The Musa

It's peanut butter and jelly time...

Created by Daniel Nnorth

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Created with Homebrewry http://homebrewery.naturalcrit.com

The Musa

Musa are semi-intelligent, aboriginal bananas that live in tropical regions. They are the result of druids tampering with the offspring of awakened banana trees.

Bunches and Reproduction. The musa live in bunches within the Musa'onna tree.

A bunch is a family unit containing between 18 and 24 Musa, that is part of the greater Musa tribe. Once per a year, a Musa'onna can perform a ritual to spawn a new Bunch of Musa. The Musa'onna goes into a month-long trance and, if uninterrupted, a sprout for a new bunch will form. The new Musa will germinate and are fully grown over the course of 3 to 4 weeks and have been known to live for 10 years or more.

The first bunch that a Musa'onna spawns contains a Musa'lon, a wise magical banana, and leader of the musa tribe. Musa'lon have been known to live for 20 years or more.

Jungle Ambushers. While very neutral in nature, if you cross the musa they will strike at you from out of nowhere with overwhelming numbers. They are great companions if you can sway them to join you.

Beasts of Burden Despite their simple nature, musa are fairly intelligent. They were able to domesticate a small local reptile, the Compy. Creating a symbiotic relationship of sorts with it. Using them as beasts of burden when needed, and letting them feed off the corpses of creatures that threaten the musa grove.

The compy are known to patrol in small packs of 4 to 6, along with a mounted Musa Raptor, protecting their musa grove.

Tree Worshipers. The musa worship the tree that they spawn from. Protecting the lands around the tree from predators. The "first born musa" or the Musa'lon, is treated as a prophet and given the role of tribal leader.

Musa Adventurers There is a 5% chance that 2 (1d4) Musa in every bunch will have an itch for adventure, take up jobs they wouldn't normally. These include the Brute, Cutthroat, Pyro, Seer, Talon, and Raptor.

Most choose to serve the tribe with their new found abilities, and some join wayward adventurers(or villains) on their quests.


Musa

Tiny plant, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 10(3d4 + 3)
  • Speed 20ft., climb 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 12 (+1) 6 (-2) 8 (-1) 4 (-3)

  • Saving Throws Dex +4, Con +3, Wis +2
  • Skills Acrobatics +4, Stealth +12
  • Damage Vulnerabilities fire, bludgeoning
  • Senses tremorsense 40 ft., passive Perception 9
  • Languages Musa, Druidic
  • Challenge 1/4 (50 XP)

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

Slippery Peel. When a Musa is reduced to 0 hit points and dies, it sheds its leathery peel creating a 5-foot square of difficult terrain. If a creature moves into an area where a Musa has been slain, it must make a DC 13 Dexterity save or fall prone.

Actions

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

Poisoned Mini Blowgun. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 1 piercing damage. The target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) 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.

1

Creatures | The Musa


Musa'lon

Tiny plant, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 28(8d4 + 8)
  • Speed 20ft., climb 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 12 (+1) 12 (+1) 6 (-2) 14 (+2) 10 (+0)

  • Saving Throws Dex +3, Con +3, Wis +4
  • Skills Acrobatics +4, Stealth +12
  • Damage Vulnerabilities fire, bludgeoning
  • Senses tremorsense 40 ft., passive Perception 12
  • Languages Musa, Druidic
  • Challenge 1 (200 XP)

False Appearance. While the Musa'lon remains motionless, it is indistinguishable from a normal banana.

Slippery Peel. When a Musa'lon is reduced to 0 hit points and dies, it sheds its leathery peel creating a 5-foot square of difficult terrain. If a creature moves into an area where a Musa has been slain, it must make a DC 13 Dexterity save or fall prone.

Spellcasting. The Musa'lon is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The musa'lon can innately cast the following spells, requiring no material components:

  • Cantrips (at will): Druidcraft, Produce Flame, Thorn Whip
  • 1st level (4 slots): Amplify Damage, Entangle, Healing Word
  • 2nd level (3 slots): Heat Metal, Spiked Growth

Actions

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

Poisoned Blow Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 1 piercing damage. The target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) 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.


Musa'onna

Huge plant, unaligned


  • Armor Class 19 (Natural Armor)
  • Hit Points 133 (14d12 + 42)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 16 (+3) 10 (+0) 18 (+4) 6 (-2)

  • Saving Throws Str +7, Con +6
  • Damage Resistances bludgeoning, piercing
  • Damage Vulnerabilities fire
  • Senses tremorsense 60 ft., passive Perception 12
  • Languages Common, Druidic, Elvish, Musa, Sylvan
  • Challenge 7 (2900 XP)

False Appearance. While the Musa'onna remains motionless, it is indistinguishable from a normal banana tree.

Keeper Of The Musa. A Musa'onna can be home to up to 8 Bunches of Musa.

Spellcasting. The Musa'onna's spellcasting ability is Wisdom (spell save DC 16). The Musa'onna can innately cast the following spells, requiring no material components:

  • At will: Druidcraft, Goodberry, Resistance
  • 5/day each: Amplify Damage, Entangle, Healing Word
  • 3/day each: Lesser Restoration, Silence
  • 1/day each: Dispel Magic

Actions

Multiattack. The Musa'onna makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 14 (3d6 + 4) bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 26 (4d10+4) bludgeoning damage.

2

Creatures | The Musa


Musa Brute

Tiny plant, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 27 (5d4 + 15)
  • Speed 20ft., climb 40 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 16 (+3) 6 (-2) 8 (-1) 4 (-3)

  • Saving Throws Str +4, Con +5
  • Skills Acrobatics +5, Stealth +12
  • Damage Vulnerabilities fire, bludgeoning
  • Senses tremorsense 40 ft., passive Perception 9
  • Languages Musa, Druidic, one other language usually Common
  • Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the musa can move up to its speed toward a hostile creature that it can see.

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

Slippery Peel. When a Musa is reduced to 0 hit points and dies, it sheds its leathery peel creating a 5-foot square of difficult terrain. If a creature moves into an area where a Musa has been slain, it must make a DC 13 Dexterity save or fall prone.

Actions

Multiattack. The musa makes two weapon attacks.

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

Poisoned Blow Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit 1 piercing damage. The target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) 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.


Musa Cutthroat

Tiny plant, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 17 (5d4 + 5)
  • Speed 20ft., climb 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 12 (+1) 6 (-2) 8 (-1) 4 (-3)

  • Saving Throws Dex +4, Con +3
  • Skills Acrobatics +4, Stealth +12
  • Damage Vulnerabilities fire, bludgeoning
  • Senses tremorsense 40 ft., passive Perception 9
  • Languages Musa, Druidic, one other language usually Common
  • Challenge 1/2 (100 XP)

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

Slippery Peel. When a Musa is reduced to 0 hit points and dies, it sheds its leathery peel creating a 5-foot square of difficult terrain. If a creature moves into an area where a Musa has been slain, it must make a DC 13 Dexterity save or fall prone.

Sneak Attack (1/Turn). The musa 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 musa that isn't incapacitated and the musa doesn't have disadvantage on the attack roll.

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage. Sneak Attack Hit 7 (1d4 + 1d6 +2) piercing damage.

Poisoned Blow Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 1 piercing damage. Sneak Attack Hit 4 (1d4 + 1d6 -1) piercing damage. The target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) 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.

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Creatures | The Musa


Musa Pyro

Tiny plant, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 17 (5d4 + 5)
  • Speed 20ft., climb 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 10 (+0) 12 (+1) 6 (-2) 14 (+2) 4 (-3)

  • Saving Throws Con +3, Wis +4
  • Skills Acrobatics +4, Stealth +12
  • Damage Vulnerabilities fire, bludgeoning
  • Senses tremorsense 40 ft., passive Perception 9
  • Languages Musa, Druidic, one other language usually Common
  • Challenge 1/2 (100 XP)

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

Slippery Peel. When a Musa is reduced to 0 hit points and dies, it sheds its leathery peel creating a 5-foot square of difficult terrain. If a creature moves into an area where a Musa has been slain, it must make a DC 13 Dexterity save or fall prone.

Spellcasting. The Musa Pyro is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Musa Pyro can innately cast the following spells, requiring no material components:

  • Cantrips (at will): Control Flames, Dancing Lights, Fire Bolt
  • 1st level (3 slots): Burning Hands, Shield

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 2 (1d4) piercing damage.

Poisoned Blow Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit 1 piercing damage. The target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) 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.


Musa Seer

Tiny plant, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 17 (5d4 + 5)
  • Speed 20ft., climb 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 10 (+0) 12 (+1) 6 (-2) 14 (+2) 4 (-3)

  • Saving Throws Con +3, Wis +4
  • Skills Acrobatics +4, Stealth +12
  • Damage Vulnerabilities fire, bludgeoning
  • Senses tremorsense 40 ft., passive Perception 9
  • Languages Musa, Druidic, one other language usually Common
  • Challenge 1/2 (100 XP)

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

Slippery Peel. When a Musa is reduced to 0 hit points and dies, it sheds its leathery peel creating a 5-foot square of difficult terrain. If a creature moves into an area where a Musa has been slain, it must make a DC 13 Dexterity save or fall prone.

Spellcasting. The Musa Seer is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Musa Shamen can innately cast the following spells, requiring no material components:

  • Cantrips (at will): Light, Mending, Vicious Mockery
  • 1st level (3 slots): Amplify Damage, Healing Word

Actions

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

Poisoned Blow Dart. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit 1 piercing damage. The target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) 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.

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Creatures | The Musa


Musa Talon

Tiny plant, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 22 (5d4 + 10)
  • Speed 20ft., climb 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 4 (-3)

  • Saving Throws Dex +4, Con +4
  • Skills Acrobatics +5, Stealth +12
  • Damage Vulnerabilities fire, bludgeoning
  • Senses tremorsense 40 ft., passive Perception 9
  • Languages Musa, Druidic, one other language usually Common
  • Challenge 1/2 (100 XP)

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

Slippery Peel. When a Musa is reduced to 0 hit points and dies, it sheds its leathery peel creating a 5-foot square of difficult terrain. If a creature moves into an area where a Musa has been slain, it must make a DC 13 Dexterity save or fall prone.

Actions

Multiattack. The musa makes two weapon attacks.

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

Poisoned Blow Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 1 piercing damage. The target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) 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.

Reactions

Parry. The musa adds 2 to its AC against one melee attack that would hit it. To do so, the musa must see the attacker and be wielding a melee weapon.

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Creatures | The Musa


Musa Raptor

Tiny plant, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 17 (5d4 + 5)
  • Speed 20ft., climb 40 ft.

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

  • Saving Throws Dex +4, Con +4
  • Skills Acrobatics +5, Stealth +12
  • Damage Vulnerabilities fire, bludgeoning
  • Senses tremorsense 40 ft., passive Perception 9
  • Languages Musa, Druidic, one other language usually Common
  • Challenge 1/2 (100 XP)

Charge. If the musa is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes and extra 2 (1d4) damage.

Mounted Warrior. When mounted, the musa has advantage on attacks against unmounted creatures larger than its mount. If the musa's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails.

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

Slippery Peel. When a Musa is reduced to 0 hit points and dies, it sheds its leathery peel creating a 5-foot square of difficult terrain. If a creature moves into an area where a Musa has been slain, it must make a DC 13 Dexterity save or fall prone.

Actions

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

Poisoned Blow Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit 1 piercing damage. The target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) 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.

Compy

The compy as the musa call them(short for compsognathus), is a turkey-sized descendant of the velociraptor. They stand only 6" taller than the musa at a height of 1' 5" to 1' 9" tall, but when a Musa Raptor is mounted on a trained Compy they become a tiny force to be reckoned with.

On their own, Compy are pack hunters. They don't tend to live away from the musa but when they do, they live in large nomadic heards (20 to 50 or more).


Compsognathus

Tiny beast, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 13 (3d4 + 6)
  • Speed 40ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 15 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Skills Perception +4
  • Senses passive Perception 13
  • Languages --
  • Challenge 1/4 (50 XP)

Pack Tactics. The compsognathus 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 itsn't incapacitated.

Actions

Multiattack. The compsognathus makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 2 (1d4) 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 this way.

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

6

Creatures | The Musa



Swarm of Compsognathus

Medium swarm of Tiny beasts, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 83 (11d8 + 33)
  • Speed 40ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 16 (+3) 5 (-2) 14 (+2) 6 (-2)

  • Skills Perception +5, Stealth +5
  • Senses passive Perception 14
  • Languages --
  • Challenge 6 (2,300 XP)

Avoidance. If the swarm is subjected to an effect that allows it to make a 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.

Pack Tactics. The swarm 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 itsn't incapacitated.

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

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 beast. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. The swarm makes five attacks: two with its bite and three with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (3d4) 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 this way.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Bonus Actions

Mocking Chant (Recharge 5-6). Creatures within a 30-foot radius must make a DC 11 Wisdom saving throw. On a failed save, they have disadvantage on attack rolls against the swarm until the beginning of the swarm's next turn.

Reactions

Uncanny Dodge. The swarm halves the damage that it takes from a single attack that hits it. The swarm must be able to see the attacker.

New Spells

Amplify Damage

1st-level necromancy (curse)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You choose a creature you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration. While cursed, whenever the creature takes damage from a melee attack it takes an additional 1d6 necrotic damage.

At higher levels. When you cast this spell using a spell slot of 2nd-level or higher, the necrotic damage increases by 1d6 for each slot above 1st.

A remove curse spell ends the effect.

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Creatures | The Musa

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