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Flashpoint's Folio of Fun
\pagebreak ## Table of Contents
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Subclasses
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Arcane Tradition: Immortality
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Druid Circle: Circle of Bark
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Martial Archetype: Sand Soldier
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Monastic Tradition: Way of the Righteous
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Otherworldly Patron: The Pactbreaker
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Sorcerous Origin: Split Soul
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Races
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Gnome Subrace: Cloud Gnomes
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Stellaxar
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Spells
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Spells: A - E
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Spells: E - S
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Spells: T - Z
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Items
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Additional Weapons
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Magic Items: A - D
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Magic Items: E - S
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Magic Items: T - Z
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Creatures
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Cryoc
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Electroc
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Eyeworm
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Fytelafi
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Mythic Groenlandica
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Otyughast
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Art Credit: Anna Steinbauer, WotC
### Arcane Tradition: Immortality Most ascribe life and death to the dominion of clerics and gods. Wizards of the Immortality Tradition contest this, focusing their studies between the schools of necromancy and transmutation to circumvent mortality. The tradition teaches methods by which Immortalists reduce divine magic to its arcane base. Some seek the tradition for themselves, while others hope to bring the information locked behind theocracy to the masses. As adventurers, they focus on using arcane healing and changing their bodies as dangers arise. #### Eternal Acolyte Beginning at 2nd level, you have unlocked the divine's ability to affect the body. Whenever you gain a level in this class, one of the spells of 1st level or higher that you add to your spellbook can be a necromancy or transmutation spell from the cleric spell list. Additionally, you gain proficiency in the Medicine skill if you don't already have it, and you have advantage on checks made to identify causes of death. #### Arcane Bloodwell At 2nd level, you learn to infuse yourself with arcane energy as a means of sustaining your body and prolonging your life. As a bonus action, you can expend one spell slot to regain 1d8 hit points per level of the spell slot expended. Alternatively, you can forgo this healing to cure one disease or neutralize one poison affecting you. \columnbreak
#### Liberated Anatomy At 6th level, when you cast a spell that requires concentration and targets only you, you can choose to grant yourself a +2 bonus to your AC or a +2 to bonus to either Strength or Dexterity saving throws for the spell's duration. #### Unfettered Body At 10th level, you conquer mortality's typical chains. You no longer need to eat, drink, or sleep, though you can do so if you choose to. For every 10 years that pass, your body ages only 1 year, and you can't be magically aged. Additionally, when you use your expend a spell slot of 3rd-level or higher with your Arcane Bloodwell feature, you end any effects causing you to be blinded, deafened, or paralyzed. #### Soul Safe Starting at 14th level, you bind your soul to an object of your choice that holds sentimental value. By completing an uninterrupted ritual over the course of 24 hours, you infuse a Tiny nonmagical object with your life energy. The object gains an AC of 21, has 10 hit points, immunity to poison and psychic damage, and resistance to all other damage. If you infuse a second object in this way, the first reverts to its normal form. If you die while on the same plane of existence as the object, your body is not destroyed, and no other effect would capture your soul such as a *clone* spell, you return to life with half of your hit points in the space your body occupies at the end of your next turn, you gain one level of exhaustion, and the object is destroyed.
Arcane Tradition: Immortality
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### Circle of Bark Druids who are members of the Circle of Bark embrace their call to protect nature with a soldier's determination and a martial tenacity. They gather in deep forests and drill each other with weapons and armor, passing down ancient, warrior traditions left behind by treant soldiers. When nature is threatened, they transform themselves into wooden soldiers, carrying heavy cudgels and wearing what most closely resembles heavy armor, to strike down enemies. #### Circle Spells The strength of the trees fills your heart and lends you access to certain spells. At 2nd level, you learn the *shillelagh* cantrip if you don't already know it. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Bark Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. ##### Circle of Bark Spells Table | Druid Level | Spells | |:---:|:-------| | 3rd | *barkskin*, *spike growth* | | 5th | *beacon of hope*, *plant growth* | | 7th | *death ward*, *freedom of movement* | | 9th | *hold monster*, *tree stride* | #### Bark Armor Starting at 2nd level, you are able to channel magic into your armor and weapons. As a bonus action, you can expend a use of your Wild Shape feature to cast *shillelagh* and to transform your armor into thick plates of wood. While transformed in this way, your armor has an AC of 16 and earns no bonus from Dexterity if it did previously. While wearing your bark armor, you can apply a shield's bonus as normal. \columnbreak
These benefits last for a number of hours equal to half your druid level (rounded down), until you are knocked unconscious, until you take a short or long rest, or until you use your Wild Shape again. Additionally, while you are wearing bark armor or concentrating on the *barkskin* spell, your mind reflects the rings of ancient trees, developing layers of protection. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1). #### Bashing Branch Starting at 6th level, your combat training allows you to follow your spells with a swift attack. When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. #### Trunk Armor Starting at 10th level, you can expend two uses of Wild Shape at the same time to strengthen your bark armor. When you do so, you gain the normal effects of your bark armor, but your bark armor's AC increases to 18, you gain resistance to poison damage, and you have advantage on saving throws against being poisoned. #### Root Growth Starting at 14th level, your body develops a natural root system when you desire. While you are standing on the ground, you can't be knocked prone and the ground in a 10-foot radius around you becomes magical difficult terrain as it is covered in thick roots.
Art Credit:
Cliff Childs, WotC
Druid Circle: Circle of Bark
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\pagebreak ### Martial Archetype: Sand Soldier In the eyes of a sand soldier, everything is the dust of creation given form. Weapons and armor are merely manifestations of these sands, existing only to return others back to that form. Sand soldiers learn to break these items, and even themselves, down into the particles that give life physicality. In doing, they provide themselves a timeless edge in battle, wielding the most minute of things in a grand way. #### Bonus Proficiency When you choose this archetype at 3rd level, you prepare yourself for the harsh life of one who walks the sands. In order to prepare to see through mirages, find water, and navigate, you gain proficiency in one of the following skills of your choice: Investigation, Nature, Perception, or Survival. #### Particle Armory Starting at 3rd level, your bond with the sands allow you to break your weapons and armor down into the finest of materials. As a bonus action, you can transform a weapon, ammunition, shield, or set of armor that you are holding into a cloud of dust or sand that hovers in your space. You can transform a number of objects in this way up to your Constitution modifier (minimum of 1), and while you have at least one object transformed in this way, you are considered lightly obscured. \columnbreak
You can return any number of objects to their normal form as a bonus action, immediately donning or wielding it if you are able. If you die, any transformed objects immediately revert to their normal form, appearing in an unoccupied space within 5 feet of you. Additionally, when you take the Attack action, you can return a transformed weapon (no action required) so long as you are able to wield the weapon. Once per turn, when you hit with a transformed weapon, your attack is considered magical and deals an additional 1d8 damage of the same type to the target. This damage increases to 2d8 when you reach 15th level. If your weapon requires ammunition, you can use a transformed ammunition or normal ammunition. #### Dust to Dust Beginning at 7th level, you can break your body down to dust. As an action, you can cast the *gaseous form* spell on yourself. While in this form, you appear as if a sandstorm and you have a flying speed of 30 feet, instead of 10 feet. Once you use this feature, you can't do so again until you finish a long rest. #### Sand Shield At 10th level, you have learned how to manipulate the form of your transformed objects. When a creature you can see within 30 feet of you is targeted by an attack, you can use your reaction to manifest a protective dust around the creature. The creature gains a +2 bonus to its AC until the start of its next turn. #### Sands of Time Starting at 15th level, you understand that every particle of sand has been something else in its past and harness this past form to create a new form. Over the course of 10 minutes, which can be accomplished during a short or long rest, you can create a nonmagical weapon, shield, or set of armor from particles present in the air, ground, or water around you. An object created in this way stays in its new form for 24 hours or until you die, at which time it fades to dust. #### Sandstorm Assault At 18th level, you have learned to wield your weapons in their transformed state. When you take the Attack action, you can forgo your normal attacks to attack with each of your transformed weapons once. These weapons remain transformed for the duration of the attack action but gain the additional damage provided by your Particle Armory feature. Additionally, while you attack in this way, the sands of your weapons swarm around you. The area within 5 feet of you is heavily obscured for creatures other than you until the end of your turn. Once you use this feature, you can't do so again until you finish a short or long rest.
Art Credit: Ryan Yee, WotC
Martial Archetype: Sand Soldier
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Art Credit: Willian Murai, WotC
## Monastic Tradition: ### Way of the Righteous Monks of the Way of the Righteous are drawn to meditation as a means of focusing the anger inside them, usually stemming from an injustice afflicted upon them. They learn techniques to harness that fury, channeling it through them in the way that other monks focus their spirituality, and they use their ki to teach lessons to those that would harm others. #### Palpable Rage Starting at 3rd level, you can add your Wisdom modifier to Charisma (Intimidation) checks made against creatures within 5 feet of you. #### Righteous Fist Technique Starting at 3rd level, you learn to channel your ki through your fists and into a creature's mind. When you make an unarmed strike, you can spend 1 ki point (no action required) to apply one of the following effects: - The creature takes an additional 1d8 psychic damage. - The creature must make a Charisma saving throw or be unable to speak a deliberate lie for 10 minutes. - The creature must make a Wisdom saving throw. On a failure, the creature becomes frightened of you until the end of its next turn. \columnbreak
#### Insightful Warrior At 6th level, you have seen enough corruption to know its signature well. As an action, you can give yourself advantage on Wisdom (Insight) checks to sense deceit, corruption, or any similar dishonesty occurring within 60 feet of you for 10 minutes. Once you use this feature, you can't do so again until you finish a short or long rest. #### Step of the Just At 6th level, your need to protect others against unfairness empowers your reflexes. When a friendly creature you can see is targeted by an attack while 2 or more other hostile creatures are within 5 feet of it, you can use your Step of the Wind feature as a reaction and move to an unoccupied space within 5 feet of it. #### Improved Righteous Fist Starting at 11th level, your rage is present in every strike you land. When you make an unarmed strike, you deal an additional 1d8 psychic damage. #### Explosive Fury At 17th level, you have learned to unleash your fury with vicous effect. As an action, you can expend 10 ki points to expel your ki in a wave of righteous energy. Each creature within 30 feet of you must make a Constitution saving throw, taking 10d10 radiant damage, or half as much damage on a failed save.
Monastric Tradition: Way of the Righteous
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Art Credit: WotC
### The Pactbreaker You made a pact with a powerful being, perhaps one that was beyond your understanding. The pact set terms for the exchange of powers, conditions that had to be met. Whether by your choice or your patron's, the terms were broken and the pact is no more. Your patron no longer actively issues you power. In fact, your patron may even be spiteful and actively trying to hinder your efforts. Regardless, the issuing of a pact is an eldritch contract beyond comprehension, and its formation leaves the humanoid vessel changed. Despite the destruction of your pact, you find yourself imbued with a new and different set of power. #### Expanded Spell List The Pactbreaker loses previously learned patron spells. However, in order to protect yourself from your former patron and the influence of others, you can choose to learn spells from an expanded list of spells. The following spells are added to the warlock spell list for you and you may choose them to replace any spells lost when your pact was broken or when you gain a level in this class. ##### Pactbreaker Expanded Spells | Spell Level | Spells | |:---:|:-----------| | 1st | *detect evil and good, magic missile* | | 2nd | *arcanist's magic aura, pass without trace* | | 3rd | *haste, nondetection* | | 4th | *confusion, freedom of movement* | | 5th | *dispel evil and good, modify memory* | \columnbreak #### Pact Survivor At 1st level, your body has survived losing your power. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level in this class. #### Corrupt Influence Starting at 1st level, you have learned the harsh truths of subordination and know how to corrupt such relationships. As an action, you can force a creature you can see within 30 feet to make a Wisdom saving throw if its CR is less than that of one of its allies within 120 feet. On a failure, the creature becomes frightened of the higher CR ally and cannot willingly use its turn to aid the ally toward its obvious goals, like protecting itself or defeating its enemies. If there are multiple creatures with higher challenge ratings within range, you may choose the creature to be frightened of. If the creature is allied with no creatures of higher CR, this feature automatically fails and you regain your use of this feature. The frightened creature remains so until it takes damage, it uses its action to succeed on the saving throw, or the higher CR creature is incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Entreat Following Starting at 6th level, you can become a guiding light to those who've broken their bonds but fear the repercussions of doing so. As an action, you can cause a frightened creature of CR 1 or lower to make a Wisdom saving throw. On a failure, the creature joins you as an ally and gains temporary hit points equal to half your warlock level. In combat, the creature rolls its own initiative, but it obeys your verbal commands (no action required), and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). On a success, the creature is immune to this feature for 24 hours. You may have one such creature in your service at a time. It remains in your service until it is reduced to 0 hit points, until this effect is ended by a *greater restoration* or other similar magic, or until the end of your next long rest, at which point it sets out on a new life. If this effect ends before you take a long rest, the creature makes a new Wisdom saving throw. On a success, it may choose to become hostile. On a failure, it sets out on a new life peacefully. The CR creatures you can affect increases as you gain levels in this class to CR 2 at 10th level, CR 3 at 14th level, and CR 4 at 18th level. #### Independent Mind Beginning at 10th level, your separation from your patron has led to increased self-discovery and mental fortitude. You are resistant to psychic damage. Additionally, as an action on your turn, you can end one effect that is causing you to be charmed or frightened. #### Eldritch Intellect Starting at 14th level, the magic that has sustained the breaking of your pact suffices your body and allows you to discover your own arcanums. At the end of long rest, you can exchange one Mystic Arcanum spell for another spell available at the same spell level from any class's spell list.
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Otherworldly Partron: The Pactbreaker
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Art Credit: Svetlin Velinov, WotC
### Sorcerous Origin: Split Soul Your innate magic comes from a magical incident that split your soul. While many would die from such an incident, you survived by imprinting your soul fragment on that of a tiny beast nearby, and now the two of you share a rare and powerful bond. For some Split Soul Sorcerers, this bond is a burden exacerbated by a rebellious creature angered by the bond. For others, the familiar becomes a beloved companion without whom, the sorcerer feels incomplete. Regardless of the relationship, Split Soul Sorcerers feel a need to remain nearby their bonded familiars and doing so provides them both unique power. #### Dual Anatomy Your soul splits and latches into a Tiny CR 0 beast of your choice. You learn the *find familiar* spell, but it doesn't count against your number of sorcerer spells known, and for you, it doesn't require material components. Your familiar has the beast creature type and hit points equal to twice your sorcerer level. In addition, when you cast a spell with a range other than self, the spell can originate from your familiar without using your familiar's reaction. #### Death Swap Starting at 1st level, if you would be reduced to 0 hit points but not killed outright while you and your familiar are on the same plane of existence, you can drop to 1 hit point instead. If you do so, your familiar drops to 0 hit points instead, and you can't cast *find familiar* again until you complete a short or long rest. \columnbreak
#### Shard Guardian At 6th level, you learn to split the soul fragment residing within your familiar. As an action, you can spend 3 sorcery points to divide your familiar and cast *spirit guardians*. It counts as a sorcerer spell for you when cast in this way, and your familiar is considered dismissed until the spell ends. #### Ephemeral Exchange Starting at 14th level, you learn to magically transpose your soul with its fragment. While your familiar is within 60 feet of you, you can use a bonus action to teleport to the space your familiar occupies, swapping places. #### Union Phase At 18th level, you learn how to reunite your soul for a short time. As an action, you can absorb your familiar into you for 1 minute so long as it isn't dismissed. While united in this way, you and your familiar occupy the same space, and you gain the following benefits: * Your walking speed increases by 10 feet, and you gain a movement speed of your choice equal to your walking speed. * You gain temporary hit points equal to your sorcerer level + your Charisma modifier. * Once during the duration, if you fail a saving throw, you can choose to succeed instead. ___ Once you use this feature, you can't do so again until you finish a long rest or you expend 6 sorcery points to use it again.
Sorcerous Origin: Split Soul
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### Gnome Subrace: Cloud Gnome Cloud gnomes are the gnomes most often encountered in the tallest mountains of the world. They make their burrows in caves and tunnels above the cloudtops, building cities shrouded in the high mists. Tethered together with terrifyingly thin ziplines, these cities are spaciously arrayed across clifftops and very difficult to notice for those don't know of their existence. Coming upon their homes can be quite the surprise for visitors, as gnomes swoop through the clouds dangling dangerously from gliders and balloons, but visitors are often rewarded for making the climb. Cloud gnomes appreciate the courage and strength required to reach their homes and enjoy throwing feasts to learn the histories of such journeyers. #### Ability Score Improvement Your Strength score increases by 1. \columnbreak
#### Folk of Altitude You are well-adapted to mountain climes. You have a climbing speed equal to your walking speed, and you have advantage on Constitution saving throws made to endure cold climates and elevations above 20,000 feet. #### Frequent Fliers You can cast the *feather fall* spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for this spell.
Gnome Subrace: Cloud Gnomes
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Art Credit: Alayna Danner; WotC
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Art Credit: Scott Murphy, WotC
## Stellaxar Birthed by the stars and the space between them, the stellaxar suffuse that which makes the universe within themselves. They are beings from beyond the confines of gravity and planets, souls borne of celestial bodies such as stars and black holes. Those born in the stars learn from an early age the natural cycle of the universe. The smallest particles create energy that fuels the stars, only for that energy to consume itself, leading to those same stars dying off, for it is the way that all things must end. In such a way, it is every being's responsibility to burn bright and powerfully while their fuel runs through their souls, leading to a culture of adventurous and eager peoples. ### Otherworldly Origin Stellaxar rarely find themselves on the Material Plane. When they do, their arrival is usually purposeful--they may be scouting the Material Plane for resources to return to feed their parents, the celestial bodies, or they may be seeking technology and magic to sustain their star-borne empires. While stellaxar typically return home, occasionally, they will do choose to stay on the Material Plane to spread word of their parents or to begin a "grounded" life. When they do, they usually do so as a bond, a family unit of three or more who may have been borne of the same celestial body or who have grown to love one another's company. Even more rarely, a stellaxar is cast out from their empire or arrives in the Material Plane by accident, crashing down from the heavens like a meteor, only to become marooned on the planet. \columnbreak ### Particular Attraction Some stellaxar spend their entire lives in their distant homeland, content to dwell in bonds in the stars. These stellaxar practice magic, craft goods from the particles of the universe, and largely focus on exalting and burning bright. Many, however, set out into the stars after adolescence, exploring all that the planes give birth to. They seek to spread the word about their celestial parents, but also because they are fascinated by the ties that bind. This may appear in the form of scientific pursuit--what binds this material to that? what can break the bonds that normally bind magic to rules?--or in the bonds that tie creatures together. They focus on relationships, paternal, maternal, familial, and so on. They study who and what causes these bonds to break. In many cases, a stellaxar will eschew material wealth to learn a secret related to bonds, for no amount of gold is as rich as the small moments of fusing and fissioning. As stellaxar age, they often find that they become more attuned to binding or breaking, furthering the natural order of the universe as some create entropy while others resist it. ### Stellaxar Names Stellaxar are all born sterile, and therefore do not display gender in their names. They do, however, adopt names that reflect their celestial origins when they come of age. ___ **Stellaxar Names.** Andromeda, Apus, Auriga, Caelum, Circinus, Indus, Lacerta, Mensa, Octans, Orion, Pictor, Pyxis, Scorpius, Sextans, Vela, Volans ### Stellaxar Traits Your stellaxar character has a number of traits in common with all other stellaxar. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Age.*** Stellaxar mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 150 years. ***Alignment.*** Stellaxar communities preach individualism and are extremely tolerant of all moral world views, welcoming any stellaxar character to hold any alignment. ***Size.*** Stellaxar stand between 4 and 5 feet tall and average about 120 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet. ***Darkvision.*** Borne of space, your vision can easily cut through darkness. 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. ***Gravity Guard.*** Accustomed to the immense pressures of space and stars, you have resistance to force damage. ***Particle Feeding.*** Surviving in the vacuum of space precludes the ability to subsist without much food. You need only have one pound of food and one gallon of water per week. ***Languages.*** You can speak, read, and write Common and Celestial. ***Subrace.*** Two subraces of stellaxar exist: argents and umbrals. Choose one of them for your character.
Stellaxar
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\pagebreak #### Argent Stellaxar Stellaxar birthed by stars and other positive matter entities such as gas giants, planets, and moons are known as argents. Argent stellaxar have skin tones that mimic that of the color of the entity that birthed them, and almost always seem to glow from within. ***Ability Score Increase.*** Your Strength and Wisdom scores each increase by 1. ***Star Explorer.*** You have explored the cosmos either by study or visit as you've reached adulthood. You gain proficiency in one skill, one language, and one tool of your choice. ***Cosmic Champion.*** You know the *sacred flame* cantrip. Once you reach 3rd level, you can cast *color spray* once with this trait, and you regain the ability to cast it this way when you finish a long rest. When you reach 5th level, you can cast *moonbeam* once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability modifier for these spells. \columnbreak #### Umbral Stellaxar Stellaxar birthed by black holes and other negative matter entities such as space and antimatter are known as umbrals. Umbral stellaxar have deep blue and black skin tones with freckle-like dots that mimic the stars in the night sky. ***Ability Score Increase.*** Your Dexterity and Charisma scores each increase by 1. ***Cosmic Breath.*** Birthed by the very vacuum of space, you do not need to breathe. ***Night's Shroud.*** With skin like darkness, you are at home in dim light and darkness. While in dim light or darkness, you have advantage on Dexterity (Stealth) checks to hide. ***Vacuum Warmed.*** Acclimated to the complete absence of warmth in space, you have resistance to cold damage.
Art Credit: Tommy Arnold, WotC
Stellaxar Subraces
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\pagebreak #### Censure *6th-level abjuration* ___ - **Casting Time:** 10 minutes - **Range:** Self - **Components:** V, S, M (a blank scroll and fine inks worth 150gp, which the spell consumes) - **Duration:** 24 hours - **Classes** Bard, Cleric, Wizard ___ Choose three spells of 5th level or lower that you know or can prepare and transcribe them on your scroll. For the duration, when a creature you can see or hear casts one of these spells at 5th level or lower, you can use reaction to cause the spell to fail, as if counterspelled. If the spell is cast a level greater than 5th, you can use your reaction to make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success the spell fails. **At Higher Levels.** When you cast this spell using a spell slot of 7th-level or higher, the interrupted spell has no effect if its level is less than the level of the spell slot you used, and you may increase the number of spells on your list by 1 for each level. #### Conjure Worm *9th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a pound of flesh and
a diamond worth 2,000gp, which is consumed) - **Duration:** Concentration, up to 1 minute - **Class:** Cleric, Druid, Sorcerer, Wizard ___ You magically transport the diamond and flesh to a location within range. A purple worm appears centered on the space you've chosen, and it disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the worm, which has its own turns. When you summon it and on each of your turns thereafter, you can use your action to issue a telepathic command to it, telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach. At the end of each of the worm’s turns, it makes a Wisdom saving throw. On a failed save, the worm continues to obey you. On a successful save, your control of the worm ends for the rest of the duration, and you can no longer issue it commands. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled worm disappears in 1d6 rounds. \columnbreak > ##### Censure Scroll Appearance > To the casual observer, a *censure* scroll may look like the arcane or divine gibberish found in any spell scroll, but depending on the caster that transcribes it, the content takes on a wholly unique appearance. As the scroll does not need to be on the caster's person after it has been made, it is possible that players might come upon such scrolls while they are active. Potential appearances are described below, and may be described to players who come up against a caster who has cast *censure*. > > ***Bard.*** Designed with extravagant flourishes and unnecessary filigree, the scroll contains music notes metered out in a discordant melody that disrupts the sounds present in the transcribed spell's original casting. > > ***Cleric.*** In precise and declarative language, the scroll entreats a god, gods, or a domain itself, requesting that the transcribed spells be forbidden in the caster's presence. > > ***Wizard.*** While the contents of a wizard's spellbook are often personalized in such a way that only the caster instantly understands the spells within, a censured spell appears as a basic arcane formula that inverts the very idea of the transcribed spell's casting, breaking it down into its simplest arcane parts and negating them.
#### Elemental Plate *5th-level abjuration* ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S, M (a bottle of condensed elemental chaos worth at least 1000 gp) - **Duration:** 8 hours - **Classes:** Druid, Paladin, Wizard ___ Over the course of one minute, you can pull the condensed element from the bottle and work it into plates, which fuse to your skin until the spell ends. Choose a damage type from acid, cold, fire, lightning, or thunder damage. Your AC becomes 18 and you gain resistance to the chosen damage type. The spell ends if you don armor or if you dismiss the spell as an action.
Spells: Censure - Elemental Plate
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\pagebreak #### Elemental Sunder *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a geode worth 25 gp) - **Duration:** Concentration, up to 1 minute - **Classes:** Cleric, Druid, Ranger, Sorcerer ___ Choose one creature you can see within range. The creature must a Constitution saving throw. On a failure, the creature loses any of its resistances to acid, cold, fire, lightning, and thunder damage, or if it has immunity to those damage types, you may instead choose to have its immunity become resistance. This effect lasts for the duration. On a success, the creature loses resistance to your choice of acid, cold, fire, lightning, or thunder damage. If a creature is not resistant to the chosen damage type, you learn this but you can't choose a different damage type. #### Embolden *3rd-level abjuration* ___ - **Casting Time:** 1 reaction, which you take when a creature within range that you can see or hear becomes frightened - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous - **Classes:** Bard, Cleric, Paladin ___ You call out, reassuring the target of its strength and heroism. The creature is no longer frightened and has advantage on Wisdom saving throws until the start of its next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th-level or higher, you may target an additional frightened creature for each slot level after 3rd. #### Godsword *8th-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 minute - **Class:** Cleric ___ You conjure a Gargantuan divine weapon from the Outer Planes in an unoccupied space you can see within range. The weapon can take any shape of your choice. When you cast the spell, you can make a melee spell attack against any creatures of your choice within 5 feet of the weapon. If you are in the Outer Planes, you attack with advantage. On a hit, the target takes force damage equal to 6d12 + your spell ability modifier. As a bonus action on subsequent turns, you can move the weapon up to 60 feet to an occupied space you can see and repeat the attack against any creatures within 5 feet of it. \columnbreak #### Phantom Daggers *Illusion cantrip* ___ - **Casting Time:** 1 action - **Range:** 20 feet - **Components:** V, M (a dagger) - **Duration:** Instantaneous - **Classes:** Sorcerer, Warlock, Wizard ___ You create an illusory outline of a dagger around the one used as the material component of the spell. As part of the action used to cast this spell, you must make a ranged attack with a dagger against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects and must make an Intelligence saving throw. On a failure, it believes two more daggers are following in the wake of the original, taking 2d4 psychic damage as the illusory daggers strike it. The spell creates more than one illusory dagger when you reach higher levels: three (3d4) at 5th level, four (4d4) at 11th level, and five (5d4) at 17th level. #### Rigid Root *1st-level evocation* ___ - **Casting Time:** 1 reaction, which you take when you or another willing creature within range that you can see is knocked prone or forced to move from its current space - **Range:** 30 feet - **Components:** V, S, M (an ivy seed) - **Duration:** Instantaneous - **Classes:** Druid, Ranger ___ A dozen roots shoot from the ground beneath the target, bracing it against the force that would move it. If knocked prone, the roots lift the target upright and it is not knocked prone. If the target would be moved from its current space, the roots grasp tightly, holding it in place and stopping the forced movement. #### Sands of Time *3rd-level divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (A gourd of sand) - **Duration:** Concentration, up to 1 minute - **Classes:** Druid, Sorcerer, Warlock, Wizard ___ You can manipulate the sands of time in a localized way. For the duration, you can use a bonus action to teleport to an unoccupied space within 60 feet of you. You must have occupied that space at some point since casting the spell.
Spells: Elemental Sunder - Sands of Time
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\pagebreak #### Thirsting Oasis *5th-level illusion* ___ - **Casting Time:** 1 minute - **Range:** 150 feet - **Components:** V, S, M (a bag of sand, a shard of glass,
and a pocketwatch on a string) - **Duration:** 1 hour - **Classes:** Druid, Wizard ___ You make the terrain in a 100-foot cube appear as an oasis with sand, palm trees, and a fresh water source, which can be no greater than a 20-foot-radius, 10-foot-deep cylinder. A creature who starts its turn in the area or enters it for the first time must make an Intelligence saving throw, and a creature that has not had anything to drink in the last 24 hours has disadvantage on its save. On a failure, the creature is charmed for the duration. While charmed in this way, the creature must use its movement to move toward the water source, and its action can only be used to attempt to drink from the water. A creature who fails this save can make another save at the end of each of its turns. If it has taken damage since the end of its last turn, it has advantage on this saving throw. On a successful save, a creature is unaffected and becomes immune to the effects of this spell for 24 hours. A creature with truesight can see through the illusion to the terrain's true form and automatically succeeds on its save. #### Thunderhead *7th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a pair of butterfly wings, a vial of water, and a pinch of sand) - **Duration:** Concentration, up to 1 minute - **Classes:** Cleric, Druid, Sorcerer, Wizard ___ A cloud of forking lightning and cacophonous thunder fills a 30-foot-radius, 40-foot-high cylinder centered on a point you can see within range. The cloud spreads around corners and remains for the duration. Its area is heavily obscured and difficult terrain, and creatures are deafened while within the cloud. When the cloud appears, each creature in its area must make a Dexterity saving throw. A creature takes 5d6 lightning damage and 5d6 thunder damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on its turn or ends its turn there. ***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, each damage type increases by 1d6 for each slot level above 7th. \columnbreak #### Wild Bow *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a branch or staff made of wood) - **Duration:** Concentration, up to 1 minute - **Classes:** Druid, Ranger ___ The component for this spell grows into a bow that fits perfectly in your hand, and it lasts until the spell ends. It is a simple ranged weapon (range 80/320) with which you are proficient, and when you pull back its draw, an arrow of moonlight appears on the string. These magical arrows deal 2d8 radiant damage on a hit. In addition, when you use this bow to attack a target that is using foliage or wood for cover, it does not gain the benefits of cover from your attacks. ***At Higher Levels.*** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Spells: Thirsting Oasis - Wild Bow
14
Art Credit: Jonas De Ro, WotC
\pagebreak
##### Martial Melee Weapons | Weapon Name | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| | Brass Knuckles | 8 gp | 1d4 bludgeoning | 3 lb | Finesse, light, special | | Broadaxe | 10 gp | 2d6 slashing | 10 lb | Heavy, two-handed | | Plançon | 20 gp | 1d10 bludgeoning | 7 lb | Heavy, reach, two-handed | | Tonfa | 4 sp | 1d6 bludgeoning | 2 lb | Finesse, light | | War Spear | 8 gp | 1d8 piercing | 5 lb | Thrown (15/30), versatile (1d10) | ##### Martial Ranged Weapons | Weapon Name | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| | Compound Bow | 100 gp| 2d4 piercing | 4 lb | Ammunition (150/600), heavy, two-handed | | Lasso | 2 gp | -- | 2 lb | Special, thrown (10/30), two-handed | | Shuriken | 5 sp | 1d4 slashing | 1/2 lb | Finesse, thrown (30/90)
#### Special Weapons Weapons with special rules are described here. ***Lasso.*** A Large or smaller creature hit by a lasso is restrained until it is freed. A Lasso has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the Lasso (AC 10) also frees the creature without harming it, ending the effect and severing the lasso. When you use an action, bonus action, or reaction to attack with a Lasso, you can make only one attack regardless of the number of attacks you can normally make. ***Brass Knuckles.*** Brass Knuckles deal additional damage equal to your unarmed strike's base damage. \columnbreak > ##### Monk Weapons > Because the brass knuckles, shuriken, and tonfa are martial weapons, they are not immediately available to monks. Rules as written, they are not monk weapons and the brass knuckles can't even be used by subclasses that grant additional monk weapons due to the special property. > > GMs can choose to rule these as monk weapons for their games. While this may seem dangerous with brass knuckles, the math supports that a tier 4 monk is still doing less damage per round with brass knuckles than fighters and barbarians. If you've felt that high level monk play is unsatisfying, this may be a reasonable alternative.
Additional Weapons
15
\pagebreak #### Band of the Buried *Ring, very rare (requires attunement)* ___ The ring has 3 charges. As an action, you can expend 1 charge to cast *dominate monster* (save DC 19) on an undead. The spell fails and the charge is wasted if you target any creature that’s not an undead. If an undead can see you when you cast this spell on it, the undead knows you tried to charm it. The ring regains all its charges 24 hours after its last charge is expended. ***Curse.*** Once you attune to this item, you can't unattune to it unless you are targeted by the *remove curse* spell or similar magic. While wearing the ring, your spirit partially subsists in the Lower Planes. If you are not on a Lower Plane, using the ring’s *dominate monster* property activates its curse. Roll a d20. On a 1, you and every creature within 60 feet of you are transported to a random Lower Plane as if by the *plane shift* spell. #### Barding of the Storm Steed *Armor (plate), very rare* ___ This magical barding appears as mundane black plates. Over the course of 1 hour, you can place these plates on your mount. At the end of that hour, the plates fuse into your mount's skin and can't be seen. While fused in this way, the barding doesn’t impose disadvantage on Dexterity (Stealth) checks, and your mount has an AC of 18. Additionally, while you are mounted, you can utter a command word as a bonus action to activate this armor's storm energy. Until the start of your next turn or until your mount is reduced to 0 hit points, your mount's movement speed increases by 30 feet and any melee attacks it makes deal an additional 1d8 lightning damage on a hit. #### Bloodfont *Weapon (dagger), very rare (requires attunement by a sorcerer)* ___ Bloodfont is made from a shimmering crystal dredged from deep within a long-tapped mine. While attuned to this dagger, it is also a spellcasting focus for you. It has 12 charges, and it regains 1d10 + 2 expended charges daily at dawn. When you use a feature that requires you to expend sorcery points, you can also expend charges from the dagger. For each charge expended, you reduce that feature's sorcery point cost by 1 for this use. Additionally, when you start your turn with hit points equal to or less than half your hit point maximum, you can use a bonus action to coat the blade in your magical blood. While coated in this way, you can cast any spell on the sorcerer spell list from it, regardless of whether you know it. When you cast a spell this way, you expend a number of charges equal to twice the spell's level, and the spell doesn't require verbal or somatic components for you, though it still uses your spellcasting ability. \columnbreak #### Brazier of Blizzards *Wondrous item, legendary (requires attunement by a spellcaster)* ___ This brazier was carved from glacial ice and treated over the course of several years with the blood of an ancient white dragon, infusing it with tremendous magic. This brazier has 15 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the brazier melts and is destroyed. As a bonus action, you can ignite this brazier, causing a harmless torrent of blue flame to launch into the sky above you. Once lit in this way, you can expend charges to cast the following spells from it as an action, using your spell save DC: *cone of cold* (5 charges), *freezing sphere* (6 charges), *gust of wind* (2 charges), *ice storm* (4 charges), *sleet storm* (3 charges), or *storm of vengeance* (12 charges). Additionally, while ignited, you can expend 10 charges to cast *control weather* over the course of 10 minutes. When cast in this way, the precipitation condition always changes to blizzard and the temperature condition always changes to arctic cold, regardless of the starting condition. The brazier weighs 5 pounds. #### Chargeshatter *Weapon (lance), legendary (requires attunement)* ___ Meticulously built for a knight of a time-forgotten war, Chargeshatter exists to break the line. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Chargeshatter has 6 charges, and it regains 1d4 + 2 expended charges daily at dawn. Chargeshatter has the following additional properties: **Cavalry Breaker.** As an action, you can utter a command word to release a magical blast. Each creature in a 60-foot cone, which originates from Chargeshatter, must make a DC 18 Constitution saving throw. On a failure, the creature takes 6d8 force damage and is knocked prone. On a success, the creature takes half as much damage and isn't knocked prone. Once you use this feature, you can't do so again until the next dawn or until you expend 4 charges to do so again as an action. **Thunder Lance.** When you hit a creature with this weapon, you can expend 1 or more of the lance’s charges (no action required) to cast *thunderwave* (spell save DC 18) from it at a level equal to the charges expended. #### Devil Tongue Charter *Wondrous item, uncommon (requires attunement)* ___ Your Charisma score is 19 while you possess this charter. It has no effect on you if your Charisma is 19 or higher. ***Curse.*** Once you attune to this charter, you can't unattune to it unless you are targeted by the *remove curse* spell or similar magic. While attuned to this contract, you have disadvantage on Wisdom ability checks and Wisdom saving throws against devils.
Magic Items: A - D
16
\pagebreak #### Fiend Fane *Weapon (mace), rare (requires attunement by a warlock)* ___ Fiend Fane is a magical mace forged of condensed souls from the Nine Hells. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, if you have the Improved Pact Weapon feature, you gain a +1 bonus to spell attack rolls made with weapon while it is your spellcasting focus. While attuned to this weapon, you gain the Devil's Sight Invocation. This invocation doesn't count toward your number of Eldritch Invocations known. #### Frozen Fistwraps *Wondrous item, rare* ___ Made of cloth woven from the beards of frost giants, these hand wraps radiate glacial energy. When you hit with an unarmed strike attack while wearing these magical hand wraps, the target takes an extra 1d6 cold damage. Additionally, these wraps shed bright light in a 5-foot radius and dim light for an additional 5 feet. #### Glacial Plate *Armor (plate), very rare (requires attunement)* ___ This plate armor appears to be made of moving glacial ice, consistently shifting and changing as if the ice melt within were moving, but it is as steel to the touch. While wearing this armor, you gain a +1 bonus to AC. In addition, this armor has two charges. As an action, you may expend a charge to cast *fire shield*. When you do so, you must select the chill shield effect. All charges reset at dawn. #### Humanoid Slayer *Weapon (any axe), rare* ___ Forged by an ancient lich and used by his minions to harvest souls, this axe absorbs the blood of its victims and peels away bits of the soul. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you hit a humanoid with this weapon, the target takes an extra 1d6 damage and must make a Constitution saving throw (DC 11). On a failure, the humanoid suffers one level of exhaustion. For the purpose of this weapon, "humanoid" refers to any creature with the humanoid type, including dragonborn and werewolves. #### Mage's Reins *Wondrous item, uncommon* ___ While these reins and tack are affixed to your mount, you can use them as a spellcasting focus. In addition, while you have these reins in one or both of your hands, you have advantage on Dexterity saving throws to resist being knocked off your mount, and when you cast a spell with a range other than self while you're mounted, the spell can originate from you or your mount. \columnbreak #### Pelt of Winter's Heart *Wondrous item, uncommon (requires attunement by a druid)* ___ Worn over the shoulder like a cape, this pelt resembles that of a winter wolf, though it possesses no head nor claws. While attuned, you are adapted to cold climates, suffering none of the negative effects of exposure to such climates. Additionally, when you use your Wild Shape feature to assume the shape of a beast, you can choose to give it white fur. Doing so grants the beast shape the following benefits: ***Snow Camouflage.*** The beast has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. ***Warm Fur.*** The beast is resistant to cold damage. #### Sacrifice *Armor (shield), legendary (requires attunement)* ___ While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. If you die while attuned to this shield, it is destroyed, and a random creature within 120 feet of your corpse must make a DC 20 Constitution saving throw. On a failure, the creature is disintegrated as if by the *disintegrate* spell, and the shield's wielder is returned to life with 1 hit point as if by the *revivify* spell. Anyone who looks at this shield knows its properties, including its curse. ***Curse.*** Once you attune to this item, you can't unattune to it unless you are targeted by the *wish* spell with the intent of doing so. #### Shredder *Weapon (handaxe), uncommon (requires attunement by a bard)* ___ You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned, it counts as a musical instrument with which you are proficient, and you can use it as a spellcasting focus for your bard spells. In addition, when you perform with it using your Song of Rest feature, each creature that would benefit regains the maximum number of additional hit points instead of rolling an extra die.
Magic Items: F - S
17
\pagebreak #### Tower *Weapon (quarterstaff), legendary (requires attunement by a wizard)* ___ While unattuned, this quarterstaff has an unassuming appearance, looking like any other. When attuned, however, Tower takes an appearance that complements that of your spellbook. For some, this may be a stone spire inscribed with thousands of runes, which represent the spells in that spellbook, or for others, a scroll rolled impossibly tight. You gain a +3 bonus to attack and damage rolls made with this staff. While holding it, you gain a +3 to spell attack rolls, and it is an arcane staff. While attuned to Tower, it is considered a spellbook for you. If your spellbook is lost or destroyed, Tower magically absorbs the spells written within it, and you can transcribe them from Tower into another spellbook for no cost. Additionally, when you use your Arcane Recovery feature, the spell slots you recover can have a combined level equal to 2 + half your wizard level (rounded up). These spells must still be of 5th level or lower. #### War's Focus *Wondrous item, rare* ___ These magical blinders sit along your mount's head, focusing its attention. While worn, your mount has advantage on initiative rolls and on saving throws against being charmed or frightened.
Magic Items: T - Z
18
Art Credits:
above: WotC
below:
Johannes Voss, WotC
\pagebreak
### Cryocs When Annam made the giants, he did so with the intent that they would challenge the dragons for control of the air. But He also considered them as companions for his children. Before he perfected the rocs most are familiar with, he experimented with creatures made to compliment his children, such as the strange undead rocs, called cryocs, which can raise slain frost giants from the snow. ***Sullen Generals.*** When Annam considered the frost giants, he acknowledged that their raiding parties were unlikely to take the time to break a mount. Running into the snows and dying was their way. Inspired by vultures and other carrion birds, He conceived the cryoc as birds that could raise fallen frost giants from death and sustain them long enough to complete their raids or in the battle against the dragons. ***Fell Snows.*** Cryoc make their homes in any regions that suit their icy bodies, but they prefer sites that have strong relationships with death. For some, this atop an icy mountain that overlooks a frosty battlefield, but for others this means sites of negative energy, where the lower planes overlap with the coldest regions of the Material Plane. In the Forgotten Realms, the cryoc prefer Icewind Dale, especially during the time of the Frostmaiden's Rime. \columnbreak
___ > ## Cryoc >*Gargantuan undead, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 116 (8d20 + 32) > - **Speed** 15 ft., 90 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|10 (+0)|19 (+4)|6 (-2)|13 (+1)|8 (-1)| >___ > - **Skills** Perception +5 > - **Damage Immunities** cold, necrotic, poison > - **Condition Immunities** poisoned > - **Senses** darkvision 120 ft., passive Perception 15 > - **Languages** Giant > - **Challenge** 10 (5,900 XP) > ___ > ***Detect Giant.*** The roc can magically sense the presence of giants up to 1 mile away. It knows the general direction they’re in but not their exact locations. > > ***Innate Spellcasting.*** The roc's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: > > At will: *spare the dying*, *gentle repose*, *speak with*
*dead* > > ***Keen Sight.*** The roc has advantage on Wisdom (Perception) checks that rely on sight. > > ### Actions > ***Multiattack.*** The roc makes two attacks: one with its beak and one with its talons. > > ***Beak.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (3d8 + 8) piercing damage and 11 (2d10) cold damage. > > ***Talons.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 19 (3d6 + 8) slashing damage and 11 (2d10) cold damage > > ***Fell Tears (3/Day).*** The roc cries over a giant corpse within 5 feet that it can see. The giant returns to life with half of its hit points. This effect can't return to life a giant that has died of old age, nor can it restore any missing body parts.
Cryoc
19
Art Credit:
Daniel Ljunggren, WotC
\pagebreak ___ > ## Electroc >*Gargantuan monstrosity, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 231 (14d20 + 84) > - **Speed** 20 ft., fly 120 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|12 (+1)|22 (+6)|5 (-3)|10 (+0)|9 (-1)| >___ > - **Saving Throws** Dex +6, Con +11, Wis +5, Cha +4 > - **Skills** Perception +5 > - **Damage Immunities** lightning, thunder > - **Senses** passive Perception 15 > - **Languages** understands Giant but can't speak > - **Challenge** 13 (10,000 XP) > ___ > ***Flyby.*** The roc doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ***Illumination.*** The roc sheds bright light in a 10-foot radius and dim light for an additional 10 feet. > > ***Keen Sight.*** The roc has advantage on Wisdom (Perception) checks that rely on sight. > > ***Lightning Body.*** A creature that touches the roc or hits it with a melee attack while within 5 feet of it takes 6 (1d12) lightning damage. > ### Actions > ***Multiattack.*** The roc makes two attacks: one with its beak and one with its talons. > > ***Beak.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 27 (4d8 + 9) piercing damage and 6 (1d12) lightning damage. > > ***Talons.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 23 (4d6 + 9) slashing damage and 6 (1d12) lightning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target. > > ***Bolt Blast (Recharge 5-6).*** The roc transforms into a bolt of pure lightning and moves up to 120 feet in a straight line, moving through the space of Huge or smaller creature. The first time it enters a creature's space during this move, the creature must make a DC 20 Dexterity saving throw, taking 32 (5d12) lightning damage on a failed save, or half as much damage on a successful save. Any creature that is grappled by the roc moves with it, must also make this saving throw, and takes an additional 18 (4d8) thunder damage regardless of the save's success or failure. This movement uses the roc's movement for the turn but is not slowed by grappled creatures. \columnbreak ## Electroc When Annam made the rocs, he did so with the intent that they would challenge the dragons for control of the air. But he also considered them as mounts for his children. Before he perfected the rocs most are familiar with, he experimented with creatures made of pure lightning for his Storm Giants to ride, knowing they would not be harmed. Few of these experiments survived, but those that did soar high in the atmosphere, causing storms and pursuing their prey. ***Pursued by Tamers.*** Electroc are constantly hunted by storm giants who hope to tame them and make them mounts. Those that they capture require years to break and a fearless rider, but they become immensely useful companions. ***Followed by Storms.*** They fly just ahead of storm fronts, leading them like bolts of lightning that strike ahead. Wherever they fly, they bring hurricanes and typhoons, and in the rare event they find themselves above water with no storm around, they beat their wings and raise a storm to race behind them.
Electroc
20
Art Credit:
Lie Setiawan, WotC
\pagebreak ## Eyeworm "I LIKE TO THINK SOME ARROGANT BEHOLDER WAS floating out there in the underdark, thinking about how great it was, when it came upon a Purple Worm. Maybe then it started to question its greatness, or maybe it decided it could be a better worm than even the greatest one. I don't know. But now we have these things to deal with."
-- Elminster Aumur, Sage of Shadowdale
A nightmarish child of a beholder's dreams and a purple worm's anatomy, the eyeworm flies above ground and tunnels beneath it, bringing destruction wherever it travels. It is the ultimate abomination of flesh, eyes, and teeth. Its body possesses the armored plates of the worm, and its tail and teeth make it a demigod to the denizens of hunger and darkness just like the purple worm, but it reaches true monstrosity where eyes emerge unnaturally along those plates and a brain swells with awareness within its skull.
Art Credit: WotC
\columnbreak ***Aberrant Pariah.*** While beholders and death tyrants float at the pinnacle of aberrant intelligence and megalomania, no beholderkin wreaks destruction like the eyeworm. A child of unnatural imagination, the eyeworm finds itself intelligent enough to know that it pales in comparison to the intellect of the beholder, yet it also possesses monstrous desires to feed, consume, and destroy. It's in this dichotomy that the eyeworm questions its budding intelligence and its existence. Caught between these competing natures, the eyeworm devolves to its base monstrosity and lashes out against its environment. It destroys and destroys and destroys, and for that reason alone, it can be much more destructive than any beholderkin. ***Earth and Sky.*** Unlike beholders, eyeworms possess a primal instinct to move. While they are typically spawned in the Underdark, they they are constantly in motion and often reach the surface, where they can borrow through rock or fly through the sky. Once freed of the Underdark and their kin below, eyeworms make their ways to mountains, where they can freely move from rock to sky without noticeable interruption, eating anything that stands in their paths--including the clouds. They leave behind caves and tunnels that are coveted by mountain-dwelling creatures like harpies and wyverns, and cults to their destructive power have been found in the highest and most remote places.
Eyeworm
21
\pagebreak ___ ___ > ## Eyeworm >*Huge aberration, chaotic evil* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** 275 (22d12 + 132) > - **Speed** 50 ft., burrow 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|7 (-2)|22 (+6)|12 (+1)|15 (+2)|15 (+2)| >___ > - **Saving Throws** Con +11, Wis +7, Cha +7 > - **Skills** Perception +12 > - **Senses** Blindsight 30 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 22 > - **Languages** Deep Speech, Undercommon > - **Challenge** 16 (15,000 XP) > ___ > > **Antimagic Cone.** The eyeworm's central eye creates an area of antimagic, as in the *antimagic field* spell, in a 100-foot cone. At the start of each of its turns, the eyeworm decides which way the cone faces and whether the cone is active. The area works against the eyeworm's own eye rays. > > **Siege Monster.** The eyeworm deals double damage to objects and structures. > > **Tunneler.** The eyeworm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. > > ### Actions > ***Multiattack.*** The eyeworm makes three attacks: one with its bite, one with its stinger, and one with its eye rays. > > **Bite.** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the eyeworm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the eyeworm, and it takes 21 (6d6) acid damage at the start of each of the eyeworm's turns. > > If the eyeworm takes 30 damage or more on a single turn from a creature inside it, the eyeworm must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eyeworm. If the eyeworm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. > > **Tail Stinger.** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. > > **Eye Rays.** The eyeworm shoots one of the following magical eye rays at random, choosing one target it can see within 100 feet of it: > > **1. Paralyzing Ray.** The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > > **2. Fear Ray.** The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > > **3. Slowing Ray.** The targeted creature must succeed on a DC 15 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > > **4. Telekinetic Ray.** If the target is a creature, it must succeed on a DC 15 Strength saving throw or the eyeworm moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the eyworms’s next turn or until the eyeworm is incapacitated. > > If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The eyeworm can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. > > **5. Sleep Ray.** The targeted creature must succeed on a DC 15 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. > > **6. Petrification Ray.** The targeted creature must make a DC 15 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other magic. > > ### Legendary Actions > The eyeworm can take 3 legendary actions, using the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The eyeworm regains spent legendary actions at the start of its turn. > > **Eye Ray.** The eyeworm uses one random eye ray, choosing one target it can see within 100 feet of it. > > **Move.** The eyeworm moves up to its speed without provoking opportunity attacks.
Eyeworm
22
\pagebreak ## Fytelafi On rare occasion, the seeds of a poisonous plant will fall into the corpse of a stag. When such an instance occurs, fey energy is pulled into the seedling and the seed grows rabidly. The stag's bones are incorporated into the structural system of the plant and it becomes a fearsome creature known as a fytelafi. Once one of these creatures takes residence in a forest, it quickly hunts down other stags, planting seeds in each corpse it leaves. More fytelafi grow and soon there exists a fyteherd that roams dense forests looking for other creatures to consume or ranges across the world to find more stags to expand the fyteherd. Pack hunters and unnaturally stealthy ambushers, fytelafi are fearsome opponents, but some hearty adventurers seek them out anyway. Large volumes of fytelafi sap can be distilled with alchemy supplies into powerful poisons and strong curatives, such as potions of healing, and its antlers can be used for enchanting a *Staff of the Woodlands*. Unfortunately, few find these creatures and those that do rarely survive the hunt. \columnbreak ___ > ## Fytelafi >*Medium plant, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 120 (16d8 + 48) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|15 (+2)|16 (+3)|2 (-4)|14 (+2)|5 (-3)| >___ > - **Skills** Perception +5, Stealth +5 > - **Damage Vulnerabilities** fire > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 15 > - **Languages** Sylvan > - **Challenge** 6 (2,300 XP) > ___ > ***Innate Spellcasting.*** The fytelafi’s spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: > > 3/day each: *locate animals or plants*, *pass without*
*trace*, *speak with plants* > 1/day: *wall of thorns* > > ***Plant Camouflage.*** The fytelafi has advantage on Dexterity (Stealth) checks made to hide in any terrain with ample obscuring plant life. > > ***Regeneration.*** The fytelafi regains 10 hit points at the start of its turn so long as it is in contact with the ground. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the fytelafi's next turn. The fytelafi dies only if it starts its turn with 0 hit points and doesn't regenerate. > > ### Actions > ***Multiattack.*** The fytelafi makes two attacks: one with its bite and one with its stomp. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure, the target takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, the target takes half as much damage and isn't poisoned. > > ***Stomp.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) bludgeoning damage.
Fytelafi
23
Art Credit: Nicholas Gregory, WotC
\pagebreak
### Groenlandica In the coldest, most arctic regions of the world, there exist woolly caterpillars that are mostly innocuous, living most of their lives in their larval states. But in a multiverse where magic can seep into any creature, there is always the chance for incredible transformations. Grown to tremendous size and infused with the very essence of cold, Groenlandica is a wonder to behold. It moves slowly over the tundra, consuming all foliage in its wake. Over the course of days, it may plow its way through permafrost forests, ever chomping, often indifferent to the creatures that get caught in its maw. ***Mythic Legends.*** Most arctic caterpillars eventually form a double-layered cocoon and then spend a single day as moths, beautiful and stark above the white ice. Denizens of the north whisper that one day Groenlandica will enter its cocoon and emerge as the greatest moth ever beheld. But among these villagers and townsfolk, there is also fear for the day. Typical arctic moths are ferocious eaters during their single day of life. These villagers rue a future where Groenlandica will sweep through the skies, flying from harvest to harvest and devouring all of the north before it dies. > ##### Groenlandica in
*Icewind Dale: Rime of the Frostmaiden* > Groenlandica would be a natural wonder discussed in Ten-Towns, and a potential Ten-Towns rumor during the Frostmaiden's Rime, especially if she's in the area. With Auril's touch upon the grasp still visible in the skies, many Ten-Towns denizens would speculate that Groenlandica might form its cocoon soon, and some nervous and desperate individual might even be willing to pay for an adventuring party to slay the creature before it can devour what remains of the Ten-Towns. As such, Groenlandic would fit well into Chapter 2.
#### Groenlandica as a Mythic Encounter Groenlandica is a powerful entity under normal circumstances, but to give your characters a truly mythic challenge, you can have it activate its Metamorphic Emergence trait. When this happens, Groenlandica quickly wraps itself in a frozen cocoon before exploding as its moth form rises from the shell. After its form changes, Groenladica can choose one of its mythic actions when it uses a legendary action. Read or paraphrase the following text when Groenlandica uses its Metamorphic Emergence Trait:
Frozen silk geysers from its mouth and spinneret, wrapping around it in a matter of seconds. Like glacial ice, it freezes around the body. Instantly, the icy cocoon pulses faster and faster like a heartbeat before a crack splits it. In a flash of boreal light and icy shrapnel, a pair of wings emerges from the crack, followed by a woolly body and great, knowing eyes.
Fighting Groenlandica as a mythic encounter is equivalent to taking on two CR 9 creatures in one encounter. Award a party 15,000 XP for defeating Groenlandica after it uses its Metamorphic Emergence trait.
Groenlandica
24
Art Credit:
Suzanne Helmigh, WotC
\pagebreak ___ ___ > ## Groenlandica >*Gargantuan monstrosity, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 99 (6d20 + 36) > - **Speed** 30 ft., climb 30 ft., fly 80 ft. (mythic only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|9 (-1)|22 (+6)|6 (-2)|18 (+4)|12 (+1)| >___ > - **Saving Throws** Dex +3, Int +2 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** cold > - **Senses** blindsight 60 ft., darkvision 60 ft., passive Perception 14 > - **Languages** understands Sylvan but can't speak it > - **Challenge** 9 (5,000 XP) > ___ > ***Innate Spellcasting.*** Groenlandica's spellcasting ability is Wisdom (spell save DC 16). It can innately cast *cone of cold* and *insect plague* once per day each requiring no material components. > > ***Legendary Resistance (1/day).*** If Groenlandica fails a saving throw, it can choose to succeed instead. > > ***Metamorphic Emergence (Mythic Trait, Doesn't Recharge).*** If Groenlandica is reduced to 0 hit points, it doesn't die or fall unsconscious. Instead, it forms a cocoon as geysers of ice and silk shoot from its body. Each creature within 10 feet of Groenlandica must make a DC 16 Dexterity saving throw or take 4 (1d8) bludgeoning damage and 9 (2d8) cold damage. Groenlandica then emerges from the cocoon, regains 99 hit points, gains a fly speed and the flyby trait, and moves up to its speed. > > ***Flyby (Mythic only).*** Groenlandica doesn't provoke opportunity attacks when it flies out of an enemy's reach. > >
> > ### Actions > ***Multiattack.*** Groenlandica makes two attacks: one with its bite and one with its slam. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 10 (1d12 + 4) piercing damage, 10 (4d4) cold damage, and if the target is Large or smaller, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, taking 5 (2d4) cold damage at the start of each of its turns, and Groenlandica can't use this attack on another creature. > > ***Slam.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10 (1d12 + 4) bludgeoning damage. > > ### Legendary Actions > Groenlandica can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. Groenlandica regains spent legendary actions at the start of its turn. > > **Detect.** Groenlandica makes a Wisdom (Perception)
check. > > **Slam.** Groenlandica makes one slam attack. > > **Spinneret (Costs 2 Actions).** Groenlandica shoots a web
of silk from its spinneret in a 30-foot cone. Any
creature in the area must make a DC 16 Dexterity
saving throw or be restrained until it uses an action
to free itself from the silk. The area becomes difficult
terrain until the start of its next turn. > > ### Mythic Actions > If Groenlandica's mythic trait is active, it can use the options below as legendary actions. > > **Frost Wing Gale.** Groenlandica beats its wings. Each
creature within 10 feet of Groenlandica must make a
DC 16 Constitution saving throw. On a failure, a
creature takes 7 (2d6) bludgeoning damage and
7 (2d6) cold damage and is knocked prone. On a
success, a creature takes half as much damage and
isn't knocked prone. > > **Icewing Hypnosis (Costs 3 Actions).** Each creature within
60 feet of Groenlandica that can see it must succeed
on a DC 16 Wisdom saving throw or be stunned. A
stunned creature can repeat the saving throw at the
end of each ofits turn, ending the effect on itself on a
success.
Groenlandica
25
Art Credit:
Titus Lunter, WotC
\pagebreak ## Otyughast Covered in flies and rotted flesh, otyughasts are the animate remains of dead otyugh. Their yellow skin grays and their enormous mouths expand, tearing tendons and unhinging the jaw to open further and swallow more. ***Accidental Origin.*** The first otyughast emerged by accident. Feeding on the flesh of a ghoul, the otyugh ate and ate, slowly dying from necrotic poisoning without noticing. Despite this, the otyugh's hunger only grew, and though its body began to decay, negative energy surged from the Abyss to fuel the creature's gluttony. It grew in size and continued to eat as its blood turned to ash, completing its transformation into a ghast. ***Abyssal Hunger.*** Until then, ghouls were typically found as humanoids. Occasionally, an especially ravenous and cunning ghast led them, but primarily, ghouls and ghasts were humanoid in origin. After becoming aware of the first otyughast, Orcus turned his attention to the aberrations and imparted Abyssal energy in the most gluttonous of otyughs, feeding their undeath. Now, these creatures lead entire hoards of ghouls from their maggoty domains, occasionally forcing their minions to the remains of killing fields and warzones, where thousands of bodies await their maws.
___ ___ > ## Otyughast >*Huge undead, chaotic evil* > ___ > - **Armor Class** 12 > - **Hit Points** 162 (14d12 + 70) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|21 (+5)|11 (+0)|13 (+1)|6 (-2)| >___ > - **Saving Throws** Con +9 > - **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, poisoned > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** otyugh, common > - **Challenge** 10 (5,900 XP) > ___ > ***Limited Telepathy.*** The otyughast can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. > > ***Stench.*** Any creature that starts its turn within 15 feet of the otyughast must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this Stench for 24 hours. > > ***Turning Defiance.*** The otyughast and any ghast or ghoul within 30 feet of it has advantage on saving throws against effects that turn undead. > > ### Actions > ***Multiattack.*** The otyughast makes three attacks: one with its bite and two with its tentacles. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the otyughast can't bite another target. > > ***Tentacle.*** *Melee Weapon Attack:* +8 to hit, reach 15 ft., one target. *Hit:* 15 (2d10 + 4) bludgeoning damage plus 4 (1d8) piercing damage. If the target is not an undead or construct, it must succeed on a DC 17 Constitution saving throw against or become paralyzed for 1 minute. The target can repeat the saving throw at the end of its turn until it succeeds. > > ***Swallow.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one Large or smaller creature the otyughast is grappling. *Hit:* 37 (6d10 + 4) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the otyughast, and it takes 14 (4d6) acid damage at the start of each of the otyughast's turns. > > The otyughast can have one target swallowed at a time. If the otyughast takes 20 damage or more in a single turn from a creature inside it, the otyughast must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate a swallowed creature, which falls prone in a space within 10 feet of the otyughast. If the otyughast dies, a swallowed creature is no longer restrained and can escape from the corpse using 10 feet of movement, exiting prone.
Otyughast
26
Art Credit: WotC