Oddities and Eccentricities

by ArborLad

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Oddities and Eccentricites

Oddities and Eccentricities

Some things in the world are one of a kind. Some are merely exotic and unfamiliar. These are but some of the stranger, more unique examples I've found in my travels through the Southern Reaches.

Parasitic

Many of the relics and artifacts of the Southern Reaches have a strange property not found in most of the world. Some objects hailing from the region are parasitic in nature, forming some level of symbiosis in the host before unleashing their full abilities. The origin of these rarities is unknown, and such kinds of fleshcrafting go beyond the capabilities of all living practitioners.

Objects with the parasitic property behave similarly to cursed objects. Once attuned, they cannot be disconnected from the host without making a Constitution saving throw with disadvantage. On a failed save, a character rolls a number of die equal to the size and number of their class' hit die in damage. On a success, this damage is halved. Another player can make a Medicine skill check to remove to grant a +3 bonus to the saving throw. For each additional month of symbiosis, an additional success is required to successfully remove the parasite.

Archers Jawed Vambrace

Weapon, parasitic, rare (requires attunement)

This item appears, at a glance, to be an ornate and strange vambrace typical of an archer, with attached finger tabs and armguard. Affixed around the palm is a loop of bone attached to the back of the hand, and a length of bone running from that point, along the forearm, reaching 18". The unusual nature of the vambrace is activated by the bearer's fight-or-flight response or, after attunement, at will. When in the state, the length of bone splits lengthwise into 2, pivoting on the boneloop over the palm and forming a longbow of bone with tendon for the string. The transformation is quite quick, and usually accompanied by the jaw salivating as it separates. Sharp teeth line the inside of the bow and it can be used as a shortsword in melee. Functions as a standard longbow. When the bearer is feeling somewhat at ease they can mentally command the jaw to snap shut.

Longstriders

Wondrous item, rare

A leather harness, with buckles to adjust size to fit most medium humanoids comfortably. The unusual element to this item is that as a movement action the player may extend a set of spider-like legs from the back of the harness, granting an additional 20ft of movement this turn, and ignoring difficult terrain penalties. Recharges after a short rest.

Twilight Cloak

Wondrous item, rare (requires attunement)

This cloak, hailing from a distant realm rarely visited by planeswalkers or spelljammers, belongs to a secretive order

of Knights. Charged with recording the knowledge of those that live there, the Knights operate in pairs, one half wearing the cloak, and wielding a sentient greatsword. Made from a soft, blue material, the cloak seems to swirl protectively around the user. Once per long rest, the cloak can be activated to grant resistance against psychic damage for 1 minute, or advantage against spells that charm or frighten you.

Bladedriver

Wondrous item, weapon, very rare

At first glance, this appears to be a surprisingly bulky punchdagger or katar. Ambidextrous and strapped to the forearm this weapon requires little finesse to use, at least in a basic fashion, dealing 1d8+Str mod. What sets this apart is the large, visible spring and mechanism attached to the rear of the blade. As a bonus action you may prime the spring on the Bladedriver. After priming, on a hit, the user can activate the switch in the grip, causing the blade to spring forward, dealing an additional 1d6 of damage. The forces exerted take a toll, allowing only a single attack to be enhanced in such a way per turn.

Whipgauntlet

Weapon, parasitic, rare (requires attunement)

First impressions of this rare relative to the cloaker look to be a simple leather and metal gauntlet. A closer inspection of the gauntlet opening, however, reveals a set of barbs intended to trap the users hand once put on. If donned, the barbed teeth engage, digging into the skin and releasing a venom with slight numbing effect that some users remain unaware of the now firmly attached gauntlet. The parasite feeds on lifeforce and blood of the user, and once sated, the plate on the back of the hand will lift, revealing its namesake. Prolonged usage will, over time, give a stronger command of the fleshy tendril inside until eventually being approximately analagous to whip weapon proficiency. The whip itself is formed of a length of stretchy muscle tissue, reaching up to 5 feet in length, and tipped with an unnaturally sharp bone barb, capable of cutting through even leather armour with enough force and precision. The muscular nature of the whipgauntlet allows the user to have their weapon readied, and even have increased range, without visibly alerting an enemy unaware of the item's nature, as long as you remain attuned to the whipgauntlet you have whip proficiency for the purpose of attacks with it.

Part 1 | Oddities

Phantom Limb

Wondrous item, very rare (requires attunement)

An elaborate set of leather straps adorned in celestial runes, silver buckles, and a deceptively stretchable fabric make up this intricate device. This item's effect only becomes activated when affixed to an amputated or lost limb. When securely attached, and after the user has attuned with the item, the user's affected limb will begin to fade into being before eventually turning opaque and tangible. This limb is part of their astral reflection in the upper planes, and the magic of the harness binds it to the material plane. The limb may be used as if it were a regular limb, and for all intents and purposes, it is.

Once attuned, the limb can be treated as if it were the original, however it is susceptible to dispel magic and other anti-magic effects, and if the binding harness is removed, the effect ends instantly. Monks familiar with the Way of the Astral Path may recognise similarities with their own abilities, however the manner of manifestation indicates an external force as opposed to an internal one.

Shining Faith

Armour, uncommon (requires attunement by cleric, paladin, monk, divine soul sorceror or celestial pact warlock)

A fairly simple garment, these tabards are adorned with the mark of various faiths, and are commonly used by travelling acolytes of said faiths. Available in a variety of colours and styles, the enchantment of these garments are two-fold. During attunement, the user may will the tabard to change any of it's cosmetic properties, after attunement, as a bonus action the user may put their hand over their heart and make a sincere statement of faith, restating their oath, reciting a tenet of your order, venerating your ancestor or your pact holder will cause the chosen symbol on the tabard to cast bright light for 20 feet in a cone in front of the user, and a further 15 feet of dim light thereafter. Initially this effect requires a sentence, but with repeated use can eventually be reduced to a single word.

Bloodplate

Armour, parasitic, rare (requires attunement)

A recognizable but not often seen work, this chitin breastplate often spread tales of their lifesaving properties. A dull blue-grey colour and covered in unique striations like that of a giant beetle or scorpion. Like many symbiotic or parasitic armours the breastplate requires direct contact with flesh in order for it's effects to become apparent. After attunement, once the organism has successfully meshed with the bearer's body, it begins it's work. Every long rest taken stores a charge in the breastplate up to a maximum of 3, and as a bonus action the user can press a particular spot to use one of the effects:

  • You roll a die equal to your class hit die and heal that amount (1 charge)
  • You gain advantage on a CON saving throw (1 charge)
  • Make an additional attack (3 charges)

Beastblades

Weapon, parasitic, rare (requires attunement)

A curious hybrid of clothing and weapon, beastblades become inert when not engaged in symbiosis, quickly dessicating and stiffening during their suspended animation. When initially worn they often feel uncomfortable and unwieldy due to the extended claws, the still regenerating tissue and the small dendrites inside that extract blood and nutrients from the host.

However, once the gloves have been sated, the user will quickly find themselves very adept at using them as if they were their own hands. Typically the gloves come to match the skintone of the user, and after acclimation, the claws will retract. At mental command the user can extend the claws, changing their unarmed attack to a d6.

Ossic Bronze Sword

Martial weapon, melee weapon, heavy, rare

This sword is made from the rather mysterious ossic bronze found in the region. Unlike most swords common to your homeland, this sword has a pronounced curve that gives it an axe-like quality. Heavy and single-edged, these swords excel at chopping and hacking. They hold an edge like a mithril or adamantine weapon, never seeming to dull or burr along the edge, but without the lightweight nature of those more well-known magic materials. The linen binding on the handle looks worn but seems unaffected by your treatment.

Boneblade

Martial weapon, melee weapon, parasitic, uncommon

These versatile weapons are popular with flashy adventurers and lovers of the exotic, being both useful and unusual in equal measure. One of the more common finds amongst the ruins and abandoned places of the Southern Reaches, these living blades of bone and sinew can reconfigure themselves especially quickly, though it does take energy from the host to do so. Every long rest taken stores a charge in the blade up to a maximum of 3, and as a bonus action the user can press a particular spot to use one of the effects:

  • The weapon damage type changes to one of the following: slashing, piercing or bludgeoning. (1 charge)
  • The weapon's general form and configuration change to match one of the following: longsword, shortsword or scimitar. (1 charge)
  • The weapon's number of damage die increase by 1 for the duration of this round. (3 charges)
Part 1 | Oddities

Cloak of Many Feathers

Wondrous Item, very rare (requires attunement)

A cloak of dull brown on the outside, with soft, white down on the inside, these cloaks are easily confused for something gaudy the nobility would wear. The cloak will draw itself closed if the wearer remains still and in a suitable pose. The colouration of the cloak is often described as giving the impression of owl-like qualities. At mental command, the cloak can be instructed to perform one of the benefits below, each consuming one of the charges. One charge restores with the setting of the sun, up to a maximum of 3.

  • As a reaction, the cloak billows out around you, reducing fall damage by five times your level. (1 charge)
  • As an action you may flap the wing-like cloak at an adjacent enemy your size or smaller, they must make an Athletics or Acrobatics check (DC 13) or be pushed back 5ft. (1 charge)
  • The cloak flares open and stiffens, granting the wearer a flight speed of 20 for 1 minute. (3 charges)

Spider Runestone

Wondrous item, common

A small, grey speckled stone, easily able to fit in the palm of one's hand adorned with a spider-like rune. If the user presses their thumb against the abdomen of the spider, they must make a Constitution save with a DC of 13. On a success, the user feels a sensation akin to being dunked into cold water, but suffers no other effect. However, on a failure, the user may experience some kind of vision or hallucination at the DM's discretion. The runestone has no effect on someone for a week after being activated by that person.

Scrap Sword

Martial weapon, melee weapon, uncommon

Crude-looking blades of dark iron, with jagged edges, these cruel blades look poorly wrought but hold a deceptively keen edge. Research indicates the strange iron alloy is not local to the area. The hilt and blade are adorned with engravings and detailing of curls and waves. On a critical hit, roll 1d6 and add it to the damage dealt.

Swordguantlet

Martial weapon, melee weapon, rare (requires attunement)

Comprised of a set of dull grey-silver rings connected to a similar bracelet by a set of chains and plates, the swordguantlet could easily be mistaken for somewhat gaudy jewelery. The metal always seems a little cool to the touch, even when left in the sun or by a source of heat for an extended period. Inside the bracelet is an inscription of a melee weapon and when attuned, the person wearing it can snap their fingers, summoning a matching style of weapon from the ether. Strikes with this weapon deal an additional 1d6 of psychic damage on hit. The weapon is dispelled if the user opens their hand as if to drop it for any reason.

Gaze Unknown

Wondrous item, very rare (requires attunement)

In it's unactivated form this rather bland, dark orb seems fairly innocuous. As part of the attunement process the user must implant it in a vacant eyesocket, a fact that the user becomes aware of early in the process. The user can choose to end the attunement process rather than removing an eye. After implantation, the user is compelled to keep the eye closed for 10-15 minutes as the attunement completes, and upon opening, the now golden eye cries tears of gold that form a stylised eye tattoo on the skin.

This replacement eye can be used as a spell focus, shining with light when used in this away. Additionally, once per day you may roll on the following table and cast the spell listed as if it were a spell you know. Targets are chosen after the spell is rolled.

d12 Spell
1-3 Moonbeam
4-6 Scorching Ray
7-8 Daylight
9-10 Lightning Bolt
11 Eyebite
12 Disintegrate

Healing Stinger

Potion, minor tier, variable

Ornate in design, the "stingers", as expeditionaries call them, resemble health potions in both design and function. Red fluid inside glass with intricate metalwork adorning them, the single most obvious difference is a lack of stopper or bottleneck, instead one end having a razor sharp point. Stingers are used much like any other potion, though only taking a bonus action to use, with the user stabbing themselves with the point, some of the metalwork springs to action, holding the device in place as the potion inside is injected into the user. Variants matching the various tiers of healing potions also exist.

Stinger Sickness

The stingers aren't what they seem. When a player first uses a stinger, the DM rolls 1d4-1, this number is how many uses a character has before they become vulnerable to Stinger Sickness. When players hit 0 remaining uses, they must make a Con saving throw, DC 8. Every additional use increases the DC by 2. On a failed save, the character is secretly infected with a strain of the Old Blood. Further information is provided later in this document.

Part 1 | Oddities

Twisted Fate

Wondrous item, very rare (requires attunement)

This amulet is of simple design, showing two thin strands intertwined in a helix, with each end joined together. This artifact plucks the wearer's thread from the great wheel, shielding them from the eyes of the fates and preserving their body in a state siimilar to when the amulet was first donned. This perversion of time comes at a price, if the wearer is without the amulet as the sun rises, their thread is burned, their body and soul utterly annihilated. No resurrection is possible and no method of restoration can be completed.

Reactive Sharding

Armour, rare

A selection of what first appear as metallic shapes lightly connected by webbing, when stretched to their natural size the web can roughly cover the torso of most medium sized creatures. The shards can be found in a multitude of colours, sizes and shapes, though typically they appear to be of some kind of metal in roughly diamond shapes. They provide a small bonus to armour integrity. By speaking a command word or phrase you cause some of the shards to detach and hover above the surface of the modified armour. Sharding can hold up to 3 charges which can be used to do one of the following:

  • Cancel a critical hit, turning onto a regular hit (2 charges)
  • Increase your AC score by +2 until the beginning of your next turn (3 charges)

Quicksilver Gauntlets

Weapon, very rare

These intricately detailed and filigreed articulated gauntlets cover the hands all the way to the elbows on a medium-sized creature, usually coming in a pair. A large number of detailed runes and emblems adorn the forearms, allowing the wearer to use them as a spell focus or a holy symbol. Additionally, when wearing these gauntlets your unarmed strikes become 1d6 unless affected by a class feature. You may replace a standard weapon attack with an attack with these gauntlets once per round, this special attack deals radiant damage and you may attempt a grapple at the end of the attack.

Lightning Shield

Armour (shield), rare

A slightly smaller than standard kite shield design mounted on an arm-mounted mechanism, these shields keep the users hand free when not in use. The surprisingly hardy mechanism reacts to a command phrase, causing a spark of lightning upon the connected rails before the shield moves itself forward to be grasped. As a bonus action the user can don or doff this shield. Additionally, this shield provides resistance to lightning damage, seemingly absorbing some of the energy.

Waygate

Wondrous item, very rare (requires attunement)

The waygates are a relic of the ancient past that modern magesmiths and artificers could only hope to recreate. Waygates consist of two main elements, the gate itself and the bracelets attuned to them. The gates themselves stand a little over ten feet tall, an array of 6 fins arranged on the central dais with hooked points at the top directed at smaller circular cutouts below. Along with the gate are a set of paired bracelets, numbering 6 for a full set, attuned to the gate. The bracelets are activated with a two passphrase system, using the first phrase begins the process, with the metallic bracelets reaching out to the gate to begin charging. After an hour, the bracelets begin pulsing with blue light and uttering the second passphrase initiates the teleportation, the user disappearing in a flash of light and appearing on one of the six pedestals on the dais of the gate in another flash.

Striders

Wondrous item, rarity varies (requires attunement)

Striders act as a catch-all term for a selection of magical items, often divided into two classifications based on their method of operation. A biomechanical variant that has the parasitic trait and is classed as rare. This type requires full contact with flesh and basically turns the user's leg digitigrade in terms of shape. The greatest advantage of bio-striders is they can be used by someone missing one or both limbs, restoring function entirely. An arcano-mechanical variant is classed as very rare. This version is self-affixing, simply requiring the user to insert their foot (booted or otherwise) and attaching around the foot, ankle and much of the calf. This type holds the user aloft on a recurved piece of material, giving the user some addition spring in their step. Using Striders changes a creature's speed to 45ft. and adds 6-12" in height.

Last Word

Weapon, rare

Last Word is a plain looking shortsword made of steel, with a basic hilt and black leather grip. Engraved on the blade by the hilt are dwarven runes reading "Speak, oh departed adversary." If the user pushes the blade through a recently dead creature, driving it hilt-deep, they can expend a charge to cast speak with dead. The weapon has 3 charges and these charges are restored when the blade is exposed to the light of the full moon, alternatively, they are restored if the blade is rested in an active fire for 18 hours.

Vigilance

Wondrous Item, rare (requires attunement)

A rather simple looking crown of dulled brass with two stylised eyes on the front and a series of 6 bulbs running along the sides and back of the circlet. When attuned and worn the bulbs open, revealing eyes with horizontal pupils within. The eyes move erratically, fixating on seemingly random objects. Onlookers generally find the gaze of the eyes unsettling. Wearing this crown makes the wearer unable to be surprised whilst conscious.

Part 1 | Oddities
Part 1 | Oddities

Mortarian Bolt-Action

Weapon, very rare

Imported from a distant trade partner in small numbers, the engineers responsible would have you believe these unsuspecting weapons are the future of combat. With a length of 48" these finely crafted mechanisms of iron and wood are cumbersome but devastatingly powerful when used on living targets. Similar in shape to a slim, long crossbow but lacking the signature limbs, instead a long iron barrel runs much of the weapon's length. Specially crafted ammunition is loaded via an opening at the back of the tube while loading and ejection of spent ammunition is handled by a handle on the right of the barrel.

Bolt-action operation

These advanced rifles are exceedingly rare in the Southlands, few know how to use them and their use is unlike any other weapon. This weapon has the Unwieldy trait, when using an Attack action utilizing this weapon you must spend 20ft of movement or attack with disadvantage. Additionally, any weapon attacks made within the weapon's minimum range of 20 ft. are always made with disadvantage.

Wing-edge

Wing-edge act as a catch-all term for a selection of magical items, often divided into two classifications based on their method of operation. A biomechanical variant that has the parasitic trait and is classed as rare. While inert this type resembles a leathery pack with curled pseudopods. When placed on a humanoid's bare skin the pseudopods spring to life, rapidly gripping the flesh and maneuvering into the correct position before hijacking the user's vascular and nervous systems to integrate as a pair of leathery wings unfurl. The arcano-mechanical version is classed as very rare. This system of complex mechanisms is built of a abdomen hugging harness. When properly strapped in place the device activates and rapidly adjusts for the required fit. A skeletal set of metallic wings spring from your back on command with a translucent web of energy between softly hissing with energy. Wing-edges provide a flight speed of 20 ft. and the ability to glide silently 5 ft. horizontally for every 1 ft. of vertical movement while unfurled. You can furl or unfurl the wings as a bonus action. Additionally, the wings can be used as a natural weapon, dealing 1d6 bludgeoning on a hit.


White Lion

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 84 (13d8 + 26)
  • Speed 40ft.

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

  • Senses Passive Perception 16
  • Challenge 4 (1,100 XP)

Ground Fighting When the White Lion is bloodied, it drops to the ground and makes an attack against all targets in range. It then counts as prone until it stands up.

Sniff The White Lion's keen sense of smell give it advantage on Wisdon (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Grasp (recharge 5-6) Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit 10 (2d6 + 3) On a hit, the target creature must pass a DC 13 Strength saving throw or be grappled by the White Lion and it moves half its movespeed away from nearby enemies. In order to use this attack again, the White Lion must let go of any creature it still has grappled.


Screaming Antelope

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 50ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 3 (-4)

  • Damage Vulnerabilities Bludgeoning
  • Senses Passive Perception 11
  • Challenge 4 (1,100 XP)

Escape! When moving away the Antelope does not provide attacks of opportunity.

Graze If the Antelope is not aware of any threats, it moves toward the nearest edible plants and eats them, regaining 1d12 hit points.

Actions

Back Kick. Melee Weapon Attack: +5 to hit, reach 5ft., 10ft. square immediately behind. Hit: 8 (2d4 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Wailing Slide (recharge 5-6) All creatures within 60 ft. must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage and be knocked back 25ft. On a success they take half damage instead.

Part 2 | Odd Creatures

Flower Knight

Large elemental, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 8 (-1)

  • Senses Passive Perception 12
  • Challenge 6 (2,300 XP)

Parry Piercing damage attacks have advantage when attacking the Flower Knight.

Bloom Once per round, a random target vanishes and reappears on their turn within 15 ft. of the Flower Knight. Until their next turn they have advantage on attacks and saving throws.

Actions

Multiattack. The Flower Knight makes 3 attacks with his vespertine blade.

Vespertine Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Glissade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) psychic damage and the Flower Knight may move it's movement speed as a bonus action without provoking attacks of opportunity.

Pollen Strike (recharge 5-6) Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 15 (3d6 + 5) and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute.


Butcher

Large humanoid, chaotic


  • Armor Class 16 (natural armor)
  • Hit Points 160 (13d10 + 39)
  • Speed 40ft.

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

  • Senses Passive Perception 12
  • Challenge 6 (2,300 XP)

Lantern Explosion When the butcher is struck by a critical hit, one of the lantern's on it's cape is destroyed, dealing 4d6 fire damage to adjacent creatures

Menace Characters struck by the Butcher must make a DC 12 save or suffer the feared condition.

Actions

Cleaver. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Multiattack. Melee Weapon Attack: +7 to hit, reach 5ft., one target. The Butcher makes two attacks with its cleavers.

Hack City (recharge 5-6) Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit 8 (2d4 + 3) On a hit, the Butcher attempts to make an additional attack, the target makes a dexterity saving throw. On a success, the attack fails. This effect can trigger from this extra attack.

Part 2 | Odd Creatures

Red Pyramid Thing

Large humanoid, true neutral


  • Armor Class 13
  • Hit Points 218 (12d10+36)
  • Speed 30

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 11 (+0) 14 (+2) 8 (-1)

  • Saving Throws Str +7, Con +6
  • Damage Resistances psychic
  • Condition Immunities charm, poison
  • Senses passive Perception 12
  • Challenge 6 (2,300xp)

Actions

Multiattack. The creature two attacks with each of it's attack abilities.

Greatknife. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 12 (2d6 + 4) slashing damage.

Crushing grasp. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage and the target is grappled.


Damaged Mecha

Huge Construct, true neutral


  • Armor Class 16
  • Hit Points 68 (8d12+16)
  • Speed 5

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 15 (+2) 4 (-3) 6 (-2) 4 (-3)

  • Saving Throws Str +7, Con +4
  • Damage Resistances Cold, Lightning
  • Damage Immunities Psychic
  • Condition Immunities charm, poison, fear, sleep
  • Senses passive Perception 8
  • Challenge 3 (700xp)

Actions

Blade. Melee Weapon Attack: +7 to hit, reach 10ft, one target. Hit: 23 (4d6 + 7) slashing damage.

Blast. *Ranged Weapon Attack:) DC10 Dexterity save, 30ft line. Hit: 8 (2d6) radiant damage.


Corpsetaur

Large aberration, chaotic neutral


  • Armor Class 16
  • Hit Points 170 (2010+60)
  • Speed 45

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 8 (-1 12 (+1) 8 (-1)

  • Saving Throws Str +7, Con +6
  • Condition Immunities charm, poison
  • Senses passive Perception 12
  • Challenge 6 (2,300xp)

Actions

Multiattack. The creature two attacks with it's hoof strike.

Hoof strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Take host. Melee Weapon Attack: +7 to hit, reach 5ft., one incapacitated target grappled by corpsetaur. Hit: 55 (10d10) bludgeoning damage If this damage reduces the target to 0 hit points, the corpsetaur holds the body in place as the skull and spine encapsulate those of the host.

Part 2 | Odd Creatures

Stonesingers

Alien intelligences, the Stonesingers are a relatively well-developed species with a truly unusual bodyplan. Tripedal and covered in segmented chitinous plates they have few physical aspects in common with most civilized races.

An extremely rare sight in the Southern Reaches the stonesingers are more likely to be heard, rather than seen, their low-frequency vocalizations often being the first sign one or more is nearby. Many observers describe their sounds as being something you feel, rather than hear, with groups of stonesingers harmoniously developing a kind of quasi-song.

Stonesinger society is not well documented, but from the few individuals who have communicated about their people it has become clear that each unit tends to specialise for a specific skill or task, although these aspects are not neccessarily congruent.

Exotic Biology

Stonesingers have an aggressively non-humanoid form, consisting of a central "column" and 5 limbs. The front two legs arch higher than the single rear leg, though each consist of 3 segments adorned with the shifting chitin plates terminating in a 3 part foot/ankle forming a squared-off hook shape and 2 articulated toes. A common idle behaviour of Stonesingers has them tap these appendages against the ground. Between the front and back legs are 2 eerily humanoid arms made of a noticably different style of chitin with a greater focus on flexible membranes and a pair 3-fingered hands.

The central column is host to the sensory organs, including an extremely developed set of auditory organs and what seem to be vibrational sensors. Unlike most sapient species however, stonesingers have an extremely crude sense of vision most likely due to their primarily underground origins.

The natural chitin of stonesingers is extremely hardy, on par with some forms of basic armour, and their legs are quite powerful, with some stonesingers telling of using their limbs to suspend themselves in narrow underground tunnels whilst working for extended periods of time.

Breaking Expectations

Early experiences with stonesingers had expedition forces consider them an entirely hostile force, showing none of the expected physical or cosmetic characteristics of the races of the north. The first stonesinger to make contact with armed forces was treated with great trepidation. For creatures from underground have positive histories with humanoids, even less ones with insect-like or arachnid-like features.

Many civilised people are extremely hesitant to interact with stonesingers longterm, fearing them or otherwise showing hostility though the few stonesingers willing to mix with humanoid groups seem unfazed by this.

Unknown Histories

Most stonesingers are unwilling to discuss much of their culture or history, most snippets known are pieces told to people in casual communication, it seems they respond poorly to being directly asked certain lines of questions but have little issue discussing these same points when they feel comfortable doing so.

Whilst typically living in underground caves or hives, some of the oldest colonies are centered on long-buried metallic structures, though the inhabitants have a strong tradition for preserving and not interfering with much of these structures. They have a limited spirituality seeming to venerate constellations of their own with no real connection to those of other cultures barring accidental overlap. Rare individuals can take interest in the religions and spirituality of other cultures, though they often find ways to reconcile it with their own previous beliefs.

Stonesinger traits

Your stonesinger character has the following traits, fairly standard across the species.

Ability Score Increase. Your Constitution score increases by 2.

Age. Stonesinger society puts little emphasis on age, and outsiders haven't been aware of the species long enough to get a gauge on their lifespan. Stonesingers do seem to reach physical maturity around 10 years of age.

Alignment. Stonesingers typically find themselves with a Lawful to Neutral alignment, very rarely leaning Chaotic or Evil without outside influence.

Size. Stonesingers vary from 4 to 5 feet at the shoulder, though standing fully upright they can reach 6 and a half feet to 7 feet. Your size is medium.

Speed. Your base walking speed is 35 feet. You have a climbing speed equal to your movement speed.

Shifting Chitin. When you aren’t wearing armor, your AC is 13 + your Constitution modifier. A shield’s benefits apply as normal.

Tripedal stance. You have advantage on saves against forced movement and being knocked prone due to your enhanced stability.

Vestigial eyesight. You have disadvantage on any Wisdom (Perception) checks that rely on eyesight.

Lurker. You have tremorsense for a range of 20ft.

Feat. You gain one feat of your choice.

Unconventional bodies. Due to your drastically different bodyshape, you are precluded from using many types of equipment unless heavily modified, including but not limited to the following: helmets/masks, chest/torso armour or garments, leggings/pants or boots. Other items can be used or not used at the DM's discretion.

Part 3 | Strange Races

Southern Gnolls

Quite different from their cousins to the north, the gnolls of the Southern Reaches span the spectrum from savagery to civility.

Where feral gnolls are all but a memory in the northern lands, it is the default in the Southlands. Gnoll groups are inherently dangerous, with groups devolving into abject savagery and brutality the more members the pack contains. The demonic influence of Yeenoghu stripping them of any compassion. Packs attract the attentions of hyenas, mingling amongst the camp as if they were tamed hounds, seemingly sharing a bond with their gnoll masters.

Unlike the gnolls of the north, Southern Gnolls reproduce seemingly via a curse not dissimilar to lycanthropy. Gnoll hunting parties relish the flesh of slain sentients above all else, and on rare occasion, those partially consumed can transform and eventually reanimate, rising as a new gnoll. No trace of the original person survives this process, their soul replaced by Yeenoghu's hunger and wrath. Similarly, hyenas that consume the flesh of those slain can, on very rare occasions, undergo a similar transformation.

Lone Wolves

Southern Gnolls have a curious quirk when separated from a pack, either by chance or choice, wherein Yeenoghu's grip upon them seems to fade. Gnolls that live this way can often be found incorporating themselves into warbands of goblins, sating their need for comradery, and frequently rising to leadership positions similar to hobgoblins and bugbears.

Individual gnolls can be reasoned with and even partake in trade with outsiders, however they typically shun civilization, staying on the move to avoid any roaming packs lest they succumb to their demonic influence.

Brutal By Blood

Gnolls, influenced or not, tend towards vocations and fighting styles that put them in the thick of battle. They feel most at home on the hunt and in the heat of combat. Gnolls tend towards being barbarians, fighters and rangers, with the occasional hexblade warlock thrown in.

Individual gnolls typically take on a "rules of nature" mentality, thinking of most power dynamics as predator vs. prey and often maintaining a "might makes right" outlook when it comes to dealing with others. This can lead to some behaviours other races may find abhorrent, such as being more than willing to consume the dead.

Gnoll Names

Gnoll names tend towards the more guttural, hard syllables for first names, and more descriptive last names, often tied to appearance or impressive deeds or hunts they were part of. Younger gnolls sometimes take a clan name until they can forge a name for themselves

Male names: Dek, Thrix, Ozzat, Derkoz, Brer, Denir, Thyrg

Female names: Ohn, Rhir, Dhegu, Sadish, Kni, Ath, Mhu

Family names: Soilsnout, Horsebiter, Fastfoot, Blacktooth, Stonefist, Shieldshatter, Blackblood

Clan names: Yellowfangs, Greatspear, Corpsecutters

Gnoll traits

Your gnoll character has the following traits, common amongst the species.

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

Age. Southern Gnolls, due to their method of creation, are "born" fully formed, having all the traits of an adult gnoll by the time the transformation is completed. Few gnolls live long lives, though those that do become different than their compatriots, with changes starting around age 20.

Alignment. Most gnolls tend toward chaotic, as part of the demonic influence Yeenoghu has over them.

Size. Gnolls are typically 7 to 8 feet, but typically have a slightly hunched posture. Your size is medium.

Speed. Your base walking speed is 30 feet.

Bite. Your powerful jaw 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.

Hyaenid. Due to your heritage you can safely consume raw and rotting food, and you have advantage on saving throws against poison and disease.

Thrill of the Hunt. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Languages. You can speak, read, and write Common and Gnoll. Gnolls are typically resistant to teaching their language to others, as they can struggle with the pronunciation and consider it a waste of time.

Part 3 | Strange Races

Badlands Thri-kreen

Isolationist mantisfolk that have made their homes amongst the ash of the badlands, these people are treated respectfully by the Expedition Coalition.

Thri-kreen build their impressive structures from the soil of the area, and a resin-like substance they can expel from their mouthparts. Similar in outward appearance to the termite mounds of savannah biomes, but sized more appropriately for their larger forms. Their tunnels can extend great distances underground, with maze-like interiors most people will find difficult to traverse.

Typically distancing themselves from the actions of outsiders, Thri-kreen are not inherently hostile, though they will defend themselves if threatened or if they feel their territory has be violated. They will tolerate small camps, or the travels of nomadic types through the area, but seem generally disinterested in conversing or trading with non-Thri-kreen.

Alien Bodies

Thri-kreen have some distinct differences in bodyplan from that of most humanoids. Most notably, they have a secondary set of arms by their waists, smaller but more capable of fine movement than their primary pair. These arms are typically used to work tools or anything requiring finer motor control. Watching these four limbs work on the same task at hand can be somewhat mesmerising. Additionally, their more insectoid mouthparts and very rudimentary vocal cords make them incapable of most kinds of speech, instead communicating via a short-range telepathy.

Exotic Craftsmen

Thri-kreen use a resin-like substance they can expel from their mouths for a myriad of tasks, ranging from creating weapons and tools all the way to building their homes. In it's uncured state is acts as a powerful bonding agent, making it easy for thri-kreen to work it and other components into whatever shape and function they desire.

Once cured, it because hard, but not brittle, able to serve well due to it's impressive durability. Most thri-kreen weapons utilize this method of construction, as the species shows little interest in metalworking.

Thri-kreen Names

Thri-kreen names are ungendered, typically relying on hard syllables and breaks. These names are one of the few things they use their mouths to say to outsiders.

Thri-kreen names: Pak'cha, Tik-Tik, Pok, Chit'al, Bok'tuk, Kech

Thri-kreen traits

Your thri-kreen character has the following traits, common amongst the species.

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

Age. Badlands Thri-kreen reach maturity quickly, considered fully grown around age 6. Typically thri-kreen can live to around age 40.

Alignment. Most thri-kreen tend toward neutral, finding a balance with nature and the people around it.

Size. Thri-kreen are typically 5 to 6 feet. Your size is medium.

Speed. Your base walking speed is 30 feet.

Alien Physiology. Thri-kreen's unusual body structure makes them particularly adept at two weapon fighting. You may ignore the light weapon requirement of one weapon when using two-weapon fighting. Additionally, when making a grapple check you have advantage.

Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Languages. You can speak thri-kreen. Thri-kreen lack typical mouthparts and vocal cords, using short-range telepathy to communicate with other species instead.

Part 3 | Strange Races

The Forgotten

Stranded scavengers from the stars, rigidly bound in an oppressive caste system the Forgotten represent the survivors of what they claim was once an extensive civilization still reeling from a fall from grace.

Tinkerers and mercenaries all, they yearn for a return to their former power, be that starfaring or the re-establishment of their worlds-spanning conquest. The Forgotten salvage and scavenge anything they can get their four arms on, often via banditry and limited piracy though most of their higher technology they arrived with is long dismantled.

Forgotten hierarchy is brutal and unyielding with much ritual and tradition with those who resist it often facing exile or even death. Lower-caste Forgotten have their lower arms docked, earning the right to return to their natural form upon surviving long enough, defeating strong rivals or finding great treasure. The name "Forgotten" is a name given by outsiders and ironic, the thing they fear most is being forgotten.

Starborn

The Forgotten claim to come from the stars, having travelled here in groups of unfamiliar spelljammers before being stranded here by some cataclysm since gone from their collective memory. The land of the Southern Reaches is inherently hostile to the Forgotten people and they require crude partially sealed suits to move about.

Crudely constructed from salvaged materials, their suits often appear completely ramshackle, but the skilled hands of the Forgotten make surprisingly effective gear.

Forgotten clans make their homes in the extremely rundown remnants of their spelljammers, however little remains bar dilapidated husks riddled with rust and missing panels, canvas tarps drawn haphazardly to patch holes or make small annexes.

Castes Laid Low

The clans or "Houses" of the Forgotten suffered catastrophic damage some time after they first arrived, with much of the higher castes of the leaders and priesthood killed. No members of the priesthood have been seen alive in many, many years, while many of the Houses lack a true leader instead having a revolving door of aspiring warlords.

This lack of direction has resulted in the Forgotten tending to instead raid surrounding areas and quarreling with any nearby Houses rather than make any great strides towards conquering their rivals or uniting.

Surviving on Salvage

Wounding Forgotten reveals a peculiar aspect of their makeshift suits. Piercing them often releases a cloud of white gas which quickly dissipates, though contact has been limited, it seems the Forgotten need this gas in order to breathe. Speaking with them they tell of their stardwelling past needing a mysterious ether provided by the priesthood to survive. With many of the Houses sitting atop convergences of leylines it seems they have successfully replaced this ether with local arcane magic, though the method of this transformation remains unknown.

Forgotten names

The Forgotten tend towards names with hard consonants and extended vowels, often utilizing clicks and hisses that many races find difficult to replicate. The mandible mouthparts are capable of certain sounds that are difficult to transcribe.

Forgotten names: Praksis, Rahn, Retiks, Araskes, Piirha

Forgotten traits

Your Forgotten character has the following traits, common amongst your people.

Ability Score Increase. Your Dexterity score increases by 2, and increase Constitution or Wisdom score by 1.

Age. Forgotten often lead short and brutal lives, but those that survive often live a long time.

Alignment. Most Forgotten tend toward chaotic, though a sufficiently strong leader can keep them in check.

Size. Forgotten sizes vary with age and experience. Your size starts as small.

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.

Wreckdweller. Forgotten live much of their lives scavenging and stealing, choose an additional tool proficiency at character creation.

Merited Form. At 5th level your docked lower arms can either be regrown or replaced by prosthetics, the method of restoration is up to the player and DM. These secondary arms can be used to stow or draw an additional item on your turn when in combat. Additionally, at 5th level you gain proficiency in longswords, scimitars and firearms, if available.

Your size increase to Medium at 7th level and to Large at 14th level, reflecting your growth.

Languages. You can speak, read, and write Common and Lowspeech, the language of the Forgotten.

Part 3 | Strange Races

Balinds

An exceptionally young race of armoured wanderers whose wanderlust and thirst for adventure define them. Their patron goddess evolved and manifested them en masse as she herself ascended, pitying their original, highly endangered forms, that of the Dire Pangolin.

The Balinds as a whole lack a central community, a people adrift with little desire to rectify it. Instead choosing to wander the earth in pursuit of whatever brings them excitement and pleasure.

Intimidating due to their appearance and size but often with a deceptively gentle nature, their love of food and drink is a go to method to de-escalate a tense situation or develop fast friendships.

Peoples Adrift

The Balinds sudden appearance across the continent means locks them into the role of an outsider. They are a people without a homeland, with no major historical events or heroes and as such they lack much of a sense of community, preferring to travel alone, or with a close-knit group.

The existing inhabitants at first were fearful of this sudden appearance of an entirely new race, but the rarity of them and their non-confrontational nature put many of these fears at ease.

Deceptive Appearance

With a heavy coat of thick scales, much like their original forms, along with powerful, retractable claws, the heritage of the Balinds is obvious. This appearance can lead those unfamiliar to believe they are predilected for war and violence, however those who know the Balind can speak volumes of their desire for tasty food and drink, often finding great personal joy in cooking or brewing.

Unusual Tastes

Balind tastes run the gamut, finding common ground with almost any other race. From fine cuts of meat to the gooey remains of giant insects, honeyed meads to fermented alcohols brewed from ants and roots in their own stomachs, the closest thing to a universal culture the Balinds have lies in their passion for eating.

Travelling far and wide, many of the species find temporary employment using these skills or their channeling their wanderlust into scouting or escorting travellers.

Evolved Existence

With the deification of Cassiq, the Thorn Queen, came the creation of the Balind. Most Balind are first or second generation, with some first generation being permanently transformed dire pangolins, while others were spontaneously created whole-cloth seemingly from nowhere. What this means for the race long-term is unknown.

Unsurprisingly, many Balind pay tribute to Cassiq in thanks for her gift of sentience, however that lack of community mean there's no great organisation to their religion, nor any specific set of rituals they adhere to.

Balind names

Balind names are typically nouns for existing things, often based on elements of nature.

Balind names: River, Oak, Bluejay, Mountain

Balind traits

All Balinds have the following traits:

Ability Score Increase. Your Constitution score increases by 2

Age. Balind lifetimes are currently unknown.

Size. Balind tend to hunch over slightly, but when standing fully upright they can easily reach 7-8 feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet. You have a burrow speed of 10 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.

Beast Physiology. Your race's recent connection to their animal ancestor's has resulted in natural armour and weapons. While you aren’t wearing armour, your scales gives you a base Armor Class of 13 + your Dexterity modifier. Additionally, you can extend your digging claws to use as weapons. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Connoisseur. The Balinds' love of tasty treats grants you proficiency with one of the following: alchemist's supplies, brewer's supplies or cook's utensils.

The Children

The Children of Anubis are a race spoken of in hushed tones. Considered by many to be portents of death, being merely tolerated by those who know of their true nature is often the best outcome to hope for.

With an often very detached demeanour they can seem emotionless, but anyone who builds a bond with one of the Children can attest to their deep wells of emotional strength and stability which they often manifest in their attempts to help others contend with loss and hardship in their lives.

Torn between two worlds, with a humanoid form resembling that of an elf, and a bestial form resembling a jackal, the age and experience of a Child is reflected in their appearance.

Emissaries

Most thinking beings have an immediate gut reaction upon discovering one of the Children stands before them, suspicious of their motives and expecting the worst. Those with a proclivity for worshipping death gods or the afterlife sometimes develop something of an obsession with finding omens in the actions of a Child.

Few of the Children put earnest effort into suppressing the rumours that follow them, instead often finding ways to bend their reputation to their advantage, whether that be taking audience with a sickly noble, a clergyman or a superstitious sage. By and large they have the same goals as other mortals, though their long lives tend to give them similar perspectives as elves, dwarves or other long-lived species.

Elevated Not Detached

Unlike many of their contemporaries, the Children as a whole do not have a sense of unwarranted self-importance. Their connection to the afterlife grants many the innate sense of balance and cyclical nature of reality. As such they often can seem disconnected from suffering or the pains of the world around them, however the Children know to accept these things as a phase of life that will be passed through.

Legends say that the Children of Anubis are granted sight beyond life, that they have an uncanny understanding of the nature of death, however modern Children have no such abilities other mortals possess. Their deep understanding of emotional turmoil makes them natural confidantes, therapists and caregivers to those in danger of being consumed by grief and loss.

Formed Duality

In their humanoid form Children are easily mistaken for a variety of elf, with an unearthly grace and pointed almost delicate features they use this mistaken identity much to their advantage when dealing with strangers. Particularly old and experienced Children can sometimes develop odd, exaggerated features as their bestial form's changed shape bleeds through.

The main way outsiders can know for sure someone is a Child is by witnessing their transformation. Considered by some as the "true" form of the Children, they can freely move between their humanoid form and that of an Anubian Jackal.

The jackal form can initially be somewhat confused with another species with it's black fur and sleek bodyshape, but as the Children age and gain more experience in the world, they begin to change. The Messenger Children develop additional pairs of yellow, piercing eyes, whilst the Herald Children grow additional pairs of legs and a longer body.

Children names

Children names are those commonly used in the Empires of Sand.

Children names: Osaze, Ta-bat, Heti, Amenophis

Children traits

All Children of Anubis have the following traits:

Ability Score Increase. Your Wisdom score increases by 2

Age. The Children can live for many centuries, 500-700 are typical.

Size. In humanoid form you are size Medium, Anubian Jackal form is size Small

Speed. Your base walking speed is 30 feet.

Languages. You speak Common, and one additional language from Abyssal, Celestial or Infernal.

Familiar With Death. You may add your proficiency bonus when rolling death saving throws.

Twin Forms. As an action you can shift between your humanoid and jackal form. Whilst in jackal form your statistics remain the same, any equipment you are wearing is merged into your new form. You can speak any languages you know despite your altered form.

Subraces. The Children tend toward one of two forms. Choose either Messenger or Herald as your subrace.

Messenger

Messengers grow extra legs as they age and see more of the cycle of life and death, making them swift and nigh inescapable.

Death's March. Your extra legs grant you extra speed and capability. Your movement speed increases by 10 ft. and you can ignore the effects of difficult terrain. 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 whilst in your jackal form.

Unfettered Speech. Once a day you can cast sending or speak with dead. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Herald

Heralds additional eyes seem to see right through others, though this effect is more unnerving than it is truthful.

All-Seeing Eye. Your extra eyes miss very little. You have advantage on eyesight-based Perception and Investigation checks when in your jackal form.

Quick Assessment. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Feats

Mystic Adept

You have unlocked an innate gift that allows you to perform special psionic abilities. You gain the following benefits:

  • You learn two abilities of your choice from the Psionic Power features available to the Soulknife and Psi Warrior archetypes. If a power you use requires your target to make a saving throw to resist it's effects, the saving throw DC equals 8 + your proficiency bonus + your Intelligence modifier.
  • You gain one psionic energy die, which is a d6 (this die is added to any psionic energy dice you have from another source). This die is used to fuel your powers. A psionic energy die is expended when you use it. You regain your expended psionic energy dice when you finish a short or long rest.

Magebreaker

Your skill with martial weapons is honed so sharp that even magic falls prey to your strikes. When a creature casts a spell that targets you, you may attempt to dispel it. Make an ability check using Strength or Dexterity, the DC equals 10 + the spell's level. You can do this a number of times equal to your proficiency bonus, resetting on a long rest.

Embraced Heritage

Prerequisite: Tiefling or Aasimar, 5th level or higher

Your infernal, celestial or divine heritage has given you many gifts, with this, you reclaim another. You sprout a set of incorporeal wings, the appearance of which is decided between you and the DM. These wings can be dismissed or summoned with a bonus action and provide a 20ft flight speed when active.

Spread Pattern

Prerequisite: at least 1 psionic die

You manifest a protective barrier of shimmering energy. You can expend a psionic die and create a 10ft line within 30ft that provides the benefits of half-cover to any creatures you choose. Maintaing the barrier requires concentration and lasts up to 1 minute. You can use this ability a number of times equal to your proficiency, uses recharge on a long rest.

Part 4 | Eccentricities

Spells

Fairweather's Respite

3rd-level conjuration (ritual)


  • Casting Time: 30 minutes
  • Range: 60 ft.
  • Components: V, S, M (a plain silver key)
  • Duration: 12 hours

As the ritual concludes a shimmering arch of frost rises from the ground before crystallising into a solid arch of dark metal. Beyond the arch is an extradimensional space consisting of a circular room 25ft wide with a domed roof 20ft high in the centre. Supporting arches circle the roof and a single circular window sits at the apex, with dim blue light filtering through. Despite the archways not having a door, the interior is warm and dry and creatures can freely exit and enter. At the end of the spells duration, any creatures inside are forced through the archway which then dissolves into mist.

 

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