Move up to the speed of one of the vehicle's movement components, with up to three 45-degree turns. If the steering wheel is destroyed, the vehicle can't turn.

MOVEMENT: ENGINE

Armor Class: 17

Hit Points: 50

Speed: (land) 240 ft., max 480ft dash.

MOVEMENT: WHEELS

Armor Class: 24

Hit Points: 25 Hit Points (Damage Threshold 10)

Weak Spot: If one of these movement components is destroyed, the vehicle takes 10 damage every time it moves.


Battle Tank

Huge land vehicle (20 ft. by 10 ft.)


  • Armor Class 22
  • Hit Points Hit Points 350 (damage threshold 20)
  • Cargo Capacity 450lbs
  • Creature Capacity 4 crew (Commander, Loader, Driver, Gunner)
  • Travel Pace 180ft (45 mph, 500 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 4 (-3) 20 (+5) 0 (-) 0 (-) 0 (-)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Cover Creatures inside the vehicle have three-quarters cover. Creatures leaning out of the windows only have half cover.

Actions

Move (Bonus Action). The vehicle can use its steering wheel to move with its engine.

CONTROL: STEERING

Armor Class: 18 / Hit Points: 50

Move up to the speed of one of the vehcile's movement components, with up to three 30-degree turns. If the steering control is destroyed, the vehicle can't turn.

MOVEMENT: ENGINE

Armor Class: 20 / Hit Points: 50

Speed: (land) 180 ft., max 200ft dash.

MOVEMENT: TRACKS

Armor Class: 22/ Hit Points: 100 Hit Points (Damage threshold 10)

If one of these components is destroyed, the vehicle cannot move. It ignores difficult terrain.

WEAPON: BATTLE CANNON

Armor Class 20 / Hit Points 100 (threshold 10)

Ranged Weapon Attack: all targets in a 10ft square within range ( range 800ft./2 miles) must pass a DC15 Dex save, taking 60 (9d12) bludgeoning damage. This weapon takes one action to load, one to aim and one to fire.

WEAPON: MACHINE GUN

Armor Class 20 / Hit Points 100 (threshold 5)

Ranged Weapon Attack: range 240/600ft. Each creature in a 10ft cube within range must take a DC15 Dexterity saving throw or take 8 (2d8) piercing damage. Creatures at long range have advantage on this save.

3

PART 1 | Vehicles



Great Lord Tykk

Gargantuan rust monster (beast titan), unaligned


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200) (Damage threshold 15)
  • Speed 40ft

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 2 (-4) 13 (+1) 6 (-2)

  • Saving Throws Con +16, Str +16
  • Damage Immunity Fire, Poison, Acid, Necrotic, Bludgeoning, Piercing, Slashing from nonmagical attacks
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Stealth +7, Intimidation +4
  • Senses darkvision 120 ft., Passive Perception 11
  • Challenge 25

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Iron Scent. The rust titan can pinpoint, by scent, the location of ferrous metal within 60 feet of it.

Siege Monster. The rust titan deals double damage to objects and structures.

Reflective Carapace. Any time the rust monster is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the rust monster is unaffected. On a 6, the rust titan is unaffected, and the effect is reflected back at the caster as though it originated from the rust titan, turning the caster into the target.

Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

Actions

Multiattack. The Rust Titan can use its Frightful Shriek. It then makes three attacks.

Frightful Shriek Each creature of the rust monster's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Shriek for the next 24 hours.

Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 15 feet of it. If the object isn't being worn or carried, the touch destroys a 10-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC20 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

Bite Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 10) piercing damage.

Swallow. The Rust Monster Titan makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Beast Titan, and it takes 1 acid damage at the start of each of the Rust Titan's turns. If the Beast Titan takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Titan. If the Titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Bonus Action

Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the Beast Titan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Legendary Actions

Detect. Make a wisdom (perception) check.

Chomp (Costs 2 Actions). The rust monster makes one bite attack or uses its Swallow.

Gnolland

The vast badlands to the north of Bramblewood and Colle-Gens, east/south east of Bjornen and west/south west of the Dragon Principalities are home to vicious gnoll tribes who have eaten most of the other sentient creatures and wildlife in their domain. Now their raiding parties strike outward, bringing back meat for the tribal pyres. Folks call the place Gnolland, though that is a bit of a misnomer as Gnolland is only two of the 12 provinces of the Kingdom of the Gnolltherlands.

Gnoll bands are known to leave their nation to range the world, becoming hungry nomads that hunt travelers in the less civilized corners of the Ombreavoir- especially in the Hunt, where tribes have made regular migrations since the food supply in the badlands became scarce.

Gnolland's army is bestial and bloodthirsty, containing no warships, airships or advanced technology- overwhelming numbers and sheer ferocity their greatest weapons.

Gnolland Playable Races

Player characters from Gnolland will likely be Gnolls. They've eaten everyone else, and their society revolves around raiding surrounding nations for their next meal.

Most Dangerous Game. The non-evil option for starting a campaign in Gnolland is to have players create characters from any region, captured by Sarodians and traded to the Gnolls for use as exotic prey in Hamsterdam. They'll have to band together and escape- making their way to safety in the Bramblewood, Bjornen or the Ridgeback Mountains...

Scrotia

An ancient orc city recently reclaimed by the Porc as part of a peace accord with the Gnolls, Scrotia is one of the only cities in the Gnolland. Its heavily populated by Porque, and is a religious site for them.

The pigs are digging here for something, excavating beneath ancient sites for a treasure they're keeping close to the chest. Some Colle-Gens have guessed it to be a recipe book or magical spice. The Gnolls dont do much guesswork, but if whatever the Porc find is worth taking, the Gnolls might just break their treaty to take it for themselves. The truth might be sinister, or it might just be the truffles that grow in the area in abundance...

Scrotia Encounters
d4 Encounter
1 A Sarodian Legion enters the city
2 2d4+2 Porque archeologists (scribes) are excavating a site with a wereboar guard and 1d4+4 animalfolk slaves
3 1d4+1 Giant Hyena ambush an archaeologist and drag the squealing porque into the bushes; the other porc on the excavation team laugh uproariously
4 DC18 to spot an ancient tomb in a hillside carin that contains the resting place of a long dead tribal leader. DC15 Strength check to open the tomb, containing a Mummy Lord bearing a Ancient Boar Totem

King's Hill

One of the few surviving buildings in Gnolland is a towering Frost Giant castle on at King's Hill. The giants abandoned the place soon after the Scouring began, as hunting parties of gnolls and dragons feasted on the populace unopposed for months. The descendants of those giants now live in Bjornen.

King's Hill is now a communal feasting temple with no regular staff, utilized by successful warbands after hunts.

Hamsterdam

A city populated entirely by hamsterfolk in the early years after the Spire's activation, the Scouring of Hamsterdam marked the departure of the Gnolls into depravity. The city is a crubling ruin, and the Gnoll King uses it as a private hunting ground. If you're captured by Gnolls and don't immediately end up at their butchers, chances are you've been selected to run the King's Gauntlet and be hunted for sport in Old Hamsterdam.

The Gnoll King is a Flind (MPMM p127).

Hamsterdam Chase Encounters
d8 Encounter
1 Trap: Hidden Spiked Pit; DC15 to spot
2 1d4+2 Giant Hyenas on your scent
3 Rotting Severed Limb: 50% chance a random martial melee weapon lies on the ground nearby, spot DC15
4 Trap: Falling Net; DC10 to spot tripwire
5 Trap: DC15 to spot Pressure Plate; if failed hit by poison dart (DC13 Constitution saving throw or become poisoned for 1 hour, a creature which fails by 5 or more is unconscious while poisoned this way
6 The King of Gnolland (Flind) and 1d4+2 Giant Hyenas close on your scent for the kill
7 A random melee weapon lies on the ground
8 You find a good place to set an ambush and strike back; you may make a stealth check at advantage and your attacks in the first round of your ambush are rolled at advantage

"As you awaken, the sound of creaking chains echoes through the damp stone dungeon. You look around and see that you are in a small cell, the air thick with the stench of decay, the ground beneath you is cold and clammy. Suddenly, the sound of approaching footsteps draws your attention to the cell door. As it unlocks, Gnoll jailers bark commands at you.

The Gnolls drag you through a series of winding corridors and down a flight of stairs until you reach a large chamber. The walls are lined with torches casting eerie shadows. In the center of the chamber, you see the Gnoll King himself, a massive beast with thick, matted fur and gleaming yellow teeth. He grins wickedly as he catches sight of you.

The King gestures towards a door on the far side of the chamber, and the Gnolls push you towards it. As you step through, you find yourself in the ruins of Old Hamsterdam, a once-beautiful city now reduced to rubble and decay... the King bellows "RUN PREY!" and his court erupts in hideous laughter.

Credit: Gnolls by LadyofHats (Public Domain 2017)


Gnoll

Ability Scores: Strength +2, Intelligence -2

Size: Gnolls are tall, standing on average 7ft and lean for their height, weighing in between 280‒320 lb Your size is Medium.

Speed: Your base walking speed is 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Menacing. You have proficiency in Intimidation.

Bite. Hyenas have a bite comprable to a polar bear or tiger, and your fanged maw is a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Born Tough. When you choose this option, double your first level Hit Points. You gain +1 extra Hit Point each time you level up.

Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.

Langauges. You speak Gnollish and Common.

Region: The Sunken Kingdoms

Kun Krete

This sunken civilization lies south of the Clawtooth Confederacy and west of Freedonia. Its merfolk denizens harass trade ships and seaside communities.

A common tactic of these vicious merfolk is to ferment a luminous deep sea algae called Nixie's Ribbon into a greasy neon yellow liquid they refer to as Blott. Beneath the water Blott is a simple unrefined intoxicant akin to moonshine, but when combined with the oxygen of the surface world it realeases a pungent smell that attracts swarms of giant crabs from miles around, which aggressively seek to devour the source of the smell.

Sunken Kingdoms Encounters
1d20 Encounter
1 1 Aboleth
2 1d4+1 Aquatic Troll
3 4d6+3 hungry Wereranha
4 a merfolk military patrol (agressive)
5 1d4 Hunter Sharks circling a recent shipwreck. There is a 50% chance treasure lies inside.
6 Sunken Ruin (Uninhabited)
7 Barnaced Shipwreck. (25% chance of treasure).
8 Undersea Cave (empty)
9 Undersea Cave (Dragon Turtle lair)
10 Undersea Cave (lair of a gargantuan-sized Giant Octopus with x4 normal Hit Points)
11 Herd of friendly and curious Giant Sea Horses
12 Sunken Ruin (Inhabited by Merfolk)
13 an aquatic Poisonous Snake
14 a large merfolk military patrol (25% distracted by passing merchant ships)
15 2d4 Plesiosaurus (25%) or 2d4+2 Dolphins (25%) or (25%) 2d6+1 Giant Sharks or (25%) The Endless Arms (Squid Titan)
16 A sunken township (100-400 residents)
17 A sunken city (1000+ residents)
18 2 aggressive Merrow Shallowpriests and 4d4+4 Merrow with 2d6+2 Plesiosaurus companions
19 A Kraken attacks (50%) or (50%) 2d4+2 sperm whales pass by
20 The Sea King 50% or 50% Eelectrzilla

Sunken Kingdom Playable Races:

Player characters from the Sunken Kingdoms are as varied as the ships that sail the Free Seas.

Kun Krete Triton

The fish-headed Triton of Ombreavoir are an ignoble and miserable lot. They seek to bring about the rise of the dark god Cthulhu from their underwater fortresses.

Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.

Age. Tritons reach maturity around age 15 and can live up to 200 years.

Alignment. Ombreavoir's Tritons tend toward lawful evil. As guardians of dark portals deep below the sea, their culture pushes them toward order and ruthlessness.

Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Languages. You can speak, read, and write Primordial and Common.

Control Air and Water A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water* with it (see the spell at the bottom). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Seaside Harrier. You gain 5 temporary Hit Points whenever you reduce a filthy land dweller to 0 Hit Points.

Dictator of the Sea. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Dominator of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Merfolk Military Training. You have proficiency with Light and Medium Armor, Tridents, Harpoons, Nets and Crossbows.

Caribe Tribe (Human)

Wereranha Lycanthropy: The Caribe are naturally born lycanthropes native to the Sunken Kingdoms (and islands across the Free Seas).

Enguina Tribe (Sea Elf)

Weremoray Lycanthropy: The Enguina Tribe sea elves are naturally born lycanthropes native to the Sunken Kingdoms.


Wereranha

Small humanoid (human, shapechanger), neutral evil


  • Armor Class 11 (Natural Armor)
  • Hit Points 33 (6d8+6)
  • Speed 30 ft. (40 ft. swim in hybrid and pirhana form)

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 12 (+1) 10 (0) 11 (0) 10 (0)

  • Condition Immunities Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 14
  • Languages Common (Can't Speak In Hybrid or Piranha Form)
  • Challenge 2 (450 XP)

Shapechanger. The wereranha can use its action to polymorph into a small piranha-humanoid hybrid or into a medium piranha, or back into its true form, which is a small human. Its statistics, other than its AC, 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.

Aquatic. While in Hybrid or Pirhana form, the wereranha can breathe under water.

Blood Frenzy: The wereranha has advantage on bite Attacks rolls against any creature that doesn't have all its hit points.

Actions

Multiattack. The wereranha makes two bite attacks.

Bite (Pirhana or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wereranha lycanthropy

Spear (Humanoid/Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

Shortbow (Humanoid/Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one creature. 1d6+2 piercing damage.


Weremoray

Medium humanoid (sea elf, shapechanger), lawful good


  • Armor Class 11 (In Humanoid Form, 12 In eel Or Hybrid Form)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft. (40 ft. swim in hybrid/eel form)

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 10 (0) 15 (+2) 10 (0)

  • Condition Immunities Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Skills perception +4, stealth +4
  • Senses passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 3 (700 XP)

Shapechanger. The weremoray can use its action to polymorph into a eel-humanoid hybrid or into a giant eel, or back into its true form, which is an elf. Its statistics, other than its AC, 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.

Actions

Multiattack. The weremoray makes two attacks: one with its bite and one with its spear.

Bite (Eel or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (2d6 + 2)

Spear (Humanoid/Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.



Mega Squid

Gargantuan beast (squid titan), unaligned


  • Armor Class 25 (Natural Armor)
  • Hit Points 600 (20d20+200)
  • Speed 20ft, 80 ft. fly

STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 30 (+10) 10 (0) 22 (+6) 10 (0)

  • Damage Immunity Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Resistances all damage
  • Condition Immunities charmed, frightened, paralyzed and poisoned
  • Skills Stealth +12, Survival +13, Perception + 13
  • Senses darkvision 120ft, passive perception 23
  • Challenge 30

Legendary Resistance (3/Day). If a beast titan fails a saving throw, it can choose to succeed instead.

Immutable Form. The beast titan is immune to any spell or effect that would alter its form.

Siege Monster. A Beast Titan deals double damage to objects and structures.

Freedom of Movement. The Mega Squid ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

Actions

Multiattack. The Titan can use its Frightful Roar, then makes three tentacle attacks, each of which it can replace with one use of Fling.

Frightful Roar Each creature of Mega Squid's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Beast Titan is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast Titans's Frightful Presence for the next 24 hours.

Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The squid has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the squid is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the squid, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the squid, and it takes 42 (12d6) acid damage at the start of each of the squid's turns.

If the Mega Squid takes 50 damage or more on a single turn from a creature inside it, the squid must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the squid. If the squid dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Bonus Action

Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the Beast Titan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Legendary Actions

The squid 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 squid regains spent legendary actions at the start of its turn.

Detect. Make a wisdom (perception) check.

Tentacle Attack or Fling. The squid makes one tentacle attack or uses its Fling.

Ink Cloud (Costs 2 Actions). While underwater, the squid expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the squid. Each creature other than the squid that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the squid's next turn.

Two tribes of Neanderthal from the Lost Empire of Olben meet deep within the jungle to trade.

Credit: At Earthscore Cover by Roy Krenkel (Public Domain)

Region: the Lost Empire of Olben

Any number of terrible tombs could populate the Land of Hidden Temples. This region is southeast of the Edge of it All, east of the Rustbelt, and borders the Sunken Kingdoms along its costal region.

This region is generally inhospitable to human life, the area heavy with dinosaurs, monstrosities and reptilian tribes and cursed crypts.

Tomb of Annihilation Fits Here

Should a DM wish to dig deeper into adventures in the Lost Empire, the Tomb of Annihilation is readily adaptable to adventuring here.

Lost Empire of Olben Encounters

1d20 Encounter
1 a tribe of 6d12 Grung
2 a hunting pair of Tyrannosaurus Rex
3 3d4 Deinonychus (50%) or 1d4 Shambling Mound
4 1d4+1 Triceratops (50%) or 1d4+1 Giant Apes
5 2d4+2 Quetzalcoatlus (50%) or 3d6+3 Pteranodon
6 1d4 Jaculi (75%) or 1 Roc (25%)
7 a pair of Gynosphinx (50%) or (50%) 1d4 Medusa
8 2d8+2 wereraptor led by a wereraptor chief; (50%) mounted on huge dinosaurs, (50%) on foot
9 1 Lizard Queen, 1 Lizard King, 1d4+1 Lizardfolk Shaman and 2d20+30 Lizardfolk
10 1 Yuan-ti Priest and 2d4 Yuan-ti Malison
11-12 a clearing of grazing herbivores (2 Brontosaurus, 2d4+2 Dimetrodon, 1d4+2 Ankylosaurus, 2d4+1 Stegosaurus, 1d4+1 Triceratops and their young)
13 2d20+10 Velociraptors (50%) or 1d4+1 Allosaurus
14 2d4+2 Harpy (50%) or (50%) 2d6+6 Lizardfolk
15 2d4+2 mummy soldiers patol a temple lair (50% belonging to a lich, or 50% to a mummy lord)
16 A wereraptor mage and her four wereraptor guards approach, seeking your help to clear a nearby temple of the undead and maintain the balance.
17 2d4+4 Pterafolk (50%) or (50%) 3d8+8 Wereranha
18 Androsphinx (50%) or (50%) Froghemoth
19 A Stone Golem protects a ruined temple
20 Terrasque or a random Beast Titan

The Source

There are two deposits of the Source in the Land of Hidden Temples, one on the coast and one in an ancient temple complex in the western portion of the region near the Rustbelt. Showdowns between Beast Titans are common here, and the area presents Survival of the Fittest in its rawest form.

Regional Playable Races:

  • Wood Elves (Wereraptors)
  • Lizardfolk, Grung, Tortle, Yuan-ti
  • Neanderthal (see Region VII: The Ridgeback Mountains)

Harpy

Ability Scores: Dexterity +2, Charisma +1

Size: You're about the same size as a human, but have birdlike talons for feet and your arms are winged.

Speed: Your base walking speed is 20 ft and your base fly speed is 40ft.

Talons. Your claws are a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Luring Song. As an action, you sing a magical melody. Every humanoid and giant within 300 feet of you that can hear the song must succeed on a Wisdom saving throw (DC = 8 + Proficiency bonus + Charisma modifier) or be charmed until the song ends. You must take a bonus action on your subsequent turns to continue singing. You can stop singing at any time. The song ends if youre incapacitated.

While charmed by you, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from you, the target must move on its turn toward you by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to your song for the next 24 hours.

Pterafolk

Ability Scores: Strength +2, Dex +1

Type and Size: Pterafolk are Large Monstrosities.

Speed: Your base walking speed is 30 ft and your base fly speed is 40ft.

Shapechanger. As an action, you can "unfurl" a pair of eight-foot-long, leathery, webbed wings for flying, or take the form of a small pteranodon.

Leathery Hide. You have a natural Armor Class of 12.

Bite and Claw. Your bite and claws are natural weapons which you can use to make unarmed strikes. If you hit with either, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Terror Dive. If a pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is frightened until the end of its next turn.


A pterafolk warrior is felled while raiding a neanderthal clan's cave

Pterafolk Villages

See the landmark Firefinger on pg52 of Tomb of Annihilation for the standard arrangement of a pterafolk village.

Credit: Sinocalliopteryx gigas by Cheung Chungtat CCBYSA2.5

The Wood Elves of Olben

The elves of Olben have long memories, becoming radical primitivists religiously against all technology after the Spire cataclysm brought the apocalypse. Leaning fully into the new trappings of their lives and environment, the wood elves isolated themselves into the jungle without villages and fed their primitive appetites: hunting others, hunting and destroying technology, and tearing appart any permanent above ground settlements they can to ensure another apocalypse wouldnt erupt due to the failures of civilization.

The wereraptor packs are many, and feared by the other senient species and beasts alike. To swell their numbers, many are rangers, traveling with a pair of *deinonychus companions. Few wood elves deviate from the path, and many spend most of their waking hours in raptor form striving to serve as the arbiters of the Law of the Jungle.

A regular tribe is comprised of a wereraptor warchief, a wereraptor bloodmage, and 2d6+6 wereraptors.

All elves will have 1d2 deinonychus companions. They prefer to hunt with tooth and claw alongside their raptor packs, only using bows to hunt the most fearsome of prey.

These tribes rarely have children among their numbers.


Wereraptor

Medium humanoid (wood elf, shapechanger), chaotic neutral


  • Armor Class 15 (13 natural armor)
  • Hit Points 52 (8d8+16)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 10 (0) 12 (+1) 10 (0)

  • Condition Immunities Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses passive Perception 10
  • Languages Elvish (Can't Speak In Baboon Form) Skills Perception +3, Stealth +6
  • Challenge 4 (1,100 XP)

Shapechanger. The wereraptor can use its action to polymorph into a deinonychus-humanoid hybrid or into a Deinonychus, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Pounce (hybrid or deinonychus form only) If the wereraptor 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 wereraptor can make one bite attack against it as a bonus action.

Trance. Elves do not sleep; meditate 4 hours/day.

Actions

Multiattack. (hybrid or deiononyschus form only) The wereraptor makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+2 piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereraptor lycanthropy

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+2 slashing damage.


Wereraptor warchief

Medium humanoid (wood elf, shapechanger), cn


  • Armor Class 17 (13 natural armor)
  • Hit Points 99 (13d8+26)
  • Speed 40 ft.

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

  • Condition Immunities Nonmagical sleep, charmed
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses darkvision 60ft, passive Perception 16
  • Languages Elvish (Can't Speak In Raptor Form) -Skills Perception +6, Stealth +10
  • Challenge 5 (1,800 XP)

Shapechanger. The wereraptor can use its action to polymorph into a deinonychus-humanoid hybrid or into a Deinonychus, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Pounce (hybrid or deinonychus form only) If the wereraptor 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 14 Strength saving throw or be knocked prone. If the target is prone, the wereraptor can make one bite attack against it as a bonus action.

Trance. Elves do not sleep; meditate 4 hours/day.

Actions

Multiattack. (hybrid or deiononyschus form only) The wereraptor makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereraptor lycanthropy

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

Bloodmages help the pack locate prey and tend the wounded, while the warchief leads the elves into battle. Bloodmages are venerated and protected by the entire tribe for their skills.


Wereraptor Bloodmage

Medium humanoid (wood elf, shapechanger), cn


  • Armor Class 17 (13 natural armor)
  • Hit Points 58 (9d8+18)
  • Speed 40 ft.

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

  • Condition Immunities Nonmagical sleep, charmed
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
  • Senses darkvision 60ft, passive Perception 16
  • Languages Elvish (Can't Speak In Raptor Form) -Skills Perception +6, Stealth +10
  • Challenge 5 (1,800 XP)

Shapechanger. The wereraptor can use its action to polymorph into a deinonychus-humanoid hybrid or into a Deinonychus, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.

Trance. Elves do not sleep; meditate 4 hours/day.

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): druidcraft, produce flame, resistance, thaumaturgy

1st level (4 slots): detect magic, cure wounds, witch bolt, shield

2nd level (3 slots): beast sense, pass without trace, shatter

3rd level (3 slots): counterspell, dispel magic, slow

4th level (3 slots): locate creature, hallucinatory terrain

5th level (1 slot): commune with nature

Actions

Multiattack. (hybrid or deiononyschus form only) The wereraptor makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereraptor lycanthropy

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

Primal Campaigning in Olben

Because of the constant threats presented by the beast titans and the aggression of the wereraptor packs, there are no towns, no settlements, not a shop to be found across the region. The only tools and weapons the people here have are the ones they make themselves. It is a specialized environment of endless rainforest where a DM may insert any number of terrible temples and ruins. Campaigning that begins here should be based on absolute survival: always running from a bigger fish while finding your day's meal, battling beasts for shelter, and avoiding titans.

Monkeydactyls by Ida Storm CC BY-SA 4.0


Useful Plants

Any of the plants found on Flora and Fauna on pg 205 of Tomb of Annihilation could be found here, including Menga leaves, Ryath root, Sinda berries, Wildroot and Wukka nut.

Humanoid shamans make avid use of chewing Dragon's Blood leaves to give them a survival edge. It is a potent and highly addictive stimulant and in addition to inducing euphoria, it can enhance spellcasting ability, granting advantage on maintaining concentration for 1 hour, and even temporarily imbues a user with the ability to cast sorcerer spells. Roll on the Wild Magic Surge table when ingested.