Jarviskjir Monster Compendium

Oli's Monster Compendium

The Monsters here are created for Oli Smith's world of Jarviskjir. They're intended for a Roleplay focused game and are designed as such. All the lore, art and homebrew content here has been created by Oli Smith and will be constantly updated. These monsters are updated in order of creation with no real organisationn, that will come with the full version of the Monster Compendium to be released in the future. For more follow at https://twitter.com/Olirant , https://www.twitch.tv/olirant, https://www.patreon.com/olirant


Pale grey, hunched and stumbling on all fours, Gneblins continue to do their duty protecting the ruins of the Giant kingdom long after it fell. This race of goblinoids resembles a lesser goblin bleached of colour and hunched of back. They were created via enslavement and conditioning by Giantkin aons ago to repair and build their watchtowers, cities and sewers. They were made to be simple creatures that want little more than to fix and be told they did a good job. After all the huge Giants needed small 3 foot creatures and their small hands to handle jobs they could not.

Gneblins can be found using the tight maintenance tunnels in giant ruins and strongholds fixing, cleaning and maintaining their homes. Even now after the Giant civilisation that once ruled over Jarviskjir has fallen Gneblins continue to live in the husks of Giant ruins, seemingly still loyal to their masters despite no Gneblin alive knowing their old mission. Often they are found in service to ogres and trolls.


Small humanoid (goblinoid, neutral evil

  • Armor Class 15 (Leather Armour, Shield)
  • Hit Points 11 (2d6+4)
  • Speed 30ft.

14 (+2) 8 (-1) 12 (+1) 8 (-1) 8 (-1) 8 (-1)

  • Skills Atlhetics +6
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Goblin, Giant
  • Challenge 1/2 (100) XP

Nimble Escape. The gneblin can take the Disengage or Hide action as a bonus action on each of its turns.


Warpick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) slashing damage.

Javelin. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.

Treekin Avenger

Those keen beings that live in the forests understand the flow of nature. A logging camp is usually no worry. But if the mortals gain a terrible greed, the forest will flow with anger. Be it the industry of man, the fury of beast or the unpredictability of nature, living forests can be forced to snap. Forests touched by the Fey can become home to all manner of strange creatures. Dryads for one naturally are gentle tree-like beings with reclusive lives but the awakened Treekin a type of Dryad that are changed by their furious wrath.

Protectors of the Forest. Treekin Avengers drag themselves from the depths of forests hungry for vengeance. While they seek only to protect their lands they are incredibly brutal in their hunger for justice. Teams of Treekin will break into houses while the moon is up and kill every member of the household before slinking away.

Eternal Bond. With a mental bond, Treekin work together in closely bonded teams so connected the teams are completely co-ordinated and able complete extremely complex combat manoeuvres. Each Avenger wears a sprig or small branch from each of their teammates in their hair, an ancient tradition that promotes their bonds.

Terrifying Beauty. Despite their fury the unnatural beauty of the fey still radiates in these dryad warriors. More than once mortals have claimed to fall in love with Treekin on the battlefield.

Treekin Avenger

Medium fey, chaotic neutral

  • Armor Class 14 (natural armour) (16 with Treekin Barrier)
  • Hit Points 26 (6d8)
  • Speed 30ft.

13 (+1) 16 (+3) 11 (+0) 14 (+2) 14 (+2) 12 (+1)

  • Skills Perception +5, Stealth +5
  • Damage Resistances poison
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 1 (200 XP

Innate Spellcasting. The Treekin's innate spellcasting ability is Charisma (Spell Save DC 13, Spell attack +3) . The Treekin can innately cast the following spells, requiring no material components:

At will : druidcraft

3/day : entangle, invisability, thorn whip

Team Bond. Members of a Treekin Avenger team can communicate telepathically within 60 feet

Speak with Beasts and Plants. The Treekin can commmunicate with beasts and plants as if they shared a language.


Elvenwood Spear. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 1) piercing damage or 7 (1d8 +1) piercing damage if two handed.

Treekin Barrier. As a bonus action the Treekin can forge a shield out of bark and vines. While this shield is up the Treekin gains +2 AC. They can dispell the shield as a bonus action.



Medium humanoid (any race), true neutral

  • Armor Class 16 (studded leather)
  • Hit Points 60 (12d10)
  • Speed 30ft.

10 (+0) 18 (+2) 16 (+3) 12 (+1) 14 (+2) 8 (-1)

  • Skills Perception +5, Survival +5, Animal Handling +5
  • Senses passive Perception 15
  • Languages Any two languages
  • Challenge 3 (700 XP)


Battleaxe. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 5 (1d8) or Hit 7 (1d10) if used with two hands.

Blunderbuss. Ranged Weapon Attack: +4 to hit, range 40/200ft., one target. Hit 10 (1d12 + 2) fire damage. If the Poacher rolls a natural 1-2 they missfire, a 5ft square smoke cloud is created around them blocking sight. This smoke cloud is removed at the end of the Poachers next turn.

Net. Ranged Weapon Attack: +4 to hit, range 5/20ft., one large or smaller creature. Hit 10 The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Not all rangers that hunt in the wild are pure of heart. For some the promise of glittering gold makes hunting dangerous monsters worth the hassle. These talented professionals use their superior tracking skills to hunt beasts and monsters so that they can sell their parts to all manner of people that would buy them.

Often those that would protect nature end up going tooth and claw against Poachers. Druidic Circles and Poachers clash any time they meet. Poachers may not be evil but they damage the delicate balance of nature. Poachers usually work in groups to make dealing with any trouble makers easier. They also have battle trained animals by their sides that they unleash on foes.

Poachers always have a full coin purse. The wizards and researchers that would buy the reagents they gather pay a pretty penny due to the difficulty of such work and the Poachers ability to skirt the law. In lands ruled by elves for example, hunting the wildlife so visciously can be penalised by the loss of a limb or even death. Poachers use this money to buy good equipment and to buy off guards. A Poacher’s equipment is often of the highest quality, including brand new state of the art weapons and traps. Occasionally adventurers can get wrapped up in a large poaching plot, where poaching is just one arm of a global smuggling operation.

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Alpine Dryad

Dryads that find themselves watching over the most wintery of forests have become cold and immobile just like the environment. Most Dryads are friendly if not shy and strange to mortal folk but Alpine Dryads are mean or worse to travellers they find. Just like the trees that live in mountaintop forests, Alpine Dryads are large beings with thick bark. Gone is the delicate beauty of a temperate Dryad replaced with a harsh and strong form that is still enrapturing if only in a different way. If they need to be in a fight they will take the hits and keep on fighting, often turning to the aid of any forest beasts in need.

Dryads can become obsessed with mortals they see over and over, a forest woodcutter or a herbalist that goes into their territory. Alpine Druids are far less sweet about their obsession. They are used to surviving in the wild and sometimes take what they want. Their prizes usually freeze solid in the magical cold of their forests, but the Dryad rarely mind as they still get to look at their muse as ofbeautiful paintings. Those rare people that do survive an Alpine Dryads affection, say a Goliath or Ice Mage, will find an amazingly loyal friend that will not falter in that loyalty for any reason.

Alpine Dryads are usually found alone. In battle they charm the first enemies they can grab, destroying any others. If they find a being that can withstand their freezing touch, or one that speaks the Sylvan language of the Fey, they will slow their attacks and try to talk. Often Alpine Dryads have some animals as companions.

Alpine Dryad

Medium Fey, Chaotic Neutral

  • Armor Class 16 (Natural Armour)
  • Hit Points 52 (6d10 + 20)
  • Speed 30ft.

16 (+3) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 12 (+1)

  • Skills Perception +5, Stealth +5
  • Damage Resistances poison, cold
  • Condition Immunities charmed
  • Senses passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 4 (1,100 XP)

Inate Spellcasting. The Treekin's innate spellcasting ability is Wisdom (Spell Save DC 14, Spell attack +4) . The Treekin can innately cast the following spells, requiring no material components:

At will : druidcraft, frostbite

3/day each : invisibility, cure wounds, suggestion

1/day each : cone of cold

Natural Form. An Alpine Dryad has advantage on Stealth checks in snowy environments.

Speak with Beasts and Plants. The Treekin can communicate with beasts and plants as if they shared a language.


Strangling Grasp. +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) bludgeoning damage and the target is grappled (escape DC 14).

Freezing Hold. If the Alpine Druid has a target grappled, that target must make a Constitution Save, DC 16. On failure the target takes 3d6 cold damage, taking half of that damage on a success.

Charming Touch. If the Alpine Druid has a target grappled, that target must make a Wisdom Save, DC 14. On failure, the target is charmed by the Druid and will follow their command.

Freezing Blink. Recharge (5-6) The Alpine Dryad can teleport 30 ft as a bonus action. Any creature within 5ft of the Dryads end location must succeed on a DC 16 Con Save or take 3d6 cold damage, or half as much on a failed save.

Greater Fire Pangolin

There are many places where the energy of the Elemental Planes bleed into the Martial World. In areas touched by the arid wastes of the Plane of Fire, the large sleepy Fire Pangolin can be found. While a regular Fire Pangolin is the size of any other, the Greater Fire Pangolin grows to enormous size while slumbering in the heat and feasting on any prey they can find.

They are only aggressive creatures when they are bothered. Unfortunately for travellers, Greater Pangolins of all kinds tend to sleep in the middle of ravines and roads. A Greater Fire Pangolin sees nothing as a threat as its body sends of embers and smouldering smoke, so it cares not where it lays its head. Any traveller that gets to close must dodge its bladed tail while hoping their blade can strike through their impressive armour.

Greater Fire Pangolin

Large monstrosity, unaligned

  • Armor Class 18 (natural armour)
  • Hit Points 94 (9d10 + 45)
  • Speed 30ft., burrow 15 ft.

19 (+4) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 6 (-2)

  • Skills Perception +6
  • Damage Immunities fire
  • Senses Darkvision 60 ft., tremorsense 60 ft.,
  • Languages none
  • Challenge 5 (1,800 XP)

Heated Body. A creature that touches the Greater Fire Pangolin or hits it with a melee attack while in 5 feet of it takes 7 (2d6) fire damage.


Multiattack. The Greater Fire Pangolin makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 13 (2d8 + 4) piercing damage and 7 (2d6 fire damage)

Tailswing. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 13 (2d12 + 4) slashing damage and 7 (2d6 fire damage)

Dur Ros Automaton

The Soulforges are lit, the sacrifices are made. Now the fruit of the Deep Dwarves labour, the Dur Ros, take to the battlefield in the place of their masters.

Dur Ros are metallic warriors, with battle ready bodies made of brass and iron. While they might at first seem like empty suits of armour within each one is a very real soul. These weapons of war are new in Duregar society but are now taking the place of their warrior caste. The Deep Dwarves have trouble with the suns rays but these metal warriors have no trouble.

The Dur Ros have souls and minds, but ones intentionally dulled. They act similarly to children when not on duty but when on the battlefield fighting without mercy. Dur Ros are far faster than they look. They are quick beings with powerful punches. Some are even gifted with natural powers beyond that of others, becoming sorcerers and mages. They have their own personalities hopes and dreams and some extremists even believe the mechanical beings even deserve equal rights. So far Dur Ros can only be made by a secret ritual known only by a small group of Underdark Allies. Some of the Deep Dwarves fear what could happen when these mechanical soldiers discover the secrets of soulforging and can reproduce on their own…

In battle Dur Ros are far faster and stronger than their own masters. Their appearances betray them as the automatons move extremely fast jumping back and forth from friend to foe. They attack with their metallic fists finding no need for simple things like weapons. They make look like oversized armoured dwarves but they fight extremely differently.

Dur Ros

Medium Construct, lawful evil

  • Armor Class 18 (natural armour)
  • Hit Points 58 (9d8 + 18)
  • Speed 30ft.,

18 (+4) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 12 (+1)

  • Skills Perception +3
  • Damage Immunities poison, pyschic
  • Damage Resistances peircing, slashing
  • Senses Darkvision 60 ft., passive perception 14
  • Languages Dwarven, Undercommon,
  • Challenge 4 (1,100 XP)


Multiattack The Dur Ros makes two melee attacks.

Iron Palm Melee Weapons attack +6 to hit. reach 5 ft. one target. Hit 8 (1d8+4) bludgeoning damage.

Warding Dash. As a bonus action, a Dur Ros can leap to any allied creature that they can see within 30 ft landing within 5 ft of them. That creature gains +2 AC untill the Dur Ros's next turn.

Elvish Guard Mage

In the Elvish Realm many of the guard troublemakers find themselves meeting need not fight criminals face to face with blade and shield. Guard mages can be found in almost any elvish settlement and patrolling elvish cities alongside armoured comrades. Those who try to join the city guard with a natural talent for magic, common in elvish blood of course, spend hundreds of years training with House Balathasaer on how to best manipulate their magic for the good of the land. Many of them are wizards, carrying with them a spellbook that holds great power. But do not take them for pathetic archmages all robes and no strength, any Guard Mage will go toe to toe with a vagabond with their blade when the time comes.

Elvish Guard Mage

Medium Humanoid (elf), lawful good

  • Armor Class 12 (15 with mage armour)
  • Hit Points 46 (8d8)
  • Speed 30ft.,

10 (+0) 14 (+2) 16 (+3) 16 (+3) 10 (+0) 10 (+0)

  • Skills Perception +2, Arcana +2
  • Senses passive Perception 12
  • Languages Elvish, Common
  • Challenge 3 (700 XP)

Spellcasting. The Elvish Guard mage is a 3rd level spellcaster. Its spellcasting ability is Intelligence (Spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): fire bolt, message, mending

1st level (4 slots): comprehend languages, detect magic, mage armour, magic missile

2nd level (2 slots): hold person, knock


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


The main contact between Gods and Mortals, a Malady is an astral entity forged to speak the words of their god to the world. A Malady is usually on a mission, shadowing a mortal in their astral shadow while pouring their messages into the mortals dreams. Rarely mortals see the Malady that haunts them, but those who gaze on a Malady see a bulbous organic mess of mouths, tongues and teeth. A Malady prefers to hide in the Astral Plane, only resorting to clumsy combat when it’s life depends on it.

The sight of a Malady is simultaneously a blessing and a terrifying bane. While they are Celestial, there is no trusting that a Malady whispers the words of good. In Jarviskjir, even gods of darkness control their own shadowy angels and other horrific celestial constructs, and hence have their own Malady’s muttering to the world. A Malady’s appearance is forged to represent their celestial origin, Gods of light bare Maladys like glowing suns where as Gods of war have Maladys made of iron and brass.

Maladies are not natural creatures, instead born via angelic rituals. While the Maladic ritual is traditionally performed by angels and celestials, occasionally mortal wizards and warlocks can craft these astral beings into existence. The ritual requires a single drop of celestial blood. If a wizard is hiding celestial blood in their tower there’s a good chance they summon Maladies to whisper in the ears of their enemies. A Malady is not created with a singular purpose. They are loyal to their creators and will complete one task after another for hundreds of years.

Incepting Whispers

A Malady can use Incepting Whisper on any target with an Intelligence Score of 5 or higher, provided they are within the creatures Telepathy Range. A Malady can weave psychic charming words into simple minds in the form of holy or demonic messages. These messages are clearest in the targets dream. A Malady looms over the target within the Astral Plane while they whisper to them. A creature protected from diviniation or mind reading is immune to the Malady’s words.


Large celestial, lawful neutral (or alignment of their creator)

  • Armor Class 15 (natural armour)
  • Hit Points 72 (10d8+28)
  • Speed 5ft., fly 20 ft. (hover)

10 (+0) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)

  • Saving Throws Int +5, Wis +5, Cha +3
  • Skills Perception +5 Insight +6
  • Damage Resistances radiant
  • Condition Immunities prone, blinded
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Celestial, Telepathy 120 ft (across planes)
  • Challenge 6 (2,300 XP)

Innate Spellcasting. The Malady’s innate spellcasting ability is Intelligence(Spell Save DC 16, Spell attack +6) . The Malady can innately cast the following spells, requiring no material components:

At will : mage hand, minor illusion,

3/day each : arms of Hadar, magic mouth, charm person, comprehend languages

1/day each: Evard’s black tentacles, locate creature, locate object, plane shift (self only), lightning bolt, invisibility


Multiattack. A Malady makes three Bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 5 (1d8) piercing damage and 4 (1d6) bludgeoning damage

Astral Shift. A Malady can move between their current plane and the Astral Plane at will as an action. While in the Astral plane the Malady can use Wrathful Mindlash and Incepting Whisper on targets on the Martial Plane within range.

Wrathful Mindlash (Recharge 5-6). The Malady targets a creature within sight, the target must make a DC 16 Intelligence Save or they take 12 (2d10) psychic damage, and must continue to make another save at the end of each of their turns or take another 12 (2d10) psychic damage. A target that successfully makes the save is immune to the effects of Wrathful Mindlash for 24 hours.

Dark Fampyre

Dark Fampyre

Medium Undead Fey, neutral evil

  • Armor Class 15 (natural armour)
  • Hit Points 85 (11d8+36)
  • Speed 35ft.,

16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 16 (+3)

  • Saving Throws Dex +5, Int +5, Cha +3
  • Skills Perception +5 Stealth +6
  • Damage Resistances necrotic, bludgeoning, piercing and slashing from nonmagical weapons
  • Condition Immunities charmed
  • Senses Blindsight 30ft., Darkvision 120 ft., passive Perception 13
  • Languages Common, Sylvan, Elvish,
  • Challenge 6 (2,300 XP)

Regeneration. The Dark Fampyre regains 10 hitpoints at the start of is turn if it has at least 1 hit point and isn’t in sunlight or running water. If the Fampyre takes radiant damage or damage from holy water this trait doesn’t function until the start of its next turn.

Sunlight Sensitivity.


Multiattack. A Dark Fampyre makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 8 (2d4 + 3) slashing damage. Instead of dealing damage the Fampyre can grapple the target (escape DC 13)

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated or restrained. Hit 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Shade Blink. The Dark Fampyre can teleport to a location it can see within 30ft of itself providing the area is not in bright light.

Light Drain. The Dark Fampyre can target a creature or object within 120 ft. The target must make a Charisma Save of 14 or takes 12 (2d10) necrotic damage. Even if the save is successful, any light sources the character is holding or the object creates are destroyed, even magical sources like the Sunlight spell.

A Dark Fampyre is a strange hybrid that naturally should never occur. A powerful fey when bitten by a vampire during a precise ritual becomes stronger than ever before, with the strength of a vampire and the charming magic of the fey. A Dark Fampyre is usually the form of a twisted Eladrin drained off all colour with white eyes, their sharp teeth granting them the guise of a wild beast.

Many Dark Fampyres are from the secret and despised Darkling Court, Fey cursed to never see the sun again. As such their strange powers adapted in such a way to drain light. In a Dark Fampyres presence candles and torches flicker out and lanterns explode into meaningless glass. This makes them the perfect leaders for Vampire attack forces destroying any damaging light they can see. Fampyres never grow as strong as true Vampires even given excess of time.

Understandably in a world like the Feywild, some of the first spawned Dark Fampyre’s didn’t stay loyal to their Darkling bretherin and went off into the world. Many have dreams of grandure of becoming an Archfey Patron. And honestly with the power that pumps through their now undead veins they have a chance. But they are still mere thralls and not truly free, when that day comes they will spread across the Feywild like a plague.


When one with elf blood dies they are reborn in the glorious planes of Arborea. It is a land made perfect for the mortal fey. But not for all of them. Roaming the white sands of Mithardir are those punished by the elvin gods. Soluvritar were once elves. Infact, they were once the first elves. Their forms at a glance could be mistaken for elf kind but when they shamble towards you their corruption is clear. Burning scars riddle their body, pouring hot white sand that seems to have no end. They are beings filled with shameful, sinful pain, pain they will take out on any they find.

When elves were near savage beings, Corellon with his pantheon backed by the sun and moon themselves, forged them into their loyal forms they have today. But not all of those Primal Elves accepted Corellon. Many that ran from his order are the ancestors of the Drow. Those that did not escape live eternal punishment, Soluvritar.

Even in the modern age it is possible for an elf blooded mortal who sinned in life to become a Soluvritar when they are reborn in Arborea. There is mercy in their curse, as when a being dies after being reborn they are truly destroyed. Soluvritar destroyed in their home plane are gone for good. Those that find their way to the mortal realms, or often the feywild, find themselves returning to the white sands of Mithardir. Soluvritar are dangerous if encountered by ‘full souled’ mortals in Mithardir. Like most ‘half souled’ reborn beings, they have a compulsion to harvest the souls of mortals to elongate their life or perhaps fix their curse.

Half Souled.

When a being dies in the martial plane their soul does not end. Whichever god, demon, demigod or saint had claimed the mortals hard gets their soul. But it is not that simple. Beings are reborn in the outer plane that falls under their deities control, although not as they were in life. Often their form is changed but all but the most holy of saints lose their memory. It does return in time but the Half Souled know nothing but their name. In their heaven, or hell, they reforge a new identity with the skills they had in life being their only guide. They are called the Half Souled.

Almost all beings on the Outer Planes are half souled. When they die in the outer planes, their soul is completely destroyed unless captured by their god or forged into a magical artefact. Half Souled are envious of ‘Full Souled’ mortals, and those most wicked and greedy know their value. The souls of beings have power in the outer planes, and by absorbing the soul of a mortal a Half Souled being can gain strength and power. Most commonly this takes the form of resurrection, allowing a Half Souled being to survive death or with enough souls even return to life in the Martial Planes.

Those that do not worship a god are sent to far worse places, becoming horrific beings such as the grub like wastes in the plane of Hades. What happens to those who worship the wannabe gods of the Fey and Fel is often inconsistant, but most of the Archfey and Fel Lords will claim the souls of their followers on death to gain more power. Rarely they create Half Souled, it is within their power for the strongest of them.


Medium fiend (elf), neutral evil

  • Armor Class 16 (natural armour)
  • Hit Points 91 (14d10 + 15)
  • Speed 35ft.,

16 (+3) 16 (+2) 12 (+1) 11 (+0) 14 (+2) 12 (+1)

  • Saving Throws Dex +5, Wis + 5
  • Skills Perception +5
  • Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities poison, fire
  • Condition Immunities charmed, poisoned, sleep
  • Senses Tremorsense 20 ft., Darkvision 120 ft., passive Perception 15
  • Languages Elven
  • Challenge 6 (2,300 XP)

Sand Spirit. A Soluvritar is immune to the effects of difficult or dangerous terrain caused by sand.


Multiattack. A Soluvritar makes two dagger attacks.

Rasping Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d6+3) bludgeoning damage and 10 (3d6) fire damage. After hitting a target with a dagger attack a Soluvritar may spend a bonus action to use Soluvritars gift on that target.

Soluvritar’s Gift. As a bonus action after hitting a target with a dagger attack, the target must make a Dexterity Saving throw, DC 15. On a failed save the target takes 6d6 fire damage and 4d6 necrotic damage, taking half damage on a successful one. On a failed save the targets hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature’s hit point maximum to 0, the creature dies. The effect lasts until the creature finishes a long rest or until it is healed by a greater restoration spell.

Heliotropic Shambler

The creature shambling towards you is coated by suffocating cloying purple fungus. It glows as if there is life inside of it, but it only seeks to snuff yours out. Heliotropic Shambler's are the effect of a fungal infection used by Mindflayers to protect their lands.

Infected Husk

Medium plant, chaotic evil

  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 20 ft.,

11 (+1) 12 (+1) 12 (+1) 6 (-2) 8 (-1) 6 (-2)

  • Skills
  • Condition Immunities charmed, frightened, poisoned
  • Senses Blindsight 30ft, passive perception 9
  • Languages ---
  • Challenge 1/2 (100 XP)

Shambling Fortitude. If damage reduces the Husk to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is acid or from a critical hit. On a success the Husk drops to 1 hit point instead. Fungal Network. For each Heliotropic Shambler within 30 feet of the Infected Husk, the Infected Husk gains a +1 to Intelligence, Wisdom and Charisma rolls and saves.


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

Infected Creatures. To design a creature infected by the Heliotropic Shambler fungus, grant them the Shambling Fortitude and Fungal Network abilities, Blindsight and lower their speed by 10. Creatures who have been infected for some time lose mental attributes also.


In the Deep North you hear stories of beautiful women that lead folk on glorious journeys. If that woman happens to be a Valkyrja in disguise, that story will have a gruesome end. A Valkyrja is a dark and curious angelic being that grants quests to young heroes. Their journey leads them through the world to a place the Valkyrja deems worthy, any place that is closely linked to the afterlife realm of Ysgard. Once they’ve reached their quests end the Valkryja slays that hero, claiming their life essence for their own.

They are not vindictive or evil about their choices. They prefer to collect those who have a glorious soul and a habit for adventure and try to collect them as young as possible to absorb their life essence and extend their own life. They will willingly lie, if they have to, but prefer to be charming and calming in their demeaner. Despite this they never target children, and will actively protect young creatures from harm despite their quest.

No one truly knows the gods that the Valkyrja pledge their service to. Some even suspect that they, blasphemously, act against the words of gods despite their angelic seeming form. They seem old, impossibly old. One thing is certain, they are tied to the afterlife of Ysgard, the same realm that both Northmen and the elder elf races seek in death. It is believed that in doing this the Valkyrja may infact grant their chosen target access to Ysgard and for that reason some folk in the north respect and worship Valkyrja.


Medium celestial, lawful neutral

  • Armor Class 14 (natural armour)
  • Hit Points 51 (6d10+18)
  • Speed 30 ft., fly 60 ft.

14 (+2) 12 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3)

  • Skills Intimidation +7, Preception +6, Religion +6
  • Senses passive Perception 15
  • Languages Common, Celestial
  • Challenge 4 (1,100 XP)

Soul Siphon. When a creature dies within 15 feet of the Valkyrja, the remaining natural years of that creatures life span is added to the Valkyrja’s lifespan. The Valkyrja is healed for a 3d10 health as this happens. The Valkyrja can only use this ability at the end of their journey, and/or in places closely attuned or manifesting the realm of Ysgard.

Glory’s Path. The Valkyra can sense places highly attuned to the realm of Ysgard, and can always lead herself there. As a free action they may grant their target this knowledge, it appearing in their mind as a simple path.

Shapechanger. The Valkyrja can use its actions to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the Valkyrja loses its flying speed. Other than its size and speed, 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

Wilted Wings. If a Valkyja’s wings get wet, their move speed is reduced by half.


Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 5 (1d6+2) bludgeoning damage

Rapturous Shield. The Valkyrja can summon a shield to protect an allied target. As a reaction, she may grant a target within 30 ft of herself +2 AC. If they take damage, the damage is reduced by half, half of that damage passing to the Valkyrja.


A beautiful grey skinned creature tempts you in with a soft smile. They are a Menage, a creature of shadow created by the Fel Princess known as The Courtesan, the dark god of passion and love. Menage resemble the race they were in life, shadowy versions of their last self although they are all capable of minor shapeshifting. Followers of the Courtesan allow themselves to become Menage to become their queens immortal lovers.

Menage are creatures bound by their own dark laws. Becoming a Menage does not require death, it’s a transformation that starts to take place moments after their contract is signed in blood. Because of that Menage’s are bound by the contracts of their own being. This makes them perfect tools that are perfectly loyal to The Courtesan. She needs not worry about their betrayal and beyond that she gives them as gifts to high ranking devils, umbrals and her followers.

Monster Hunters have an age old technique to fight Menage’s which involves tricking the monster into falling in love with them. When a Menage loves a creature they can do no harm to them, which makes them easy to slay (although few Menage do this.)


Medium Fiend, lawful neutral

  • Armor Class 13
  • Hit Points 28 (5d8+1)
  • Speed 30ft.,

10 (+0) 14 (+2) 13 (+1) 10 (+0) 14 (+2) 16 (+2)

  • Damage Resistances necrotic, psychic
  • Condition Immunities charmed
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Common, Umbral, Infernal
  • Challenge 2 (450 XP)

Innate Spellcasting. The Menage’s innate spellcasting ability is Charisma (Spell save DC 14). The Menage can innately cast the following spells, requiring no material components. At Will : alter self, dancing lights 3/day : false life, hellish rebuke


Natural Weapons (when Alter Self is active). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d6+3) slashing damage. Lust. The Menage targets a Humanoid that must make a DC 14 Charisma Save. If that Target was concentrating on a spell, they instantly drop concentration. Otherwise they drop one held object of the Menage’s choice.


Vestch are intelligent elemental creatures that inhabit the Elemental Planes. Each one is tied to an element, or para-element, and their bodies are made up of that element. They are considered some where between an elemental and a genie, having magical capabilities linked to their element and a hardiness of more primal elementals. Some believe them to be the next evolution of elementals.

In the elemental planes Vestch can be found all over in small villages living their lives naturally. It is when they find themselves in Jarviskjir they cause problems. Being slaves to genie in the Elemental Plane makes them jealous and angry, and they often take their anger out on Mortals. Often they can use their vast power convince Mortals to worship them and will gift their powers to their worthy, creating Elemental Cults.

When a Vestch creates an Elemental Cult they require the faith of their supporters to increase their power. Often this takes the form of sacrifices, for worshipers willing to take a life for them gives them bursts of strengthening power. But often Vestch are happy with small trinkets and shrines. They can create warlocks, paladins and even clerics to their cause.


While the earthen skin of a Wo is not quite as tough as the rock of an earth elemental, they are extremely hardy creatures. When they are wounded more sand and mud fills their wounds, making them extremely hard to keep down. This magical healing only stops when they are slain for good.

Wo like all Vestch are charismatic and brilliant leaders. They often make elemental cults amung the dwarves of Jarviskjir, in return giving them powers that will increase their mining and crafting potential. Often a Wo will support a Dwarven Clan from the shadows, helping them in their strifes.


Medium elemental, Chaotic Neutral

  • Armor Class 16
  • Hit Points 112 (15d8 + 45)
  • Speed 30ft., burrow 30 ft.

16 (+3) 12 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3)

  • Senses Darkvision 120 ft., passive Perception 15
  • Languages Common, Primordial, Dwarvish, Gnomish
  • Challenge 5 (1,800 XP)

Innate Spellcasting. The Wo’s innate spellcasting ability is Charisma (Spell save DC 14). The Menage can innately cast the following spells, requiring no material components. At Will : magic stone, mold earth, 1/day : hallucinatory terrain, invisibility, earth bind,

Earth Walk. A Wo does not suffer adverse effects of difficult or dangerous terrain when on rock, mud or sand. When standing or submurged in such materials they gain Tremorsense 30 feet.

Elemental Regeneration. When given a sacrafice, a Wo is instantly returned to full Hit Points and spell slots.


Multiattack. The Wo makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 5 (1d8+3) slashing damage.

Sand Scour. (Recharge 5-6) The Wo generates a blast of hot sand in a 30 foot line or a 15 foot cone. Creatures inside it must make a DC 14 Constitution Save, taking 4d6 slashing damage and 2d6 fire damage on a failure and half damage on a succsefful save. Additionally, a target who fails their Con save is Blinded, and may repeat this save on the start of their next turn. The area filled with sand is heavily obscured until the end of the Wo's next turn.

The Wo may also make this attack be Mud, in which case it deals 4d6 bludgeoning damage and 2d6 cold damage in stead.

Change Shape. The Wo polymorphes into a small or medium humanoid, or back into their true form. Their stats remain the same and the Wo can polymorph clothing on or off of their body. They return to their true form when slain.


Rooks are the fast moving acrobatic defenders of the City of Bastillion. They fly from tower to tower using their grappling arrows and bows hunting ciminals and dangers to the spired city.


Medium Humanoid, Lawful Neutral

  • Armor Class 16 (studded leather)
  • Hit Points 75 (10d8+30)
  • Speed 40ft.,

12 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 16 (+3)

  • Senses Darkvision 60 ft., passive Perception 16
  • Languages Common, Infernal,
  • Challenge 5 (1,800 XP)

Spellcasting. The Rook is a 4th Level Spellcaster, Its spellcasting ability is Charisma, and may cast ritual spells as rituals.. Spell Save DC 15, +7 to hit.

Cantrips (at will), dancing lights, message, light, minor illusion

1st Level (4), alarm, bastillion firework, featherfall, detect magic

2nd Level (3), animal messenger, knock, silence, zone of truth


Advanced Multiattack. The Rook makes two attacks with its shortsword or longpow, and may change weapon as a free action.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 7 (1d6+4) piercing damage.

Longbow. Ranged Weapon Attack: +6 to hit, reach 150/300 ft., one target. Hit 8 (1d8+4) piercing damage.

Grappling Arrow. If the Rook has its Longbow or similar ranged weapon equipped, they may make a Grappling Arrow action. A rook fires a magical grappling arrow into a distant wall, building or ceiling with an infinite amount of rope attached. The Rook immediately may use this to travel 120 feet any direction. A Rook may choose to end its turn after using this ability in mid air, and can chain the effect over multiple turns to move at vast speeds through Bastillion.


Valkyrie are celestial guardians with a duty to uphold the state of the world. Their main goal in life is the preservation of the soul cycle. When a force seeks to disrupt the natural cycle that souls take after death to their resting place, Valkyries are often those who seek out and restore order. This often means they can be very occasionally found hunting adventurers and the strongest folk who are resurrected in battle. Part of their duties mean they guard the Plane Ethereal and are made up of its essence, able to travel the realms at will. This is valuable as a Valkyrie only takes the most difficult quests agains the most heinous abominations, hunting through the realms to make sure souls go where they must.

Natural Order.

Valkyrie have a strong strong inclination to restore natural order by any means necessary. Valkyrie live in Temporal Halls in the Plane Ethereal and small outposts in the Dream and Uhaugr, where they travel when they need to stop those who disrupt the natural flow. They once kept in small communities centred around great ethereal halls but Valkyries usually worked alone when they took up a cause. Their cause can be as simple as to end a strong necromancer, to slay a wannabe god before their ascension or protecting the fate of the realms. They only deal in issues with potentially realm changing effects. Often Valkyrie are ‘bought’ almost like bounty hunters for the soul, but this is only if they can agree with the cause, sometimes leading armies of celestial creatures.

Magical Bounty Hunters.

While some Valkyrie align themselves with one pantheon rather than the others, most are strictly neutral. Neutral Valkyries are respected and known by other creatures in the Dream and are allowed to go about their business. Those that do ally themselves with other pantheons are usually born of them, resembling their kind, such as dwarven looking Valkyries that serve the Dwarven Gods. All Valkyrie are female, and bare children with great warriors from other realms, training their immortal daughters with years of combat drills. Valkyrie are ageless and immortal by nature, but can be slain and destroyed in combat, and it is though that the souls of Valkyrie are reincarnated into the next Valkyrie born, guiding their training.

Sad Fate.

Valkyrie are now a shadow of what they once were. They were once led by the Mother Yyren, a Goddess who united and controlled them and rumoured to be one of the first early gods. In a united attempt by the forces of the Nightmare she was slain. The remaining Valkyries for centuries now have been lost adrift in the Plane Ethereal, frozen in Nightmare Resin or travelled into isolation. Perhaps worse off are those Valkyrie who have been driven to madness, becoming horrifying warrior spirits that stalk the realms. Those Valkyrie that remain try to continue their duties, such as the Sisterhood of Yyre, guardian angels who operate in the North protecting those who need their aid.


Medium celestial, chaotic good (or chaotic evil)

  • Armor Class 20 (plate armour)
  • Hit Points 140 (16d10 + 50)
  • Speed 30ft., flying 90 ft.

20 (+5) 17 (+3) 18 (+4) 17 (+3) 20 (+5) 18 (+4)

  • Saving Throws Wisdom +9 Charisma +8 Dexterity +7
  • Skills Perception +9
  • Damage Immunities radiant; bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Resistances cold
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120ft, passive Perception 19
  • Languages All, Telepathy 30 ft.
  • Challenge 10 (5,900 XP)

Innate Spellcasting. The Valkeries spellcasting ability is Wisdom (spell save DC 17). The edeva can innately cast the following spells requiring only verbal components;

At Will : Detect evil and good, spare the dying, light

1/day each: raise dead, death ward

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

Booming Dive. If the Valkyrie is flying and it dives atleast 30 feet straight towards a target and hits it with a melee weapon attack, the attack deals an extra (4d8) thunder damage to that target. Flyby. The Valkyrie does not provoke opportunity attacks when they fly out of an enemies reach.


Multiattack. The Valkyrie makes two Longsword attacks, and may change one Longsword attack to a Heel Slam or Cold of Uhaugr attack.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d8 + 5) slashing damage plus (2d8) radiant damage.

Heel Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: On a hit the Valkyrie knocks their target prone and deals (4d12) piercing damage to their target.

Cold of Uhaugr. Ranged Weapon Attack: +8 to hit, range (60, 240)., one target. Hit: (4d6) piercing damage + (4d8) cold damage.

Aiding Souls. (recharge 6) The Valkyrie summons 2d4 Lesser Felwalkers each one appearing in an unoccupied space within 10 feet of the Valkyrie. These Felwalkers are loyal to the Valkyrie, and her allies.

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