## Thornmonger
Thornmonger are the evolution of Awakened Shrub and are ready to help defend their home through the use of their thorned skin. By helping keep predators away they can care for their seeds that will hopefully become Awakened Shrubs and then Thornmongers themselves someday. They can use their spiked vines to allow them to climb and swing from trees to get the drop on unwanted Auromon in their territory. They can even use their vines to throw themselves in the air and then either Rake down on their foes or land on them causing their spikes to embed in their enemies for greater damage.
They help provide for their Auromancer the power of protection through letting them be able to coat themselves in a glowing light of thorns to resemble that of Thornmonger. The Auromancer will have the Thorn Skin Ability for 24 hours if they have Thornmonger in the Key Card Spot for atleast 24 hours.
\pagebreakNum
## Biomorphed Baboon
A simple baboon who was unfortuently taken hostage by the evil scientist Dr. Lazurus and was experimented on to no end. It was able to break free along with its other baboons and wants to avoid people at all costs. It can be violent towards those that impede on its hunting grounds as a form of self defense. Once you get near a Biomorphed Baboon you will find that leaving its area is a lot more difficult then approaching it. Having been through such crude experiments it has been training to become very physical fit to allow it to one day get revenge on Dr. Lazurus and make sure his experiment are put to an end.
If you are able to befriend a Biomorphed Baboon and use it as your key card, you find yourself getting an astral tentacle light that glows over the top of your left arm as a thank you. This two pronged tentacle arm can be used for the Auromancer to climb with.
\columnbreak
___
> ## Biomorphed Baboon
>*Medium Monstrocity, Chaotic Evil*
> ___
> - **Armor Class** 14
> - **Hit Points** 70
> - **Speed** 30ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14(+2)|11(+0)|4 (-3)|12 (+1)|6 (-2)|
>___
>
>
> - **Senses** Passive Perception 14
> - **Languages** ---
> - **Challenge** 3 (700 XP)
> ___
> ***Key Card Ability: Tentacle Reach*** If your Key Card for 24 hours It bestows its climbing speed to your Auromancer in the form of giving your left arm two astral tentacles to use for climbing. This gives a climbing speed of 30ft.
>
>***Pack Tactics.*** Biomorphed Baboon has advantage on an attack roll against a creature if at least one of the Biomorphed Baboon's allies is within 5 feet of the creature and the ally isn't incapacited.
>
>***Reactive Tentacles.*** Biomorphed Baboon gains an extra reaction that can be used for oppurtunity attacks to allow you to use Tentacle Whip twice instead of once as an attack of opportunity.
>
>### Actions
> ***Multiattack.*** Biomorphed Baboon makes 2 Bite or 1 Tentacle Whip attacks a turn
>
>***Bite.*** *Melee Weapon Attack:* +4 to hit, 5ft, one target. *Hit:* 1d8+3 piercing.
>
> ***Tentacle Whip.*** *Melee Weapon Attack:* +4 to hit, 10ft, one target. *Hit:* 2d8+3 bludgeoning.
>
\pagebreakNum
___
> ## Badgerang
>*Small Beast,unaligned*
> ___
> - **Armor Class** 13
> - **Hit Points** 65
> - **Speed** 30ft., Burrow 15 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12(+1)|14(+2)|14(+2)|6(-2)|12 (+1)|10(+0)|
>___
> - **Skills** Acrobatics +4
> - **Condition Immunities** prone
> - **Senses** darkvision 60ft., passive Perception 11
> - **Languages** ---
> - **Challenge** 3 (700xp)
> ___
> ***Key Card Ability: Little Treasures*** If your Key Card for 24 it will bring you a little treasure from the little treasure table down below at dawn (Roll d12).
>
>***Keen Smell.*** Badgerang has advantage on Wisdom (Perception) checks that rely on smell
>
>***Magic Boomerang*** When Badgerang throws its boomerang the damage is considered to be magical. After thrown Badgerang can as a bonus action on the next turn roll to hit an enemy on the boomerangs way back. The boomerang will always return to Badgerang's paws no matter how far.
>
> ### Actions
> ***Multiattack.*** Badgerang makes 2 Bite attacks or 1 Boomerang Throw attack
>
> ***Bite.*** *Melee Weapon Attack:* +4 to hit, 5ft, one target. *Hit:* 1d8+3 piercing
>
> ***Boomerang Throw*** *Weapon Attack:* +5, 60/120, one target. *Hit:* 2d8+3 bludgeoning.
>
| d12 | Little Treasure |
|:---:|:-----------:|
| 1 | A dead mouse holding cube of cheese |
| 2 | A dead bird with a fish in its talons|
| 3 | A small bag with a block of clay |
| 4 | A Badger wooden statue|
| 5 | A whistle made from gold-colored wood that has 1 use before breaking |
| 6 | A single use wooden key that can lock any door, but unlock none|
| 7 | A single Sending Stone |
| 8 | A scroll containing the spell Speak with Animals
| 9 | 1 beans from the item Bag of Beans |
| 10 | Finds berries casted from the Goodberry Spell|
| 11 | A potion of healing |
| 12 | 3GP |
*Drawn from Iori Shibasaki on Instagram as iorishibaski
## Badgerang
#### The Lucky Badger Auromon
Badgerang is a badger who found a boomerang out in the woods up in a tree one day when he was exploring. He accidently cut his paw on a thorn out in the woods trying to reach it and some of his blood dripped on his new boomerang. The boomerang started to glow which scared him so he threw it away. But it kept coming back to him so he started to play with it not being scared anymore. He was able to practice throwing it and noticed how it always returned to him no matter where he was (even underground) ! Badgerang loves to explore and even was able to find a scarf to keep his little treasures he finds in on his morning walks.
As an Auromancer's Key Card for 24 hours Badgerang is able to share with the Auromancer a little treasure he finds out when exploring. No one knows where Badgerang finds these treasures but he always seem to find something to present proudly to his Auromancer every morning.
\pagebreakNum
## Batsy of Darkness
\columnbreak
___
> ## Batsy of Darkness
>*Medium Monstrocity, Chaotic Evil*
> ___
> - **Armor Class** 14
> - **Hit Points** 70
> - **Speed** 30ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14(+2)|11(+0)|4 (-3)|12 (+1)|6 (-2)|
>___
> - **Saving Throws** saving_throws
> - **Skills** skills
> - **Damage Vulnerabilities** damage_vulnerabilities
> - **Damage Resistances** Resistances
> - **Damage Immunities** Damage_Immunities
> - **Condition Immunities** condition_Immunities
> - **Senses** Senses
> - **Languages** Languages
> - **Challenge** Challenge and Xp
> ___
>
> ### Actions
> ***Multiattack.*** The Creature Name makes Number and type of attacks
>
> ***Ability Description.*** *Attack Style:* Attack Bonus to hit, Reach/Range, one target. *Hit:* Damage Damage Type damage
>
> ***General Ability Description.*** General Attack Description
## Angry Mob
\columnbreak
___
> ## Angry Mob
>*Medium Monstrocity, Chaotic Evil*
> ___
> - **Armor Class** 14
> - **Hit Points** 70
> - **Speed** 30ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14(+2)|11(+0)|4 (-3)|12 (+1)|6 (-2)|
>___
> - **Saving Throws** saving_throws
> - **Skills** skills
> - **Damage Vulnerabilities** damage_vulnerabilities
> - **Damage Resistances** Resistances
> - **Damage Immunities** Damage_Immunities
> - **Condition Immunities** condition_Immunities
> - **Senses** Senses
> - **Languages** Languages
> - **Challenge** Challenge and Xp
> ___
>
> ### Actions
> ***Multiattack.*** The Creature Name makes Number and type of attacks
>
> ***Ability Description.*** *Attack Style:* Attack Bonus to hit, Reach/Range, one target. *Hit:* Damage Damage Type damage
>
> ***General Ability Description.*** General Attack Description
\pagebreakNum
___
> ## Seamore The Shell Collector
>*Medium Monstrocity, Chaotic Evil*
> ___
> - **Armor Class** 14
> - **Hit Points** 70
> - **Speed** 30ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14(+2)|11(+0)|4 (-3)|12 (+1)|6 (-2)|
>___
> - **Saving Throws** saving_throws
> - **Skills** skills
> - **Damage Vulnerabilities** damage_vulnerabilities
> - **Damage Resistances** Resistances
> - **Damage Immunities** Damage_Immunities
> - **Condition Immunities** condition_Immunities
> - **Senses** Senses
> - **Languages** Languages
> - **Challenge** Challenge and Xp
> ___
>
> ### Actions
> ***Multiattack.*** The Creature Name makes Number and type of attacks
>
> ***Ability Description.*** *Attack Style:* Attack Bonus to hit, Reach/Range, one target. *Hit:* Damage Damage Type damage
>
> ***General Ability Description.*** General Attack Description
\columnbreak
## Seamore The Shell Collector
Many Questions may come up in your campaign. A few common ones can be seen here. - **Are players allowed to fight each other for XP?**
Usually the Auromon you travel with will learn and befriend your other party members so they will not gain XP. Ultimately it is up to DM discretion. - **How should trades be handled?**
This can be a rarity for rarity or a player could buy it from a another player or NPC depending how valuable it is to the player who would sell it. - **Does Detect Magic detect Auromon as well?**
Yes It does! If a Power Class member uses Detect Magic they can detect Auromon in the area of the spell but will not know what they are or their school. - **How does Conjure Barrage work with no weapons?**
This should be of your Auromon releasing a multitude of attacks instead of you throwing a weapon. Auromancers rarely have weapons. - **How does Counter Spell Work?**
It works to stop an Auromancer or Auromon from casting a spell but does not stop the summoning of an Auromon onto the field - **How does Antimagic Field Work against Auromon?**
It has no effect on Auromon being summoned but rather just protects from magic they or another Auromancer can cast on the target in the antimagic field. - **Can Water breathing Auromon breathe on land?**
In this world the Auro flows through all things so as thus since they are not in their optimal water environment they get disadvantage to attack rolls to hit while on land. \pagebreak # Changelog ## 3/28/2021 - Introductory Note - Creating an Auromancer - Class Features - Enhanced Backgrounds - Class Path Discovery - Auromancer Level Up Features ## 4/4/2021 - Class Path Awakening - Power Class Path - Celestial Class Path - Mystic Class Path ## 4/12/2021 - Aquiring Auromon - Seal Breaking - From the Wild - Bosses/Duelists - Singles Shops - Fusions - Questing/Aid - Battles - Battle Terms - The Battle Begins - Turn Order - Ending a Battle - Added Table of Contents - Added Changelog ## 4/19/2021 - Added Bonding - Added Spell List of Levels Cantrip-3 - Added Strength Spell Casting - Added Celestial Spell Casting - Added Mystic Spell Casting - Added more FAQ's ## 4/30/2021 - Fourth Level Spells - Auromon Almanac - Auromon Almanac Chapter CR 0 - Thornmonger - Biomorphed Baboon - Badgerang ## 5/30/2021 - Auromon Rarities - CR 0 - CR 1/8 - CR 1/4 ## 6/6/2021 - Spell Lists Completed for Every Level - Auromon Rarities - 1/2 - 1 - Part of 2 \pagebreakNum