Windrest Content for Expand&d

by deator

Search GM Binder Visit User Profile
Widening Wares of Windrest

Foreword

The hardworking DMs and Staff of the Windrest Westmarches game would like to take a moment to thank several people for all the work that has gone in to this book.

First and foremost our thanks goes to Storymaker, who without which Expand&d would not exist, and this chance to create and explore a space of shared interest and community created around the original work he put in to create the system this book is based on. All content presented here in is a labor of love and appreciation.

We'd also like to thank Bird and Doc for creating the Retrofeed Discord server on which the Windrest game is run from. It is an inclusive space where more than this one game goes on and much content has been worked on and produced for ED&D as well as other weight gain and related systems for D&D and beyond.

Another special thanks goes to Bird, as the person who started it all for this Westmarches game, bringing in dozens of players, resulting in over fifty people engaging with the game one way or another during its now over ten month running time! This has been a grand work for him that he has poured his heart and soul into, and everyone in the Retrofeed server is deeply thankful for everything he has done.

And lastly, our thanks goes out to the players, we do it all for you. Every session we get to give you all a little fun, and every interaction between the wonderful characters created in the town is another reminder of why we put in all this work.

Keep being Excellent, all of you.

Table Of Contents

PART I

Pudgy Particulars

Variant System: Fatty Corruption

The corruption table presented within ED&D Book: Apocrypha of Letidýra, is intended to be used with the corruption mechanic found within the same. The original intention of the table was to incorporate several different themes, including Weight Gain, Slob, Mind Break, and Horror. Through play, we have found that while the idea of the 'corruptive influence' of some creatures is an aspect that players enjoy, often many of themes cater to a very specific experience that the rest of ED&D does not. So in order to facilitate the feeling of 'Corruptive influence' while still keeping it comfortably within the theme of weight gain, we have created the following table of alternative effects for corruption.

All of the following effects only involve that stated goal of weight gain and the system otherwise functions the same. This means you can drop this table in and use the same monsters with corruption effects and simply roll from this table instead. You could even have one player who prefers the original Corruption table use that while another prefers fatty corruption. Mix and match!

Corruption Effects table
d8 Mild Corruption (1-2) Moderate Corruption (3-5) Severe Corruption (6-8) Extreme Corruption (9+)
1 Dietary Weakness Lipo Conversion Metabolic Collapse Chloraphilian
2 Slight Gain New Normal Shared Expansion Burdensome Aura
3 Metalbolic Failure Hunger Distraction New Standard New Enormity
4 Lipo Transference Atrophy Arcane Blubber Group Gorging
5 Helping Hand Encourage Expansion Moderate Gain Mark of Fattening
6 Indulgence Munchies Demand Doughiness Permanent Pudginess
7 Greedy Gut Mild Gain Constant Hunger Severe Gain
8 Gluttonous Reduction Resistant Feeding Frenzy Empty Void

Corruption Effects

Many of the following corruption effects carry some form of mechanical detriment, but the real fun is being aware and weaving them into narrative and Roleplaying scenarios. Consider how some of these effects might alter a social encounter, or adjust the character's reaction to a particular event. Don't be afraid to remind a player of their corruption should a moment arise where they may have an opportunity to incorporate it.

Mild

Dietary Weakness: Even regular food seems more fattening to you. You gain twice the normal amount of diet points from food you eat.

Gluttonous: You struggle to control your urges to gorge. You have disadvantage to resist any effect that would feed you or put food in you. Other creatures have advantage to feed you or put food in you.

Greedy Gut: Your base stomach capacity is doubled, however until you eat to your capacity each day, you have 1 unremovable point of exhaustion.

Helping Hand: Each day, you must feed a creature to at least their regular stomach capacity or suffer disadvantage on any intelligence and wisdom checks and saves as you are distracted by thoughts of filling up tummies.

Indulgence: Your palette is adjusted to only the most calorific dishes. Eating food with less DP than fatty food causes you to become poisoned. This can be removed by eating twice as much fatty food or higher to balance it out.

Lipo Transference: You were destined to be fat, and little else. Any time you experience any form of inflation other than fat, you instead gain half of the amount of weight as fat, and the other half as the original form of inflation.

Metabolic Failure: Exercise doesn’t seem to work for you anymore, with your body resisting your efforts. You can no longer gain Exercise Points from any source.

Slight Gain: Your body is slowly gaining weight of its own accord at a minor pace. At the end of each long rest, you gain 1d4 lbs. of fat.

Moderate

Atrophy: The fat in your body has started to actually convert other mass into more fat. Any Flex you have from muscle is converted at a rate of 10% per long rest into twice as much fat.

Encourage Expansion: Each day, you must cause creatures to gain at least 20 lbs, or consume 20 diet points, or suffer disadvantage on any intelligence and wisdom checks and saves as you are distracted by thoughts fattening those around you.

Hunger Distraction: Your mind has grown scattered and easily clouded by thoughts of food. You have disadvantage on Intelligence and wisdom ability checks unless your stomach is full.

Lipo Conversion: You were destined to be fat, and nothing else. Any time you experience any form of inflation other than fat, you instead gain the same amount of weight as fat.

Mild Gain: Your body is slowly gaining weight of its own accord. At the end of each long rest, you gain 1d10 lbs. of fat.

Munchies: Your hunger is much stronger than you remember. Any time you are less full than half your stomach capacity, you become ravenous.

New Normal: Your body has adapted to a larger size. While under your bulk limit, you have one unremovable point of exhaustion.

Reduction Resistant: Any time you’d lose fat for any reason, you instead lose half as much as you would have, rounded down. However, any effect that temporarily increases your weight, such as the immobilize person spell, still work as normal.

Severe

Arcane Blubber: Your fat cells have become suffused with lipomancy. Any source of weight gain that doesn’t come from diet points is doubled.

Constant Hunger: Your hunger is always there no matter how much you eat. Any time you are less full than your stomach capacity, you become ravenous.

Demand Doughiness: Each day, you must cause creatures to gain at least 50 lbs, or consume 50 diet points, or suffer disadvantage on any intelligence and wisdom checks and saves as you are distracted by thoughts fattening those around you.

Feeding Frenzy: When you start eating, it’s too good to stop. Any time you consume food, you must continue to do so until either all food around you is gone, or you take any overstuffing damage.

Metabolic Collapse: Exercise doesn’t do it for you anymore. In fact, even trying to sends your metabolism into an emergency state. Any Exercise Points you accrue instead count as diet points when you gain them.

Moderate Gain: Your body is gaining weight of its own accord at a moderate pace. At the end of each long rest, you gain 2d10 lbs. of fat.

New Standard: Your body has adapted to a much larger size. While under your second bulk limit, you have one unremovable point of exhaustion.

Shared Expansion: Any time you gain weight for any reason, the nearest ally in 100 ft. gains half as much as you do.

Extreme

Burdensome Aura: You have an aura around 15 ft. of you. Whenever a creature enters that aura, they begin to grow fatter at a rate of 1/10th of your current size each hour. If the creature is already bigger than you, this effect instead fattens you for 1/10 their size.

Chloraphilian: Your skin has gained the ability to absorb nutrition from the light. You gain 1 pound of fat for every 5 minutes you spend under the sunlight.

Empty Void: Your hunger is unending no matter how much you eat. Any time you are less full than your maximum Stomach capacity, including an eating roll, you become ravenous.

Group Gorging: The corruption magic within you creates an aura of 30ft around you. Whenever you eat food, all creatures within the aura have their stomachs magically filled with half as much food as you ate. The first time a creature takes overstuffing damage from this effect in a day, they gain 1 point of corruption.

Permanent Pudginess: You cannot lose fat through any means. However, any effect that temporarily increases your weight, such as the immobilize person spell, still work as normal.

Severe Gain: Your body is rapidly putting on weight of its own accord. At the end of each long rest, you gain 3d10 lbs. of fat.

Mark of Fattening: A fattening curse on your soul absorbs divine energies. Any hit points you would regain via magical healing is halved, and the healing that is reduced in this way is instead added to your weight as fat.

New Enormity: Your body has adapted to an immense size. While under your third bulk limit, you have one unremovable point of exhaustion.

Stages of Corruption

Aside from the mechanical effects of each stage of corruption, there are more ephemeral effects on character’s minds and opinions. Each point of corruption makes characters more open to the idea of gaining weight and stuffing themselves until eventually they come to enjoy it and derive pleasure from the experience. By the time they reach the highest levels of corruption, it’s an obsession and need. Those that already hold positive feelings about weight gain and fat are amplified, taken even further with each point. Below are good base lines for where a character might be mentally at each level.

Mild Corruption

While afflicted with mild amounts of corruption characters find negative views of fat and gluttony softening. The exact effects in particular individuals can vary quite a bit. Some will find themselves starting to feel small, underweight, or simply like something is missing. Others may simply start to become less aware of their own size, insisting they’re thinner than they are, that clothes have shrunk in the wash and certainly aren’t struggling with a new potbelly. There are even thoughs that find food seems to just have an extra tastiness to it, the feeling of their stomachs filling up a satisfaction of its own. They might even find themselves encouraging others, turning their changing views towards concern over the ‘small’ waistlines of friends. Those that already hold any of these views find them growing stronger, more prominent.

Moderate Corruption

Once a character advances to moderate corruption all previous positive feelings on fat and food intensify. Those with feeder tendencies more actively seek to fatten and stuff anyone around them, especially those they have feelings for. Advancing through moderate corruption turns mild gluttonous effects on behavior into strong tendencies and changes. One might become increasingly lethargic, less willing to do things that don’t involve eating or intense activity. At this point, they also become increasingly unwilling to lose weight. Enjoyment of widening bodies, both others and their own, only grows stronger, more powerful. The pull to see others fattening along side them is now becoming unignorable.

Severe

When a character reaches Severe corruption, it's hard not to enjoy what's happening anymore. It is unlikely at this point that a character doesn't know that they are getting fatter when they gain weight, and are likely to even encourage it. The feeling of tightening and bursting clothes is more tactile and intense because of the corruption suffusing their bodies. It's not just something they are enjoying more, but it's actually becoming more pleasurable as each sense is enhanced to it. Those that feel the need to fatten others can't help but be enthralled by the increasing sizes of those around them, desiring to give them the same wonderful feelings they themselves are experiencing.

Extreme Corruption

Extreme Corruption is more than a strong effect on the body, it’s a near domination of the mind too. Pleasure for fattened forms becomes lust, desire changes to worship, and passion morphs into obsession. Even the staunchest haters of fat and food find themselves begrudgingly enjoying every pound, every bite. Those that already have a love for gluttony and weight gain are near single minded in their desire to fatten, grow, and eat. They don’t only wish for those around them to grow as indulgent and flabby as they are, but to also to share in the effects of corruption itself, intent on subjecting anyone to it if possible.

Mindless/Insane

At this point, indulgence becomes necessity. Lust and love are replaced by a void like hunger and terrifying need to grow. What thought is left is given over to what heights of debauchery they can reach next. This is a dangerous stage, as seeing others thinner or less corrupt than themselves causes these characters to do everything they can to doom even their own friends to the same fattening fate.

Optional Additions

Radiant Corruption

Those who are particularly corrupt may even start slowly infecting those around them. At the DM’s discretion, a particularly corrupt character could act as a source of corruption to those that rest near them.

A suggested example: Corrupt characters who have at least severe corruption count as a source of corruption to any character who has half as many points of corruption as them or less.

Lasting Effects

Long lasting or dramatic cases of corruption may result in permanent ongoing effects of the corruption a character experienced. These might be anything from a particular corruption effect becoming permanent, to a minor cosmetic change like stretchmarks or anything in between. Something like this may come as a result of reaching a new stage of corruption for the first time, or every time a character hits severe corruption, or some other similar reasoning. Below are some examples of permanent effects that might come from corruption:

  • Stomach capacity increase
  • Must eat a certain amount a day to avoid exhaustion
  • Fat distribution change (ex: apple to pear)
  • Lowered ability to exercise without exhaustion
  • Disadvantage on checks to resist corruption for X days/weeks/months
  • Creatures have advantage when feeding you a certain kind of food (ex: sweets)
  • Permanent Stretchmarks on the fattest part of your body

Outside of these effects, you should consider if the experience has mentally impacted your character permanently. Perhaps a character who hated fat before being corrupted may be cured, but still finds the idea more attractive than previously. Someone who got very large might see their old smaller size as a bit odd now, finding a larger weight to be more normal for them. Others might decide the experience wasn’t completely negative and seek out a low level of corruption to stay at. The choice is yours, but corrupt is best when used for its flavor as much as its mechanics.

Detection

Within the original rules of the system, there is no specific set rule for knowing if a character is aware of any points of corruption, or how severe those effects are. As a simple method of providing some realism to whether a character is aware of corruption or not, assume that they are not aware. The corrupted character, or any other, may make a medicine check to determine if they are corrupted, with a DC of 20, minus 1 for each point of corruption. So a character with 4 points of corruption would need a DC 16 check to detect the corruption. This roll should not be allowed more than once per day.

Even after making a successful roll, keep in mind that knowledge of corruption may effect what the character knows. Someone unaware of what corruption is who succeeds may only know that there is something wrong with them, but not understand what. However a character more knowledgeable on corruption might know exactly what it means on a success, and even how bad (how many points) it is. In general, unless a character has particular reason to be suspicious of having corruption specifically, a failed roll should have the character believing there's no problem at all and being relatively unsuspicious of their waistline effecting behavior.

Certain conditions may modify this roll. For example, if the character's corruption effect is particularly apparent (Like Atrophy or Moderate Gain), the medicine roll might be made with advantage since something is pretty clearly wrong. Conversely, very subtle corruptions (like Dietary Weakness or Gluttonous) might give disadvantage to detect any corruption, especially if the person rolling is the one with the corruption. The insidious effect on the mind is very good fabricating justifications for the character's behavior.

Optional Core Rule Changes

Scaled Diet points

How is it that she can eat like this every day and not gain an ounce? It's unfair!

The base mechanics of ED&D call on each pound of food you eat being equivalent to 1 diet point (DP) and then in turn being one pound of weight you might gain at the end of the day. This simple calculation is intended to keep things simple when running a complex game like 5th edition. While this serves its purpose well, some might wonder why one night of overindulgence can result in 10 or more pounds gained the next day, or why a "hedonistic" life style may result in them being immobile within only a month or two of eating. Even creatures who just eat until they hit their regular capacity or "fullness" might find themselves gaining the adventurer 15 a little too fast for their immersion to handle.

The easy answer to this is scaling the amount of diet points required to gain fat and muscle. Simply speaking, instead of each diet point equaling 1 LB of weight gained, more diet points would be required for each pound as shown on the Diet Point Scaling Table below. Losing weight due to negative DP or not eating enough would work similarly, with -5 DP meaning losing 1 lb at the "reasonable" scale.

This can make it easier for your characters to realistically eat a ton without instantly weighing a ton after, and make certain kinds of threats play out differently to mix up your ED&D games.

Extra DP: You might be wondering what to do if you have less DP at the end of the day than required for a pound of weight, such as 4 points when you need 5. You can either simply reset your total, meaning those 4 points vanish, or they stay in your diet pool until your next long rest. We recommend the latter.

Scale Diet Points Weight Change
Realistic 10 DP 1 LB
Reasonable 5 DP 1 LB
Standard 1 DP 1 LB
Cartoonish 1 DP 2 LB
Hyper 1 DP 5 LB

Scaled Daily Upkeep

It takes a lot to maintain this body. I don't care that it's all flab! There's a lot of me to keep fed so I need a lot of food. Now stop complaining and pass the flan.

Some creatures eat more than others naturally. It may vary from person to person on what it takes to fill them up, but one constant is always true. Creatures with bigger bodies require more food to fuel them. These bigger bodies could be from fat, muscle, or simply being larger creatures, such as a Goliath compared to an elf. Regardless of the reason for being bigger, you need more Diet points to fuel all that bulk.

Using this alternate rule, a creature requires 1 DP per day for every 100 lbs of total weight, and one additional Diet Point. The simple formula below shows how this works:

Daily Upkeep = 1 x (weight/100) + 1

For example, a standard human fighter with a little bulk and a little fat weighing a total of 175 lbs would require 2 DP to maintain their weight each day. After a few months of lazing around town, their weight has climbed to 215 lbs total. Now they need 3 DP to maintain the same weight. This is not scaled with the customary x4 for larger sizes, as your greater weight will already account for the needed DP.

Natural Hunger

Look, ever since that Magic Cake stuffed me silly, it just takes more to satisfy me. I'm not stuffing my face, just trying not to starve!

Adventurers have different daily needs and intakes. The thing about having larger stomachs, is often you need to eat more to feel full than someone with a lesser capacity. This can be doubly true if the rules for stretching stomach capacities apply. Normally, ED&D Has no natural hunger level that your character will want to eat to, no matter how big their stomach may be. Functionally, you could starve yourself for days to lose weight with no apparent effect on your character. This optional rule is designed to address this and put a little more flavor into having a big stomach and to more closely tie mechanics to the roleplay.

Each day, your character must eat enough food to fill half their capacity each day. (For Example, a character with a Capacity of 6 would eat 3 pounds.) If they don't their growling stomach will become a problem. A character who has not eaten half their capacity in a given day spends the next "Hungry".

A Hungry character has 1 unremovable point of exhaustion, and has disadvantage on resisting any attempt made to resist food or magic that would cause them to eat food. The Character stops being "Hungry" they fill their stomach capacity half way.

Note: If you wish to go this route, but find it might be too much to track along with ED&D's regular hunger system, you might consider using this instead if you prefer.

Daily Exercise

I know I've only run half a mile, but I'm a wizard, not a soldier! This physical activity is beneath me.

While one can exercise to lose weight in ExpanD&D, there isn't much clear guidance for how long or how hard your adventurer is able to do so. One realistic way to limit and measure the amount of exercise a character can do in a day is by using the combination of their strength and constitution modifiers to determine how many hours per long rest they can exercise without becoming exhausted. Treat any negative modifiers as zeroes. This can be a useful tool for downtime as well.

ex: A character with an 18 Strength (+4) and a 9 constitution (-1) Would be able to work out 4 hours per day (4 + 0).

Immobile from Overeating

Gods, if I eat another bite, I'm not going to be able to move!

Eating and over eating is part in parcel to weight gain and ED&D as a whole. Sometimes the numbers get really high, and with all those pounds of food being focused in one place it can get a little awkward for it to have no impact at all. Additionally having some much weight condensed in one spot can be hard to carry around! No one wants to not have fun though, so while this rule introduces a limit, it is a very high one.

If you have more food in your stomach than your racial base weight, you are considered over your immobility threshold until you no longer over that base weight. It does not matter if you have a higher stomach capacity than that, nor if you've taken damage from overeating or not. Any effect that allows you to ignore your bulk limits should also negate this rule despite how uncomfortable your character may be from the enormous mass inside of them.

ex: A human has a base weight of 110lbs, so if your human character ever eats more than 110lbs of food in one sitting, they are immobile likely until they digest back down to under 110lbs in their stomach.

PART II

Hometown Heroes

New Race: Ticollata

The Ticolatta are a rare and mysterious people from beyond the border of the West Marches. Half man, half serpent; these majestic people trace their origin to the intermingling of the ancient Human populace of the region with a sect of fallen serpentine celestials many thousands of years ago. The Jungle which the Ticolatta call home is a dangerous place, but the ruins of the former cities that dot the jungle mark out safe places where these bulky serpent folk might survive, and even thrive.

CELESTIAL ORIGINS

In an age long passed, thousands of years ago, a powerful civilization of Humans lived in the region now known as the Ancient Jungle, far beyond the borders of the West Marches. These humans prospered for a millenia, before war and strife with a neighboring power of equal strength brought them both to their knees. The surviving humans in the jungle banded together, living in the ruins of their former glory and barely scraping out an existence on their own. One day, the survivors were visited by seven feathered serpents, servants of a deity the humans had never heard of. The serpents, announcing themselves to be Coatls, offered salvation to the surviving humans, assuming that they would serve their new celestial masters and offer them shelter from the war their own peoples were experiencing. Over the centuries, the seven Coatls became fourteen, and before long, gave up their serpentine forms completely to mingle with their human flock. As serpent and man mingled, a new race was born: the Ticolatta. Half human, half divine serpent; these proud people trace their origins to the serpents of the sky.

SURVIVING THE JUNGLE

The Ancient Jungle is not an easy place to survive. Deadly wildlife, poisonous fauna, and plenty of environmental dangers are ever present. However, there exist several areas where the former ruins of civilization once stood, where the Ticolatta have lived since their appearance as a new half-blood. The rich black topsoil of the jungle is perfect for agriculture, along with the ruined irrigation systems of the ancients being put back into order, making food nearly a non issue. The Ticolatta are a spiritual people, revering the original seven Coatls that they trace their lineage back to through their traditions. One's duty to their society comes before all else, whatever that duty may entail based on their status and birth. The nobility of the Ticolatta are well taken care of, living lives of absolute luxury within the temples of their cities as the lesser members of society keep everything on the ground level in check. Divine magic is an easily grasped skill for these people, as many fully embrace the spiritual nature of their society.

TICOLATTA NAMES

Ticolatta are not given names by their parents, but rather the priestess that helps to bring the child into their community. While they have what many might assume are surnames, there are only seven ‘family’ names within the Ticolatta society, each one named after one of the seven serpents who saved their human ancestors from dying out in the jungle.

Male Names: Acatl, Chimalli, Eztli, Guatemoc, Ilhicamina, Mictlantecuhtli, Montezuma, Tlanextic, Tochtlee, Ueman, Yaotyl, Zipactonal

Female Names: Amoxtli, Atzi, Chantico, Cozmalotl, Huixtocihuatl, Metztli, Nochtli, Quetzalli, Tayanna, Tozi, Yaotl

Saint Names: Necahual, Tlachinolli, Zyanya, Citlalee, Itzcoatl, Patlee, Xipilli

Ticollata Traits

Ticollata have the following gameplay traits

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Ticollata mature at the same rate as humans but live a few years longer.

Alignment. Ticollata tend toward lawful, as their society functions off of following duty. Those that see this as a way to control tend towards evil while those that see it about their duty to others tend towards good. However some buck this trend entirely and settle on a more chaotic outlook that centers themselves in one way or another.

Size. Ticollata are about the same size as humans on their humanoid portion, however their tails increase their height another 4 to 7 feet over their "humanoid" height.

Speed. Your base walking speed is 30 feet.

Darkvision. you can see in darkness out to 60 feet

Coldblooded Capacity. Ticollata harken back to their reptilian heritage, able to eat massive meals at a given time, however it takes them longer to digest such large amounts of food.

The Ticollata's normal stomach capacity is treated as one size larger than they actually are, and they get proficiency in the eating skill. However, any time they would need to make an eating roll due to stuffing, their next long rest takes twice as long.

Coiling Grasp. The Ticollata's tail is a strong limb that can be used to constrict prey just like any snake. Whenever a Ticollata grapples a target, the creature has disadvantage on any attempts to use their action to escape. If the Ticollata is impeded or higher, a creature they grapple also counts as restrained.

Poison Immunity. You are immune to poison damage and the poisoned condition.

Languages. You can speak, read, and write Common and your choice of Infernal or Draconic.

Fleshbound Tradition - Way of the Savant

The Savants served as trusted advisors to the lipomantic empires, despite their status as little more than slaves. These Fleshbound used their connection to the lipomantic energies in their bodies to channel spells that relied on that same power to effect others, giving them greater utility to their masters and more diversity in the ways they could immobilize foes. Now these Savants serve a similar purpose, though only at their own behest, more likely turning the arcane traditions of lipomancy against those who think themselves safest from it.


Fleshbound Savant Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
28th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your Lipomantic control with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Savant Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

Lipomantic Spells: For the purposes of this subclass, any spell that causes a creature to fatten or slim as part of its effect, effect bulk limits, feeding damage, or stomach capacity is considered a Lipomantic spell, and can be drawn from any class list. You know two 1rst level lipomantic spells and any one 1rst level Wizard spell.

The Spells Known column of the Savant Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be a lipomancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any spell on the Wizard spell list of a level you have a slot for.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots, and it must be a Lipomantic spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from the Wizard spell list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Savant spells, since you learn your spells through intuition and understanding. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Savant spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Lipomantic Barrier

At 3rd level, you've practiced turning your control over your form into a surge of defense as much as a passive one.

As a reaction, you can expend 1 use of your flesh shape ability in order to gain resistance to one instance of damage done to you by converting the energy of the attack into lipomancy that your body then absorbs, causing you to fatten equal to the damage resisted this way.

Adept's Awareness

At 6th level, your connection to Lipomantic energy around you grows. You gain the following benefits:

  • Halt Hunger. Whenever a creature within melee range of you makes a save to avoid or stop the ravenous condition, you may expend your reaction to give them advantage on the roll.
  • Lipomantic Reprisal. Whenever you use your Absorb Lipomancy ability to reduce the weight change or food consumed from an ability or spell originating from a creature, you may have them be effected by the amount you reduced.

Fleshweave

At 11th level, you learn to tie together your magic with your attacks. When you use your action to cast a lipomantic spell, you can use your bonus action to take the attack action.

Maximized Effect

At 14th level, lesser lipomantic effects are as easy to produce as breathing for you, allowing you to get the fullness of their effects. Any time you cast a lipomantic cantrip or a spell with a slot of 2nd level or less, you can expend a bonus action at take the largest number of any die you would need to roll for the effect.

Lipomastery

At 17th level, you've learned to not only protect yourself from lipomancy, but to use that power against your foes. Whenever you succeed on a saving through against a lipomantic spell or effect, you can use your reaction to force the creature who cast the spell or activated the effect to be the target of it instead, with them making the same save with your Spell DC.

Fighter Archetype - The Gluttiator

In the fighting pits and arenas of the world, fighting for sport and the amusement of others is about more than just skill at arms. It’s about putting on a good show, and looking good while you do it. The Gluttiator is this made manifest as charismatic warriors that play to an audience, showboating their skills and soaking up hits. After all, are the best fights not ones where both warriors are left bloody and panting? And of course the best way to have a lot of spare blood to lose is to have a lot of padding. Being large and in charge is just as important to the art of the Gluttiator as strength of arms.


Grand Display

When you choose this archetype at 3rd level, you learn displays that are fueled by special dice called show dice.

Displays. You learn four displays of your choice. Many displays enhance an attack in some way. You can use only one Display per attack. You learn one additional display of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new display, you can also replace one display you know with a different one.

Show Dice. You have four show dice, which are d6s. A show die is expended when you use it. You regain all of your expended show dice when you finish a short or long rest. You gain another show die at 7th, 10th, 15th, and 18th level. The die also increases 1 size for each bulk limit you are over, up to d12s when you are over your third bulk limit.

Saving Throws. Some of your displays require your target to make a saving throw to resist the display's effects. The saving throw DC is calculated as follows:

Display save DC = 8 + your proficiency bonus + your Charisma modifier.

Synergistic Any feature that would normally give you a maneuver or maneuver die instead gives you a Display or Show Die respectively.

Room to Grow

Starting at 3rd level, over a Short or long rest you can give a suit of armor the Elastic property as long as you wear it. This makes the amount of give in the armor double what it normally is. For example heavy armor can handle a 100lbs increase instead of 50lbs. You can only maintain one suit this way at a time.

Bulking

Starting at 7th level, when you do diet calculations each long rest and gain fat, you can instead gain muscle up to half your fighter level, in addition to any muscle you would normally gain.

Battle Snack

Starting at 7th level, you gain eating proficiency if you didn’t have it, or expertise if you did already. When you use a bonus action to take the eating action in combat, you can also regain one Show Die. You can do this a number of times equal to your proficiency per day.

Crowd Pleaser

Starting at 10th level, you treat each bulk limit as one lower for any penalties, meaning you have no penalties while Burdened. You also gain an additional Bulk limit equal to 4x your burdened bulk limit, this is the new point where you become immobilized from bulk.

Bulging Bravery

Starting at 15th level, you gain Proficiency in Charisma saves if you didn’t have it already, and cannot become frightened while over your first bulk limit.

The Show Must Go On

Starting at 18th level, you become able to overcome great injury to make sure you go out swinging. If you take damage that reduces you to 0 hit points, you may use your reaction to activate an action surge without expending a use of the ability and use it immediately. After using this extra action, you fall unconscious if you still have 0 hit points. After using this ability, you must complete a long rest before you can use it again.

Grand Displays:

Supporting Cast

When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one show die. That creature can immediately use its reaction to make one weapon attack, adding the show die to the attack's damage roll. If they weigh more than you do, then they get advantage on the attack.

Flourishing Theft

When you hit a creature with a weapon attack, you can expend one show die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the show die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet unless you weigh more than the creature, in which case you can choose to catch the object with an open hand.

Demoralizing Display

When you hit a creature with a weapon attack, you can expend one show die to demoralize the creature, causing them to fumble their offense. You add the show die to the attack's damage roll. The creature makes a charisma save against your Display DC, if they fail then their next attack is made with disadvantage. If you weigh more than them, each attack they make on their next turn is with disadvantage.

Combat Hug

Immediately after you hit a creature with a melee attack on your turn, you can expend one show die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the show die to your Strength (Athletics) check. If you weigh more than the target, then they are also restrained until the start of your next turn.

Shake off

When another creature damages you with an attack, you can use your reaction and expend one show die to reduce the damage by the number you roll on your show die + your constitution modifier. If you weigh more than the creature, you can add double your constitution modifier instead.

Belly Bump

When you hit a creature with a melee weapon attack, you can expend one show die to attempt to drive the target back with a follow up push. You add the show die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you. If you weigh more than the creature, you can push them up to 20 feet instead.

Rebound

When a creature misses you with a melee attack, you can use your reaction and expend one show die to make a melee weapon attack against the creature. If you hit, you add the show die to the attack's damage roll. If you weigh less than the creature, you can add the show die to your attack roll as well.

Leveraging Lunge

When you hit a creature with a weapon attack, you can expend one show die to attempt to knock the target down. You add the show die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. If you weigh less than the creature, you can also move it five feet as it falls.

Crowd Work

When you hit a creature with a weapon attack, you can expend one show die to show off your skill. You add your charisma modifier to your AC until the start of your next turn. If you weigh more than your opponent, you can roll your show die and use the result instead if it’s higher than your Charisma Modifier.

Withstand

Your hearty exterior makes it easier to soak up blows in the melee. As an action, you can expend a show die and roll it, gaining temporary hit points equal to the result + half your fighter level. If your bulk exceeds double your base weight, you can instead add your entire fighter level. These temporary hit points go away at the end of combat.

Gregarious Gait

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one display die and add the show die to the ability check. If you are over your second bulk limit, you can wait to use this until after you know if you would fail the roll.

Downplay

When another creature damages you with a melee attack, you can use your reaction and expend one show die to reduce the damage by the number you roll on your display die + your Charisma modifier. If you weigh more than the creature, you may also use this on a ranged attack as well.

Fan Favorite

By applying your larger than life nature you can get one creature who can understand you to see you more favorably for a short while. You expend one display die and force the creature to make a Charisma saving throw. charming them for 1 minute on a failure. If you weigh more than the creature, than you you instead charm them for half of your show die roll in minutes. This effect ends if they take damage from you or your allies and cannot be done on a creature actively fighting you.

Save The Show

Immediately after rolling a saving throw, but before the outcome is determined, you use your reaction to expend a show die, adding half the result to your save. If the effect came from a creature that weighs more than you, you may decide to use this display after you know if you'd fail the save.

Glutting Gluttiator

When you are forced to make an eating check for the purposes of overeating, you may expend a show die and add the result of the roll to your check. If you are under your second bulk limit, you may add twice the result to your check instead.

Guild Roster

Windrest's Adventurers Guild is full of people ready to explore the marches, partake in the wonders of the town, and generally do their part to either help the town or have some fun while they're here. Below is a list of key individuals within the guild. Each is a player character used within the original West Marches game. Feel free to use these as inspiration or starting points for your own characters or npcs that would be right at home in the world of Windrest.

Ada

Auðumbla, Paladin/Dark Knight

Coming from a common life helping at the Family Farm but eventually being sent out into the world by their church. With her Lance she passed a few trials along the early adventures of Windrest but eventually found her Faith fading as she found joys in Lipomancy and in her less than holy friends, eventually asking the Mother of Lipomancy for assistance and being gifted a trial that brought her the methods to become a Dark Knight. She eventually left Windrest early on, saying goodbye to a Lover but wishing to better herself without harming the others.

Afal

Goliath, Way of the Oni monk

A traveler coming from afar to hone her martial skills, determined to achieve her dreams despite her unideal clumsiness. While at first it was cause of embarrassment for her, with the help of newfound friends she gradually managed not only to accept herself, but to enjoy being even bigger than she already was too. Now, she is glad to have found a new home in Windrest, where she can enjoy both new occasions to fight and better herself, and occasional binges... that might bring her a bit too big to pass through doors.

Allisa

Elf Circle of Stars Druid

Drawn to Windrest by star readings and maps, the naive and young elf encountered many trials during her stay. Grappling with issues she was sheltered from in her home, the companions, experience, and even love found in her new home made it all worth. Even if life was harder, the freedom experienced was something she would never leave. The opportunities to expand her body in various ways at Windrest was also a bonus.

Asa

Half Elf Warlock - Genie

Wanderer, warrior and surprisingly stealthy spellcaster all in one package. The rather eccentric elf entered Windrest with several rather strange ambitions- And, after a somewhat prolific run with the Windrest Adventurer's Guild, she damn well succeeded. Striking from the skies, or simply the shadows, she often tended towards bizarre magical discoveries (Who would've thought magical lard, fire and water all mix in the worst way possible?) and almost as strange methods of using them, making her a powerful ally, and a remarkably terrifying (If oddly... Amicable) opponent both.

Asha

Water Genasi Way of the Vessel Fleshbound

A headstrong adventurer with talents she new little of, Asha came to Windrest looking to understand just who and what she was. She found that she carries the talents passed down by many before her. In time, she explored the depths of her abilities, and delved deep into the mysteries of those who carried it before her. Not wanting to keep the answers for herself, she revitalized the Zephyr Guardians, so that others could explore themselves in their own way.

Ashe Cydonia

Tiefling Warlock

Ashe began her life as a druid, but as time went on, she found that her grove had been liked to and misled into following a demon, dedicated to spreading her plague. Once she found out, she broke free, but there were...side effects. Her body began to swell uncontrollably, and without cease, but she was able to use this new quirk of her nature to help defend the town of Windrest, even if the sound of her exploding over the town every few days was a cause for some concern.

Aurelia Raucci

Aasimar Bloodhunter

An awkward, but ferocious warrior that took a while to open up at all. With the comfort of fighting monsters, along with the comfort of allied company, she pushed back the odd incursion. Using her abilities to control and understand blood, she fought whether the blood was full of iron, or full of syrup. Now, she has a new interest, one that lets her loose once in a while. The thing the residents call corruption... Just once... Now and again.

Ayowin

Human Cleric, Corruption Domain Fleeing her past, Ayowin found a new life in Windrest. The self acclaimed "expert" in all things regarding corruption and weight gain, Ayowin was a fearsome fighter and a fearsome friend to all who found themselves in Windrest. Ayowin was a prominent member of the Noxus guild and worked with Narce to "retrieve" immobile customers. Ayowin lost friends, a brief lover, and experienced a brush with death a few times. However, she persevered and grew wiser from these experiences.

Bulak Stake-Driver

Orc Ranger/Fighter

An intrepid hunter and tracker. Bulak came to Windrest to impress her clan, but over time learned that loyalty is to be given to those below you, not those above you. Her time in town was marked by slow progress, whether towards her status as the biggest long-range threat in the guild or her relationships with the other members strengthening.

Elisha

Half-Orc Battle Master Fighter

A headstrong woman who prided herself on her strength and the massive blade from her father. Not exactly the brightest tool in the shed in regards to magic, her prowess in martial magic and undying will allowed her to push herself to the limits of swordsmanship. She'd take up a hermetic residences outside of Windrest to be the first response to any foes who tried to tangle with the town and to handle matters with her warband.

Ella Phantana the Second

High Elf Lipomancer Wizard

One of the first arrivals to Windrest, this haughty elven noble wizard school drop out saw little of value when it came to the town of Windrest. Though with time, she discovered a burgeoning love for bulk, be it her own or others, and a greater talent for magics than she ever expected! She eventually went on to co-found the Ashwood laboratories, which helped to research and document the oddities of the wilds.

Elma Athson

Way of the Sated Fist Monk

A Audumbla monk looking for her place amongst the adventurers of Windrest. This cow lady was once enslaved for her milk potential, but after her escape she made her way to Windrest. She took to helping any who needed it and even fighting harder to save any who would share a similar fate to what she had escaped from. After some time Elma would find a home in Windrest and friends she can count on.

First Spark

Tabaxi Wildfire Druid

Following the call of her spirit First Spark traveled to Windrest. And it was there she found more than she could have hoped for: Friends, a lover, a family, and a home. She eagerly explored the marshes with the rest of the Adventurer’s Guild. And even after they closed their doors First Spark could be found traveling out into the tall ashwood trees in search of new secrets and oddities that lay hidden past the edge of the world.

Honey

Gelatinfolk Warlock

A cheerful and curious slime who delights in baking. Honey has only recently gained sentience, she relies on her fellow adventurers to help understand the world around her. With an enthusiasm for bees, and a love for all of her friends in town, Honey strives to open her own bakery. Until then, you can find her as head chef of the Inn, undoubtedly cooking up deliciousness and chaos.

Illie

Half-Elf Bard College of Valor

A used-to-be pirate, who never lost the mannerisms. In practice, she was quite a simple fellow, with limited knowledge to what she herself experienced, and on top of that, she had a forgetful streak. Nonetheless, she was clever and often turned fights around. The lipomancy and tastes of the people in Windrest were experiences that she never had, but she "grew" and grew to like it.

Kadri Eventide

Life Domain Cleric

A satyr whose family was honorbound to a house of nobility. Kadri's magical awakening allowed her to gain a removal from the suffocation of a monotonous life. She took to the roads, aiding, exploring, and bouncing from town to town. Eventually, her pursuit of freedom took her to Windrest. Through some mixture of the colorful crowd and stellar foods, she kicked her hooves off to settle, if for a fleeting time.

Karine Baschet

Drow Elf Paladin

A paladin clad in heavy armour who came to Windrest after her family had been disgraced. She was exiled from her birthplace of the Underdark, only to be adopted by a house of human nobles. Many years went by as she learned their ways and mannerisms, but after forged letters came to light, the house fell into disrepute. She hoped to find something of use in Windrest to bring some kind of honour back to her house, but her pilgrimage is far from over.

Katael de Valla

Fatling Fighter/Sorcerer

A stalwart knight from a far off land. Starting off as a stoic warrior with a hot temper, Katael learned to embrace her heritage in Windrest. Through that acceptance, she combined her martial upbringing with the fat magic born in her blood to become a mighty warrior on the battlefield and a stalwart defender to her allies. She took up the role of Guild Sergeant to assist her fellow adventurers and give back to this little town that'd given her so much.

Lelyvia

Tiefling Fey-Heart Feeder Sorcerer

Lelyvia found her way to Windrest seeking to get in touch with the fey side of her ancestry after fleeing persecution for the fiendish side of it elsewhere. A confident and bold woman with dreams of achieving transcendence into a fey, her pride ultimately became her undoing as she met her end against the powerful magic of a fire giant.

Leon As’Eìr

Human, Adiposean Sorcerer/Myomancer Wizard

In the debate of nature versus nurture, Leon unequivocally chose nature. An adiposean raised by myomancers, Leon was taught to suppress a side of himself, but chose to embrace it instead. Fleeing his family, he found in Windrest a place to be who he wanted to be and friends who encouraged him to do so. Now, he has become both a warrior and a researcher, dedicated to the town that gave him a second chance at life.

Maerin Brookbrush

Halfling Evocation Wizard

Physician, evocator, know it all shortstack. Maerin was a relative newcomer that wanted out of this backwater town of Windrest but instead found knowledge, excitement and perhaps a little bit too much weight than she bargained for. At least she helped in some way, shape or form until taking more of a back seat. No doubt enjoying tea and a good book in the local library before returning home from what she might class as 'An educational field trip with quality food and good target practice.

Manju

Gelatinfolk Warlock

An eager and eternally happy slime, Manju arrived to Windrest and made quick friends among those seeking sweets and friendship. Eager to work as a chef in town, and a guardian of others out of town, the slime would do so until her time would be cut short adventuring.

Mora

Dwarf Totem Barbarian/ Glutton Incarnate/ Fighter

Mora came to Windresr seeking death, but instead found a home and family. She strove hard to make Windrest a better place for adventurer and resident alike. Eventually, after the death of her wife, Sonia. She settled down in Windrest, always keen willing and ready to help where she could, even if she couldn't adventure.

Morning Mist

Tabaxi Barbarian/Rogue

A proud and stalwart warrior, Mist had travelled to Windrest in search of glory and adventure, to leave behind her past. What she found, however, was beyond her wildest expectations. She had found her true love, lifelong friends and companions, and even a place to call a home. After having stood valiantly against many threats, along with her companions, Mist would go on to protect Windrest, using her strength, cunning and mastery of soul-arts to turn it into a shining beacon of hope, amidst the untamed wilderness of the Westmarches.

Myr

Kitchenforged Way of the Guardian Fleshbound

A Kitchenforged, sent to Windrest on the command of her late master to help and assist in whatever she could. After some months on arrival she had to learn to live life as a sentient living being, and with the help of the citizens and adventurers of Windrest. Eventually her prowess in battle and abilities to defend all of her allies made her a boon to allies and a nuisance to enemies alike. She had made a name for herself, and made sure to keep her allies and lovers safe when in her care, her duty fulfilled.

Nola Stormfist

Goliath Armorer Artificer

The last of an unusual clan of goliaths who embraced the runecraft of their jotunn blood and used it make magical marvels, Nola's life working as a hunter of monsters led her to Windrest. Stoic and brooding, she was slow to open up, but soon found a home in the town, growing (in more ways than one) to become a reliable part of the community. She continues to use her almost peerless talents as a smith and artificer to help Windrest prosper.

Red Iron/River Crimson

Tiefling Life Domain cleric

Clerics have never been themselves a simple folk. Should anyone need proof of that they need look no further than the Tiefling called Red Iron. A pursuant of the Twin Pillars Religion - Her philosophies and religious mandates boiled down to acknowledging the world as it is, and pursuing a better world regardless. The result was a woman who laughed loudest, raged like a typhoon, and glutted herself without pause or restraint, even at the cost of her mobility. A pillar of the community, and of battles, she could only be described as a real life demon that wanted everything.

Sonja AvengerFlame

Halforc Barbarian, Ancestral Guardian

In a land of mercenaries and duchies was Sonja's tribe, far from the West Marches and the little town at its borders, but she always brought them along, in tradition and quite literally as a Spirit Caller, capable of summoning her ancestors to battle. Coupled with a size increase and a passion for gaining muscle, she was quite literally a towering wall between her enemies and allies, always ready to protect anyone from harm. She passed away when her group encountered fire giants, her legacy the connections she made with everyone in Windrest, most importantly her wife Mora.

Soreyne

High Elf Wizard of Divination

A later arrival to the town, Soreyne was an all too excitable elf drawn to Windrest by glimpses of a happy future and life. One already for widening waistlines, the elven wizard quickly found a rather comfortable place in Windrest, both as an adventurer against the various threats in the land, and as an all too eager guide to the expansive desires around town, be it as an example, or enabler.

Tazuna Manaweaver

Dragonborn Sorcerer/Paladin

A guild artisan and adiposean sorcerer from a town poised at the mouth of a river delta. After traveling to Windrest in the hopes of uncovering further knowledge about her sorcerous powers, she developed a love for the town and its inhabitants. This culminated in a desire to protect her new home under the oath of a paladin, allowing her to channel her sorcery into divine fury.

Valron

Tiefling Sorcerer, Glutton Incarnate

A gluttonous tiefling if there ever was one Valron was never too far away from where there was food. Usually found around the Windrest Inn or the Gluttons Lounge stuffing his belly with all he could get in hand. Of course he had no problem sharing said food and helping others get in touch with their own inner glutton. The sorcerer would help any and all who asked with an large grin and a slightly grumbling belly. He would continue to do so until his untimely demise at the hands of fire giants.

Velkaria de Valla

Tiefling Druid, Circle of the Shepherd

A friend to all creatures and lover of nature. She left her life as an herbalist to seek the untamed wilderness of the Marches, hoping to learn about her new druidic powers and how to protect people with them. Between frequent long hikes for adventure and leisure, making close friends with her fellow adventurers, a hair's-breadth distance encounter with death, and falling in love, she learned all she hoped to and much more.

Velfirith Madav

Tiefling Genie Warlock/Artificer

A gentle hearted researcher who was exiled from her home as a victim of politics, Velfirith was guided by a mysterious entity, The Madame, to her newfound home of the West Marches to start life anew. Growing as a person literally and in her reforming of her life, she found family, love, and newfound purpose as she helped to co-found the Ashwood Laboratories, heading the facility to understand the mysteries of the land and to create new wonders for the world.

Zetvara

Changeling Monk

Known to the world to the East as the dreaded Monksbane, The Pale Death, and other less fanciful names, Windrest played host to this stoic and dangerous individual, sent to die in the West Marches as punishment for her crimes. Instead, not only did Zetvara avoid meeting certain death, the changeling found renewed purpose in standing as a bulwark against the untamed wilds past Windrest's walls, and sought to surpass its savagery with her own.

PART III

Large Lands

The Town of Windrest

Welcome, adventurer!

You have come a long way to reach this place; the small hamlet of Windrest. This small and once prosperous township sits on the far northern border of civilization, the lands beyond the Ashwood long since untouched by the races of the world. Legends say that ancient riches lie beyond, or answers to the plagues of lipomancy that now inhabit the mainland. The Adventurer's Guild has established an outpost in this small town, and aspiring heroes like yourselves have been assigned to this new location!

Windrest is a town reinvigorated by the efforts of the adventurers and those that have come along to support these new expeditions into the West Marches. The people are happy to see anyone representing the guild as both protector and reason they can once again count on influx of coin into their sleepy town. The buildings once sitting abandoned for years now find new occupants and fresh coats of paint touching them up. This is a place where anything can happen.

Windrest Inn and Suites

This long, wooden building sits on the eastern edge of the town square, a lengthy porch wrapping around the whole structure. There is a large main building, and a much thinner section that moves in an 'L' shape from the main area. The doors have recently been both replaced and upsized, easily big enough for the girth and height of the people staying there.

Inside, the reception area doubles as the restaurant, with similarly-reinforced stools, chairs, and booths complimenting large, opulent tables. It’s clear where the guild has been putting their time and money, if only because this is where almost all of the adventurers are staying. High ceilings and plenty of space between tables alludes to the size of the average patron, as does the extensively-stocked bar and near-incessant sounds of work being done in the kitchen. A door at the far side of the room from the front entrance leads out to the hot springs. Beside it, far from the rest of the tables and lacking any chairs, is a table that serves as something of a memorial to adventurers fallen. There are a couple of pictures, as well as some offerings made by people who knew them in life - or those who simply want to pay their respects to the dead.

There are two floors to the accommodations, and each room - bar personalization by its inhabitant - is laid out more or less the same way. Each double-doored room has a large bathtub, a desk, a chest of drawers, and a king-sized bed with a conspicuously reinforced frame. Most of the rooms also have windows, although a couple on the first floor were, for whatever reason, built without them. Maybe the carpenters decided that a view of a dingy alleyway is worse than no view at all.

The Guild Hall

This large building sits at the center of town, a two-story stone and wood building that has seen better days. Old signage up front has been covered up, and a crude wooden sign reading 'Windrest Adventurer's Guild' has been placed at the end of the walkway from the square. Some of the windows on the front of the building are broken or boarded up, and you can see obvious holes in the roof.

Inside, the condition is much the same. Old splintered wooden floors, cracked walls, and doors barely hanging off their hinges litter the lobby of the guild. At the rear, a large desk runs across the length of the room, with two clerks standing in the space behind it. There are signs on the desk by each of the clerks, one reading 'Session Request' and another reading 'Bulletin Board'.

The lobby itself has a central lounge area, with several couches and cushions surrounding a large map on a nearly empty canvas, the only thing currently marked being the town of Windrest in the southeast corner.

Off to the left side from the entrance is a small arrangement of outdated tools and crafting kits. There is also what appears to be a catalog hanging from a hook on the wall.

Core to the adventuring guild, the Guild Hall is the place where missions are planned, reports are organized, and the adventurers themselves paid for their work and risk. Two twin Elves keep a constant rush of paperwork under control as they attempt to manage the place. Newer additions have been made to the Guild Hall as well, smaller halls coming off of it that serve as homes to some of the more niche elements of the Guild.

Iron Path Barracks

The barracks that makes up the Iron Path's section of the Guild Hall is one part meeting chamber and one part gym. Workout equipment and refreshment stations litter the facility, with extra beds and washing chambers for those who are exhausted from their quests or from their exercise. There is little in the form of formal organizational structure aside from a single information desk in the center of the room usually occupied by the Iron Seneschal whenever she's not out on a quest herself. The area is well lit and constantly smells of exercise sweat, burning incense, and metal. This is a place where those who seek sculpted physical perfection can practice and speak with those of like mind.

The Milkbar

The Milkbar has just opened up in the side room of the main guild lobby! The old cafe has been redecorated, and the area out front being replaced with top of the line comfort seating. There are several large kegs atop the bar, each one attached to several tubes that run along the frame of the stand and back through the wall to a back room. There is a pleasant scent coming from a jar of incense burning on the counter, one which helps to ease thoughts and minds and truly help one relax.

Zephyr Guardians

The only secondary Hall not attached to the Adventurer's guild, this place instead makes it's own in a until recently abandoned barn in the quiet part of town. The building itself bears a less than impressive exterior, still resembling a slightly less than abandoned storage building aside from the signage and banners communicating the building's new purpose to passerby. Within, however, visitors are greeted with a wide open area for practice, meditation, and other general use. The ceiling is plenty high to make plenty of room for practitioners to float about in. Ropes tethered to the floor and ceiling offer a means lowering lightened bodies down to the floor who may not be able to do so under their own power. A few side rooms offer a small degree of privacy to those who wish to use them.

Hunter's Lodge

The home of the Hunter's Call, the guild organization that handles beasts and adventurers of a particularly ravenous disposition and the ideals of consuming the foe for strength, is, in essence, a massive trophy room. Elements from the guild master's previous conquests are strewn about, from skulls to horns to teeth and various other parts, all hung from walls or used as decorative pieces of furniture. The entire environment is given a faintly wild aesthetic with low burning red braziers and tables with structures made of bone and rough metal as well as wood. Overall the place has the air of a lodge where people come to boast of their conquests and share tales of the beasts they have beaten and consumed.

Noxfell-hall

The first sensation that strikes someone upon entering the section of the guild hall that has been designated as the organizational and meeting location of the Noxfell Coalition is the smell. Not an unpleasant smell, as one might epect, but an earthy one. The scent of fall leaves, of incense, and of wood. Incense burners rest along the walls, constantly exhuding this scent to make the room more tolerable to those who visit the Noxfell and are not used to the typical scents of Sweat, gaseous emissions, and musk. The general environment is low-light, with little but the faint burning of incense to give off light, giving the entire place an intimate and close atmosphere. Tables for eating and conversation line the area, as well as a series of chains, ropes, manacles, and stockades, though whether they see any use or are purely decorative is not clear at first. A number of doors along the walls lead to private rooms for more secret conversations or -other- activities.

The Gluttons Lounge

On the outside, this large two story building is one of the more well-kept locales around the center of Windrest. The building is made of reinforced wood atop a stone foundation, with a large porch and extra wide double doors. On the front porch are several heavy-duty looking chairs, and small tables for lounging.

Moving inside, one would find a rather well-decorated hall. The interior looks like it may have once served as a restaurant, now repurposed into a den of gluttony and vice. Large hay-filled cushions are spread about, with tables, chairs, keg-posts and more. This place looks like it is always ready for the next party. Right inside the front door is a small hanging sign, written in a fancy, girlish font.

Watch your waist if you get a taste!~”

Resting at the rear of this interior is an absolutely massive excuse for a person, almost more resembling a sack of flesh than a woman. She is over a half-ton at least, her light pink skin stretched taught against their fatty contents. Her weight settles mostly in her hips and ass, the latter serving as an almost permanent seat for the lipomancer. Her belly is nothing to scoff at however, spilling far down her lap and over her legs to rest on the wooden floor below. Her face is aglow with positivity, and her hands are kept busy delivering all manner of tasty treats to her plump lips.

The Trade District

The new business within Windrest is booming, and even the old shops are feeling the influx of new customers and sales. All the way from the General store next to the townsquare where an old man happily sweeps his shopfront to the far edge of town where a portly Dark Elf busies herself at the greenhouse behind her herb shop. Any manner of good and service can be found that an adventurer could want to see them ready to face the dangers of the Marches.

Lipomancy Conservatorium

The Lipomancy Conservatorium is a small, violet-painted tent on the outside, completely unaffected by and ignorant of the settlement around it or the weather of the day, it seems.

As one enters, however, they are greeted with a spacious interior, designed after an extravagant lounge. Pillows and padded couches are strewn across a lavish waiting room, lit in deep purple lighting from mystic torches burning cold along the walls.

The scent of fragrant incense and mountain flowers drifts on the air, and at the back wall is a counter, behind which is a curtain which leads to a back room from which no light can be seen. A fresh pot of incense is slowly burning next to a sign on the countertop. The sign reads as follows: 'I'm not in the habit of giving back what I take. No refunds. And if you want to blow up rather than slim down, well...Come talk with me and we'll see if we can't work something out.'

Guiseppe's General Store

With the steady flow of adventurers (and, more recently, townspeople) coming through the store to buy all kinds of strange odds and ends, Giuseppe has seen fit to pay a little more attention to the quality of the storefront. Previously half-empty shelves of adventuring gear and household items are now well-stocked, the floor is swept, and a new coat of wood stain has, at some point, been applied to the weathered oak walls of the building. The rocking chair is still there, and Giuseppe himself - the old, potbellied, completely bald proprietor of the store - is as crotchety as ever, and doesn’t like people touching the merchandise any more than he used to, but this is quite a step up from the vaguely dilapidated building the most tenured of Windrest’s adventurers might remember.

levity's Tailoring

While clean and organized enough to function, the formerly abandoned is definitely a fixer-upper. Materials, tools, and a couple half-mannequins crowd the neatest corner of the main floor. A weather-worn sandwich board greets any who enter, laying out prices for altering various garments.

The proprietor of the tailor shop is a constant flurry of activity. The tiefling's bright pink hair is alternately braided and tied back, whatever keeps it out of her way as she scours and sorts. Nested in her pastel skin are two fully blood-red eyes, which might have look intimidating were it not for her unimpressive stature and slight build.

The Smithy

On the edge of town is a small stone flat, barely more than a shed. An attached metal awning covers an open-air forge and anvil. Inside the hut proper is a small storefront, complete with a counter and several sets of armor and weapons on display. A hatch in the floor behind the counter, next to a steel safe, seems to lead into some manner of living space.

This is the Hammerhearth Smithy, home of Skraeja Hammerhearth. A muscular young dwarven lass from a snowy, mountainous land far from here, she’s come to Windrest to ply her trade and aid the influx of adventurers.

The Temple

Upon the western end of Windrest, a building unlike the others in terms of design but not materials, would still stand. Stone foundations and walls, wooden supports and stain glass windows in various states of repair. Upon the large double doors, a single smaller door within while each side is flanked by statues that have since been worn away through time and disrepair. This building is Windrest's temple. The Temple grounds also include a well tended graveyard, a few statues of long forgotten people and a small fountain with seating.

Within, a single hall with high ceiling, several wooden seats that are between new and old. Either side seems to have several smaller rooms which look to be in various states of distress, including the lack of any known shrines or statues to deities. Behind the alter at the end of the hall, two doors either side that lead into the temple's chambers for healing, respite and the home of the temple's priestess.

Sunfield Specialties

Nearly all hours of the daylight it seems, soft music plucked strings plays across the nearby alleys and streets, and at its center is a little shop called Sunfield Specialties from it’s hanging, well painted sign.

The One story Structure of red Brick and Mortared stone belies a small seeming shop. Yet even with it’s overhanging roof to shade from glare, the tall bay windows gleam a soft yellow, making inspection of the inside impossible. One need only walk around to the Arched Wooden door, with it’s little silver bell overtop to make their way inside to see.

Inside the shop is another matter altogether. One who enters the shop is at first struck by the fact that the space inside is much too large for it’s outside, with a soaring vaulted ceiling and ladders leading up to shelves several yards off the ground. Cluttered all around on various tables and counters are the strange oddities the shop sells. Everything from ancient vases to Decorative Armors, useless against a real sword strike. Yet every trip seems to show some new curiosity to grab the attention of possible customers. Sitting prominent near the door in a clear space on the floor is a huge, Grand Harp that looks to be made of Solid Gold. Easily Ten feet tall and nearly as many wide, with a single stool sitting by the business end. As one browses the shop, the huge instrument plays it’s soft melodies, whether the proprietor is there doing the playing or not.

Faedara's Apothecary

A bit haphazardly repaired and just a touch drafty, it seems the new Apothecary is working on making something from nothing. State of disrepair aside though, the small building nestled on the outskirts of town is still solid enough. Drab unpainted timbers belied an interior filled with a haphazard collection of alchemical equipment and bags of soil and seeds. Half filled racks of glass vials and burners dot mismatched tables while the counter is really more of just a another table plopped down near the back.

It would be easy to dismiss such a haphazard setup as either going out of business or at least not doing well. However really it's just an indicator of starting with something from nothing as others in the town are also trying to do. In this case, it's the recently rescued Drow Druidess Faedara who runs this establishment. Her simple garb didn't match the complex staff resting against the wall, all purple crawling vines wrapped around some grey type of wood. The woman who'd come to the surface to investigate this place, and already a bit plump from doing so by the time she'd been turned to stone, now looked to be gathering coin in the way only a herbalist could. Wait, was her butt that big when she got to town?

Arre's Ink

A humble shack get’s set up in the outskirts of Winderest, the spot it’s placed seems quieter and more calm than what is usual in the treeline. No lights or blinds really seep into the tent at first glance keeping it quite insulated and safe from the elements while also plants and roots seem to adorn it in place. Upon entering you are met with the aroma of incense and smoke, though the smoke is not really unpleasant to the nose. The walls of the tent are adorned with various needles and inks all different from one another, some even glowing, templates of beautiful art can also be spotted around, likely the proprietor’s pieces they have made in the past.

Ashwood Labs

From the visage of the old stone and mortar building, one would think it abandoned until they got a closer look and saw a sign hanging against the window.

‘Ashwood Labs, under repairs but open for business!’ and under that a ‘Currently Open’ panel hanging beneath it, the smell of incense slowly wafting from the wide double doors which were in the process of being painted. It is the first place of business to be opened by the adventurers of Windrest themselves, hoping to make this place a home.

Within the building itself, time’s wear is still visible, old scuffs and stains on the floor still being buffed out, some painting tarps spattered about, a few old chairs around a table, and some work benches strewn about with an alchemy set, boxes of labeled crystals, and the early beginnings it seemed of some sort of crossbow.

Hanging from the ceiling is a black metal censer of incense, light purple smoke idly floating up in the air, wall sconces with blue crystals illuminating the interior while a potted plant soaks up the sunlight against one of the larger windowpanes of the establishment.

It may be of humble beginnings and still need much, much work...but welcome to Ashwood Labs.

The People of Windrest

Below are some of the people one might meet while wandering the streets of the town. The citizens of this place at the edge of the world come from all walks of life, and are here for different reasons. All of them are as key a part to the fabric of Windrest as any of the buildings, and all the adventurers.

Arre

The Proprietor of the Tattoo parlor looks relaxed and humble as she smokes from her pipe where the pleasant smoke originates from. The wood elf woman’s maroon hair is long and well maintained and smooth to the touch. Her warm lightly tanned colored skin is complemented with the contrast of her cool green eyes, and many Tattoos all over her body telling of my years of stories to tell, and many more to make. Her physique is that of a fet woman given her age, a above average bosom, clothed in a to expose much of ink on her skin, weaning a nicely fitted crop top, and a dress like sweater that is of a similar design to her skirt.

Blaenath of Sunfield

Often found in her shop, Blaenath is curled up reading her book or playing her massive harp with well skilled hands. Pointed ears, hidden by long fiery red hair, tell of elven ancestry. She’s a bit plump, unusual for elves, though not for this town to be sure. Often wearing simple skirts, and soft sweaters, Blaenath always seems to have the half smile of someone just waking up from a good nap. Perhaps that’d also tell a bit about the strange tail and ears that adorning her, certainly not normal features of an elf. The feline features seem rather in tune with the couple of cats that can be seen lazing and moving around the shop. One gray, one calico, and one white.

Cassi Moonstem, Hostess of the Milk Bar

The ever joyous leader of Plenty’s Caretakers, this buxom bovine is an absolute ray of sunshine. Hailing from the Ranch out East, she serves as both a business and adventuring leader for those who possess certain ‘talents’ she pays attention to. This hulking bovine sports a massive set of constantly leaking breasts, with a soft layer of motherly blubber to back it up. She is a steadfast believer that milk gives you strong bones worthy of an adventurer, so why don’t you swing by and have a drink from the tap?

Faedara

Her simple garb didn't match the complex staff resting against the wall, all purple crawling vines wrapped around some grey type of wood. The woman who'd come to the surface to investigate this place, and already a bit plump from doing so by the time she'd been turned to stone, now looked to be gathering coin in the way only a herbalist could. Wait, was her butt that big when she got to town?

Fiona, The Librarian

At a desk cluttered with a mix of writing and magical apparatus sits a plump, hourglass shaped woman with long brown hair and exceptionally large spectacles. This is Fiona Avery, librarian and wizard of the Order of Scribes.

Gilly and Milly, the Guild Clerks

These two Wood Elven twins are nearly identical to one another in appearance, yet their personalities could not be more different. Gilly is much more outgoing and energetic, while Milly is a quiet and reserved. The only current way to really tell the two apart is the pair of glasses that Gilly wears.

Korda Shatterskull

The warrior in charge of the Iron Path, the subset of the Windrest Adventurer's Guild that handles Myomancy, muscle, and strength-related quests and missions, is a towering bastion of raw, rippling strength, a Half-Orc woman who towers over most anyone she meets. The epitome of the quiet bruiser, Korda doesn't speak much unless she needs to, and when she does, it's simple and to the point. She saves the grandstanding and flexing for the members of the Path who serve beneath her. Nonetheless, she's not afraid to show off her strength when she thinks it might serve to inspire others. Awkward as she may be about it, when she needs to she can be an icon, massive and strong, and serves as the rallying flag that all of the Iron Path gathers beneath. Beware anyone who thinks to challenge her strength, as she does not suffer fools.

Levity

The proprietor of the tailor shop is a constant flurry of activity. The tiefling's bright pink hair is alternately braided and tied back, whatever keeps it out of her way as she scours and sorts. Nested in her pastel skin are two fully blood-red eyes, which might have look intimidating were it not for her unimpressive stature and slight build.

Teferinus Sunwine

The owner and operator of the Windrest Inn and Suites. He acts as both the tavern's barkeep and the inn's front desk. This half-elf stands at around 5'10 and sports a rather toned build. He dresses rather fashionably, in a pair of tight black pants and a white collared shirt. He wears a maroon colored apron, loosely tied behind his waist. A large, old looking scar sits across one of his eyes.

Marisa, The Priestess

A human woman with a hefty bosom, a love of classical fashion and....very large hats. This is Marisa Weber, Cleric in service of Zurvatu, deity of fate and peace. A delightfully peaceful soul who seeks a quiet life, though it seems Windrest is anything but quiet now! Despite all this, Marisa is happy to help, be it divine services, confessionals or just being an ear to listen. Strangely, there are notes upon wooden plaques for 'quiet' and 'no surprises' on the temple door and within the temple. This..is her doing, right?

Minnzie Duskwind

Minnzie Duskwind, known as 'Mistress Duskwind' to her loyal and faithful underlings, is the Goblin Cleric leader of the Noxfell Coalition, the subset of the Windrest Adventurer's Guild that primarily oversees handling and allocation of the more unsavory and toxically inclined threats and missions that the guild takes on. On the surface, Minnzie is bookish, demure, and a little awkward, a trait that belies her incredible girth and frequent, irrepressible gaseous emissions. Those who know her more intimately however know that this mousy exterior hides a fierce, commanding presence underneath, which outsiders usually only will see in heated, passionate moments, and only for an instant before being buried again under that meager facade. Those unfamiliar with her should still take heed however, as when incensed, that dominating personality comes fully to the fore, and gods help any who would be under her divine wrath.

Narce, Mother of Lipomancy

The ancient archmage and Mother of Lipomancy herself has made Windrest something of a research retreat. She operates the Lipomantic Conservatorium and serves to protect the town itself from the more dangerous creatures and hazardous effects of the region. Her height and build is in a constant state of flux, but she is usually easily identifiable by her long, pure white hair, her gleaming, semi-luminous emerald eyes, and the scar under her left eye across her chin.

Old Man Giuseppe

A long time local of Windrest with a bit of muddy history. Most townsfolk seem worried to talk about anything more about this mysterious shopkeeper. He is pretty quiet, usually only speaking when spoken to.

Roxanni, the Glutton Incarnate

A new arrival to the town of Windrest, who came to see what was going on in Windrest after rumors of the region’s bounty and the adventures being organized spread to the city of Vistray to the far east. She is an absolutely massive Fatspawn woman, with a virtually unstoppable appetite. She also claims to be a novice Lipomancer, but let’s say her skill set is rather... focused.

Skraeja, The Smith

Owner of the Hammerhearth Smithy, Skraeja Hammerhearth. A muscular young dwarven lass from a snowy, mountainous land far from here, she’s come to Windrest to ply her trade and aid the influx of adventurers.

Vualkirges Brenhazar

The man in charge of the Hunter's Call, Vualkirges leads an unusually solitary life for one of such status. Most notably, the oversized dragonborn keeps to a hunting lodge just into the Ashwoods treeline, regularly venturing out upon "hunting trips" deeper into the wilderness. Scars, tattoos, and all manner of injury mar the dragonborn's white-scaled body, or what can be seen of it beyond their ever-present, sturdy armour. Despite all their eccentricities, the dragonborn is a creature of habit, and can usually be tracked down in Windrest within no more than a couple of days trying. No one in Windrest has learned more from regular journeys out into the wilds...And no one is more determined to keep what they know a secret, so as not to "deprive of these new adventurers the glory of discovery!".

Yullaen, The Blademaster

Overseeing the Training Yard and acting as the Blademaster for it, is Yullaen herself. The Human woman stands about 5'10, and with the graying in her wheat blond hair and well worn lines of her face, she looks every inch of her 44 years of age. Recently recovered from being left immobile by the effects of the strange Sphere that plagued the Ashwoods, the ex-Knight is thin as a board and seems intent to keep it that way.

The Ashwood

The Ashwood is the region of the West Marches surrounding the town of Windrest, and is the first biome that will have to be traversed to get further into the heart of the region. It is by most accounts a rather standard forest, other than the strange ash-colored trees that litter the wood. It is known to be home to all manner of wildlife, of both the hostile and docile variety. It is here that the effects of lipomancy are felt first and strongly, but also in its weakest form. Never has there been a more perfect place for new adventurers to learn the how adventure, or learn a bit more about themselves with some chance fattening encounters.

Greed In All Things

What happens when you take and take, for it's own sake? For one, the reason something is valuable starts to be lost in the noise of 'more'. The Ashwood is home to all manner of minorly lipomantic effect, all of which seem to be set to answer such a need. Animals wish for more food, and so either they... or their prey grow ever fatter. Plants themselves wish to spread more, and do so through the promise of calorie rich food to local wildlife and passerby travelers. Even the dotted ruins around the forest of grey ashen trees promise more if an adventurer can delve just a little deeper. Of course, being the gateway to the rest of the West Marches, the promise of more beyond the Ashwood itself is a siren call to adventure. Some have not done well to resist this, and the local bandits found themselves affected in a way no one can quite explain. They rob and steal, but not simply for coin, but for clothes, boxes, anything they can take. It's not even for riches, they don't leave to spend it, only collect more and more... One can wonder at what has caused such a plight, especially as even regular people seem to disappear into the woods on occasion, joining the greedy bandits' ranks.

The Mother's Glade

This is home to a nest of Feeder Fairies. Their grove is tended by a powerful Harvest Dryad; one who is not a fan of intruders into their grove. The dryad, known as 'Mother' by her subjects, is an exile from the larger community of fey living in the Shroom Forest to the west. Her grove was established in the Ashwood 65 years ago, and as the population of Windrest dwindled, so did the thing keeping the fey from growing restless. In her isolation, Mother has come to distrust the old ways of the Shroom Forest, seeking to separate her grove in the Ashwood from their influence entirely.

The Bandit Fortress

A sprawling camp of tents and wooden fortifications tucked against the side of a cliff, this fortress is the stronghold of the greedy bandits. Here, their loot is stored in mass quantities. However, due to their strange obsession, most is things that aren't particularly actually valuable, such as rocks, boxes, furniture, and whatever else they've grabbed. THis is also where they bandits who've grown too fat from greedy eating to move stay, with their more mobile, but still corpulent companions taking care of them. Atop a switchback protected by their camp is a small ledge like plateau on which their new leader, Corpatia, rests in her enormous bulk with a strange spherical artifact giving her power. This is the source of both the curse of the bandits, but also her strength. Is such a thing even possible of being toppled?

The Unconsecrated Shrine

Deep in the center of the Ashwood lies an abandoned Shrine dedicated to the Grain Mother, Chauntea. As the party travels the hex, they will hear harmonious whispering that will attempt to guide them toward the Shrine. A visage of the Goddess of Grain will speak to the party, begging them to cleanse her Shrine of the beast that has defiled it. She promises a great reward for anyone willing to assist her in the task of reclaiming the Shrine.

The Over Growth

In the northern part of the Ashwood is a lush section of the forest thick with plant life and creatures of particular corpulence. The source of this is a splinter of fey similar to the Mother. Three overgrowth Dryads make their home around a large tree, giving abundance to all that enter their domain, wished or otherwise.

Ashwood Creatures
CR Name
1/8 Food Mite
1/8 Gumdrop Gremlin
1/4 Goblin
1/2 Feeder Fairie
1 Nilbog
2 Bandit Captain
2 Giant Boar
3 Feast Vine
4 Large food Mite
4 Lipo Jelly
5 Cake Golem
5 Feeder
5 Food Elemental
5 Lode Stone
5 Sweet Pudding

Goblin Mines

This cave was once turned into a calorite mine, and in the years since it's abandonment it has become home to a local tribe of goblins. The lake at the bottom of the mine has been tainted by a large chunk of calorite that has fallen into the water, leaking out and infecting the springs with all manner of lipomantic residue.

Old Manor House

Abandoned deep in the woods is an old house haunted by memories as much as ghosts. Its sprawling halls contain secrets from generations ago, back during a time when Windrest wasn't such a small hamlet. Perhaps some information about the Marches can be found here, or knowledge of Windrest's past. Yet the creatures here are not going to let such things go willingly. The skeletons outside never seem to stay down for long, and once inside, there's whatever defenses the owner left behind in addition to anything that's joined them since. Who would brave such a place, would it be worth the risk?

Voxurite Crater

Early into the adventurers' time in Windrest, a star exploded in the sky. A brilliant flash of light turned night to day for a few moments before falling to the earth below. The thunderous arrival left a section of the forest completely flattened, and a great crater of dirt torn up at its middle. This fallen star is a meteorite of pure Voxurite, energized and activated by the momentous event. Anything that gets even within a mile of the place begins to fatten uncontrollably, with the effect growing worse the closer you get. The use of such a thing is questionable, but who knows why someone might want to get close to this strange place, or what it might hold.

On the following page is a statblock for bosses related to this region.

The Sphere of Greed

Ever since acquiring the Sphere of Greed, it's influence has made Corpatia powerful through her greed, making her hunger uncontrollable and inexorable. It stays floating nearby to her, a focus for her desire for more, and enhances her in combat.

Lair Actions On initiative count 20 (losing initiative ties), the sphere can take a lair action to cause one of the following magical effects; It can’t use the same effect two rounds in a row:

  • The sphere casts the incite greed spell on a random enemy creature. The sphere itself is the object that the target becomes obsessed with. ((Wis DC 14))

  • All Creatures in 60ft roll a DC 14 Wisdom save or use their reaction to use the eating action. If they do not have any food on them, they can move up to their movespeed to the nearest source.

  • The Sphere targets a random enemy creature, a random magic item that creature has then disappears from their person and reappears on the ground next to the sphere.

  • All enemy creatures that fail a DC 14 Charisma save try to fatten themselves by the best available means until the end of their next turn.



Mothza Supreme

Huge Aberration, neutral


  • Armor Class 18 (hard yet malleable cheese)
  • Hit Points 242 (23d12+92)
  • Speed 20 ft., 60 ft. fly
  • Bulk NA

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 4 (-3) 10 (0) 3 (-4)

  • Saving Throws Str +8, Dex +9
  • Skills Acrobatics +9, Athletics +8, Perception +4
  • Senses Passive Perception 14
  • Languages Common (Understands but cannot Speak)
  • Challenge 11 (7200 XP)

Flyby The Mothza Supreme doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.

Legendary Resistance (3/day) If the Mothza Supreme fails a saving throw, it can choose to succeed instead.

Actions

Slice, Slice Baby. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10+5) Slashing Damage.

Pizza Pounce. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d6) Fatty Food. The Mothza Supreme swoops in with its thick, breadstick legs to attack a target. If the Mothza Supreme moved at least 20 feet in one direction before taking this action, on a hit the target is grappled in the creature's cheesy grip (Escape DC 16). A creature grappled in this way is fed 1d6 pounds of fatty food at the beginning of their turn until they escape the grapple.

Legendary Actions

The Mothza Supreme can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Mothza Supreme regains spent legendary actions at the start of its turn.

ORDER UP! (1 Actions). The Mothza Supreme lets out an ear-shattering screech, calling reinforcements from the forest around it. 1d6-2 Food Mites scurry into the fray from the upper cliffs where the slain creatures lie.

ASIAGO ARTILLERY (1 Actions). The Mothza Supreme fires globs of molten cheese at up to two creatures within 120 feet. The targets must make a DC 14 Dexterity Saving Throw or take 2d6 bludgeoning damage and be force fed 2d6 pounds of fatty food. On a successful saving throw, the amount of damage and fatty food eaten are halved.

PUGNACIOUS PIZZA (2 Actions). The Mothra Supreme suddenly swoops toward a creature within 60 feet of its current position, swiftly closing the distance and using it's Pizza Pounce action.



Corpatia, Bandit Queen

Medium (Huge from Bulk) humanoid (Human), neutral evil


  • Armor Class 17 (mage armor)
  • Hit Points 162 (19d8+76)
  • Speed 15 ft.
  • Bulk Limit 300/600/900, Weight 12,000 lbs (Base 110 lbs), Stomach Capacity 14

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 18 (+4) 12 (+1) 9 (-1) 18 (+4)

  • Saving Throws Con +8, Cha +8
  • Skills Arcana +5, Insight +3, Intimidation +8, Medicine +3, Perception +3, Eating +12
  • Senses Passive Perception 13
  • Languages Common, Draconic
  • Challenge 10 (5900 XP)

Sphere Attuned While magically attuned to the Sphere of Greed, Corpatia is empowered by its magic to overcome her rampant indulgence. While over her third bulk limit, she is able to continue to move at half speed, and is not considered restrained by her own bulk.

Sorcery Points Corpatia has 15 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:

Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the sorcerer can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.

Widening Spell: When you cast a spell, you can spend 1 sorcery points to cause each creature affected to temporarily gain weight. Each creature doubles in weight until the end of your next turn. While they are fattened, their speed is halved as they adjust to their expanded bodies.

Twinned Spell: When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell

Spellcasting. Corpatia is a 15th level spell caster. Her spell casting ability is Charisma (Spellsave DC 16, +8 to hit with spell attacks). Corpatia has the following spells:

Cantrips (at will): Flabshock, Mage Hand, Poison Spray, Word of Feasting

1st level (4 slots): Feed, Mage Armor, Shield, Detect Magic

2nd level (3 slots): Immobilize Person, Narce's Fatness Arrow

3rd level (3 slots): Abyssal Stomach, Fat Feedback, Hypnotic Hunger

4th level (3 slots): Fatball, Softskin

5th level (2 slots): Fat Surge

6th level (1 slot): Blobbify

7th level (1 slot): Raze Restraint

8th level (1 slots): Power Word: Stun

Actions

Antique Blue Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+3) Lightning Damage. Target fattens for double the damage dealt.

Legendary Actions

Corpatia can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Corpatia regains spent legendary actions at the start of its turn.

Flabshock (1 Action). Corpatia casts Flabshock.

Sudden Transference (2 Actions). Corpatia Selects a random target within 30 feet of her. If that target fails a DC 14 Wisdom Saving throw, they gain 3d100 pounds that she loses, and she then regains 3d10 health.

Sudden Self Transference (2 Actions). Corpatia Selects a target in 60ft of her, and gains 3d100 pounds that the target loses, and she regains 5d10 health. A creature may make a DC 16 Constitution save to avoid losing weight, and preventing the effect. The effect also fails if the target has less fat than the result of the 3d100.

Stone Meadow

Stonemeadow is a large plains biome that lies north of the Ashwood. It is a vast open field of amber grass, with large rock formations that jut upwards from the earth dispersed about. There are large fields of dense vegetation here, hiding ruins and places of interest alike. The apex predator of this wild plain is the Bulette; a large, burrowing carnivore that hunts by leaping from the earth. Alongside it are many predators of the planes, like Manticores taking advantage of the open spaces, along with griffons and Giant Eagles. However other things hide among the huge stones, like Ankheg nests pulling in unwary travelers, or ogre hunting parties powerful enough to hunt the great beasts that make the Meadow their home.

A major point of interest is a burgeoning civilization of Hobgoblins residing in the region. They are a nomadic band that live a very martial lifestyle, and their bands travel the plains year round, separated into three great clans. Originally from one great civilization, they've long ago abandoned this over differences that drove them apart. They get along most of the time, but battles and skirmishes between the great clans happen often enough to keep everyone on edge.

A hateful War

Newly Empowered by surgeblood, Clan Harec is looking to overturn the status quo within Stone Meadow. Simple skirmishes have started to become full on raids, and attacks meant only to inflict harm are becoming wide spread. Yet all is not well with the Clan of Passion, as it seems their new surgeblood weapons drive them to rage they can't quite control. Sometimes travelers will find fields of dead monstrous wildlife in the open plains, evidence of one of these unstoppable rages. It seems the Warmaster is determined to drive his clan to greater conflict until either the other hobgoblins are destroyed, or Harec falls to their own ambitions. Yet it would take the impossible task of Maarthuuken and Togegach working together to stop them, unless others can step in of course.

The Clans

Three Clans of Hobgoblins rule the Stone Meadows, each hails back to the original singular one, and each insists they they carry the torch of the of their ancestral clan.


Togegach

Warriors that put survival of the clan above all else, they are isolationist and shrewd in their ways. They fear any kind of 'dangerous influence' for the chance that it might destabilize their carefully balanced nomadic life. This has led to a fear of the changes that often occur in people in the West Marches, and actively mistrustful of Marthuuken and Harec for both's indulgence in such things. Togegach is led by Huntress Grekklis, a powerful and tall warrior who wields a mighty bow. She's willing to hear out what outsiders have to say, but has no issue making her dislike for someone clear.

Maarthuuken

Name of their great stone city and clan, Maarthuuken is a place of great indulgence and inequality. The hobgoblins worship their High Priestess Byulda as an Icon of hedonism. They've formed a society around fat and getting fat, giving honor to people based on how large they are. They are also quite ready to share and trade with outsiders, often for things of great value like magic items and gems. Indeed, none of the Hobgoblin clans use coins at all, instead relying on barter. The wealth of Maarthuuken isn't without a dark side, however. They keep slaves of other races, and their own race is considered low class if not fat enough. Yet the minimal wages given to these menial workers combined with the work they're forced to do means the possibility of fattening themselves into a higher social status is near impossible.

Harec

Wild and Passionate, the warriors of Harec are always looking for their next battle. Harec believes in strength of arm and strength of will. The most physically powerful are the best to lead, as they are also the most capable of making their plans reality. They've come to hate the other clans for their assumed weakness, and will often skirmish with them to prove their own strength. Recently though, Warmaster Hrulk has discovered a powerful metal called Surgeblood that empowers his warriors to even greater heights at the cost of great rage. To Harec, this is not a downside.

Stone Meadow Creatures
CR Name
1/2 Hobgoblin
1 Giant Eagle
2 Ankheg
2 Ogre
3 Manticore
3 Ogre Chain Brute
3 Phase Spider
3 Rage Mage
4 Hobgoblin Devastator
4 Surge Warrior
5 Bulette
5 Maarthuuken Priestess
6 Swolgre
7 Rage Elemental
7 Maarthuuken Resplendent Form

Shroud Hill

A hill constantly cloaked in mist in the middle of Stone Meadow, the dark fog hides ruins of the original settlement of the Hobgoblins when they were a single clan. Strange things hide in the ruins and obscured slopes. Some say ghosts still haunted by whatever event originally broke the clans apart walk the dilapidated streets. Rumor also has it that a mighty red dragon has made its home atop the peak, in the shell of an old temple to a forgotten god.

Surge Pits

At the southern edge of Stone Meadow is a wide pit mine that Clan Harec has dug out of the earth. It's here that they collect their surgeblood metal, and forge weapons from the red tinted steel. A constant bellow of black smoke rises up as the one mage in all of Harec, Formulator Graxit, oversees the creation of weapons meant for war. Some say he performs dark experiments with elementals, binding them to the rageful metal.


On the next few pages are several statblocks for some of the characters mentioned above.



Huntress Grekklis

Medium Humanoid (Hobgoblin), neutral


  • Armor Class 17 (breastplate)
  • Hit Points 130 (20d8+40)
  • Speed 40 ft.
  • Bulk 300/600/900 Weight 200lbs (80 Flex) (Base 110), Stomach Capacity 4
  • Flex 360/720/1080

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Str +7, Dex +7, Wis +7
  • Skills Athletics +7, Perception +7, Stealth +9, Survival +7
  • Senses Darkvision 60ft, passive perception 17
  • Languages Common, goblin, giant
  • Challenge 9 (5000 XP)

Land's Stride Grekklis walks normally over difficult terrain.

Tenacity of Togegach While Grekklis is moving in stealth, any allies within 60ft of her may replace the result of their stealth roll with hers. Additionally, allies have advantage on the first attack made against any creature after Grekklis has hit it.

Actions

Multiattack. Grekklis can make two attacks with any weapon she possess

Big Game Bow. Ranged Weapon Attack: +10 to hit, range 300/1200, one target. Hit: 20 (3d6+10) Piercing Damage. A massive Siege weapon for hunting the biggest monsters.

Ranger's Longsword. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 11 (1d10+6) Slashing Damage.

Wisdom's Fury. Ranged Attack: +10 to hit, 90 ft line. Hit: 20 (3d6+10) Force Damage.

Huntress Grekklis has become master of herself, but has not forgotten her past and the corrupting effects of change on the other clans. She makes a single attack that effects everyone in a 90 ft line with the same roll and damage. Anyone struck by magical surge becomes susceptible to their own mind effecting abilities. If the target causes a creature to become ravenous or enraged, they are also subject to the save and effect.

This effect lasts for 1d4 rounds, after which Grekklis may use this ability again.



Warmaster Hrulk

Large Humanoid (Hobgoblin), chaotic evil


  • Armor Class 19 (Daemon Plate)
  • Hit Points 170 (15d10+90)
  • Speed 40 ft.
  • Bulk 1,760/3,520/5,280 Weight 3,000 (1,500 Flex) (base 1,500), Stomach Capacity 28
  • Flex 1,440/2,880/4,320

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 22 (+6) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Str +10, Con +10, Wis +6
  • Skills Athletics +14, Perception +6
  • Senses Darkvision 60ft, passive perception 16
  • Languages Common, goblin
  • Challenge 11 (7200 XP)

Daemon Armor Hrulk Wears Cursed Daemon Armor that he cannot remove. This Magic Platemail gives him +1 AC, and in addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Reckless At the start of its turn, Hrulk can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Bloody Momentum Hrulk falls into a battle frenzy once the killing starts. If it can land a hit on a creature with any attacks, it gains resistance to bludgeoning, piercing, and slashing damage until the start of it's next turn.

Legendary Resistance (2/day) If Hrulk fails a saving throw, it can choose to succeed instead.

Fury of Harec If Hrulk would be dealt fatal damage, he may immediately make a single melee attack against the individual who dealt the blow, or another creature in range if they are not. In addition to the normal effects of this attack, he heals equal to the damage dealt. Once used, he can not use this ability until he takes a short rest.

Mindless Hatred Hrulk is a creature of petty pride. So, when he finds himself beaten, battered, and nothing to show for his grand crusade, his last piece of sanity is let loose, and the sphere of wrath consumes him. Hrulk becomes near incoherent, little more than a vessel for the power he wields. See the secondary Statblock for changes in addition to those listed below.

When Hrulk would otherwise be reduced to zero hitpoints or die, he instead becomes consumed by the wrathsphere's power, drawing too much just to stay alive. He regains hitpoints and drops his axe. The sphere becomes his weapon with a chain of surgeblood being pulled from it like a ripcord.

Hrulk regains 110 hitpoints, and no longer uses his regular actions, instead using only the mythic ones. He also gains fire resistance, magic resistance, and immunity to charm effects.

Actions

Multiattack. Hrulk makes two attacks with his Axe, Burning Rage, and one attack with a Daemon Gauntlet.

Burning Rage. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (1d12+1d4+6) Slashing damage Damage plus 7 (2d6) fire damage. On hit, Target swells equal to fire damage dealt and makes a DC 14 Wisdom save. On a failure, they must use their next turn and movement to approach the nearest creature and make one melee attack against them.

Daemon Gauntlet. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (1d8+1d4+7) Slashing damage.

Warmaster's Howl (recharge 6). Hrulk lets out a battle roar as a bonus action, forcing all enemies within 100ft of him who can hear to make a DC 14 Wisdom saving throw or become frightened. Creatures can repeat this save at the end of each of their turns to recover from this.

Legendary Actions

The Warmaster Hrulk can take 1 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Warmaster Hrulk regains spent legendary actions at the start of its turn.

Hurl. Warmaster Hrulk makes an attack against a creature in range with one of his Daemon Gauntlets. If it hits, in addition to the damage done, they are pushed away from him up to 20ft.


Mythic Hrulk, Warmaster's Hatred


When Warmaster Hrulk activates his Mythic form, he gains the following ability.

Special Abilities

Burning Momentum The Hrulk falls into a battle frenzy once the killing starts. If it can land a hit on a creature with any attacks, he gains resistance to damage until the start of his next turn.

When Warmaster Hrulk activates his Mythic form he LOSES access to his regular actions and instead uses the actions listed below.

Actions

Multiattack. Hrulk makes two attacks with his sphere, Inferno, and one dunk.

Inferno Striker. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d6+8) Bludgeoning damage plus 7 (2d6) fire damage. Hrulk strikes with the ball and chain of his sphere. A creature swells for twice the fire damage dealt.

Dunk. Hrulk reaches out with a hand to grab an enemy. If the target fails a DC 16 Dex save, he takes them in hand, leaps upwards, and then smashes them into the ground, dealing 5d6 bludgeoning damage and 3d6 fire damage, leaving them prone.

Hatred's Howl (recharge 6). Hrulk lets out a pained howl as a bonus action, forcing all creatures within 100ft of him who can hear to make a DC 14 Wisdom saving throw or become frightened. Creatures can repeat this save at the end of each of their turns to recover from this.

The Sphere of Wrath

Ever since acquiring the Sphere of Wrath, it's power has poured into Hrulk, turning him into an unstoppable force on the battlefield. He keeps it near to him, floating no more than five feet away, as it's power directly enhances his own. When he fights, the sphere fights along with him.

Lair Actions On initiative count 20 (losing initiative ties), the sphere can take a lair action to cause one of the following magical effects; It can’t use the same effect two rounds in a row:

  • The sphere casts Induce Aggression on the nearest valid target who has a target within rage to attack. ((Int DC 16))

  • All creatures in 60ft roll a DC 16 Wisdom save and on a failure, they use their reaction to attack a random adjacent creature.

  • The sphere targets a random enemy creature, that creature swells to their next flex limit if they fail a DC 15 Con save and take 4d8 necrotic damage.

  • All enemy creatures within 60ft make a DC 16 Dex save, and take 5d6 fire damage on a failure, swelling equal to the damage dealt.



Graxit The Formulator

Medium humanoid (Hobgoblin), neutral evil


  • Armor Class 17 (mage armor)
  • Hit Points 105 (19d8+19)
  • Speed 30 ft.
  • Bulk Limit 220/440/660, Weight 110 lbs (Base 110 lbs), Stomach Capacity 3
  • Flex Limit 240/480/720

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 11 (+0)

  • Saving Throws Str +4, Int +8, Wis +5
  • Skills Arcana +5, Insight +3, Intimidation +8, Medicine +3, Perception +3, Eating +12
  • Senses Passive Perception 13
  • Languages Common, Draconic, goblin, infernal
  • Challenge 8 (3900 XP)

Legendary Resistance (1/day) If Graxit fails a saving throw, it can choose to succeed instead.

Spellcasting. Graxit is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Graxit has the following wizard spells prepared:

Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation

1st level (4 slots): Mage Armor, Magic Missile, Shield, Mighty Flex

2nd level (3 slots): Misty Step, Scorching Ray, Silence

3rd level (3 slots): Counterspell, Fireball, Fly

4th level (3 slots): Dimension Door, Fire Shield, Wall of Fire

5th level (2 slots): Conjure Elemental (Rage Elemental), Immolation

6th level (1 slot): Chain Lightning

Reactions

Graxit plans for many things. Any time he fails a d20 roll, if he did not have advantage, he may roll again and take the higher result, such as a saving throw, or attack. However, the next roll he makes for any reason has disadvantage.

Alternatively, when an opponent within 60ft of Graxit makes a d20 roll against him, such as a saving throw or attack, he may force them to roll with disadvantage. That creature has advantage on its next d20 roll.

Any time Graxit uses this ability, some strange and or obtuse element in the environment must justify the effect, such as a piston suddenly shooting into the way of an arrow or an electrode zapping Graxit to snap him out of it if he is charmed.

Actions

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

Dagger. (ranged) Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Firebolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) fire Damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Legendary Actions

Graxit the Formulator can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Graxit the Formulator regains spent legendary actions at the start of its turn.

Attack (1 Actions). Graxit can make an attack with either a firebolt or Dagger.

Cast a Spell (2 Action). Graxit casts one of his spells.

Shroom Forest

The Shroom Forest is a large expanse of wilderness overgrown by titanic fungi. Deep in the center of this ancient ecosystem lies an entrance to the Feywild, home of the Fey and all sorts of creatures both friend and foe. A faction of Fey known as 'The Winter Court' have settled on this side of the portal to their home plane, led by an enigmatic and powerful Eladrin named The Winter Queen. The magics of the West Marches have touched this place as well, the lingering corruption causing the fey to grow abundantly mad with a fattening lust and general madness. In a fit of rage, The Winter Queen closed the bridge back to the Feywilds, leaving the settlers cut off from their homeland. The lack of attachment to their home quickened the Court's descent into madness, and now little remains but an extremist kingdoms of liars and tricksters.

A major point of note for encounter design in this biome is that the good majority of Fey creatures are willing to talk. They are sentient, and will try to preserve their lives if put into danger. Remember though, that these Fey have been changed; falling victim to mortal desires and the lingering lipomancy of the region. They aren't totally right in the head, but skilled diplomacy could at the very least prevent a battle.

The Queen's Madness

The Shroom Forest is a place that should not truly be. Filled with Eladrin and fae that belong in the Feywild, The Winter Queen brought her kingdom here to the material world so that they could serve no master but her. They say it all started with a trip she made to the area where she discovered a Sphere that gleamed with green energy. Now she holds all the small hamlets and villages, along with her city, in the Material world even as her citizen's health begins to fail. The harsh reality here is not meant to sustain fairy creatures. It seems the Winter Eladrin are torn between loyalty to their Queen, and a desire to finally go home.

The Winter Court

In the depths of the chilly Shroom Forest, in the coldest part, is a gleaming city of Ice and Stone. The Winter Queen's Court is a city state like fae stronghold at which all of the citizens of her small kingdom come to talk, trade, and live. Near every building is sculpture, and some seem impossibly constructed by normal means. Winter Eladrin are the most common folk here, and make up the bulk of the Queen's guard as well. On the main streets, there's a pristine look to everything, with clean causeways and soldiers patrolling in front of colorful shops. Beyond these main walkways though is a different tale. Slums of half melted ice buildings and dark cramped apartments are much more common. The fae living here long for forests, and perhaps even a return to the Feywild which they've been denied.

Queen's Arena

At the heart of the Queen's Court is her citadel, which is connected to a grand arena. Within this arena are near daily bloodsports against all sorts of creatures that the Queen's hunting parties drag in from the West Marches. The Queen often presides over these contests personally. Some of her citizens are forced into the contests, those that lose die. However, those that win are brought into the Queen's Citadel and never seen again. It's this place that she maintains her hold over her people with a careful balance of bread and games.

The Wild River

Cutting across the North and East sides of the Shroom Forest, Wild River is a wide stretch of water that divides the magical fae forest from the rest of the Marches. Along its banks are many more water aligned creatures one might find in such a place, such as enormous frogs, magical singing women, and the occasional talking fish. Be wary of more dangerous wildlife, such as the terrible Banderhobs looking for their next meal to swallow whole. However a cloying mist across the river seems to turn adventurers away when they try to cross the fast moving water. Rumor has it that there is a doe eyed woman along the banks who guards the way into the Shroom Forest and has the power to banish the mist. One must simply answer her riddles correctly or pay the price.

Shroom Forest Creatures
CR Name
1/2 Brownie
1/2 Feeder Fairie
1 Giant Toad
3 Honey Claw
3 Displacer Beast
3 Winter Wolf
4 Stuffing Siren
4 Mirror Knight
4 Queen's Hag
5 Banderhob
5 Black Bart
5 Cake Golem
5 Cotton Candy Elemental
5 Lipo Jelly
7 Cake Golem Myrmidon

On the next page is the Winter Queen's statblock and lair actions.

Lair Actions

As long as The Winter Queen is empowered by her sphere, it assists her as she desires, on initiative count 20, one of the following effects is created by the sphere.

  • The sphere pulses with power, radiating out to 90ft. The Winter Queen selects a Saving throw Proficiency of her choice, all creatures within range lose proficiency in that saving throw for one turn, while the Winter Queen gains it if she didn't have it already, or expertise if she already did, also for one turn.
  • The Sphere casts Swell Ego as the spell on the nearest enemy (DC 17)
  • The Sphere unleashes a wave of envious magic, pulling at minds of those around it. Any enemies within 120ft select a target they can see in range that is friendly to them. That target makes a DC 15 Constitution save or gains weight equal to half their bulk limit.
  • All creatures within 120ft of the Sphere loses all damage resistances, except the Winter Queen, for one turn.

The winter queen can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.



The Winter Queen

Medium fey (elf), chaotic neutral


  • Armor Class 22 (natural armor)
  • Hit Points 195 (26d8+78)
  • Speed 30 ft.
  • Bulk Limit 380/760/1040, Weight 300lbs (Base 90lbs), Stomach Capacity 22

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 20 (+5)

  • Saving Throws Con +8, Wis +6
  • Skills Arcana +7, Insight +6, Intimidation +10, Nature +7, Perception +6, Eating +11
  • Senses Passive Perception 16
  • Languages Common, Elvish, Sylvan, Draconic
  • Challenge 13 (10000 XP)

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

Legendary Resistance (3/day) If the Winter Queen fails a saving throw, it can choose to succeed instead.

Envious Mass As long as another living creature with 120ft is fatter than the Winter Queen, she is able to ignore her bulk limits. If the Winter Queen is the fattest creature in 120ft, any creature that starts its turn within 120ft of her must make a DC 17 Wisdom save or have their bulk limits halved while she remains within 120ft. On a success, the creature is immune to this effect until they complete a long rest.

Innate Spellcasting. The Winter Queen’s innate spellcasting ability is Charisma (spell save DC 17), with a caster level of 15th. She can innately cast the following spells, requiring no material components:

Cantrips (at will): Ray of Frost, light, mage hand, prestidigitation, Vicious Mockery

1st level (4 slots): Feed, Faerie Fire, Frost Fingers, Tasha's Hideous Laughter, Resize

2nd level (3 slots): Earthbind, Invisibility, Mind Spike, Immobilize Person

3rd level (3 slots): counterspell, fly, Slow, Abyssal Stomach, Weighty Retaliation, Expanding Edict, Doughify, Swell Ego

4th level (3 slots): banishment, Confusion, fire Shield, Greater Invisibility, Ice Storm, Create Fattening Food and Drink, Fatball

5th level (3 slots): cone of cold, Dominate Person, Temporal Shunt, Fat Surge, Rampant Vitality, Cloudswell, Lipomantic Cascade

6th level (2 slot): Contingency, globe of invulnerability, Wall of Ice, Narce's Hypnotic Trance, Blobbify

7th level (1 slot): Force Cage, Teleport, Raze Restraint, Power Word: Fatten

8th level (1 slot): mind blank*, Power Word: Blob

Actions

Winter's Burden. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) Bludgeoning damage plus 18 (4d8) Cold damage. The target also fattens for four times the damage dealt by the weapon.

While attuned to this +2 Quarterstaff, if a creature would go over a bulk limit due to this effect, they must additionally make a DC 16 Charisma save or become charmed by the wielder until they complete a long rest, following their commands unless it would result in certain death. They may repeat this save if asked to do something directly harmful to themselves or someone they normally consider a close ally.

Bonus Actions

Fey Step (Recharge 4-6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.

Reactions

Frigid Rebuke. When the Winter Queen takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succesed on a DC 17 Constitution saving throw or take 16 (3d10) cold damage.

Legendary Actions

The Winter Queen can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Winter Queen regains spent legendary actions at the start of her turn.

Attack (1 Action). The Winter Queen makes one attack with her Staff.

You Shouldn't Get to Be Thin! (1 Action). The Winter Queen Targets the thinnest enemy in the room within 60ft and blasts them with pure lipomantic power. The creature takes 3d8 bludgeoning damage and fattens for 5 times the damage dealt. A Successful DC 14 Constitution save lowers the bludgeoning damage to half.

Cast a Spell (2 Actions). The Winter Queen casts one of her spells.

You Don't Deserve it (3 Actions). The Winter Queen reaches out through the sphere, slaying any friendly living creature she can see within 100ft. The remaining hit points the creature had, up to half its maximum, heal the Queen for an equal amount and fatten for same as she absorbs the life force.

The Midlands

The Midlands lies in the middle of the West Marches, a vast forest of hills, valleys, and canyons, dispersed with beautiful vistas and dark corners where the trees over the valley's edge block out the sun. Spread throughout the region are large groves of bright pink trees, places where the lipomantic taint of the Marches has seeped into the very soil, warping the land into a bountiful landscape where all might have their fill. While the Midlands are dangerous, there is much of value to be found there, as many ancient civilizations once traveled and colonized this region. The Midlands are sparsely populated with any form of sentient creatures, other than the Gnolls who have been corrupted by the lipomantic influence of the region, particularly with the help of one Demoness, Avarice. Hot on the tail of the gluttonous demon are the warriors of the Radiant Lance, a group of Aasimar who have dedicated their life to purging demonic corruption across reality.

The Demonic Incursion

While other regions might have their problems with magical influences and strange creatures, the Midlands is a bit unique in that these demons did not stumble into the power of the spheres unknowingly, but actively sought them out. Avarice, Queen of the Abyssal realm known as “The Eternal Feast”. Her domain includes hedonism, gluttony, sex, and pleasure- making her a common demonic patron for mortals who are more beholden to their vices. It was an easy thing for her to convince the gnolls of the Midlands to work for her, turning their chaotic raiding into directed force to locate the sphere of sloth that effected everything within this forest.

Thankfully, Avarice has not found it yet. The Radiant Lance, warriors from beyond the stars who crash landed in the Midlands, are doing their best to stop the demonic advance. yet they are only so few. In this race for the sphere, who knows what could happen with these abyssal forces running rampant across the lipomantic forest.

Ribbonrun Estate

Tucked in the southern foothills of the Midlands is an oddly isolated, yet quite 'lively'. Past a Head height wall separating the estate from the rest of the forest are endless neat rows of fruit trees of all kinds in an orderly sprawl over the uneven ground. At the center is the mansion estate itself. It is the home of Lady Voldahlia Ribbonrun, a powerful liposanguinor vintner who creates interesting wines from the orchards of her estate. She's assisted by her manservant Bhonepart, a skeletal construct, long in her service. Between the pair and their many construct and undead servants, Ribbonrun is well maintained, and they're happy to have visitors who are polite and willing to partake in the Lady's proclivities. Apparently the place has existed for centuries, and used to have a good trade with several towns that used to exist within the Ashwood before time and nature reclaimed them. Tread lightly however, for this would be quite the enemy to make if you cross her.

Midlands Creatures
CR Name
1/2 Gnoll
1 Feed Fiend
1 Giant Toad
3 Wildling Shadow Snack
4 Lipomantic Wryrmling
4 Wilding Shaman
5 Burly Barlgura
5 Cake Golem
5 Food Elemental
5 Gummy Wyrm
6 Chunking Chasme
6 Voracious Vrock
7 Cookie Doughlem
7 Lipo Treant
9 Hefty Hezrou
9 Treant
13 Corruptor

Knight's Watchtower

In the southern corners of the biome, a lone tower stands tall, valiantly guarded by an undermanned and undersupplied detachment of the Knights of the Steel Harvest, led by Gloriana Harbin, Old Man Giuseppe's estranged daughter. Isolated from the strength of Fort Endurance, these knights fight on in a strung out siege by the gnolls in a hopeless battle for survival. Without outside aide, there doesn't seem to be any escape from their situation.

Radiant Lance Camp

Nestled deep in Gnoll territory within the Midlands sits the Forward Camp of the Radiant Lance deployment. The camp itself is of rather impressive construction for what would be a temporary location; seemingly created by more than mundane means if the things spoken by Indra in town are put into practice. There are several tents, out buildings, with iron and stone barricades surrounding the perimeter of the campsite. Spread throughout numerous guard posts and what look to be menial camp activities, there are in total 20 individuals living in the camp. All of them are Aasimar of the Radiant Lance, a spelljammer that traverses wildspace in search of Corruption that must be cleansed from places it does not belong.

The Radiant Lance deployment is led by Commander Wulfrid; a male Aasimar standing at exactly six feet. He is muscled and toned, dressed in a much more decorated variant of the standard pitch black plate armor worn by the Radiant Lance's soldiers.

The situation that the deployment of warriors finds themselves in is difficult. They are here in pursuit of Avarice, the Queen of Gluttony and keeper of the Eternal Feast, a layer of the Abyss that's very surface is reported to be made up of endless layers of flab of trapped prisoners and sufferers. Their efforts in tracking her down have been much delayed, however, as the local Gnolls are making sending scout groups out beyond the fortifications of the camp difficult.

On the next pages are statblocks for some bosses in this region.


Lady Voldahlia

Lady Voldahlia has the same statblock as a Liposanguinor except for the spell casting ability listed below.


Spellcasting. Lavy Voldahlia is a 11th level spell caster. Her spell casting ability is Charisma (Spellsave DC 16, +8 to hit with spell attacks). Lady Voldahlia has the following spells:

Cantrips (at will): Friends, Message, Milk Whip, Mage Hand

1st level (4 slots): Feed, Insult Physique, Double Digestion, Detect Magic

2nd level (3 slots): Asset Barrier, Dietary Curse

3rd level (3 slots): Abyssal Stomach, Expanding Edict, Hypnotic Hunger

4th level (3 slots): Flabling Bolt, Animate Snacks

5th level (2 slots): Fat Surge

6th level (1 slot): Blobbify



Bhonepart

Medium Undead, neutral


  • Armor Class 16 (natural armor)
  • Hit Points 85 (13d8+26)
  • Speed 30 ft.
  • Bulk NA

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 15 (+2) 11 (+1) 14 (+2) 16 (+3)

  • Saving Throws Wis +5
  • Skills Arcana +6, Deception +6, History +6, Perception +5
  • Senses Darkvision 60ft, passive perception 15
  • Languages Common, infernal, draconic
  • Challenge 6 (2300 XP)

Turning Defiance The noble skeleton and any skeletons within 15 feet of it have advantage on saving throws against effects that turn undead.

Unlive to Serve The Skeleton Noble has advantage on any save that would charm it, or involve it causing harm to its master.

Reactions

Have Some Manners! The Skeleton Noble may respond to an attack that would hit them by imposing disadvantage on the triggering attack, and any others that creature would make on them before the start of the Skeleton's next turn.

Actions

Multiattack. The noble skeleton makes three attacks.

Walking Scepter. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 1d8+3) Bludgeoning Damage. Target fattens equal to twice the damage dealt.

Scepter Shooter. Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 8 (1d10+3) Force Damage. Target is fed fatty food equal to half the damage dealt.

To your rooms, please!. The Skeleton Noble taps a creature in melee range with its staff, politely asking them to return to their room. The creature makes a wisdom saving throw (DC 14). On a failure, they are compelled to spend their turn moving away from combat and towards a guest room in the Mansion where they spend up to the next minute calmly waiting. The creature can repeat this save at the end of each turn.



Avarice, The Demon of Gluttony

Medium Fiend (Shapechanger), chaotic evil


  • Armor Class 21 (natural armor)
  • Hit Points 250 (29d8+87)
  • Speed 30 ft., fly 60ft.
  • Bulk NA, Weight 400 lbs, Stomach Capacity 22

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 15 (+2) 14 (+2) 20 (+5)

  • Saving Throws Con +7, Wis+6 Cha +9
  • Skills Deception +10, Insight +5, Perception +6, Persuasion +10, Stealth +9, Eating +11
  • Senses Passive Perception 13
  • Languages Abyssal, Common, Infernal, telepathy 60ft.
  • Challenge 12 (8400 XP)

Telepathic Bond The fatcubus ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger The fatcubus can use its action to polymorph into a small, medium, or large humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. It reverts to its true form if it dies.

Unburdened The fatcubus is unburdened by the size of whatever form it takes, including its true form. The fatcubus does not have a bulk limit.

Force of Personality Servants of Avarice who are within 120ft of her or can see her directly are immune to fear, as well as any effect to charm them that does not originate from her or one of her other minions. She also has advantage on saving throws against spells and other magical effects.

Corruptive Magic. Any creature effected by a spell cast by Avarice that fails the related save or is struck by a spell attack gains 1 point of corruption. This cannot trigger more than once per spell.

Fiendish Flesh. Avarice is so soft and giving she cannot be grappled by creatures who weigh less than her.

Innate Spellcasting The fatcubus's innate spellcasting ability is Charisma (spell save DC 18). The fatcubus can cast the following spells, requiring no material components:

At Will: Abyssal Stomach, Create Fattening Food and Drink (one 10lb. meal at a time), Modify Metabolism, Resize, Sex Appeal, Stretch Stomach, Misty step, Feed

3/day each: Amazonian Figure, Ass Barrier, Fattening Jest, Hypnotic Hunger, Immobilize Person, Sexual Hypnotism, Doughify, Create Fattening food and drink, Fat Surge

1/day each: Dietary Curse(1 month), Fatball, Cloudswell, Hungering Curse (1 month)

Actions

Multiattack The Fatcubus makes two attacks with its claws and uses its fattening breath, if able.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) Slashing Damage. Target gains weight equal to the damage and must make a DC 17 Wisdom save or gain a point of corruption.

Charm. One humanoid the fatcubus can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fatcubus's verbal or telepathic commands. If the target suffers any harm from the fatcubus or her allies or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fatcubus's Charm for the next 24 hours.

The fatcubus can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fatcubus kisses a creature charmed by it or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness. The fatcubus magically enters the Ethereal Plane from the Material Plane, or vice versa.

Fattening Breath (Recharge 4-6). The fatcubus exudes a gaseous cloud in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw. On a failed save, the creature takes 6d10+5 Psychic damage, and gains an amount of fat equal to three times the damage dealt in this way.

Fattening Kiss. The fatcubus kisses a creature charmed by it or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, gaining 4d100 lbs of fat on a failed save, or half as much on a successful one.

Legendary Actions

Avarice can take 3 legendary actions, choosing from the options below. Avarice regains spent legendary actions at the start of its turn.

Attack (1 Action). Avarice uses a legendary action to make an attack.

You, give in. (1 Actions). Avarice chooses a creature she can see. They must make a DC 18 Charisma save or gain one point of corruption. The creature may choose to fatten 50lbs. if they do, then they gain advantage on the save.

Cast a Spell (2 Actions). Avarice casts one of her spells.

Lair Actions

Avarice's current Lair is a dimensional tear into her Abyssal realm located on top of the tallest mountain in the Midlands. As long as Avarice is within her dimension and near this tear, she can manipulate it as she needs, on initiative count 20, one of the following effects is created by her realm. Additionally, any creature that experiences weight gain from any source while in her realm has that weight gain doubled.

Lipomantic Surge. A 20 foot radius circle appears on the ground of Avarice's realm and shoots pink light upwards into the sky. Any creature that starts their turn in the area is bombarded with lipomantic power and must succeed on a DC 15 Constitution saving throw or fatten 3d20 pounds and gain a point of corruption.

Pull In. The borders of Avarice's realm yearn to expand and the boundary begins to shimmer and glow brighter. All creatures of Avarice's choosing within 30ft of the outside border of her realm must succeed on a DC 15 Dexterity saving throw or be pulled across the barrier and are fed 2d8 lbs of super fatty food. If no creatures are targeted this way, then any creature's of Avarice's choice within her realm that she can see instead make a Wisdom saving throw to avoid gaining a point of corruption and being fed 1d8lbs of food.

Awaken Corruption. All creatures within 120ft of Avarice feel a wave of pure hedonistic impulse flow over them. If they fail a DC 15 Charisma save, they gain 2 points of corruption. Then, regardless of whether creatures succeed or not, all creatures who have corruption points have any effects of their corruption points activate immediately.

Averice's Daughters

Avarice is a prolific fiend, birthing many demons and other abyssal creatures. Cruel and calculating, she makes use of those spawn of particular note and power to serve her. Most common are the 'Daughters of Avarice', all fatcubi made powerful by their close parentage to their mother. Below are some of her servants that might be serving her in many capacities around the Westmarches and beyond, along with the unique powers that they call on.

Azure

Often taking on an appearance altogether not demonic, Azure's specialty comes in the form of illusions. She's capable of creating entire fake environments to the point of forming a non-descript cottage that seems entirely real and interactable until suddenly... it's not there anymore. She prefers subtly, and likes to understand the people she's working against.

Crimson

Unique among the Daughters of Avarice, Crimson is the child of the Demon Queen and a Devil Lord, making their offspring closer to a Enrinyes than a Fatcubi. Crimson's specialty comes in her ability to summon devils to her command. They might not have the touch for gluttony that Avarice's Demons have, but a hardened force of Infernal soldiers when one expects a fattening foe can be quite the effective surprise. Crimson detests needing to server her mother, finding demons as loathsome as any devil would. Yet devils are also bound to keep their word when given, and occasionally Crimson is forced to keep her word from long ago and do Avarice's bidding.

Merlot

Perhaps Avarice's closest daughter, Merlot likes nothing more than to really do her best to fatten up any mortal she can get her hands on. Perhaps what really makes Avarice trust her is the complete lack of ambition and drive that Merlot has, making her unlikely to buck at what her mother asks of her. The wine named Fatcubi also has a specialty to match her desires, being able to always get the most out of any eating anyone does around her. Anything consuming food around her always finds itself eating the maximum possible.

Scarlet

Every family has the one the rest find annoying. Scarlet has a habit of being on the bad side of her sisters, and even her mother. It's mostly because this fatcubi is a massive airhead. She doesn't like to follow complex plans or difficult strategies. Instead Scarlet exemplifies a different aspect of fatcubi in her unending lust. Of course she's so concerned with her sexual pursuits with mortals that she's just as likely to let a mark go because of a really good lay, or waste months sleeping around a city on the material world just because. Her specialty comes down to being able to make mortals around her start to feel the same, worrying less about their responsibilities or thinking hard, and just reducing themselves to hedonism, sex, and gluttony.

Sapphire

Every plan needs a mastermind. For Avarice, that is her daughter Sapphire, the thinker of her forces. The blue tinted Fatucubi often seems a genius when it comes to complex plots and far reaching predictions. Rarely does her mother let her out of her sight. That serves Sapphire just fine, who's much more interesting in making these grand strategies than having to do the dirty work of seeming them made real. That said, when pressed, Sapphire's unique abilities mean that she's very good at predicting what any foe might try to do to her in combat, to either prevent it, or simply avoid it.

Fallen City

Massive in scope, and easily covering miles of ground in all directions, the dense packed buildings of dark grey stone and green tile roofing, sprawling all across the landscape. Even at such a distance from the city, it's clear to see how ruined it is. Very few of the structures look whole, with some simply missing walls or chunks, while some holes in the pattern of roofs points where others have collapsed entirely. The outskirts of this place are even worse for wear, less dense, and more scattered, with the dilapidated structures sitting forlorn in the fading light of day.

This is a place filled with the remnants of hubris and fallen ambitions. Corpses walk the streets while long forgotten constructs patrol along their ancient precepts. Yet this isn't some normal ruin, but that of a lipomantic empire, and these are no simply undead. Many of the creatures here are made of food, or are related to it. They were servants, experiments, or even simply synthesized from the run off of strong magics. Regardless, this is a place filled with the bones of old places and lost people, glutted on fat magic and desire to drag any who would dare enter into that same expansive fate.

The Sphere Manufactorum

In the heart of the Fallen City and its ancient ruins is a mass of machinery and stone. Through thick stone walls, bronze and iron pipes pierce through every few yards, anchored by mortar in a complex snarl of inert tendrils coiled tightly around its length. The structure is large and sprawling, reaching over several blocks of space, and oddly segmented into different sections. Small hints around the city itself, as well as the runes on the magical spheres scattered through the West Marches mirroring the runes on this manufactorum's doors point to this place somehow being the origin point for those strange devices. Likely such mysteries would take a long while to unravel, a little bit at a time.

The Haunted Hippo Inn

Raucous laughter echoes down the nearby side roads outside of this ancient tavern. With its name still present at the entrance, The Haunted Hippo Inn is one of the loudest places in all the city. The noises belong to the ghosts of the long dead customers of the tavern who still hang around celebrating the eternal time they get to spend together with good food and good drinks. The name being what it is turns out to be simply a coincidence, as the owner didn’t mean anything by it when he chose it.

Walking inside will show the ghosts (most of them fat, or at least chubby) in their overjoyed state and a building that looks well polished and untouched by old age. The ghosts will welcome them with even more excitement at finally having new folks, and they seem to not know of their postmortem state. Trying to mention it to them is unhelpful as they stay completely unaware. Instead the ghosts would rather party the night away with any living soul who enters, apparently eating contests are a regular thing around these parts too. Who knows what could happen if someone played along.

Undead Huntress, Velka

The Ruined City holds a great deal of undead, and such threats bring forth those who would try and oppose it. She was a huntress from unknown lands, bringing with her Nothics, to sniff out sources of secrets and magics, from which she can gain money from. Yet, these lands proved dangerous, far too dangerous for her. Being overwhelmed by the dangers, she was felled, unable to retrieve any wealth from the lands to her home. Having died at the hands of the undead there, she swears vengeance on all those who tread these grounds, who she sees as wanting to steal the wealth she believes is hers, rising as a revenant. In life, Velka was a scavenger, scrounging the ruins of long dead empires and ruins, searching for remnants of wealth. She came searching for her fortune here next, passing through the Stonemeadows, into the Midlands, and finally finding interest in the Ruined City. Where she met her end. Careful what items you pilfer, for they might be already claimed.

Fallen City Creatures
CR Name
1/4 Skelecane
1/4 Zombrie
1 Ghoul
1 Widened Shadow
3 Mad Milk Machine
3 Sword Wraith Warrior
4 Flabby Flame Skull
4 Jumbo Gremlin
5 Corruptor Zombie
5 Feeder
5 Food Elemental
5 Gummy Wyrm
5 Sweet Pudding
5 Wraith
8 Mega Meat Man

Dire Swamp

The Dire Swamp lies at the edge of one of the ancient Lipomantic Empires, and therefore is host to many ruins that might be spread around the swamps. These ruins might contain relics of the old empires, as well as perhaps some insights into their nature and their fall. Usually these will be populated with undead, but oozes, harpies, and other creatures might make their homes here. There are also caves and caverns in which similar creatures might lurk and make their lairs.

Outside of these groups, wild and dangerous creatures live amidst the mud and muck. Snakes, alligators, hostile vegetation, and even undead may lie in wait for unsuspecting passerby. Hags often make their homes out in isolated shacks, and jellies blend into the surrounding waters to great effect.

Of Scale and Thorn

The Court of Thorns will use whatever means available to them to maintain order in this disorderly realm. Unfortunately, every action that they take must abide by all laws and bylaws of their monstrously complex bureaucracy. In order to properly intervene in the Adventurers’ incursion into the swamps and to respond in kind, a declaration of war must make its way through the labyrinthine legal system and be served, by hand, to the adventurers, before any action can be taken. So long as the adventurers can avoid being served this declaration, they won’t have to fear the full might of the Court crashing down on them. Attacking Court outposts might weaken their influence in the Swamps, and potentially open them up for assault.

Lizardfolk are scattered about the Swamps in small isolated settlements, or alone by themselves deep in the wetlands. These people tend to be hardy and self reliant, and don’t tend to take kindly to outsiders. Since they don’t have any sort of central organization, their attitude towards adventurers can vary from Lizardfolk to Lizardfolk. Some may be outright hostile, while others may happily share a meal and a good story with any visitors who may pass by. They regard the Court with a great deal of animosity, and will typically attack their agents on sight. It may be possible in time for the Adventurers to enlist the help of some Lizardfolk to deal with the Court of Thorns threat.

Ynerrin's Liar

Between the abandoned ruins of the swamps, one stands out in particular. A cathedral that’s very large in scale, having been built for a humanoid-like society, but with a focus in being the hugest, grandest, and most exuberant building it could be. Perhaps it’s this grandness that grabbed the attention of a certain black dragon by the name of Ynerrin, who made a lair of this rather large construction.

She doesn’t have servants, at least no servants she agreed to since a few lizardfolk still decide to treat her as their deity. She’s proud and vain, but cunning. A keen eye will notice that both the lizardfolk group and the dragon are rather plump, especially the dragon, and may feel the need to question the source of all this meat. Her gains haven’t been lost on her, even if they have been on the group of lizardfolk, and it’s the main reason she’s bothered by all the offerings, as she believes she has so much food that she’s started gaining weight, and there’s not enough action around for her to lose it.

Though wherever these lizardfolk are getting their food from, it’s filled with lipomantic magic, to the point it’s even changing Ynerrin herself into a lipomantic dragon. She’s considerably lazier and less malicious with time. True to her nature however, she's never going to get any less greedy.

Dire Swamp Creatures
CR Name
1 Bellows Toad
1 Twisted Lizardfolk
2 Will o’ Feast
3 Sack of Gore
4 Lipo Jelly
5 Black Bart
5 Deluge Elemental
6 Bodak
6 Lotus Drake
7 Lipomancer (Court Aligned Plant Person)
8 Corpse Flower
8 Hydra
9 Rot Troll
10 Thornchaser
13 Corruptor

An ancient Fort

The reach of the ancient empires was vast in their heyday, but after their collapse, only the faintest of memories of their greatness can be found in dilapidated old structures like this one. Clearly this structure was once an imposing fortification at a fairly strategic location, built from stone and strong wood on one of the few elevated parcels in the murky swampland. A curious element about this building is how, despite how little work it would take to get the fort in working order, there are no lizardfolk to be found in the area. This is due to, as one might discover, a severe haunting that has taken over. Disparate spirits across the history of this fort have emerged, taking an eternal residence within the dusty, cobweb laced rooms and halls. Vast and half sunken into the marsh, it is an imposing tomb to the powerful forces that once called it home.

The Court of Thorns

Tucked in a wide conical hole dug into the ground, the Court is a more of honeycomb like structure of old plants and stone woven together over years into oddly ordered and overlapping bridges, causeways, and willowy structures stretching up from the pit they're built into. It's here that the draconian bureaucratic plant men spend years beyond what any human would live spinning their wheels with endless forms and meetings. Their exact origin at this point so far away from any other civilization is often a point of contention, even among themselves. One theory suggests that they're a remnant of the two great empires that used to dominate the marches. Another says they've been around that long and simply haven't gotten around to deciding if their kingdom has fallen yet.

Regardless of their state though, the city state in the middle of the swamp still functions well enough, filled with artisans, soldiers, and social elites. Often other races, when found, are brought to be used for amusement as jelly storage devices, or turned into furniture through size alone. As bad as the proclivities of these rich figures might be, their ultimate goal is far worse. At the heart of the Court is a gigantic dried up corpse of hard wood, that of a gigantic unthinkably huge plant dragon. It is this that they strive year after year to revive, a power from an old time of legends that'd wreak havoc once again if they have their way.

Forest of Giants

This forest of massive trees and huge creatures is macro scale in every way. Even natural creatures, such as deer, bears, or owls are massive proportions here. Giants of all forms, huge monsters, and mega flora roam this dense area in ways that are far from peaceful. Small clans of giants fight each other at any opportunity, often fighting over or squatting in the ruins of ancient cities. Giants normally only live in mountains, separated to keep things clear about who is above another, as decided by the Ordning. This forest used to be such a huge mountain range, until an unknown force flattened it down nearly completely, leaving the Ordning broken as giant fought giant for dominance, even as their old mountain cities crumbled around them. It’s a place of power, chaos, and an overflowing pride that will not let them admit defeat.

Prideful Stubbornness

The Ordning stands as the basis of any giant society. The long lived creatures vary wildly from each other, aside from their common ancestry, and it's only through this agreement about who is above and below whom in the pecking order that they maintain peace. The coming of Pride changed all this. The casts of began to question the wisdom of such choices. Why should cloud giants, in their wasteful musings, be above Frost Giants, who hunt the greatests beasts the mountains have to offer? Or why should fire giants be below frost, when their mountain forges produce works of art vastly surperior to the frost giants' crude tools. It seemed almost too easy for their war to begin, a final proof of who is greatest.

The largest blow came from an unknown hand though, the great flattening. The forest, once a massive sprawling mountain range of giant cities, was squashed flat. Buildings once sitting on inclines now sloped on their sides, places once above the clouds now muddied with collected rain. The fighting only got worse, a depth of pride that made it impossible to admit defeat for any of the giants, or even realize how far they'd all fallen.

City of Cinders

As a result of the destruction caused by the fire giants, an old city, once thriving with commerce, has been burnt down. It started burning recently, as the fire has yet to stop, seemingly lasting for weeks, but its moment of glory was way, way earlier, before the fall of the giants’ civilization. The only thing to burn there were the ruins of a place long destroyed, but there was reason for this to happen. Its rich history proved well worth exploration by other giants, and no amount of war to push them away from it was enough to hinder their foes. The giants here are cruel and hateful, even for others of their kind. This warcamp presents some of the most intense danger that the Forest has. Be wary of crossing a whole group of giants.

Forest of Giants Creatures
CR Name
4 Feastvines
4 Lipotroll
4 Mimic, Large
5 Troll
8 Primal Boar
9 Fatling Giant
9 Heart Attack Bunger
10 Feast Garden
10 Mimic, Gargantuan
11 Mountain Dryad
11 Roc
14 Cake Goliath
14 Fire Giant Dreadnought
15 Giant Hamster
15 Purple Worm

Tunnel Fields

For miles in all directions towards the northern edge of the Forest of Giants there are numerous holes, just about everywhere you look in it. They dig deep, making complicated connections and pathways that are incredibly hard to understand. That’s all because of a single Purple Worm that keeps digging and digging to no end, making it a hazard to even walk through these lands. And the bigger you are, the harder it is to avoid falling in one of the holes, so here’s a land where only those that can fly or are small enough to walk around can persevere. Along with the one creature that’s thriving the most well, of course, the Purple Worm.

The Cloud Sprawl

Cloud giants are known for believing themselves to be above the war of all the giants, and they see fattening as a tool to pacify others. Thraksart happens to be a male cloud giant who’s incredibly competent at that. It is told that whoever steps in these lands has almost no chance to escape, and in fact, a party approaching this hex will see giants and even other creatures fattened to immobility in this area. He’s not the only one responsible, as there are constructs and other cloud giants guarding the area, but as their leader, they all respond under Thraksart for everything that’s happening here.

And Beyond

There are other lands in the Marches that have yet to be explored by the adventurers of Windrest. Of course that means less is known about them, However that doesn't mean these far flung locales are any less interesting than what's come before. Indeed, their mysteries may prove even greater yet.

Central Valley

This massive dustbowl of a valley is dry as bone and filled with rocks ground and craggy foothills. Odd crystaline shapes of unknown properties dot the land right along side long abandoned mines and windswept mountains piercing towards the sky. It's also the home of Fort Endurance, the strong of the Steel Harvest Knights. The valley has become a sort of killing ground between the fortress and the midlands, as knights and gnolls do battle again and again, leaving death and skulls to litter the sandy landscape. The creatures here are hearty and solitary, and often quite territorial.













Skylands

Shattered and broken by the might of mages long gone, this region of floating chunks of land is a nest of all manner strangeness. A large portion of the islands are bathed in anti magic fields, making navigation difficult. Most of the creatures here are airborn in ways that don't rely on magical flight. Whatever was here before, surely it's been undisturbed until now.














Ancient Jungle

A lush valley of humid green land and home to the Ticolatta who've ventured out of their jungle home. Huge reptiles stalk through the trees here, the apex predators of their domain. Along with enormous insects and dangerous fauna that seems just as evil as the court with none of the humanity, it's no wonder the snake people that live here made their homes in the defendable ruins on an ancient empire.














Frozen North

The far edges of the West Marches and a region where the further you go, the colder it becomes until it seems your limbs will freeze in your coat. This is not simply a tundra but something much worse, as the creatures that haunt this icy region seem more alien. These Aberrations lurk in unnaturally dark corners, burst through the ground below you, and come from nowhere on the wind. In a place already so inhospitable, one can only wonder what the cause is. Somewhere at the edge of this region the magic reactivating the spheres after so long has been radiating outwards. Do you dare to discover the source?

The Spheres of Sinful Power

The West Marches are a place filled with magic and mystery. The borders of the various regions shift and change with time, much faster than would be possible from natural processes alone. Whole towns spring into existence and are swallowed again by the wild land. Legends speak of two great Lipomantic empires in millennia passed that occupied what would become the West Marches with their vast sprawling domains. They fell when they went to war with each other, consumed in a self destructive spiral that ended with no victor.

The tool that is said to have dealt the fatal blow to both came from the forges of just one of them, spheres of great power that draw directly on emotion. Each is designed to emanate a particular emotion, feeding back into the sphere when creatures act on those emotions. The catastrophic effect of a whole area becoming consumed in one stubborn emotion is a predictable one. The empire that built them thought their plan flawless, except that they'd made two spheres of gluttony by accident. The inevitable feedback loop with their own lipomantic power corrupted the others, turning each into a threat of expansion of its own, and eventually both crumbled under the runaway weapons.

Like the bones of those once great powers, the spheres are still buried in the land, powerful and misunderstood. It seems they're all activating now, touched by circumstances that border on impossible to be coincidence. Would it be possible that something deep in the marches is responsible for what's happening now? What would such a creature gain from activating all the spheres of power?

Greed

Born of a primal desire for more, this sphere invokes a need to collect all things in those effected. Often it will start with the usual things, like gold and other normal valuables. Yet soon it can become more, collecting food, furniture, even sticks. Whatever a greedy creature can get its hands on. Inevitably those effected grow enormously fat as even their own bodies become a place to store ill gotten gains of food where no one can take them.

Wrath

Seething with rage, hatred, and fast anger, this sphere invokes a dangerous desire to harm and overpower others. Perhaps one of the more dangerous sphere's for its secondary effect of causing the formation of Surgeblood deposits around it over extended periods of time. Surgeblood is a metal that increases the intensity of emotion, and while it's not only anger that it influences, that's the effect it has when the sphere is involved. Wrath can turn a peaceful community into a bunch of muscle bound hot heads killing each other over nothing, or transform a warband into a vicious horde of killers who feel justified in every way.

Envy

Perhaps a bit odd in that Envy causes the coveting of what others have, this sphere is still quite useful to use on one's enemies. The touch of gluttony and lipomancy that is interwoven with all the spheres is perhaps most at play here. Those effected will want to take what others have, or be better themselves. The easiest thing one can be though is fatter than others. When turned to coveting of people and skills, those afflicted may find themselves hoping to 'collect' such specimens, fattening them up so that they can never be someone else's.

Sloth

Sloth is one of the more powerful spheres in practice, simply because of its effects not only making it harder to deal with it, but also invoking its victims to simply not care. Unless one is immune to lipomancy, they will find themselves lazing about, quite comfortable in an eternal vacation, happy to languidly fill their maw with whatever food is presented to them. Even the land where the sphere of sloth rests is effected, with the plant life having life seed and fruiting cycles over years instead of seasons, with everything seeming to warp to make anything that wanders in as fat and lazy as possible.

Pride

One of the foundational elements of society comes with an understanding of one's place in that society. The sphere of pride undoes that stable platform on which so much rests, leaving all in chaos. When the farmer can no longer be happy with his lot in life, the food stops coming. When the builder decides he's too good for brick laying, the homes remain unbuilt. When whole rungs of society wish to throw their established order out and will accept no position but the top of the heap, there's nothing that can stop the collapse. This sphere creates a wellspring of pride and superiority in mortals, the kind that brooks no logical argument to the contrary.

Gluttony

Considering the lipomantic origins of the spheres of power, the twin spheres of gluttony are perhaps the must straightforward in their effect, and the most dangerous. Unending hunger is a simple thing, and easy to rectify with enough food. However when weight magic comes into play, and stomachs are no longer limited, and a meal need not ever end, you're in real danger. This sphere is known to create great hungering behomoths of flabby flesh that yearn with a primal need to feed. Some will even turn to devouring others in a desire to sustain their great desire. They'll feel no remorse, for after all were you not feeling a little hungry too?

PART IV

Arcane Additions

Class Spell Lists

All Spells

Cantrips (0 Level)
  • Blubber Blast
  • Milk Whip
1st Level
  • Constrict Corpulence
  • Doubled Digestion
  • Induce Aggression
  • Insult Physique
  • Meal Missiles
  • Mighty Flex
2nd Level
  • Compress Stomach
  • Hungering Curse
3rd Level
  • De Valla's Retaliation
  • Fury
  • Lelyvia's Doughy Touch
  • Lipo Blade
  • Madav’s Inertia
  • Protection from Digestion
  • Sunlight Salve
  • Swell Ego
4th Level
  • Animate Snacks
  • Caged Capacity
  • Heavy Bargain
  • Summon Inflating Elemental
  • Valeli's Capacity
5th Level
  • Cloudswell
  • Ella’s Crystal Cascade
6th Level
  • Blobbify
7th Level
  • Power Word: Fatten
8th Level
  • Power Word: Blob
9th Level

Artificer

Cantrips (0 level)
1st level
  • Constrict Corpulence
  • Doubled Digestion
2nd level
  • Compress Stomach
3rd level
4th level
  • Animate Snacks
5th level

Bard

Cantrips (0 Level)
1st Level
  • Doubled Digestion
  • Induce Aggression
  • Insult Physique
2nd Level
  • Hungering Curse
3rd Level
  • Fury
  • Lelyvia's Doughy Touch
  • Madav’s Inertia
  • Swell Ego
4th Level
  • Animate Snacks
  • Heavy Bargain
5th Level
  • Ella’s Crystal Cascade

6th Level

7th Level
  • Power Word: Fatten
8th Level
  • Power Word: Blob
9th Level

Cleric

Cantrips (0 Level)
  • Milk Whip
1st Level
  • Induce Aggression
  • Mighty Flex
2nd Level
  • Compress Stomach
  • Hungering Curse
3rd Level
  • Lelyvia's Doughy Touch
  • Protection from Digestion
4th Level
  • Caged Capacity
  • Summon Inflating Elemental
  • Heavy Bargain
  • Valeli's Capacity
5th Level
6th Level
7th Level
8th Level
9th Level

Druid

Cantrips (0 Level)
  • Milk Whip
1st Level
  • Doubled Digestion
  • Induce Aggression
  • Mighty Flex
2nd Level
  • Compress Stomach
3rd Level
  • Fury
  • Lelyvia's Doughy Touch
  • Protection from Digestion
  • Sunlight Salve
4th Level
  • Caged Capacity
  • Summon Inflating Elemental
  • Valeli's Capacity
5th Level
  • Cloudswell
6th Level
7th Level
8th Level
9th Level

Paladin

1st Level
  • Mighty Flex
2nd Level
3rd Level
  • Protection from Digestion
4th Level
5th Level

Ranger

1st Level
  • Doubled Digestion
2nd Level
  • Compress Stomach
3rd Level
  • Protection from Digestion
  • Sunlight Salve
4th Level
  • Summon Inflating Elemental
5th Level

Sorcerer

Cantrips (0 Level)
  • Milk Whip
1st Level
  • Constrict Corpulence
  • Doubled Digestion
  • Insult Physique
  • Meal Missiles
  • Mighty Flex
2nd Level
  • Compress Stomach
  • Hungering Curse
3rd Level
  • De Valla's Retaliation
  • Fury
  • Lelyvia's Doughy Touch
  • Lipo Blade
  • Madav’s Inertia
  • Swell Ego
4th Level
  • Animate Snacks
  • Caged Capacity
  • Summon Inflating Elemental
  • Heavy Bargain
  • Valeli's Capacity
5th Level
  • Cloudswell
  • Ella’s Crystal Cascade
6th Level
  • Blobbify
7th Level
  • Power Word: Fatten
8th Level
  • Power Word: Blob
9th Level

Warlock

Cantrips (0 Level)
  • Blubber Blast
1st Level
  • Insult Physique
2nd Level
  • Compress Stomach
  • Hungering Curse
3rd Level
  • De Valla's Retaliation
  • Lipo Blade
  • Madav’s Inertia
4th Level
  • Heavy Bargain
5th Level
  • Ella’s Crystal Cascade
6th Level
7th Level
  • Power Word: Fatten
8th Level
  • Power Word: Blob
9th Level

Wizard

Cantrips (0 Level)
  • Milk Whip
1st Level
  • Constrict Corpulence
  • Doubled Digestion
  • Induce Aggression
  • Insult Physique
  • Mighty Flex
2nd Level
  • Compress Stomach
  • Hungering Curse
3rd Level
  • De Valla's Retaliation
  • Fury
  • Lelyvia's Doughy Touch
  • Lipo Blade
  • Madav’s Inertia
  • Swell Ego
4th Level
  • Animate Snacks
  • Caged Capacity
  • Summon Inflating Elemental
  • Heavy Bargain
  • Valeli's Capacity
5th Level
  • Cloudswell
  • Ella’s Crystal Cascade
6th Level
  • Blobbify
7th Level
  • Power Word: Fatten
8th Level
  • Power Word: Blob
9th Level

Spell Descriptions

Blubber Blast

Evocation Cantrip


  • Classes: Warlock
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A blast of warbling energy streaks towards a creature within range. Make a ranged spell attack against the target. On hit, the target takes 1d8 force damage. In addition, you lose fat equal to the damage done, which the target gains.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. Additionally, this spell counts as Eldritch blast for any related abilities.

Milk Whip

Evocation cantrip


  • Classes: Artificer, Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S,M (1 pint of milk from your breasts per d10 of damage dealt)
  • Duration: Instantaneous

You create a whip of milk that strikes towards a creature that you can see within range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d10 cold damage and is pulled 10ft towards you.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Constrict Corpulence

1st level Transmutation


  • Classes: Artificer, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (Gold thread measuring tape worth 100gp)
  • Duration: 1 hour

You wrap a weave of magic around yourself to temporarily lessen the effect of your weight. You may decrease your effective weight by up to 100 lbs in addition to appearing thinner, down to your base weight as long as the spell lasts, with the weight suddenly returning as soon as it ends. For every size you are over medium, you multiply the weight you can shrink by 4, such as 400 lbs for a large creature, or 1600 lbs for a huge creature.

At Higher Levels. When you cast this spell using a slot higher than 1rst, you increase the weight you can shrink by an additional 100 lbs, before applying size modifiers, for each level above 1rst.

Doubled Digestion

1st level Transmutation


  • Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

Speeding up the internal processes of a target, you can vastly speed up their ability to work their way through the food in their stomach. An unwilling creature must succeed on a Constitution saving throw or be effected. While under the effects of the spell, a creature is able to digest double their con modifier pounds of food every hour, minimum 2 to before size adjustments.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is up to 8 hours. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a spell slot of 7th level or higher, the duration is 1 week. If you use a spell slot of 9th level or higher, the duration is permanent until dispelled.

Induce Aggression

1st level Illusion


  • Classes: Bard, Cleric, Druid, Wizard
  • Casting Time: 1 bonus action
  • Range: 60 ft
  • Components: S
  • Duration: Instantaneous

You charm a creature to feel a moment of pure violent anger. If the target fails an intelligence saving throw, it sees a nearby ally has been its enemy all along and makes a single weapon attack against the nearest ally in melee range with whatever it's holding in its hands, or if it has no weapon or item, an unarmed attack. If there are multiple allies in melee range with the creature, roll a die to randomly determine the target of the attack. If that attack hits, then you and the charmed target both swell equal to the damage dealt.

Insult Physique

1st level Enchantment


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You jolt a target with lipomancy as you make a remark on their lacking figure. If the target fails a charisma saving throw, they helplessly watch as their body grows to match the sting of your words, taking 3d6 points of psychic damage on a failure, or half on a success. The creature loses flex equal to twice the damage dealt, fattening for the same amount. They simply fatten for twice the damage dealt if the creature doesn’t have any flex.

If you have less bulk than the target, the weight change is four times instead of double.

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

Meal Missiles

1st level Conjuration


  • Classes: Ranger
  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: 1 round

You conjure a simple bit of food onto the end of your ammunition. Each time you hit with a ranged weapon attack before the start of your next turn the target takes 1d4 feeding damage (average food) in addition to the regular effects of the attack.

At Higher Levels. If you cast this spell using a spell slot higher than 1rst level, increase the size of the feeding die by 1 step for each level. (1d6 for 2nd, up to 1d12 for 5th.)

Mighty Flex

1st level Abjuration


  • Classes: Cleric, Druid, Paladin, Sorcerer, Wizard
  • Casting Time: 1 reaction, which you take when you take slashing, bludgeoning, or piercing damage
  • Range: Self
  • Components: S
  • Duration: 1 round

With a quick motion displaying your muscles, they harden against an incoming attack. Until the start of your next turn, you have resistance to the type of damage that triggered your spell, including against the triggering damage, and you swell equal to the damage dealt by the triggering attack.

Compress Stomach

2nd level Transmutation


  • Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

A target must succeed a constitution saving throw. On a failed save, the target's stomach capacity is reduced by 1d6. If this reduction in capacity would make them go over their full capacity with an eating check, they take over eating damage as if they were fed that amount of food.

At Higher Levels. When casting this spell using a spell slot of 3rd level or higher, increase the amount of capacity reduced by 1d6 per each spell level above 2nd.

Hungering Curse

2nd-level Enchantment


  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: concentration, up to 1 minute

You designate a creature you can see within range and afflict them with a hungering curse. The target must succeed a Wisdom saving throw or be cursed for the duration of the spell. While under the effects of the curse, the target finds an unignorable hunger plagues them, causing them to suffer from a point of unresistable exhaustion any time their stomach capacity is less than half full of food. While above half capacity they do not have this point of exhaustion, however it returns any time their fullness drops below half capacity.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is Concentration, up to 10 minutes. If you use a spell slot of 4th level or higher, the duration is 8 hours. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a spell slot of 6th level or higher, the duration is 1 week. If you use a spell slot of 7th level or higher, the duration is 1 month. If you use a spell slot of 8th level or higher, the duration is until dispelled. Using a spell slot of 4th level or higher grants a duration that does not require concentration.

De Valla's Retaliation (Weighty Retaliation)

3rd level Abjuration


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 reaction in response to an ability or spell of another creature causing you to gain weight.
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to make sure an enemy fattening you suffers the same fate. The creature fattens for the same amount that you would in the instance that triggered the spell. If the original spell or ability allows for a save, the target is allowed to make the same save with the same effect for a success as the original effect. If the weight you gain would be temporary, such as from the immobilize person spell, the weight from this spell goes away at the same time it would for you.

An effect causing you to gain weight over several rounds or more can trigger the effect once each round, but you only fatten the target for the amount gained from it that round.

Fury

3rd level Enchantment


  • Classes: Bard, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S, M (A spike of surgeblood)
  • Duration: Concentration, up to 1 minute

Choose a creature that you can see within range, an unwilling one can make a wisdom save that ends the spell’s effect on them with a success. Until the spell ends, the target’s speed increases by 10 ft, it adds its strength bonus on melee weapon damage rolls (even if it does so already), and it gains an additional action on each of its turns. The action can be used only to take the attack (one weapon attack only), or dash action. If the creature does not make at least one melee attack on its turn, it must make a wisdom save equal to your spell DC or immediately use it’s reaction to move up to half its speed towards the nearest creature and make an attack. Additionally, the creature swells equal to its strength score at the end of each of its turns.

When the spell ends, the creature is struck by a wave of sudden exhaustion. Any attacks against it have advantage and any strength and Dexterity saves/checks/attacks the creature makes are made at disadvantage until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Lelyvia's Doughy Touch (Doughify)

3rd-level Transmutation


  • Classes: Bard, Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A pound of uncooked, raw bread dough)
  • Duration: Instantaneous

You send a jolt of lipomancy magic into one creature you can see and start to convert any myomantic or expansive mass within them into simple doughy fat. The target loses up to 10d20 pounds between any inflation or flex they have, with you choosing the amount of each. This total weight then becomes fat and is added to their bulk instead. The target may choose to make a Constitution saving throw with the spell having no effect on a success. A creature with no flex or expansion is not affected by this spell.

If the target loses more flex than inflation this way, they have disadvantage on any attack rolls, or Strength checks/saves they have to make, and do half damage on any weapon/natural attacks they make until the end of their next turn as their bodies adjust to the sudden changes.

If the target loses more inflation than flex this way, they have disadvantage on any attack rolls, dexterity checks/saves they have to make, and move at half speed until the end of their next turn as their bodies adjust to the sudden changes.

At Higher Levels. For every spell level higher than 3rd used to cast this spell, add 5d20 to the amount of pounds rolled.

Lipo Blade

3rd level Conjuration


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (A stick of butter, salted)
  • Duration: Up to 1 minute, concentration

You craft a warbling blade of fat magic to strike against your foes. The sword lasts until the spell ends. It counts as a martial melee weapon which you are proficient in. The blade deals 2d8 force damage and the target gains twice that in fat on a hit, and has the finesse quality. If the caster is above their impeded threshold, they have advantage on attacks made with this weapon.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

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.

Madav’s Inertia (Inertia Rush)

3rd level conjuration


  • Classes Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Instant

You teleport yourself to an unoccupied space you can see within range, appearing at the new location as if moving at high speed, impacting all creatures around you. Each creature within 10 feet of the space where you arrive must make a strength saving throw, taking 4d10 force damage and be moved 5 feet away from you on a failed save, or half as much and don’t move on a successful one.

If you’re over your impeded weight threshold, the spell additionally causes all creatures who fail their save to fall prone, and have disadvantage on the save if they weigh less than you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Protection From Digestion

3rd level Necromancy


  • Classes Cleric, Druid, Paladin, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Sapphire Dust worth 100gp)
  • Duration: 8 hours

You touch a creature granting them protection from the harsh effects of digestion. If the creature is killed by being eaten by another creature, they are converted into pounds of food as per usual, though, the creature goes resurrect 8 hours later at the last location they spent a long rest. When resurrected in this way, they suffer a -4 to all rolls done. This amount is lowered by 1 per long rest taken until gone. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, corruption, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life.

Sunlight Salve

3rd level Transmutation


  • Classes: Druid, Ranger
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (Dried Tendril of a fae touched plant worth 50gp)
  • Duration: Concentration, up to 1 minute

You grant a willing creature the ability to absorb sunlight through their skin as a magical plant can, quickly restoring vitality. The target regains 3d6 hit points at the end of each of its turns as long as the spell is active, additionally fattening equal to 5 times the healing done as sunlight energy builds up in their bodies. This spell has no effect on undead or constructs, and the target does not heal if the sun is not overhead, such as at night or indoors.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature for each level above 3rd.

Swell Ego

3rd level Enchant


  • Classes: Bard, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Green Gem worth 100gp)
  • Duration: Concentration, up to 1 minute

You focus through a green gem of envy to charm a creature you can see within range. It must make a Wisdom Saving throw, or is charmed by you until the spell ends. While charmed in this way, the target is suddenly overwhelmed with an immense need to insult others for being fat. Each turn the creature selects a victim at random from any humanoid creature it can see and begins to thoroughly remark negatively on their weight and appearance. While doing this, the creature must spend its movement and actions either moving towards a victim, obliviously eating any food nearby or on hand, or nothing.

Each turn, the target, and the target’s victim fatten 1/10th of their current weight. If the target is thinner than the victim, instead only the target fattens for 2/10ths of their current weight. (Ex. 1/10th of 148 lbs is 14 lbs, double that amount for 2/10ths)

The spell ends if the creature takes any damage, or if any creature uses their action to make an intimidation check against the spell DC to convince the target to stop.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may select an additional target per spell level. Those creatures can select each other as victims for the spell’s effect, but may also spend their action to intimidate each other to stop.

Animate Snacks

4th level Transmutation


  • Classes: Artificer, Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (The food targeted by the spell
  • **Duration:**Concentration, up to 1 minute

Food comes to life in a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners, converging in the center into a swarm of mobile edibles with the snack swarm stat block with an amount of hit points equal to the pounds of food animated this way up to a maximum of 100lbs and a minimum of 20lbs.

The Snack Swarm takes its turn immediately after yours. It obeys your verbal commands, but is mostly only capable of simple movement (no action required by you). If you don’t issue any, it stays where it is and takes no actions.

Additionally, the Snack Swarm has an additional ability based on whether it’s composed primarily of slimming, Average, or Fatty Food. If the majority of the food used to create it is special food, such as that created by fattening food and drink, then the food has the same effect still when a creature is fed by the Snack Swarm.

At Higher Levels. For each spell level above 4th of the slot used to cast this spell, increase the maximum pounds/hp of food animated by 30 and increase the damage of Scuttling snacks by 1d4.


Snack Swarm

Large swarm, unaligned


  • Armor Class 16
  • Hit Points (Number of pounds animated)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 20 (+5) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Immunities poison
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses passive Perception 10
  • Languages blindsight 30ft, passive perception 6
  • Challenge -

Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a cupcake. The swarm can't regain hit points or gain temporary hit points.

Homogeneous The swarm has no center of mass and its spread out nature makes it difficult to harm. The Snacks have resistance to any damage dealt as the result of an attack roll.

Scuttling Snacks Whenever a creature starts its turn in or enters the area of the swarm for the first time in a turn, it makes a dexterity saving throw equal to the caster’s Spell DC, eating 4d4 lbs of food or half as much on a success. The type of food eaten is based on the kind that created the swarm, which also loses health equal to the pounds of food eaten this way.

Fluttering (Slimming only) The light and leafy nature of the food gives the swarm a flying speed of 60ft (hover).

Dense (Average only) The more dense and heavy nature of the food causes a creature to take an equal amount of bludgeoning damage when they take feeding damage from the swarm’s Scuttling Snacks Ability.

Sticky (Fatty only) A creature that fails its save against the swarm’s Scuttling Snacks Ability has it’s speed reduced to 0 for the rest of its turn.

Caged Capacity

4th level Transmutation


  • Classes: Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The target creature makes a constitution saving throw as magic warps and shrivels their stomach, making them barely able to eat. On a failure, their stomach capacity is set to 0 for the duration of the effect, however they are still allowed to attempt an eating roll as normal.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is up to 10 minutes. If you use a spell slot of 6th level or higher, the duration is 1 hour. If you use a spell slot of 7th level or higher, the duration is 8 hours. If you use a spell slot of 8th level or higher, the duration is 24 hours. Using a spell slot of 7th level or higher grants a duration that does not require concentration.

Heavy Bargain

4th level Transmutation


  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft
  • Components: S, V, M (A drop of fresh blood.)
  • Duration: Instantaneous

You strike a trade with some of the darkest forms of magic, sacrificing immense amounts of weight and replacing it with that corruptive influence. Target a single willing creature within range. The creature loses up to 500 pounds of bulk, muscle, and inflation pressure combined. For every 100 pounds lost this way, the creature gains one point of corruption. This weight loss can not reduce a creature below their base weight.

The willingness of this deal makes the corruption especially difficult to get rid of, and can only be removed naturally as by normal corruption rules.

At Higher Levels. When casting this spell using a spell slot of 5th level or higher, the amount of weight you can remove this way increases by 200 pounds per level above 4th.

Summon Inflating Elemental

4th level Conjuration


  • Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Gilded bottle filled with carbonated liquids worth at least 400gp)
  • Duration: Up to 1 hour, Concentration

You call forth an elemental spirit, fused with strange lipomantic magics. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Gas, Fruit, Carbonated. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Valeli's Capacity (Grand Capacity)

4th level Transmutation


  • Classes: Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, Up to 1 minute

The target creature has magic infused into their stomach, allowing it stretch near indefinity and giving them a stomach capacity equal to their racial base weight. The target may make a constitution save to resist the effect. When the spell ends, they do not taking stuffing damage from food they've already eaten, even if it exceeds what they could eat with an eating check. If a creature exceeds their base weight in food eaten, they are considered over their immobility threshold until they digest enough food to be under that amount.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is up to 10 minutes. If you use a spell slot of 6th level or higher, the duration is 1 hour. If you use a spell slot of 7th level or higher, the duration is 8 hours. If you use a spell slot of 8th level or higher, the duration is 24 hours. Using a spell slot of 7th level or higher grants a duration that does not require concentration.


Inflating Elemental

Medium Elemental, neutral


  • Armor Class 11 + spell level (natural armor)
  • Hit Points 50 + 10 for each spell level above 4th
  • Speed 40 ft, 40 ft fly (hover) (Gas only)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

  • Damage Resistances Cold (Carbonated), Fire (Gas), Slashing and Bludgeoning (Fruit)
  • Damage Immunities Poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, unconscious
  • Senses Darkvision 60 ft, passive Perception 10
  • Languages Primordial, understands the languages you speak

Abilities

Gushing Form (Fruit only) Whenever the Elemental is hit by a melee attack, the attacker bloats with 4d10 lbs of fruit juice. Gaseous Form (Gas only) The Gas Elemental can occupy the same space as another creature. Whenever a creature starts its turn with the elemental on it, it inflates with 4d10 lbs of lighter than air gas.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).

Slam Melee. Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage. Target inflates for 4 times damage dealt (Bloats if Fruit, Inflates if Gas, Expands if Carbonated). (If Carbonated) Any time the target takes damage and is expanded by the elemental, they inflate with 2d10 lbs of air.

Cloudswell

5th level conjuration


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a 30-foot-radius sphere of sickeningly sweet, purple-pink fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one, also fattening for five times the damage dealt. Creatures are affected even if they hold their breath or don’t need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Ella’s Crystal Cascade (Lipomantic Cascade)

5th-level Evocation


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (120 lbs of bulk)
  • Duration: Instantaneous

Choose up to six creatures within range you can see, and lose 20 lbs for each creature targeted this way. Crystalline formations of pure lipomantic energy form around them, and explode with energy. A creature must make a Dexterity saving throw, taking 8d6 force damage and fatten for twice the damage on a failed save. On a successful save, the target takes half the damage and fattens for twice the damage. Alternatively, all the crystals can be formed onto a single target. You lose 100lbs and that creature makes a Dexterity saving throw, taking 12d6 force damage and fattening for twice the damage on a failed save, or half as much and gaining twice that on a successful save.

At Higher Levels. When targeting multiple creatures, you may target an additional creature for each level of spell slot above 5th used to cast the spell. If targeting a single creature, instead increase the damage by 1d6 for each level of the spell slot used above 5th.

Blobbify

6th level Transmutation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A rubber sphere and a popped button)
  • Duration: Instantaneous

A thick pink ray springs from your pointing finger to a target that you can see within range, impacting them with massive force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 bludgeoning damage. If this damage reduces the target to 0 hit points, it stabilizes and is unconscious for 1 minute. Additionally, a creature reduced to zero gains an amount of fat equal to its highest bulk limit plus 100 pounds. If the creature does not have bulk limits or is already immobile, they gain ten times their racial base weight instead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

Power Word: Fatten

7th level enchantment


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that causes waves of lipomancy to assail one creature you can see within range. If the target has 100 hit points or fewer and is affected by lipomancy, it is subject to sudden extreme fattening. Otherwise, the spell has no effect on it.

While the target is affected by the chaotic fattening, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and fattens every turn equal to one half its bulk limit. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this fattening can make a Constitution saving throw at the end of each of its turns. On a successful save, the fattening ends.

Power Word: Blob

8th level enchantment


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that can overwhelm the mind and waistline of one creature you can see within range, leaving it immobile and dumbfounded. If the target has 100 hit points or fewer, it immediately gains an amount of fat that would put it over it’s immobility threshold, or enough to increase its weight ten times if it doesn't have an immobility threshold. The creature is also stunned for one round. If it has more than 100 hit points, or is unaffected by lipomancy, this spell has no effect.

PART IV

Widened Workshop

Feats

This section contains listings of new Racial Feats for ED&D races

Abyssal Capacity

Racial feat, Fatling

Your gluttonous blood has grown strong, manifesting in an even stronger ability to eat your fill.

  • Increase your constitution score by 1, to a maximum of 20.
  • You gain proficiency in the eating skill, you also gain expertise.
  • You gain resistance to damage caused by overeating, and may stuff yourself past the point of taking damage as long as you have less food in your stomach than twice your normal capacity.
  • You gain the ability to cast Abyssal Stomach as the spell at its lowest level once per day.

Fiendish Apotheosis

Racial feat, Fatling

Your Fiendish half’s boons are stronger than in others of your kind, giving you greater power.

  • Increase one ability score by 1, to a maximum of 20.
  • Your wings feature is now replaced by a regular flight speed equal to your regular movement speed that no longer needs to be 5ft from the ground. - You can still summon or dismiss these wings, but any features of your fiendish nature that accompany their presence are now permanently always on display.
  • You gain resistance to lightning damage if you know Abyssal, or fire damage if you know Infernal.

Destiny of Excess

Racial feat, Fatspawn

It’s in your nature to grow fat, and at a certain point there is no stopping it.

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • Your base stomach capacity is increased by your proficiency bonus.
  • Your may add half your level when calculating your bulk limits.

Gluttonous Nexus

Racial feat, Fatspawn Even among other hedonistic creatures, you have a certain presence that draws others into your hunger.

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain advantage on eating checks to overstuff yourself.
  • You gain an aura of 5ft. Any creatures within your aura are under the effects of your Heritage of Hunger, but don’t gain the ability to cast spells associated with it. Additionally, they also gain advantage on eating checks made for stuffing.
  • Once per day, you may extend your Gluttonous Nexus Aura out to a radius of 30ft for up to 10 minutes as a concentration effect.

Calorific Creation

Racial feat, Gelatinfolk

Being a creature of food, you more than others were specifically designed to be an aid in creating delicious food with the very essence of yourself.

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in cooking tools, if you already had it, you gain expertise.
  • You are able to spice or sweeten food by using part of your food based body in the cooking process. Any time you use an ability that involves making an ability or attack roll to force a target consume food, you can activate this ability to give a single roll advantage (such as a single feed ray or force feed action). Any food consumed because of the roll counts as double its regular diet points and causes you to lose weight equal to the amount of food the creature consumes. You may use this ability a number times equal to your proficiency modifier and refresh it on a long rest. This ability can also be expended to double the diet points of food you prepare from a single cooking tools roll by losing weight equal to the pounds of food produced.

Spoiled Substance

Racial feat, Gelatinfolk

Sometimes even magically created food goes bad. In this case, the edible composition of your body has turned. Dining on you is no longer a pleasant experience.

  • Increase one ability score by 1 to a maximum of 20.
  • Anything that eats a part of your body eats the same amount as normal, however they must also make a Constitution saving throw to avoid being poisoned until the food leaves their stomach. The DC for this ability is equal to 8 + your proficiency bonus + your constitution modifier. A purify food and drink spell, or other similar effect suppresses this ability until you complete a long rest.
  • You can have one unarmed attack you make do an additional 1d4 poison damage, once per turn.

Specialty Slurry

Racial feat, Kitchenforged

Your Creator constructed you with a certain favorite specialty dish. Intended or not, you can make use of it for combat purposes as well.

  • Increase your strength, dexterity, or constitution score by 1 to a maximum of 20.
  • Your body is able to produce a number of pounds of your specialty food equal to your proficiency modifier, plus the ability score modifier you chose for the first part of this feat, which also decides the dish. Spicy Curry for Strength, Lemon Custard for Dexterity, or Savory Soup for Constitution. This amount refreshes on a long rest.
  • You gain the ability to shoot out a slurry of your specialty food that does a number of d8 damage equal to your proficiency modifier in a 15 foot cone. The Damage for this is dependent on your specialty. Fire for Spicy Curry, Acid for Lemon Custard, or Lightning for Savory Soup. A creature can make a Dexterity saving throw for half damage. The DC for this is equal to 8 + Proficiency + the ability score mod for your dish. Once this ability is used, you must wait until after a long rest to use it again.

Mechanical Efficiency

Racial Feat, Kitchenforged

Already designed to take advantage of the mortal process of digestion, your constructed body is even better at it.

  • Increase your constitution score by 1.
  • If you are reduced to 0 hit points, but your stomach capacity is at least half full of food, you are restored to 1 hitpoint at the start of your next turn. After this effect is triggered, it can not happen again until you complete a long rest.
  • As a reaction when you would take stuffing damage, you can instantly digest a number of pounds of food in your stomach equal to your Constitution modifier. You can do this a number of times per day equal to your Proficiency modifier.

Bovine Blessings

Racial feat, Auðumbla

Your breasts are a repository of heavenly milk, showing much more restorative prowess than the most skilled Milkmaids.

  • Increase your Constitution or Wisdom score by 1.
  • When you use your Caretaker's Gift racial ability, the amount of temporary hit points granted is increased by your Proficiency Bonus.
  • As an action, you can feed your milk from the tap to a creature at 0 HP within 5 feet of you. The target must consume a number of pounds of milk equal up to your proficiency bonus, and gains hit points equal to that amount. Once used, you cannot use this feature again until you complete a long rest.

New Magic Items

This section contains magic items used in Windrest.

Aero Canister

Wondrous Item, Uncommon

This metallic canister bears markings in Primordial, specifically Auran, indicating it to be filled with lighter than air gas.

The 60 pound canister is able to hold 500lbs of lighter than air gas, and replenishes itself by 1d4 times 100 lbs of gas every morning through its imbued connection to the elemental plane of air. Using a valve at the top of the canister, this canister can be used as a source of lighter than air gas, but cannot itself cause any form of inflation.

Airy Incense

Wondrous Item, Common

When burned, this incense fills up to a 15 foot radius with a faint light blue smoke that when inhaled causes the user to feel incredibly lightheaded and gives the sensation of floating. Creatures within the 15 foot inflate by 5d10lbs every round for a minute or may attempt to make a DC 15 Constitution Saving Throw to avoid the effects. The smoke dissipates after the minute unless more incense is burned.

If burned in an enclosed space, the smoke can fill up to a 60 ft. square

Armor of Weighty Donning

Generic variant, uncommon (requires attunement)

This magic armor was designed with the idea in mind its user might gain weight. Whether due to an error with the enchantment or the devious intent of its creator, it keeps its design intent in mind.

This armor, even when fit to someone thin, makes them appear just slightly chubbier than they are. When worn, it applies 2d10 weight gain per hour until they reach their first bulk limit.

Bands of shared Sympathy

Wondrous item, rare (requires attunement)

This pair of rings can be anywhere in quality from ornate wedding bands to a couple of simple bronze circles, but always have two consistent features: they are physically identical, with any design on one of them being mirrored in the other, and they both have a pink gem.

Attuning to one of the rings, by itself, does nothing. When two individuals attune to the rings, wear them, and are on the same plane of existence, they are considered to be under the effects of the Narce’s Sympathy Gain spell until taken off or unattuned.

Baja’s Shirt of Blasting

Wondrous Item, Rare, requires attunement

While attuned to this shirt, if you have the Water Spout ability, your Water Spout ability inflates the target for as much as it bloats them.

In addition, whenever you take bludgeoning damage while having any liquid inflation pressure, you inflate for twice the damage dealt to you.

Bearer Platform

Wondrous Item, Varies (Rare, very rare, legendary)

This two foot wide rune engraved disk of metal is designed to carry heavy people and leave loads.

By speaking it's command word, you can mount the disk as an action, causing it to expand to exactly the circumference of the person sitting on it and hovers above the ground. While mounted, you have a hover speed set to (30/40/50) feet and can also ascend over obstacles less than 5ft high, or any incline of (45/75/90) degrees or less. Anything that would knock you prone also dismounts you from the platform. The platform can hold you and anything you wear or carry, up to a maximum of (2000/6000/12000) pounds, but if you exceed (1000/3000/6000), the platform moves at half speed. The Disk can only hover

Cane of The Apiary

Staff, Uncommon, Requires attunement

This staff has 2 charges. Once per turn, you can spend 1 charge to send a swarm of angry bees to assail a single target you can see within 60 ft. of you. The target must pass a Constitution save (DC 12) or take 6d4 poison damage or half as much on a success, fattening by an amount equal to twice the damage dealt. If all of this staff's charges are spent, the bees turn against you, and you take 6d4 poison damage, fattening by an amount equal to three times the damage dealt. This staff regains 1 charge every Long rest.

This is a Quarter staff that can be used as a spell focus and requires Attunement

Clothes of Holding, Lesser

Wondrous item, uncommon

This finely worked set of clothes will fit anyone, always working to mold their wearer’s figure in a flattering fashion. While you wear these, your effective weight is decreased by up to 200 lbs, not to exceed racial base weight. This does not decrease your actual weight; any effects that increase your weight function normally, but do not have any apparent effect unless it exceeds the ability of the clothes of holding to hide

Clothes of Holding, Greater

Wondrous item, very rare

This finely worked set of clothes will fit anyone, always working to mold their wearer’s figure in a flattering fashion. While you wear these, your effective weight is decreased by up to 1000 lbs, not to exceed racial base weight. This does not decrease your actual weight; any effects that increase your weight function normally, but do not have any apparent effect unless it exceeds the ability of the clothes of holding to hide.

Cookbook of Expansive Waists

Wondrous, Rare, requires attunement by a caster able to cast wizard spells

An arcane tome, filled with various recipes of highly caloric food, and images of beautiful figures, bloated massively with fat. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Abyssal Stomach, Fat Ball, Fat Surge, Feed, Immobilize Person, Portly Portent, and Raze Restraint.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the lipomantic.

  • As a reaction you may expend 1 charge to add or subtract 1d6 from an eating check a creature you can see makes.

Copious Cornucopia

Wondrous Item, Rare

The Cornucopia contains 100lbs of food as per the Create Fattening food and drink spell, Fatty food that causes an eater to gain 1d6 lbs of fat and heal 1HP per pound eaten. Any food pulled from the Cornucopia fades after an hour. The Food in the Cornucopia is always fresh and varied, renewing at dawn back to 100lbs.

Crown of the Food Fighter

Wondrous Item, Very Rare, requires attunement

This crown of invulnerable treats looks made to sit on someone's head. When attuned to this crown, you gain the resistance to any saves you make against the abilities of aberrant creatures. In addition, you also regain health any time you eat food at a rate of one point per pound. Against any creature composed primarily of food, you may add 1d8 of damage to any weapon attacks.

Dust of eating and drinking

Wonderous item, uncommon

Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become ravenous As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns with disadvantage if their stomach is not full, ending the effect on it on a success. If a creature’s stomach capacity is filled they get advantage on the save. The lesser restoration spell can also end the effect on a creature.

Exercise Syphon

Wondrous Item, Uncommon, requires attunement

While attuned to this belt, you gain the power to sap the work out efforts of those around you. Whenever a creature would gain an exercise point within 300ft of you, the ruby on the belt gleams for a moment. Pressing it will expend one of the charges, allowing you to gain the exercise point instead of the creature.

The Syphon can hold 30 charges, and regains 4d6 each day.

Fat Cat Suit

Armor, Rare (Requires attunement)

A stylish skin tight suit resembles in some ways a cat, cat ears and tail included. This suit counts as +1 magical Leather armor despite appearing to be thin stretchy material that shows off every curve. While wearing this suit, a creature adds their proficiency to all dexterity skills. This bonus stacks with Proficiency, but not Expertise.

Additionally, once per day the wearer can double the result of an eating check made to overstuff themselves. While wearing the suit, any effect that would cause the creature to gain weight doubles the weight gained, and any effect that would cause it to lose weight is half as effective.

Feeder Vine Rod

Rod, rare(requires attunement)

This rod is a magic weapon that ends in three feast vines. While holding the rod, you can use an action to direct each vine to attack a creature you can see within 15 feet of you. Each vine makes a melee attack roll with a +9 bonus. On a hit, the vines feed the target 1d6 pounds of super fatty sap 3DP. If you hit a target with all three tentacles, the target must make a DC 15 Con saving throw. On failure, the creature is then overwhelmed by the tiring sap and has disadvantage on dexterity saving throws, has their movement speed halved, and can’t use reactions for 1 minute.

Additionally, on each of their turns they can either take an action, or bonus action, but not both. At the end of each of its turns, it can repeat the saving throw ending the effect on itself on a success.

Fizzy Lifting Drink

Potion, rarity varies

The substance within this glass bottle fizzes and bubbles incessantly. Upon drinking this potion, the imbiber inflates with bubbling gases created by liquid. The amount of Inflation is based on the rarity, as on on the table below.

Drink of... Rarity Inflation Amount
Fizzy common 3d12+10 lbs
Greater Fizzy uncommon 6d12+20 lbs
Superior Fizzy rare 12d12+40 lbs
Supreme Fizzy very rare 24d12+80 lbs

Guiseppe's Sword

Weapon, Rare, requires attunement

This greatsword is decorated with imagery of the Steel Harvest. It is functionally a +1 Greatsword.

A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion (see "The Environment" in chapter 8 of the Player's Handbook.)

Gluttons Marking

Magic item, Very Rare (Requires Attunement)

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Empowered consumption As an action, you count as a large creature for the purposes of Stomach capacity and eating checks until an hour passes or you are fully stuffed. You regain this ability after a long rest.

Grazing Nectar

Potion, rare

Nectar: Alcoholic wine of various fruit flavors that induce a lazy state of grazing in the drinker. For the next 10 minutes after drinking a glass, the drinker instantly digests every other pound of food they eat, adding it to their diet pool as normal. This enhanced digestion leaves them lethargic, with effects that last until their next short rest.

Each bottle contains enough for four drinks of 1 pint each, with the same alcohol properties as strong wine and counting as fatty food, and often comes in packs of four bottles.

Drinks Effect
1 The drinker cannot take reactions.
2 The drinker gains 1 point of exhaustion.
3 The drinker cannot move and take actions in the same turn.
4 The drinker enters a state of lethargy that leaves them ravenous any time they aren’t stuffed and can only move at half speed if they wish to at all.
Variety

Grazing Nectar carries the taste of a particular main fruit used to create it, which may add additional effects.

Type Effect
Pear 90% of weight gained until your next long rest, including from diet point, goes to your butt, thighs, and everything below the waist.
Apple 90% of weight gained until your next long rest, including from diet point, goes to your belly, sides, and general torso area.
Strawberry 90% of weight gained until your next long rest, including from diet point, goes to your chest, arms, and upper body areas.
Sangria Each pound of food you eat until your next short rest grants you 1 temporary HP, but you gain double weight from diet points on your next long rest.
Sanguine Undead creatures drinking this heal as if drinking greater healing lard potion
Lemon Doubles the “Size” of food in the stomach without increasing Diet Point Value. Such as making a pound of mundane food take up the space of two pounds, but still being worth 1 Diet Point.

Healing Lard Potion

Potion, rarity Varies

The viscous liquid sloshing around inside this potion bottle caries a similar appearance to a healing potion, but tinged with pink. Upon drinking the sweet tasting liquid inside, you regain an amount of hit points based on the potion's rarity, as shown on the table below. After regaining health, the imbiber gains weight from the dense calories in the potion, fattening for double the the amount rolled for the potion.

Potion of... Rarity HP Regained
healing Lard common 3d4+3
Greater Healing Lard uncommon 5d4+5
Superior Healing Lard rare 9d4+9
Supreme Healing Lard very rare 11d4+11

Heavy Water Elixer

Potion, rarity varies

TThe substance within this glass bottle seems much weightier than it should for the amount of liquid inside. Drinking down the translucent beverage results in bloating in the imbiber. The amount of bloating is based on the rarity, as on on the table below.

Elixer of... Rarity Bloat Amount
Heavy Water common 3d12+10 lbs
Greater Heavy Water uncommon 6d12+20 lbs
Superior Heavy Water rare 12d12+40 lbs
Supreme Heavy Water very rare 24d12+80 lbs

Liposaber

Weapon, Rare

When activated, this handheld metal rod emits a warbling column of lipomantic power which counts as a simple one handed melee weapon that does 2d8 magical bludgeoning damage and fattens any creature struck by it for four times the total damage of any attack made with it, and then it fattens the user equal to the damage dealt.

Pearl of Digestive Escape

Wondrous item, Uncommon

A small purple pearl. If the target has been swallowed by a creature, they may crush the pearl as a bonus action, instantly teleporting them in an adjacent space to the creature that swallowed them. The pearl dissolves upon use.

Periapt of Arrow Devouring

Wondrous Item, Uncommon, requires attunement

While attuned, this amulet sits around your neck and can protect you from an attack by converting the energy of a blow into a different kind of energy. You may use your reaction to expend a charge from this amulet when a ranged attack hits you. The attack does no damage to you and you gain weight equal to 5 times the damage prevented.

The Periapt has 3 charges and regains 1d3 on a long rest.

Ring of the Corrupted Lipomancer

Ring, rare(requires attunement by a wizard)

This black ring has purple gems inlaid around the band. When using the arcane recovery feature, a wizard may choose to regain up to twice as many spell slots as normal. However doing so causes the user to gain points of corruption equal to the amount of additional spell slots restored by this item. These points of corruption can only be removed by natural rest. (One point removed per week of non strenuous activity.) Additionally, this ring may not be removed as long as the user has any points of corruption by any means short of a wish spell or dismemberment.

Ring of Halted Hubris

Wondrous item, Rare (requires attunement)

This gold ring has small white pearls embedded in the band of the ring which touch the skin when worn. This item stores any weight gain you experience in its gemstones temporarily preventing you from gaining weight. As weight is stored in the ring the white pearls slowly turn pink until full. Upon removing this item from your finger or taking a long all the weight stored in this ring is gained by you and doubled. This does not prevent weight changes from spells where the change is temporary, such as Enlarge Person or Immobilize Monster.

Ring of Metabolism

Ring, Uncommon, requires attunement

When attuned to this twisted gold band, set with markers like a measuring tape, the wearer becomes more capable of emptying their stomach again at lightning speeds. Whenever you digest food in your stomach, the amount you do so is doubled.

Ring of Weighty Magics

Ring, Rare, requires attunement

While attuned to this ring, lipomantic energy is channeled through the ring to make any spell cast by you that consumes a spell slot have its DC increased by 1. However, this power also causes you to gain weight whenever you cast any spell while attuned to it equal to 2d8 per level of the slot used.

Serpent Marking

Wondrous Item, Very Rare, requires attunement

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Empowered consumption When swallowing a creature, your stomach capacity and additional eating check are made as if you are size large.

Staff of Lipomantic Power

Quarterstaff, Very rare, Requires Attunement by a Sorcerer, Warlock, or Wizard

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.

The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other Properties. On a 20, the staff regain 1d8 + 2 Charges.

Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target, which fattens for the total damage of the attack.

Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cloudswell (5 charges), Fatballl (5th-level version, 5 charges), fatnap (6 charges), immobilize monster (5 charges), Levitate (2 charges). Flabling bolt (5th-level version, 5 charges), Feed (1 charge), Narces fatness arrow (1 charge), or Wall of Force (5 charges).

Explosive Expansion: You can use an action to break the staff over your knee or against a solid surface, performing a explosive expansion. The staff is destroyed and releases its remaining lipomantic magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.

You have a 50 percent chance to instantly be fattened to immobility (If you have no bulk limit or are already immobile you fatten for 50d100), and equal chance of being hit by the explosion. If you fail to avoid the explosion, you take force damage equal to 16 x the number of Charges in the staff and fatten an additional amount equal to twice the damage. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage and fattens for twice the damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin — Damage:

10 ft. away or closer — 8 x the number of Charges in the staff

11 to 20 ft. away — 6 x the number of Charges in the staff

21 to 30 ft. away — 4 x the number of Charges in the staff

Swelling Foam Pill

Wondrous Item, Very Rare

Upon consumption, the target is filled to its maximum capacity (including an eating check) with harmless foam (0DP) which rests heavily in the stomach. The foam lasts for 1d4+1 rounds, after which it harmlessly disintegrates, having not affected the consumer in any way. If the target has no stomach capacity, they are unaffected.

Swolband

Ring, Rare, requires attunement

This Silver ring seems to be shaped in a stylized depiction of two impossibly strong arms flexing in a circle around the ring. While attuned to it, your own muscles empower the ring’s enchantment. For each flex limit you are over, the ring grants a +2 Bonus to Strength up to a maximum of +6 While musclebound. This effect does not stack with any other temporary bonus to Strength and does not function if you are unaffected by flex limits or have your flex limits in any way ignored. Additionally, this boost to Strength does not effect bulk limits.

Symbol of Bountiful Healing

Wondrous item, rare (requires attunement)

Hanging off the end of a necklace, this talisman is the symbol of a God or Goddess of healing, known or forgotten, and can be channeled to increase the healing gifted to others. This item has 4 charges and regains 1d4 expended charges daily at dawn. When casting a healing spell while attuned, you can invoke the power within the symbol to turn any dice in the spell to their maximum value, and you gain weight equal to four times the total healing dealt by the spell. This effects only 1 round of a spell that lasts multiple rounds.

Tempered Heart

Greataxe, Rare, Requires Attunement

This gleaming +1 Blue Steel Greataxe is smaller than it used to be, but still strikes true all the same, dealing an additional 1d6 cold damage on each hit. The wielder can choose to swell equal to half the damage dealt.

Whenever this axe strikes a creature affected by a charm or other mind affecting effect, that creature is allowed another save against it. Additionally, once per long rest while attuned to this weapon and holding it, the wielder can give themselves advantage to resist a charm or mind effect they are about to save against.

Thick Fat Ring

Ring, Rare, requires attunement

This golden ring seems to be shaped in a stylized depiction of a belly and love handles forming a spare tire of golden flab around the ring. While attuned to it, your own weight empowers the ring’s enchantment. For each bulk limit you are over, the ring grants a +2 Bonus to Constitution up to a maximum of +6 While immobile. This effect does not stack with any other temporary bonus to constitution and does not function if you are unaffected by bulk limits or have your bulk limits in any way ignored. Additionally, this boost to constitution does not effect bulk limits.

Wand of Giants Growth

Rare, Wonderous Item (Requires Attunement)

A magic focus used for Lipomancy to take better effect against grander foes. Whenever a creature of size category Large or bigger gains weight, the effect is multiplied by their size category (x2 for large, x4 for huge, x8 for gargantuan). The wand does not affect spells that cause creatures to go up in bulk limits.

Weapon of Exploding Strikes (+0, +1, +2)

any weapon, uncommon, rare, and very rare variants (requires attunement)

This weapon has 3 charges. As part of a weapon attack, you can expend 1 charge and gain advantage on the attack. On hit, you gain bulk equal to twice the damage of the damage dealt. The weapon regains 1d3 expended charges daily at dawn.

Weapon of Greater Girth

Any two handed weapon, Rare, requires attunement

While attuned to this +1 Weapon, you become able to better channel your bulk into attacks. When you make an attack against a creature that weighs less than you, it’s bonus increases to +2 and the weapon does an additional die of damage the size of whatever it does normally.

Winter's Burden, Staff of the Queen

Staff, Very Rare, Requires attunement

This +1 Quarterstaff does an additional 2d8 cold damage on a hit and fattens the target for four times the damage dealt by the weapon.

While attuned to this staff, it can act as a +1 focus for spellcasting. Additionally, if a creature would go over a bulk limit due to this effect, they must make a DC 14 Charisma save or become charmed by the wielder until they complete a long rest, following their commands unless it would result in certain death. They may repeat this save if asked to do something directly harmful to themselves or someone they normally consider a close ally. once a creature fails this save, the staff cannot function this way again until the wielder completes a long rest.

PART V

Threats of the Marches

Abundant Aberrations



Food Mite

Tiny Aberrant, unaligned


  • Armor Class 12
  • Hit Points 5 (2d6-2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 8 (-1) 3 (-4) 4 (-3) 12 (+1)

  • Senses Dark vision 60, passive Perception 8
  • Languages understands Common but can't speak
  • Challenge 1/8 (25 XP)

Actions

Food Fencer. Melee Weapon Attack: +4, Reach 5 ft, one target Hit: 4 (1d4+2) piercing damage and the creature takes an equal amount of fattening damage.

Pressure Leap Food Mites can shake themselves up, and grapple a target with acrobatics up to 15 feet away, moving to the target. They stuff the target with 1d6 pints of soda every round they grapple the target, including the first.



Food Mite, Large

Medium Aberrant, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (17d8+21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 12 (+1)

  • Saving Throws
  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Common but can't speak
  • Challenge 2 (450 XP)

Parts of a Whole If the Medium Food Mite dies, it splits into 2 Tiny Food Mites

Food Infusion Any creature that ends its turn while grappled by the foodmite is force fed 1d6 pounds of regular food.

Actions

Multiattack. The Food Mite attacks twice, once with its bite and once with its claw.

Bite. Melee Weapon Attack: +5, Reach 5 ft, one target Hit: 7 (1d8+3) piercing damage and the creature takes an equal amount of fattening damage. The target is Grappled, Escape DC 13. Until this grapple ends, the target is Restrained, and the Food Mite can't bite another target.

Claw. Melee Weapon Attack: +5, Reach 5 ft, one target Hit: 7 (1d6+3) Slashing damage.

(A variation of the Corruptor with only fat based effects)



Fatty Corruptor

Large aberration, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 180 (19d10+76)
  • Speed 0 ft., 30 ft. fly (hover)
  • Bulk limit N/A, Stomach Capacity 24 lbs.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

  • Saving Throws Int +8, Wis +7, Cha +8
  • Skills Perception +12
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 22
  • Languages Deep Speech, Undercommon
  • Challenge 13 (10000 XP)

Hungering Presence. The corruptor's presence creates an aura of hunger with a radius of 150 feet. All creatures that start their turn within the radius of the aura must make a DC 16 Constitution saving throw or be racked with hunger, imposing disadvantage on all attack rolls and ability checks until the start of their next turn. Creatures who are at or above their fullness capacity have advantage on the saving throw, and creatures who have eaten to twice their normal fullness capacity are immune to this effect.

Corruption Master. Creatures with Moderate or worse corruption have disadvantage on saving throws against spells and effects originating from the Corruptor.

Actions

Bite. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Target makes a DC 16 Wisdom save and gains a point of corruption on a failure.

Eye Rays. The corruptor shoots three of the following rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the corruptor for 1 hour, or until the corruptor deals damage to the creature.

2. Corrupting Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or gain 2 points of corruption, becoming frightened of the corruptor for 1 turn.

3. Food Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or eat 22 (6d8) pounds of food.

4. Hunger Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw. On a failed save, the target becomes ravenous. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Fat Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 18 (4d8) bludgeoning damage on a failed save and gains 1 point of corruption, or half as much damage on a successful one. The target also gains pounds of fat equal to four times the damage taken.

6. Digestion Ray. The targeted creature must make a DC 16 Strength saving throw, taking 4d8 points of bludgeoning damage on a failed save if there is no food in their stomach. If there is, all food is immediately digested and the creature fattens 1d8 for every pound of food and then gains 1 point of corruption. There is no effect on a successful save.

7. Sloth Ray. The targeted creature must succeed on a DC 16 Wisdom 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.

8. Atrophy Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or half of all their non-bulk weight converted into fat and gain 1 point of corruption. They are also considered restrained until the end of the creature's next turn as their body adjusts.

9. Food Transformation Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take (8d8) force damage. If this damage reduces the creature to 0 hit points, its body turns into fatty food.

10. Immobility Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or be fattened up to their next Bulk Threshold. Creatures without a bulk threshold, or who are already immobile instead gain 5d100 pounds of fat.

Lair Actions

Corruptor also has Legendary actions where it can use a random eye ray, not sure how to format that

  • A table of fattening food appears on the ground at a location within 120 feet of the corruptor. Creatures that fail their saving throw against the corruptor's Hungering Aura must make a DC 14 Wisdom Saving Throw or spend their turn moving to the table and using their action to eat 1d10 pounds of food from the table at supernatural speed. A creature that surpasses fullness or takes eating damage from the table must make a Wisdom Saving throw as if resting within 500 feet of a source of corruption. Food replenishes infinitely at the table, but it disappears at the next initiative count 20.

  • Any Creatures with Mild corruption or Worse within 120 feet of the corruptor must make a DC 14 Constitution saving throw or gain 5d10 lbs.. of fat per point of corruption as their body and soul is twisted against them.

  • An eye opens on a solid surface within 60 feet of the corruptor. One random eye ray of the corruptor's at a target of the corruptor's choice that it can see. The eye then closes and disappears.























Heart Attack Bunger

Huge Aberration, Unaligned


  • Armor Class 17 (Natural armor)
  • Hit Points 205 (19d12+95)
  • Speed 40 ft.
  • Bulk Weight 20480 lbs

STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 20 (+5) 1 (-5) 10 (+0) 1 (-5)

  • Saving Throws Str +12 Dex +3 Con +9
  • Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from non magical attacks
  • Condition Immunities Charmed
  • Senses passive Perception 10
  • Languages Common (Can only speak its name)
  • Challenge 9 (5000 XP)

Food Construct Any bite attacks made against the Bunger feeds the creature 1d4 lbs of super fatty food, doubled on a crit.

Immutable Form The Heart Attack Bunger is immune to any spell or effects that would alter its form

Savoury Aura At the start of its turn, any creature within 20 ft of the Heart Attack Bunger must make a DC 15 Con save. On a failure the target has disadvantage on checks made to resist being fed, and creatures have advantage on checks made to feed them until the start of their next turn.

Actions

Multiattack The Heart Attack Bunger can make any combination of 3 Feast Pillar or Sauce Launch attacks

Feast Pillar Melee Weapon Attack:+12, Reach 15 ft, up to 2 targets within 5ft of each other Hit: 26 (4d8+8) bludgeoning damage. Target fattens for double the damage. Additionally, the target must make a DC 15 Strength saving throw or be knocked prone.

Sauce Launch Ranged Weapon Attack:+12, Range 60/180, One target Hit: 24 (3d10+8) various damage. Damage determined on type of sauce. (Fire for Mustard, Acid for Ketchup, Cold for Mayo, or Bludgeoning for Peanut butter). Additionally, the target is force-fed a number of pounds of super fatty food (3dp) equal to half the damage dealt.

Sauce Breath Roll 1d4 to determine the breath attack:

1: Peanut Butter Breath: Every creature in a 30 ft cube must make a DC 15 Dex save or take 10d8 bludgeoning damage and be Restrained. The target must make a DC 15 Athletics or Acrobatics check to become unrestrained. Additionally, the area affected counts as difficult terrain.

2: Ketchup Breath: Every creature in a 30 ft cone must make a DC 15 Dex save or take 14d6 acid damage, or half as much on a successful save.

3: Mustard Breath: Every creature in a 60 ft line that is 5 feet wide must make a DC 15 Dex save or take 8d10 Fire damage, or half as much on a successful save.

4: Mayo Breath: Every creature within a 20 ft radius sphere centered on the Bunger must make a DC 15 Dex save or take 7d12 cold damage on a failed save, or half as much on a successful save.

Burdensome Beasts

(Based on The Giant Toad from the MM)



Bellows Toad

Large Beast, Unaligned


  • Armor Class 11
  • Hit Points 39 (6d10+6)
  • Speed 20ft, swim 40ft

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4)

  • Senses passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Amphibious The toad can breathe air and water

Standing Leap The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Bite. Melee Weapon Attack: +4, Reach 5 ft., one target Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Bellowing Croak. Melee Weapon Attack: +4, one grappled target Hit: 55 (10d10) expansion damage The toad makes one bite attack against a Medium or smaller target it is grappling, causing the target to expand.

Bellows Toad

Giant Toads are quite unique in the Marches, having learned to deal with predators in a rather interesting way. By inflating attackers into uselessness, they both remove competition for food, and any threats they can get their mouths on.



Creeping Waist Viper

Tiny Beast, Unaligned


  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 30 ft., 30 ft. swim
  • Bulk Limit 24/36/48, Avg. Weight 7 lbs (7 base), Stomach Capacity 1 lb

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Senses Blindsight 10 ft., passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

Actions

Creeping Waist Bite. *Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1) damage. Additionally, the target must make a DC 12 Constitution Saving throw. On a failure the target is poisoned. While poisoned in this way, the target gains 1d100+50 lbs of fat every hour. The poison lasts 2 hours.

Creeping Waist Viper

A small serpent afflicted by the powers of Lipomancy throughout the lands. Their bites are less a poison to kill their prey, but instead a rapid agent which causes weight gain. In larger humanoid prey, the weight gain is significant, but takes a bit, giving time to treat such injuries with magics or antitoxins.



Honey Claw

Large Beast, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 45 (5d10+18)
  • Speed 40 ft, Burrow 15

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 3 (700 XP)

Keen Smell The Honeyclaw has advantage on all perception checks that rely on smell.

Actions

Multiattack The Honey Claw makes 2 attacks with its Sticky Claw action Sticky Claws Melee Weapon Attack: +7, 5 ft reach, one target. Hit: 6 (1d6+3) Slashing damage plus 2 (1d4) Poison damage. The target fattens for the amount of poison damage taken

Honey Spray The Honey Claw shakes it's honeycovered body out at a rapid pace spraying large globules of honey in a 15ft sphere centred on its body. Creatures in that area must succeed on a DC13 Dexterity save or become restrained. A DC 20 Athletics check is required to escape. However on its turn the creature can choose to use its bonus action to eat some of the honey. In doing so they consume 5lbs of honey, take 5 poison damage, and lower the DC of the athletics check to escape by 10



Overgrown Bee

Medium Beast, unaligned


  • Armor Class 11
  • Hit Points 10 (2d8)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Saving Throws
  • Skills
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Senses passive Perception 10
  • Languages
  • Challenge 0 (0 XP)

Unusual Venom. When the Bee reduces a creature to 0 hit points with poison damage, the creature is stable but remains poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this state. While poisoned in this way, a creature slowly gains a number of pounds of weight equal to the maximum value of their largest hit die.

Actions

Sting. Melee Weapon Attack: +3 to hit, Reach 5 ft., One target. Hit: 4 (1d6+1) piercing damage. On a successful attack, the target must succeed on a DC 10 Constitution saving throw. On a failed save, the target takes an additional 1d4 poison damage and gains an equal number of pounds to the poison damage dealt.



Sloth Sloth

Huge Monstrosity, Unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 157 (15d12+60)
  • Speed 20 ft., 30 ft. swim, climb 20 ft.
  • Bulk Limit 4672/7008/9344, Avg Weight 2048 lbs (2048 base), Stomach Capacity 96 lbs

STR DEX CON INT WIS CHA
22 (+6) 6 (-2) 18 (+4) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws Str +10, Con +8
  • Senses passive Perception 11
  • Languages -
  • Challenge 5 (1800 XP)

Living Grove. The Sloth Sloth has a small grove of plants it carries on it’s back. The fruit found in the grove is considered fatty. The Sloth may have 50 lbs of fruit on it at any time, regenerating 3d10 lbs every hour.

Actions

Multiattack. The Sloth Sloth can make two Lazy Slashes.

Lazy Slash. Melee Weapon Attack: +10, reach 10 ft, one target. Hit: 15 (2d8+6) slashing damage.

Relaxing Aura. Creatures within 60 ft of the Sloth Sloth must make a DC 15 Constitution saving throw. On a failed save, their speed is halved and they cannot make reactions. Additionally, if no danger (other than the sloth) is present, the creature is compelled to eat and be lazy, and use their action to eat any food provided. They may choose to over eat, or stop at their base stomach capacity. The target may make another save at the end of their turn if danger is present, otherwise the effect lasts 1 minute. On a successful save, a creature is immune to this effect for 24 hours.

Doze. The Sloth Sloth regains 2d12+8 hit points.

Reactions

Relaxation Squad (Recharge 6). As a reaction upon getting hit by any attack, effect, or spell, the Sloth Sloth calls upon 1d6+2 Hug Sloths, which appear in unoccupied spaces adjacent to the Sloth Sloth.

Sloth Sloth

These are massive mammals that live in the forest of giants. Pleasant and friendly by nature, they hardly show themselves as a threat to those who wander through the lands. In fact, they are a bit too friendly, with their presence soothing adventurers, even in the throes of combat. These creatures drop from trees to investigate the creatures it comes across, typically putting them to sleep until it loses interest and wanders away.



Hug Sloth

Medium beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 32 (5d8+10)
  • Speed 20 ft., climb 30 ft.
  • Bulk Limit N/A, Avg. Weight 300 lbs (300 base) Stomach Capacity 4

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

  • Senses passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Miniature Grove. The Hug Sloth has a small grove of fruit on it’s back. This grove holds 15 lbs of food, and regenerates 1d6 lbs every hour. This fruit counts as normal food.

Actions

Cozy Hug. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Target is grappled (escape DC 14). While grappled in this way, the target is restrained.

Relaxing Spores. The Hug Sloth releases spores which induce a relaxed attitude to those it holds onto. Every creature within 5 ft of the Hug Sloth must succeed a DC 10 Constitution saving throw. On a failure, the target gains a point of exhaustion. This exhaustion only lasts until the target takes a short rest. The Hug Sloth will not use this ability if the target would be killed through exhaustion.

Hug Sloth

Smaller Cousins of the Sloth Sloth, these little guys hang around their bigger kind in packs, happy to lazily munch on the fruit growing on the Sloth Sloth's back, and help defend when predators disturb their relaxation.



Stuffed Stirge

Tiny Beast, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
  • Bulk Limit 37/56/74, Avg. Weight 1 lb (1 base), Stomach Capacity N/A

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses Darkvision 60 ft., passive Perception 9
  • Languages
  • Challenge 1/8 (25 XP)

Actions

Weight Drain. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. The stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points as the stirge drains fat. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of fat from the target or the target dies. A creature, including the target, can use its action to detach the stirge. Losing hit points in this way causes the target to lose equivalent pounds of fat.

Stuffed Stirge

A stirge is a winged pest that feeds on the blood of living creatures, drawing sustenance through its proboscis, which it uses to pierce a victim’s flesh while clutching onto its prey with hooked claws.



Swarm of Bloat Wasps

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 22 (5d8)
  • Speed 5 ft., fly 30 ft.
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses Blindsight 10 ft., passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. When below half HP, the swarm only does 1d4 piercing damage.

Actions

Bites. Melee Weapon Attack: +3 to hit, range 0 ft., one target in the swarm’s space. Hit: 5 (2d4) piercing damage. The target bloats for five times the damage dealt.

Calorific Constructs



Cake Golem (Revised)

Large construct, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 123 (13d10+52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

  • Damage Vulnerabilities fire, slashing
  • Damage Resistances bludgeoning, piercing
  • Damage Immunities cold, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60ft, passive Perception 10
  • Languages unstands language of its creator but cannot speak
  • Challenge 5 (1800 XP)

Immutable Form The golem is immune to any spell or effect that would alter its form.

Freshly Warmed If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. However, the golem's cake heats up and gives off a a tantalizing aroma. Any creature in 50ft of the Golem must make a DC 12 Wisdom Save or spend their next movement and action to move towards the Golem and eat 1d4 lbs of fatty food from it if they are next to it.

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

Food Composition The golem is made of fattening magical substance. Any creature that hits the Cake Golem with a bite attack eats 1d4 pounds of fatty food, doubled on a critical hit.

Actions

Multiattack. The Golem makes two slam attacks or one food throw attack

Slam. Melee Weapon Attack: +8, Reach 5ft, one target Hit: 14 (2d8+5) bludgeoning damage plus 4 (1d8) Food damage. Slam Bam.

Food Throw Ranged Weapon Attack: +8, Range 30ft, one target Hit: 14 (2d8+5) Bludgeoning damage. The target eats an equivalent number of pounds of fatty food.

Revised Cake Golem

Given a fresh look over, this modified stat block for the Cake Golem gives it a little more variation in its abilities, as well as providing a bit more staying power for its CR that was lacking before.



Cake Goliath

Huge construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 333 (17d12+112)
  • Speed 30 ft.
  • Bulk Limit N/A, Avg. Weight 2300 lbs (2300 base) Stomach Capacity N/A

STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 23 (+6) 6 (-2) 11 (+0) 6 (-2)

  • Damage Vulnerabilities fire
  • Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages Understands the languages of its creator but can’t speak
  • Challenge 14 (11,500 XP)

Food Absorption. The cake goliath has no stomach capacity. Whenever the cake goliath is subjected to force feeding it absorbs the food into itself, regaining a number of hit points equal to the amount of diet points it was fed.

Freshly Warmed.* If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. However, the golem's cake heats up and gives off a tantalizing aroma. Any creature within 50 feet of the cake goliath must succeed a DC 15 Wisdom save or spend their next movement and moving towards the Golem, eating 1d4 lbs of fatty food from it if they are next to it.

Immutable Form. The goliath’s weapon attacks and the Cake Cannon are magical.

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

Parfait. As long as the cake goliath is over 150 hp, it can:

  • Dash as a bonus action on its turn

  • Use the Cake Cannon action

  • Use the Flash Frozen reaction

Additionally, when the cake goliath is brought below 225 hp it becomes size category large, and when it is brought below 150 hp it becomes size category medium.

Actions

Multiattack. The golem makes two Slam attacks or a Slam and a Stuff attack.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Target fattens for double the damage.

Stuff. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (4d8 + 4) stuffing damage. Target is fed fatty food.

Cake Cannon (Recharge 5-6). Using either its arm or a cannon-shaped cookie on its body, the cake goliath fires a hunk of ice cream, cake, and generally fatty food to a point within 90 feet of it that it can see. Creatures within a 15-foot radius of the point must succeed a DC 17 dexterity saving throw. On a failed save a creature takes 5d6 bludgeoning damage, is force fed an equal amount of fatty food, and fattens for double the damage, half as much on a successful save.

Reactions

Flash Frozen (Recharge 6). As a reaction to taking damage, the Cake Goliath can nullify its vulnerabilities and reduce all damage taken by half, stacking with existing resistances, until its next turn.

Cake Goliath

Walking siege weapons from a time of yore, the Cake Goliath is a delicious colossus made of ice cream, cake, and other delicious sweets that can act as a one-meal army. While it has plenty of overwhelming power at first glance, to maintain mobility and power with such a peculiar but easily accessible medium the artificers and wizards that created it made it so that it only had this power on an outer shell, built like a layered, frosty cake. Of course, while the cake goliath’s base structure is nonetheless a dangerous threat, its creators valued the ability to make many over the longevity of those that already were made.

Why make a siege weapon with food and make it so fattening? The ease of access to food, the ease of manipulating particularly fatty foods with lipomancy, and the additional suppression aspect of fattening your opponent out of their ability to fight back.



Cake Myrmidon

Large construct, unaligned


  • Armor Class 18 (gingerbread plate)
  • Hit Points 161 (17d10+68)
  • Speed 30 ft.
  • Bulk limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

  • Damage Vulnerabilities fire, slashing
  • Damage Resistances bludgeoning, piercing
  • Damage Immunities cold, poison
  • Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands one of its creator’s languages, cannot speak
  • Challenge 7 (2900 XP)

Immutable Form. The Cake Elemental is immune to any spell or effects that would alter its form.

Magic Resistance. The Cake Elemental has advantage on saving throws against spells and magical effects.

Food Composition. Any creature that uses a bite attack against the golem eats 1d4 lbs. of fatty food, doubled on a critical hit.

Lipomantic Form. Any magic or effect that would feed or cause the golem to gain weight instead causes the golem to regain an equal amount of hitpoints.

Freshly Warmed. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. However, the golem's cake heats up and gives off a tantalizing aroma. Any creature in 50ft of the Golem must make a DC 12 Wisdom Save or spend their next movement and action to move towards the Golem and eat 1d4 lbs. of fatty food from it if they are next to it.

Actions

Multiattack. The Cake Elemental Myrmidon makes three calorite mace attacks, or two food throw attacks.

Calorite Mace. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus target is fed 4 (1d8) pounds of fatty food.

Food Throw. Ranged Weapon Attack: +8, range 30 ft., one target. Hit: 9 (2d8) bludgeoning damage. Target is fed a number of pounds of fatty food equal to half the damage dealt.

Reactions

Hungering Strike (Recharge 6). When the Cake Elemental lands a Calorite Mace attack or Food throw, it can use its reaction to have the target be fed an additional 2d8 pounds of fatty food. Additionally the target must make a DC 14 Wisdom saving throw or become Ravenous until the end of their next turn.



Chocolate Guard

Medium construct, unaligned


  • Armor Class 16 (Candy Armor, Shield)
  • Hit Points 75 (10d8+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics, +7, Intimidation +5
  • Damage Vulnerabilities fire
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses passive Perception 11
  • Languages Language of its creator but cannot speak it
  • Challenge 4 (1100 XP)

Brute A melee weapon deals one extra die of its damage when the Guard hits with it (included in the attack).

Steadfast The Guard can't be disarmed, and cannot make ranged attacks.

Crumbling Carapace The hard chocolate exterior begins to fail as the Soldier takes damage. It's AC lowers by 1 at 60 HP, and then by 2 at 40HP, then finally by 3 at 20HP.

Squad Tactics The Soldier gains advantage on attacks against a creature when there is an ally within 5ft of them and the ally isn't incapacitated.

Actions

Multiattack The Guard can attack twice.

Stuffing Strike Melee Weapon Attack:+6, Reach 5 ft, one target Hit: 11 (2d6+4) bludgeoning damage The target is stuffed with a number of pounds of fattening chocolate equal to half the damage dealt.





Displacer Feast

Large construct, unaligned


  • Armor Class 15
  • Hit Points 66 (7d10+28)
  • Speed 40 ft.
  • Bulk N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge 3 (700 XP)

Actions

Multiattack. The Displacer Feast makes two Food Launch attacks or one Wack attack and one Food Launch attack.

Food Launch. Ranged Weapon Attack: +6, range 40 ft., one target. Hit: Target is fed 7 (1d8+3) pounds of fatty food.

Wack. Melee Weapon Attack: +6, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. Target must succeed a DC 12 Strength saving throw or be pushed back 10 ft.

Teleport. The Displacer Feast teleports to an unoccupied space it can see within 60.

Reactions

Displace. If the Displacer Feast is hit by an attack, it can teleport to an unoccupied space within 60 ft. and instead takes no damage.

Displacer Feast

This strange construct is a table with six legs, ornately designed to look like panther legs. Upon the table is a magnificent feast. On the table’s sides are two giant spoons pulled back and tense, as if ready to launch massive spoonfuls of food into the mouths of potential targets. For whatever reason, it bears a great resemblance to displacer beasts, with its legs and spoons imitating the displacer beast’s legs and tentacles. These constructs don't hold all the same qualities, though, being more keen to teleport than to displace. They’re inscribed with strange runes that enable them to teleport at will, making them difficult to get to sit still.

Gummies

When the wars of ancient empires raged across the land, both sides found it better to throw proxies at their foes instead of sacrificing valuable soldiers or their waistlines to the front lines. Such battles carried a particular focus for disabling enemies instead of simply killing them. Whether this was out of some strange morality or strange desires, who could say. Regardless, Gummies were a particular type of construct deployed in this conflict that performed that task well. Made of living candy and extruded in the thousands, these creatures would seek out combatants and leave them bursting armor and immobilized before they could realized what had happened.












































Gumdrop Gremlin

Small construct, chaotic evil


  • Armor Class 12 (Natural Armor)
  • Hit Points 11 (1d8+3)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 12 (+1) 8 (-1) 10 (+0) 10 (+0)

  • Condition Immunities Charmed, Poisoned
  • Senses passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)

Food Composition. The gumdrop gremlin is made of a fattening magical substance. Any creature that hits the gumdrop gremlin with a bite attack eats 1d4 pounds of food, doubled on a critical hit.

Sticky. The gumdrop gremlin has advantage on grappling checks.

Actions

Merge. If a creature is grappled by the gumdrop gremlin, they may use this action to make another grapple check. If the gumdrop gremlin wins, it absorbs into the creature, causing them to gain 10d10 pounds. If a creature is incapacitated, paralyzed, or unconscious, the gumdrop gremlin may absorb into them freely.

Slam. Melee Weapon Attack: +4, Reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. The target gains an amount of pounds equal to damage received.

Gumdrop Gremlin

A small bear like creature, sticky to the touch, and delightfully sweet. It seems quiet friendly, always attempting to come close and deliver hugs to humanoids who cross its path. In truth, these animated food constructs were designed by the ancient Lipomantic empire to immobilize opponents. Sent out in relentless hoards, they would grab onto and absorb themselves into the mass of their target. Outside of their ability to pile on the weight, they don't make for good soldiers



Jumbo Gremlin

Medium construct, chaotic evil


  • Armor Class 14 (Natural Armor)
  • Hit Points 82 (10d8+20)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 10 (+0)

  • Skills Athletics +6
  • Condition Immunities Charmed, Poisoned
  • Senses passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Food Composition. The gumdrop gremlin is made of a fattening magical substance. Any creature that hits the gumdrop gremlin with a bite attack eats 1d4 pounds of food, doubled on a critical hit.

Sticky. The gumdrop gremlin has advantage on grappling checks.

Actions

Merge. If a creature is grappled by the gumdrop gremlin, they may use this action to make another grapple check. If the gumdrop gremlin wins, it absorbs into the creature, causing them to gain 10d10 pounds. If a creature is incapacitated, paralyzed, or unconscious, the gumdrop gremlin may absorb into them freely.

Slam. Melee Weapon Attack: +4, Reach 5 ft., one target. Hit: 7 (3d4) bludgeoning damage. The target gains an amount of pounds equal to damage received.

Pin Down The Jumbo Gremlin is much stronger and hardier than its smaller brethren. While a creature is grappled by the Jumbo Gremlin, it may use it's action to attempt to pin the creature. Make another grapple check, if successful the grappled creature becomes pinned. Any allied Gumdrop Gremlins using their Merge action automatically succeed if targeting the same creature the Jumbo has restrained.

Jumbo Gremlin

A larger bear construct, designed with similar purpose to their smaller counterparts. They would grab onto and absorb themselves into the mass of creatures, bloating them to harmless and helpless immobility. These bears are bigger and stronger than the little ones, causing them to be rather proficient in their duty. Not only would they be deployed to soften their enemies, but also to aid the allied gremlins in their mission. Using their sticky bodies and greater bulks, they pin down targets, rendering them helpless against the fattening assault



Gummy Wyrm

Huge Construct, Unaligned


  • Armor Class 16 (Natural armor)
  • Hit Points 127 (12d12+48)
  • Speed 40 ft., 80 ft burrow
  • Bulk Weight 1000 lbs

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 18 (+4) 2 (-4) 10 (+0) 3 (-4)

  • Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from non-magical attacks
  • Condition Immunities Blinded, Charmed, Deafened, Prone, Exhaustion
  • Senses Tremor sense 90 ft (Blind outside this radius), Passive perception 10
  • Languages -
  • Challenge 5 (1800 XP)

Food Composition The Gummy Wyrm is made of a magical fattening substance. Any creature that makes a bite attack against the Wyrm eats 1d4 pounds of fattening food. Double on a crit.

Weighted Size If the Gummy Wyrm drops to 500 lbs, it shrinks to size Large. If it reaches 100 lbs it becomes Medium. If it reaches 50 lbs it becomes size Small. If it reaches 0 lbs it no longer exists.

Actions

Multiattack The Gummy Wyrm may make a Tail Swipe attack, and either a Gummy Grab or Merge attack

Gummy Grab Melee Weapon Attack:+9, Reach 10 ft reach, one target Hit: 13 (2d6+6) bludgeoning damage. On hit the target is grappled (Escape DC 16). While grappled in this way, the target is restrained.

Tail Slam Melee Weapon Attack:+9, Reach 10 ft reach, one target Hit: 16 (3d6+6) bludgeoning damage. The target fattens for double the damage dealt.

Merge Target must succeed a DC 14 Dexterity saving throw or gain 151 (2d100+50) lbs of fat. The Wyrm loses an equivalent amount of weight

Gummy Wyrm

Constructs are constructed carefully, and with a great deal of magics. Mass production of such constructs leads to some coming out improperly. Some come out without an ear, or an arm, others may come out missing heads or legs. Some, however, come out as massive serpents made of assimilated gummies, hellbent on fattening their opponents. These massive wyrms burrow through the earth with ease, their gummy surface smooth enough that none of the debris sticks to their bodies. Wrapping themselves around humanoids, tightening their hold as they shift mass from themselves onto their target. Through this process, the wyrm does shrink with reduced mass, eventually becoming nothing more than lard onto a helpless adventurers rear. These wyrms are not only good for expanding waistlines, but deal considerable damage if they so chose to do so. The most fearsome of the Gummy creatures produced, paired well with their lesser counterparts



Gusher Golem

Large construct, unaligned


  • Armor Class 14
  • Hit Points 133 (14d10+56)
  • Speed 20 ft.
  • Bulk limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 3 (-4) 8 (-1) 1 (-5)

  • Damage Resistances bludgeoning, fire
  • Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages of its creator but cannot speak (likely Primordial)
  • Challenge 9 (5000 XP)

Acid Absorption. WHenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Gushing Form. When the golem is struck by a melee attack, the attacker bloats with 4d10 lbs of fruit juice.

Immutable Form. The golem is immune to any spell or effect that would alter its form.***

Magic Resistance. The golem as advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.

Actions

Multiattack. The gusher golem can make three slam attacks.

Slam. Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage and the target bloats with fruit juice for three times the damage dealt.

Gush (Recharge 5-6). Every creature within 30 ft of the Golem must succeed a DC 15 Dexterity saving throw or take 4d10 bludgeoning damage and bloat for three times as much with fruit juice.

Gusher Golem

In the ancient days, constructs of all varieties were used in the Lipomantic empire. Strange constructs of stone, metal, and clay worked with the people to create the future they wished to see. Though not all constructs were quite as successful. A method of construct construction was developed that utilized the strange powers of lipomancy, particularly that involving fluids of various kinds, and was used in the creation of these golems: strange blue in hue, moving by changing the pressure of its internal juices. These golems were made in mass production as labourers and servants, but weren’t as receptive to commands as their kin. They were prone to disobeying, trying to bloat anyone and anything with juice. The Zephyr guardians went out to try and fell as many golems as possible but some still remain, wandering the marches, seeking out yet more people to bloat.



Keg Robot

Medium construct, unaligned


  • Armor Class 14 (natural armor, 12 when filled with acid)
  • Hit Points 68 (8d8+22)
  • Speed 30 ft.
  • Bulk N/A

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 5 (-3) 5 (-3) 1 (-5)

  • Damage Vulnerabilities fire
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages understands the languages of its creator but can’t speak
  • Challenge 4 (1,100 XP)

Customizable Storage. A keg robot can hold fluid inside it, dispensing this fluid either by a tap on its frame or as part of its hose attacks. If the fluid was, for example, an ale, treat it like fatty food. If it were something like a fattening oil, apply the oil’s fattening effects to actions that use the fluid. The keg robot will be damaged by substances that damage wood.

Some fluids a Keg Robot can commonly contain include:

  • Water/Nonalcoholic Drink/Mundane Oil: No additional effect.

  • Fattening Oil: Behaves as normal. Additionally, when a creature slips on the oil or ingests it, they fatten for 15 (4d6) pounds, with an additional 7 (2d6) pounds of fat for every pound of oil ingested after the first. Counts as fatty food.

  • Alcoholic Drink: Behaves as normal, but when a character ingests more than their constitution modifier in pounds of alcohol, they must make a DC 14 Constitution saving throw or become poisoned for the next minute as they become drunk. Counts as normal food.

  • Acid: When a target slips from Open the Tap, they take 7 (2d6) acid damage. When a target is affected by Nozzle, they take no feeding damage and take 7 (2d6) acid damage as the Robot doesn’t feed them acid but coats them in it.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Open the Tap. The keg robot dumps part of its payload in an attempt to hinder those it’s fighting. The keg robot releases its payload in a 20-foot radius centered at the keg robot. Creatures in that radius must make a DC 14 Dexterity saving throw or slip and fall prone, being covered in whatever fluid was dispensed by the keg robot.

Nozzle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 2) bludgeoning damage, target is force fed 4 (1d6 + 3) pounds of whatever fluid is in the keg robot, and is grappled (Escape DC 14). At the start of the target’s next turn, until they are no longer grappled in this way, the target is force fed 4 (1d6 + 3) pounds of the fluid inside the keg robot.

Keg Robot

A Keg Robot is, for the arcane and engineering skill required to make one, a simple tool: it’s a large keg, like the ones that would be found in a tavern, with legs and arms commonly made of cheap iron or wood, and animated with magic not unlike a golem but with less magical reinforcement. There’s a hose on the top of it that it can deploy to pour out its contents, as well as a tap on the front to do the same.

In taverns and general business, they can be used as both a source of labor and convenient fluid storage. Well off barkeepers, or tavern owners who can afford to make one and don’t want to hire extra help, are known to purchase Keg Robots not only for the novelty of having a practical automaton but the added benefit of something to lug around ale, deal with patrons, and, when necessary, defend their owner.



Lipomantic Guard Golem

Large construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 178 (17d10+58)
  • Speed 30 ft.
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons; immune to lipomantic attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages Understands the languages of its creator but can’t speak
  • Challenge 10 (5900 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

Magic Weapons. The golem’s weapon attacks are magical.

Lipomantic Restraints. The golem can grapple up to two targets at once. At the start of their turn, a grappled target fattens for double the result of 10d8.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Target fattens for double the damage. Additionally, the target is grappled (escape DC 16).

Target Primer (Recharge 5-6). The golem releases a flash of pink light and a wave of lipomantic energy from a particularly well-cut gem on its head or chest. The golem targets one or more creatures it can see within 30 feet of it. Each target has all weight gain from any source doubled for 1 minute. This effect does not stack. The gem breaks on death.

Prepare for Incarceration. If the Golem’s slam attack would reduce a creature to 0 hit points, they stabilize and fatten for ten times the amount of damage dealt by the finishing blow instead of the normal x2.

Lipomantic Guard Golem

An old automaton from either a society long gone or an organization no longer in place, the Lipomantic Guard Golem seeks to apprehend trespassers and thieves brutally, but nonlethally. Made of stone animated in a fashion similar to the stone golem, the Lipomantic Guard Golem has vibrant rouge gems in its palms and chest that flash and radiate lipomantic energy when a target is struck or held.



Mad Milk Machine

Medium Construct, Unaligned


  • Armor Class 16
  • Hit Points 126 (12d10+6)
  • Speed 30 ft.
  • Bulk

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 20 (+5) 8 (-1) 14 (+2) 10 (+0)

  • Skills Athletics +6
  • Damage Vulnerabilities Lightning
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical attacks
  • Damage Immunities Poisoned, Psychic
  • Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 12
  • Languages
  • Challenge 3 (700 XP)

Warm Milk I. When a target is filled to its base stomach capacity and has the Mad Milking Machine’s milk in its stomach, it must make a DC 10 Constitution Saving Throw or fall Unconscious for the next 1d4 hours.

Warm Milk II. When a target is filled to its stomach limit including an eating check, and has the Mad Milking Machine’s milk in its stomach, it must make a DC 14 Constitution Saving Throw or fall Unconscious for the next 1d4 hours, and gain 1 point of corruption.

Warm Milk III. When a target takes damage from overeating and has the Mad Milking Machine’s milk in its stomach, it must make a DC 18 Constitution Saving Throw or fall Unconscious for the next 1d4 hours, and gain 2 points of corruption.

Actions

Multiattack. The Mad Milk Machine can make 2 tube feed attacks, 2 pump attacks, or 1 tube feed and one pump attack.

Tube Feed. Melee Weapon Attack: +6, Reach 10 ft., One target. Hit: Target is fed 3 (1d6) lbs of fatty food. On hit, a creature is grappled by the Milk Machine (Escape DC 14). The Milk Machine may grapple two targets this way.

Pump. A grappled target must make a DC 14 Constitution Saving throw. On a failure they are fed 1d6 lbs of fatty food, they cannot make verbal components of spells, and gain 1 point of corruption. On a successful save, they only eat half the amount.

Mad Milk Machine

Strange Automatons found out in the wilds. They hold no purpose other than to feed those around them their magically preserved milk. Their long dormancy in the Midlands lead the milk to have corruptive elements, but they don't seem to mind. All they care about is that their milk is shared.



Meat Man

Medium Construct, Chaotic Neutral


  • Armor Class 12
  • Hit Points 187 (15d12+90)
  • Speed 30 ft.
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 22 (+6) 6 (-2) 10 (+0) 8 (-1)

  • Skills Athletics +7
  • Damage Vulnerabilities Slashing
  • Damage Resistances Bludgeoning and Piercing
  • Damage Immunities Psychic, Poison
  • Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1100 XP)

Meat Body. Being made of meat, any lipomantic attacks that would increase its weight with muscle or fat or cause it to eat any food instead heals the Meat Man for the same amount.

Actions

Grab. Melee Weapon Attack: +7 to hit, reach 5 ft., One target. Hit: Target is fed 3 (1d6) pounds of fattening food. The target is grappled (Escape DC 15). The Meat Man is harmed for double the amount of food it feeds.

Feed. The Meat Man begins to cram it’s meaty form into the target. The Meat man may only take this action if a target is grappled. The creature may make a DC 15 Constitution saving throw or be fed 2d6 pounds of fatty food, half as much on a successful save. Using this attack damages the Meatman for double the food fed. While feeding someone in this way they may not form the vocal components of spells if they failed the saving throw.

Meat Man

A strange amalgamation of meats, all perfectly cooked to perfection. All it wishes to do is provide delicious cooked meats to those it encounters. A construct of meat, it's origin is unknown and mysterious.



Mega Meat Man

Huge Construct, Unaligned


  • Armor Class 14
  • Hit Points 200 (16d12+96)
  • Speed 30 ft.
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +10
  • Damage Resistances Bludgeoning and Piercing
  • Damage Immunities Psychic, Poison
  • Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages
  • Challenge 8 (3900 XP)

Meat Body. Being made of meat, any lipomantic attacks that would increase its weight with muscle or fat, or cause it to eat any food instead heals the Meat Man for the same amount.

Actions

Meaty Grab. Melee Weapon Attack: +10 to hit, Reach 5 ft., One target. Hit: 14 (2d6+7) bludgeoning damage. The target is grappled (Escape DC 15). Additionally, the target is force fed an equivalent amount of fatty food, and the Mega Meat Man is harmed for double the amount of food it feeds.

Multiattack. The Mega Meat Man can make two of any combination of grabs and crams or one Meateor attack.

Cram. The Meat Man begins to cram it’s meaty form into the target. The Meat man may only take this action if a target is grappled. The creature may make a DC 15 Constitution saving throw or be fed 4d8 pounds of fatty food, half as much on a successful save. Using this attack damages the Meatman for double the food fed. While feeding someone in this way they may not form the vocal components of spells if they failed the saving throw.

Meateor. Ranged Weapon Attack: +10 to hit, Range 40/120 ft., One target. Hit: Target is fed 16 (2d8+7) pounds of fattening food. Additionally, any creatures within 5 ft of the target must succeed a DC 14 Dexterity saving throw or be force-fed the same amount of food, half as much on a success. The Mega Meat Man takes double the amount of food fed as damage.

Mega Meat Man

A strange amalgamation of many meats, all perfectly cooked to perfection. All it wishes to do is provide delicious cooked meats to those it encounters. A construct of meat, it's origin is unknown and mysterious. For what insane mind would go beyond a man of meat and create this true behemoth of hubris?



Pneumatic Abomination

Large construct, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 76 (8d10+32)
  • Speed 30 ft., 30 ft. climb
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 12 (+1)

  • Saving Throws Dex +4, Con +7
  • Skills Athletics +8, Perception +3, Stealth +4
  • Damage Resistances cold, fire, thunder; bludgeoning, piercing, and slashing from non-magical weapons
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60 ft, passive Perception 13
  • Languages Common, Primordial
  • Challenge 5 (1800 XP)

Additional Legs Four legs allow the pneumatic abomination to climb at a speed equal to its base speed and to ignore difficult terrain.

Immutable Form The pneumatic abomination is immune to any spell or effect that would alter its form.

Elemental Power Source When a pneumatic abomination falls to 0 hp, its elemental battery explodes. Creatures within 10 feet of the clockwork abomination take (2d6) thunder damage and inflate by five times the damage dealt, or half as much with a successful DC 14 Dexterity saving throw.

Actions

Multiattack. The pneumatic abomination makes one bite attack and one spear attack.

Bite. Melee Weapon Attack:+9, reach 10 ft, one target. Hit: 15 (2d8+6) piercing damage The target inflates by five times the damage dealt.

Spear. Melee Weapon Attack:+9, reach 15 ft, one target. Hit: 13 (2d6+6) piercing damage. Target inflates by five times the damage dealt.

Air Blast. The Abomination blasts air in a 20 foot cone. Targets must succeed a DC 14 Dexterity saving throw or inflate for (4d10)*5 lbs, or half as much on a successful save.



Pneumatic Knight

Medium construct, neutral


  • Armor Class 18 (Plate Armor)
  • Hit Points 71 (11d8+22)
  • Speed 30 ft.
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 15 (+0) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Dex +2, Con +5
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses passive Perception 13
  • Languages Common, Primordial
  • Challenge 6 (2300 XP)

Actions

Multiattack. The pneumatic knight makes three attacks with its lance.

Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage. Target inflates by five times the damage dealt.

Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) piercing damage.

Vent (Recharge 5-6). Vents open up around the Knight, blasting air into the surrounding area. All creatures within 10 feet of the Knight inflate for (3d10)*5 or half as much on a successful DC 16 Dexterity saving throw.


Reactions

Parry. The Pneumatic Knight raises its AC by 3 against one melee attack that would hit it. To do so, the knight must be able to see the attacker and must be wielding a melee weapon.

Pneumatic Knight.

These humanoid constructs were constructed to guard ancient temples and monasteries to protect the occupants and the secrets they kept. They will act according to their original programming to keep interlopers from delving into the secrets of their creators, by means of force if necessary. They make use of lances that inflate struck targets, and are exceptionally adept fighters.



Silverware

Medium swarm of constructs, unaligned


  • Armor Class 13 (Natural armor)
  • Hit Points 33 (5d8+10)
  • Speed 0 ft., 20 ft. fly (Hover)

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 14 (+2) 2 (-4) 10 (+0) 8 (-1)

  • Saving Throws Dex +4
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses Blindsight 60 ft, passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Antimagic Susceptibility. The silverware is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the silverware must succeed on a Constitution saving throw against the caster's spell save DC or become unconscious for 1 minute.

False Appearance. While the silverware remains motionless, the silverware is indistinguishable from normal silverware.

Silvered. The silverware's damage is doubled when attacking undead creatures.

Swarm. The silverware can occupy another creature's space and vice versa, and the silverware can move through any opening large enough for a piece of cutlery. The silverware can't regain hit points or gain temporary hit points.

Actions

Feed. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (2d4+2) feeding damage.



Giant’s Silverware

Large swarm of constructs, unaligned


  • Armor Class 15
  • Hit Points 96 (12d10+30)
  • Speed 40 ft. fly (hover)
  • Bulk limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 8 (-1)

  • Saving Throws Dex +4
  • Damage Resistances fire
  • Damage Immunities psychic, poison, necrotic
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 60 ft. (blind this distance), passive Perception 10
  • Languages
  • Challenge 6 (2300 XP)

Antimagic Susceptibility. The silverware is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the silverware must succeed on a Constitution saving throw against the caster's spell save DC or become unconscious for 1 minute.

False Appearance. While the silverware remains motionless, the silverware is indistinguishable from a normal silverware.

Silvered. The silverware's damage is doubled when attacking undead creatures.

Actions

Feed. Melee Weapon Attack: +7, reach 10 ft., one target. Hit: Target is fed 13 (2d8+4) pounds of fatty food.

Foot Storm (Recharge 6). The silverware begins to magically create food around it, causing all those nearby to partake in a magnificent feast. All creatures within 30 ft of the silverware must make a DC 15 dexterity saving throw or be force fed 4d8 lbs. of fatty food, being fed half as much on a successful save.

Doughy Dragons



Lotus Drake

Large dragon, lawful evil


  • Armor Class 15 (natural armor)
  • Hit Points 136 (16d10+48)
  • Speed 40 ft., 60 ft. swim
  • Bulk limit N/A, Stomach Capacity 10

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 12 (+01)

  • Skills Perception +4
  • Damage Resistances cold, fire
  • Damage Immunities lightning
  • Senses tremor sense 60 ft., passive Perception 14
  • Languages understands Sylvan but cannot speak it
  • Challenge 6 (2300 XP)

Keen Smell. The drake has advantage on Wisdom (Perception) checks that rely on scent.

Loyal Fury. Whenever the drake sees an ally be attacked, it can use its reaction to make an attack on a creature within 5 ft of it.

Actions

Multiattack. The lotus drake can make 2 claw attacks, a bite and a claw attack, or a breath attack.

Nectar Breath (Recharge 6). The drake lets loose a wash of fattening nectar. All creatures within a 60 ft. cone must make a DC 14 Dexterity saving throw or take 10d6 bludgeoning damage, fattening for double the damage.

Bite. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. Target fattens for double the damage.

Claw. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. Target fattens for double the damage.

Lotus Drake

Drakes bred by the Court of Thorns for use as guards and, occasionally, as mounts. They have a symbiotic relationship with a species of lotus that grows in the swamp. The lotus produces a nectar infused with lipomantic energy that causes those who come into contact with it to swell with fat. The lotus grows on the body of the drake and subsists off it. In return, the lotus grants the drake the ability to fatten targets with its fangs or claws, as well as a breath attack utilizing the nectar built up in the drake’s body.

Expansive Elementals



Baja Elemental

Large elemental, neutral


  • Armor Class 18 (natural)
  • Hit Points 150 (16d10+64)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Saving Throws Wis +3
  • Damages Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft, passive Perception 10
  • Languages Aquan, Auran
  • Challenge 7 (2900 XP)

Water Form The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze If the elemental takes cold damage, it partially freezes; its speed is reduced by 10 ft. until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks and one Blast attack.

Slam. Melee Weapon Attack: +8 Hit: 12 (2d6+5) bludgeoning damage plus 27 (6d8) bloating damage, and the target inflates half as much as they bloat.

Baja Blast. Melee Weapon Attack: +5 Hit: 9 (2d6+2) bludgeoning damage plus 36 (8d8) bloating damage, and the target inflates equal to the amount they bloat.

Bubbling Whelm. Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 13 (2d6 + 6) bludgeoning damage, bloats for 6d8, and inflates for half as much as they bloat. If it is Large or smaller, it is also grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d6 + 6) bludgeoning damage, bloats for 6d8, and inflates for half as much as they bloat.. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 15 Strength and succeeding.

Baja Elemental

A creation from the melding of elemental powers, the Baja elemental is born of both water and air. It's translucent light green form looks very much like viscous liquid filled with fizzy bubbles that always multiply whenever the element is physically agitated.

lipomantic Interference. Where two elemental forces meet, strange things can form, doubly so when lipomancy is involved. The Baja Elemental seems fizzy quite like it is carbonated, and those that have tasted its attacks would note the strangely sweet taste to the liquid. Despite the nature of the magic though, Baja elementals instead expand their victims with water and gasses, leaving them bloated messes for crossing them.



Black Bart

Medium elemental, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 65 (10d8+20)
  • Speed 50 ft.
  • Bulk limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

  • Saving Throws Dex +7
  • Skills Perception +6, Stealth +11
  • Damage Immunities radiant
  • Condition Immunities charmed, exhausted, incapacitated, paralyzed, stunned, unconscious
  • Senses blindsight 60 ft., passive Perception 16
  • Languages
  • Challenge 5 (1800 XP)

Pack Tactics. The black bart has advantage on an attack roll against a creature if at least one of the bart's allies is within 5 feet of the creature and the ally isn't incapacitated.

Darkmeld. If the black bart is in the darkness, it's treated to be under the effects of the non-detection spell. If the black bart is under dim light, attacks against it are made with disadvantage.

Actions

Multiattack. The black bart can use its bite attack twice per turn.

Bite. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage plus 9 (2d8) necrotic damage. If the target has at least 1 point of corruption, the necrotic damage reduces the target’s Max HP instead.

Feretoric Suffusion (Recharge 5-6). The black bart spews an uncanny pale fluid from both its maw and eyes in a 30 ft. cone centered on it. All non-undead creatures must make a DC14 Dexterity save or take 13 (3d8) radiant damage. All creatures hit by this attack gain 1 Corruption point, or 2 if three or more creatures are hit at the same time. A creature cannot gain corruption from this ability more than once per turn even if used by another Black Bart.

Black Bart

A creature of ill omen, the strange ooze that flows from its eyes and mouth betrays the presence of something beyond itself. A meat puppet controlled by a deep desire, and often associated with catastrophes, coming across a Black Bart is hardly something one would wish to many.

The creature's name is derived from the person who first documented its existence, Bartholomew Vimbright. Allegedly, it met the creature one night as he travelled back to his estate from the birthday of an acquaintance. In his way, his eyes crossed with this creature's and, according to Vimbright's written testimony, his home was then sieged by the monster for a little over a week. At some point, Bartholomew came to describe the Black Bart as a shadow of his dreads, a horror built from the most corrupted parts of his psyche. After the siege ended, Vimbright was hardly the same, having grown skittish and paranoid. No more than three days past that, every resident of the Vimbright estate began to die under strange circumstances, with Bartholomew himself lasting the longest, but failing to survive.

Ever since, there have been other sightings of this creature, some as aggressive as its first report, and some more docile. In either case, a series of unfortunate events always ended up driving those who saw it to death, or madness.



Cotton Candy Elemental

Large Elemental, True Neutral


  • Armor Class 15
  • Hit Points 90 (12d10+24)
  • Speed 0 ft., 90 ft fly (hover)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Non-magical attacks
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses darkvision 60 ft., passive perception 10
  • Languages Auran
  • Challenge 5 (1800 XP)

Food Composition The Cotton Candy Elemental is made of a magical super fattening substance. Any creature that makes a bite attack against the Elemental eats 1d4 pounds of Super fattening food (3 DP). Double on a crit. Additionally, anything consumed that is produced from the elemental is super fatty food.

Floss Form The elemental can enter hostile creatures' space and stop there. While in another creature's space the target must make a Constitution Saving throw (DC 13) at the start of their turn or be force fed 1d8 lbs of super fatty food (3 DP). It can additionally move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The Cotton Candy Elemental makes two Sticky Slam attacks, or two Feed attacks

Sticky Slam. Melee Weapon Attack: +8, Reach 5 ft, One target Hit: 14 (2d8+5) Bludgeoning damage The target needs to make a DC 12 Strength saving throw or be restrained by being covered by sticky cotton candy. They may use their action to repeat the save.

Feed. Melee Weapon Attack:+8, Reach 5ft, One target Hit: 7 (2d6) super fatty food (3 DP) damage

Whirlwind. Each creature within 20 ft of the elemental must make a DC 14 Strength saving throw. On a failure, a target takes 3d8+2 bludgeoning, force fed 1d6 pounds of super fatty food (3 DP), and is pulled 10 ft towards the elemental. If the creature collides with the elemental, it is force fed an additional 1d6 lbs.

Cotton Candy Elemental

When an air elemental is brought into the world, lipomancy may have been involved. If this occurs, a Cotton Candy Elemental may be brought in. Now, it has a drive to feed those around it, and runs elemental chaos out in the wilds. When an air elemental spirit is captured and manipulated by lipomancy, this result might also serve as a guard.



Deluge Elemental

Large elemental, true neutral


  • Armor Class 14 (natural armor)
  • Hit Points 114 (1d6+0)
  • Speed 30 ft., 90 ft swim

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge 5 (1800 XP)

Water Form The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam Melee Weapon Attack: +7, Reach 5 ft., one target Hit: 11 (2d6 + 4) bludgeoning damage. The Target bloats by five times the damage dealt.

Deluge (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d6 + 4) bludgeoning damage, and bloats by 5 times the damage dealt. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d6 + 4) bludgeoning damage, and bloats by 5 times the damage dealt. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.



Lipo Elemental

Large elemental, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 119 (14d10+42)
  • Speed 0 ft., fly 40 ft. (hover)
  • Bulk N/A

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 18 (+4) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing form nonmagical attacks
  • Damage Immunities psychic, poison
  • Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 7 (2,900 XP)

Immutable Form. The elemental is immune to any spell or effects that would alter its form.

Amplify Lipomancy. Whenever a lipomantic spell or effect occurs within 30 feet of the elemental, it multiplies the effect by 1.5 times rounded up (a result of 6 would become 9, etc).

Lipomantic Restoration. Any magic or effect that would feed or cause the elemental to gain weight instead regains an equal amount of hit points.

Actions

Multiattack. The elemental makes 2 slam or lipomantic arc attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Target gains fat equal to 4 times the damage dealt.

Lipomantic Arc. Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 16 (3d10) force damage. Target gains fat equal to twice the damage. The elemental then chooses another creature within 30 ft of the initial target. This new target must succeed a DC 15 Dexterity saving throw or take 3d8 force damage and gain twice as much in fat.

Lipomantic Absorption (1/day). All creatures within 60 feet of the elemental must make a DC 15 Constitution saving throw. On a failed save, the creature is brought down to its next lowest bulk limit. For every 100 lbs drained from this ability, the elemental gains 4d6 temporary hit points (To a maximum of 20d6) and gains +1 to their damage rolls (to a maximum of +5), lasting for one hour.

Lipo Elemental

The lands have been left to their own devices for a long, long time. Elementals run rampant, altered by the lipomantic effects of the wilds. Air becoming candy, water swelling those they strike, earth becoming delectable cake and food. Yet none are as pure as the Lipomantic Elemental, who embody lipomancy in its purest form. They gave the power to gain and lose the power of lipomancy with a whim, gathering and releasing it with skill. It seeks out those who radiate the magics particularly strongly, to either serve as a fuel source, or as an energy dump.



Lode Stone

Large Elemental, Neutral


  • Armor Class 15 (Natural)
  • Hit Points 135 (12d10+60)
  • Speed 30 ft., 30 ft Earth glide
  • Bulk N/A

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

  • Saving Throws Str +8
  • Skills Athletics +8
  • Senses Darkvision 60 ft, Tremorsense 60 ft, passive Perception 10
  • Languages -
  • Challenge 5 (1800 XP)

Earth Glide The elemental can burrow through non magical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Weapon The elemental deals double damage to objects and structures


Actions

Multiattack The elemental makes two slam attacks.

Slam Melee Weapon Attack:+8, Reach 10ft Hit: 12 (2d6+5) Bludgeoning damage

Anti Gravity Pulse (Recharge 5-6) As an action, the Lode Stone can invert gravity in a 20 ft radius, causing creatures to fly up into the air, before pulling them back down to the ground. A successful DC 14 constitution, on a successful save they only take half the damage. Creatures affected by this take 1d4 bludgeoning damage for each full 100lbs they weigh, up to a maximum of 20d4 at 2000lbs of weight, and fall prone On a turn where the Lode Stone uses this action, it can not also use Gravity Well.

Bonus Actions

Gravity Well The Lode Stone can manipulate local gravity around itself, increasing it to immobilize enemies. As a bonus action, it increases gravity around itself in a 40 ft radius, doubling the effective weight of any affected creature for purposes of bulk limits or other similar issues. Any creature caught in the effect may choose to resist with a DC 14 Strength Save, however doing so does 2d8 force damage to them as they ignore the pulling effect on their bodies. Creatures that do not resist do not take damage from this effect, however if an affected creature is already immobile from bulk, they are additionally unable to act aside from speaking briefly as gravity pins them down.

Lode Stone

An elemental made as much of magnetic materials as stone, this creature is held together by graviturgical power exerted on the many individual rocks that make up its body. That same power is used to attack or incapacitate any foes foolish enough to battle them. Indeed, larger enemies are even more at risk since gravity is stronger the heavier one is. Those of wider waistlines way wish to watch their step in such altercations.



Rage Elemental

Large elemental, neutral


  • Armor Class 15
  • Hit Points 120 (14d10+42)
  • Speed 50 ft.
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistancesbludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 7 (2900 XP)

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.

Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Final Fury. When the elemental dies, it explodes in a rage filled blast. All creatures in 15ft must make a DC 14 Dexterity save. Each creature takes 2d6 fire and 2d6 piercing damage, and swells for the total damage dealt.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6+4) fire damage. A struck creature also swells equal to the damage dealt and must make a DC 12 Wisdom save. On a failure, the creature must us it's turn to make one melee attack against the nearest creature if possible. It can then act normally.

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage. In addition, the elemental can enter a hostile creature's space and stop there.

The first time it enters a creature's space on a turn, that creature takes 6 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 6 (1d10) fire damage at the start of each of its turns. Any time it would take damage from this feature, a creature also swells equal to the damage.

Final Fury. When the elemental dies, it explodes in a rage filled blast. All creatures in 15ft must make a DC 14 Dexterity save as it's surgeblood core explodes into shrapnel. Each creature takes 4d6 piercing damage, and swells for the total damage dealt. A successful save reduces this damage to half.



Rain Spirit

Small elemental, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 77 (14d6+28)
  • Speed 15 ft., 40 ft. fly
  • Bulk limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 14 (+2) 12 (+1) 14 (+2) 16 (+3)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages Aquan, Sylvan
  • Challenge 3 (700 XP)

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

Actions

Inflating Storm (1/day). The Spirit calls forth a torrent of rain to bloat their opponents. The storm is in a 300 ft radius sphere of the spirit. The Spirit must concentrate on this ability as if it were a spell. At the start of a creatures turn, they bloat for 4d6*4 lbs of water.

Drenching Strike. Ranged Weapon Attack: +5, range 90 ft., one target. Hit: 12 (2d8+3) bludgeoning damage, target bloats for four times the damage dealt.

Rain Spirit

Rain is often seen as something which brings about sour moods and dreariness. Sometimes, though, such weather brings about more jovial moods. The rain spirits are a mixture or power between the planes of Water and Air. Calling upon storms that make people swell and having magics which cause similar effects, these spirits like to bring about small bits of chaos. They’re not entirely a negative force, as they often bring rain to places experiencing droughts or dry spells even as they spread unrest.

Flabby Fae



Mirror Knight

Medium humanoid (Eladrin), neutral


  • Armor Class 20 (plate mail and shield)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.
  • Bulk limit 450/675/900, Avg. weight 130 lbs. (100 lbs. base), Stomach Capacity 6 lbs.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

  • Saving Throws Con +4, Wis +2 Skills Eating +4
  • Senses passive Perception 10
  • Languages Common, Sylvan
  • Challenge 4 (1100 XP)

Fey Bravery. The mirror knight has advantage on saving throws against being frightened and charmed.

Actions

Multiattack. The knight makes two melee attacks.

Vöxturite Longsword. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, plus target fattens for 7 (2d6) pounds.

Vöxturite Longsword (Two Handed). Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage, target fattens for 7 (2d6) pounds.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Mirror Shield (1/day). The Mirror Knight adds 2 to its AC against one ranged spell attack that would hit. If the spell attack misses due to this reaction, the damage is reflected back at the caster. To do so, the knight must see the attacker and be wielding a shield.

Bonus Actions

Fey Step (1/day). The mirror knight teleports up to 30 ft to an unoccupied space they can see.



Mountain Dryad

Huge fey, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 172 (15d12+75)
  • Speed 40 ft., 30 ft. burrow.
  • Bulk limit 2940/4410/5880, Avg Weight 4000 lbs. (2700 lbs. base), Stomach Capacity 44 lbs.

STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 20 (+5) 14 (+2) 18 (+4) 18 (+4)

  • Saving Throws Con +9, Cha +8
  • Skills Athletics +13, Intimidation +8, Perception +12, Stealth +5
  • Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from non-magical attacks
  • Damage Immunities cold, poison
  • Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., tremor sense 60 ft., passive Perception 22
  • Languages Sylvan, Terran
  • Challenge 11 (7200 XP)

Earth Glide. The mountain dryad can burrow through non magical, unworked earth and stone. While doing so, the dryad doesn’t disturb the material it moves through.

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

Siege Monster. The mountain dryad deals double damage to objects and structures.

Living Garden. Forever growing on the shrubbery the dryad is composed of are small blue Goodberries. There are enough of them growing that a hundred can be eaten from the Dryad's shrubbery extensions each turn.

(Variant) Juicy Garden. Sometimes berries grow differently, the variation being called Snowberry Dryads, and cause a target to Bloat with berry juice instead of gain weight when the goodberry surge is triggered.

Innate Spellcasting. The mountain dryad’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The dryad can innately cast the following spells, not requiring the material components of the spells:

  • At Will: druidcraft, feed, immobilize person
  • 3/day each: entangle, fat surge, shape stone, redirect repast
  • 1/day each: pass without trace, nature’s bounty, transmute stone, cloudswell

Actions

Multiattack.*** The dryad makes 2 slam attacks.

Crush. All creatures in a 15 ft cube behind the Giant must make a DC 16 Dexterity Saving throw or be pinned under the Dryads body. When the Dryad does this, it is knocked Prone. On a successful save, the target is not fully pinned un--der the dryad, the space of the dryad counting as difficult terrain. On a failed save, the target is prone, and restrained (Escape DC 16), restrained, and is forcefed 3d6 lbs. of goodberries. At the start of its turn, a creature must make a Constitution saving throw or be forcefed 3d6 goodberries, half as much on a successful save.

Slam. Melee Weapon Attack: +13, reach 10 ft., one target. Hit: 31 (4d10+9) bludgeoning damage. Target fattens for double damage taken.

Rock. Ranged Weapon Attack: +13, range 60/240, one target. Hit: 31 (4d10+9) bludgeoning damage. Target fattens for double damage taken.

Mountain’s Bounty (1/Day). The mountain dryad emits a magical aura that radiates out from it for 1 minute. Each creature that starts its turn within 30 feet of the dryad must succeed on a DC 16 Charisma saving throw or be charmed for 1 minute. A charmed creature is ravenous and, if it is more than 5 feet away from the mountain dryad, it must move on its turn toward the dryad by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the dryad, it can repeat the saving throw. While charmed within 5 feet of the dryad, they consume the good berries growing on the dryad using their eating action, they can eat as many berries as they would lbs. of food they normally would.

Mountain Dryad

The once towering mountains housed these dryads, who held great joy in watching the sun rise over their beautiful peaks. But now, their home is lost, replaced by this flat forest. They lament the loss of their home, seeking out the highest peaks, coming into conflict with other like minded inhabitants of these lands. But, these dryads figure that if they no longer have mountains, they may simply make new mountains. With the prolific fattening magics of these lands, the Dryads fatten themselves, as well as others to titanic proportions, to become new mountains for the Dryads to live on, and delight in. Is it really that bad of a fate, to be doted on forever by a caring nature lady, at the cost of your limbs and mobility?



Overgrowth Dryad

Medium fey, neutral


  • Armor Class 10 (15 with barkskin)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.
  • Bulk Limit 180/270/360, Avg. Weight 200 lbs (90 base), Stomach Capacity 4 lbs

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

  • Saving Throws Cha +6
  • Skills Perception +5, Stealth +4
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 3 (700 XP)

Innate Spellcating. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft, goodberry

3/day each: Syrup Trap, Immobilize Person

1/day each: barkskin, Weighing Ward, Hypnotic Hunger

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

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

Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

Overgrowth. Any food consumed or created within 100ft of the Dryad is effected by her overflowing bounty. This effect causes any creature that consumes food in the presence of the Dryad to instantly gain one pound of fat for each pound of food or drink they consume for any reason.

Due to the bountiful nature the Dryad, her home grove is always overflowing with bountifully growing plants. Fruit and vegetables of fattening quality are always around and present in arm's reach to anyone within the grove. Any taken food will instantly regrow the next round, effectively making an infinite supply.

Actions

Fattening Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.

In addition, a humanoid affected by this is overtaken with a desire to share the Dryad's overgrown bounty with others. They will use any abilities they can to feed and fatten anyone other than the Dryad. If they have no such abilities, they will attempt to feed targets with the fattening quality food around them. If there are no other targets than the Dryad, they will proceed to feed and fatten themselves unless instructed otherwise by the Dryad.

Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.

The dryad can have no more than one humanoid and up to three beasts charmed at a time.

Club. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Overgrowth Dryad

Those that travel in the lands where the plants grow lush and the animals are heavy with sustenance, one might hear voices deep in forest, or glimpse a shapely heavy form among the trunks. Drawing closer will bring you to the home of an Overgrowth Dryad.

Like their thinner sisters, these fae are protectors of the forest. However this kind is at home in places blessed by life magic and abundance, becoming a reflection of the overflowing energy around them. They have all the of the abilities of a regular dryad, as well as an extra few to help them spread the overgrowth to any passerby and make sure they enjoy a healthy plumpness as all creatures deserve.



Stuffing Siren

Medium Fey (Shapechanger), Chaotic Neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 75 (10d8+30)
  • Speed 10 ft., 40 ft swim
  • Bulk Limit 120/240/360, Avg. Weight 200 lbs (100 base), Stomach Capacity 5 lbs

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 20 (+5)

  • Saving Throws Wis +3, Cha +7
  • Skills Deception +7, Performance +7, Persuasion +7, Stealth +5
  • Damage Resistances Fire; Bludgeoning, Piercing, and Slashing damage from non-magical weapons
  • Senses passive Perception 11
  • Languages Common, Sylvan, Aquan
  • Challenge 4 (1100 XP)

Shapechanger The stuff Siren is able to alter it’s form to look like any humanoid it would desire and think would appear attractive to those it wished to lure. While shape-changed it loses its swim speed and gains a walking speed of 30 ft.

Adept Swimmer The Siren can use its bonus action to dash while in the water.

Innate Spellcasting The Sirens innate spellcasting modifier is Charisma (+7 to hit, DC 15). The Siren can cast the following spells, ignoring material components At will: Abyssal Stomach, Stretch Stomach

Actions

Multiattack The Stuffing Siren can make two Claw attacks Claw Melee Weapon Attack: +6, 5 ft reach, one target. Hit: 11 (2d8+2) Slashing damage. Target is fed half as much damage with fatty food.

Stuffing Song The Stuff Siren lets out a beautiful melody which enthralls those who can hear it within 100 feet. When listening to the song, the creature must make a DC 14 Wisdom saving throw or be Charmed by the Stuff Siren. While charmed by the Siren, the creature is magically filled with food. At the start of every turn the creature finds an additional 2d8 pounds of fatty food in its stomach. At the end of every turn the creature may remake the save. The creature may remake the save if they take any damage, other than Overeating damage. Once a creature succeeds their save they cannot be affected by a Stuff Sirens Stuffing Song for 24 hours. If a creature would take overstuffing damage while charmed in this way, they are under the siren's thrall, becoming charmed by them for the next 24 hours.

Stuffing Siren

These creatures are beings of song and temptation, bound to beautiful places near water. They take the form of attractive humanoids and sit by water fronts, as they are bound to the water, and knowing that all life is attracted to water. Their songs are infused with lipomantic energies which lul their targets and most curiously, fills them up with food. They delight in nothing more than finding humanoids entering their territory, and stuffing them up beyond their ability to contain, and having them around to dote on as blubbery companions. On occasion they find joy in tricking those who enter their domain into giving themselves up willingly. The one weakness of these creatures is they cannot leave without being in contact with water.

Fleshy Fiends



Chunking Chasme

Medium fiend, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 84 (13d10+13)
  • Speed 20 ft., fly 60 ft.
  • Bulk N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 11 (+0) 11 (+0) 14 (+0) 10 (+0)

  • Saving Throws Dex +7, Wis +5
  • Skills Perception +5
  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 6 (2300 XP)

Drone The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn within 30 feet of the chasme must succeed on a DC13 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.

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

Spider Climb. The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Filling Proboscis. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 14 (4d4+3) piercing damage plus target is fed 14 (4d6) pounds of fatty food. A target fed this way must make a DC 14 Wisdom saving throw or gain a point of corruption.

Sleepy Proboscis. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: Target is fed 21 (6d6) pounds of fatty food. This attack can only be used on a restrained, helpless, or sleeping target. The creature also makes a DC 14 Wisdom saving throw, gaining 2 points of corruption on a failure or 1 on a success. This attack, along with any stuffing damage it causes, does not wake sleeping creatures.



Demonic Nupperibo

Medium Fiend (Devil), Lawful Evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 11 (2d8+3)
  • Speed 20 ft.
  • Bulk Limit 145/290/435, Avg. Weight 300 lbs (100 base), Stomach Capacity 3 lbs

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 13 (+1) 3 (-4) 8 (-1) 1 (-5)

  • Skills Perception +1
  • Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Fire, Poison
  • Condition Immunities Blinded, Charmed, Frightened, Poisoned
  • Senses Darkvision 60ft, passive Perception 11
  • Languages Infernal
  • Challenge 1/2 (100 XP)

Hunger Driven In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Indolence within the previous 24 hours.

Actions

Cloud of Indolence Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more Nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) necrotic damage and fattens for twice the result.

Bite Melee Weapon Attack: +5, 5 ft Reach, one target. Hit: 6 (1d6+3) Piercing damage. A creature slims equal to damage dealt.

Demonic Nupperibo

One of the lowest forms of fiend, this demonic variation of a Nupperibo is more insidious than the grotesque creatures that the devils dreamed up. Nupperibos of demonic origins take on the form of naked flabby women with clear fiendish features and covered in mud and dirt. This is a hint to the true nature of the beasts, as when slain, they melt back into mud, never truly alive outside of their hunger.



Feed Fiend

Small friend, Lawful Evil


  • Armor Class 13
  • Hit Points 13 (3d8+6)
  • Speed 20 ft., 40 ft Fly
  • Bulk limit 157, Avg. Weight 20 lbs. (8 lbs base), Stomach Capacity 3 lbs

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 15 (+2) 11 (+0) 12 (+1) 14 (+2)

  • Skills deception +4, eating +4, insight +3, persuasion +4, stealth +5
  • Damage Resistances Cold; Bludgeoning, Piercing, and Slashing damage from non-magical attacks that aren’t silver
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Dark vision 120 ft, passive Perception 11
  • Languages Infernal Common
  • Challenge 1 (200 XP)

Devil Sight Magical darkness does not impede it’s darkvision

Magic Resistance The Feed Fiend has advantage on saving throws against magical effects

Actions

Feed Ranged attack: +4, Range 120 ft The Feed Fiend uses an action to cast the feed spell with one ray (1d8 fattening food)

Sleepy Sting. Melee Weapon Attack: +5, Reach 5 ft, one target Hit: 5 (1d4 + 3) piercing damage. The target must make a DC 12 Con save or fall into a magical sleep. This sleep lasts for 1 minute. At the end of it’s turn the target remakes the save. Another creature can use it’s action to wake the creature. The target wakes up if it takes any damage.

Invisibility The Feed Fiend magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the Feed Fiend wears or carries is invisible with it.

Feed Fiend

A small, chubby fiend. They delight in watching those around them grow fat and lazy with indulgence, and revel in putting others to sleep, before cramming them full of food. They serve under greater fiendish powers, like fatlings or Fatcubus's. On occasion, they form pacts with Warlocks, becoming familiars, if only to watch such a willing dive into corruption.



Fiendish Heavyweight

Medium Fiend, Chaotic Evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 102 (12d8+48)
  • Speed 30 ft.
  • Bulk Limit 190/380/570, Avg. Weight 400 lbs (120 base), Stomach Capacity 9 lbs

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 16 (+3)

  • Saving Throws Str +7, Con +7
  • Skills Athletics +10, Eating +7, Performance +6
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120ft, passive Perception 10
  • Languages Common, Abyssal
  • Challenge 6 (2300 XP)

ED&D Limits

Heavy Weight The Heavyweights speed is not reduced from Impeded, and retains a five foot movement speed when immobile.

Thicker Thighs The DC for the Heavyweights saving throws and attack bonuses are increased by 2 for every bulk limit over Burdened the Heavyweight reaches.

Actions

Multiattack The Fiendish Heavyweight makes two attacks Hip Slam Melee Weapon Attack: +8, Reach 5 ft, one target. Hit: 11 (3d6+4) Bludgeoning damage. The Heavyweight slams her meaty hips into the target, forcing them to make a DC 14 Strength save to resist being knocked prone.

Smother Melee Weapon Attack: +8, Reach 5 ft, one target. Hit: 14 (3d6+4) bludgeoning damage. The Fiendish Heavyweight also fattens for four times the damage dealt. If not already grappling a creature in this way, the Heavyweight wraps her soft thighs around the head of a prone creature her, grappling them in between (escape DC 14) While grappled this way, the target is restrained, blinded and is suffocating. Additionally, at the start of their turn, the creature must make a DC 13 Wisdom save. On a failure, they cannot escape due to a lack of desire to do so, and gain 1 point of corruption.

Fiendish Heavyweight

What's more dangerous than a demon? How about one that makes you want her punishment. These devil temptresses use their surprisingly powerful muscles to trap people in pillowy softness. It's such an inviting place that the creatures stuck there might not even wish to leave, even as their air runs out and the fiend above only grows softer and more inviting. To some, death is worth the weight.



Voracious Vrock

Large fiend (demon), chaotic evil


  • Armor Class 15 (natural)
  • Hit Points 104 (11d10+44)
  • Speed 40 ft., fly 60 ft.
  • Bulk limit N/A, Stomach Capacity 24 lbs.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1)

  • Saving Throws Dex +5, Wis +4, Cha +2
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 6 (2300 XP)

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

Actions

Multiattack. The vrock makes two attacks: one with its beak and one with its talons.

Talons. Melee Weapon Attack: +6, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage. Target fattens for twice the damage dealt.

Stuffing Spores (Recharge 6). A 15­-foot­-radius cloud of expanding spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target eats 5 (1d10) Fattening Food at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

Call to Feast (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be ravenous until the end of the vrock's next turn, as well as gain 1 point of corruption.

Voracious Vrock

Normally winged creatures of bloodlust and battle, Vrocks are massive winged demons. This particular variant was produced after extended time on Avarice’s layer of the Abyss. While it will still very much do battle and kill as it likes, The Voracious Vrock feeds off of latent gluttonous energies that it inspires in its prey. And so it does what it can to create whole regions of rampant indulgence so it can in turn be satiated.

Glutted Giants



Fatling Giant

Huge fiend, chaotic neutral (50%) or any evil (50%)


  • Armor Class 16 (natural armor)
  • Hit Points 161 (14d12+70)
  • Speed 40 ft., fly 60ft.
  • Bulk limit N/A, Avg. Weight 9,600 lbs. (1,920 base), Stomach Capacity 44 lbs

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 10 (+0) 14 (+2) 18 (+4)

  • Saving Throws Con +9, Cha +8
  • Skills athletics +10, deception +8, eating +8, intimidation +8, perception +6
  • Damage Resistances cold, lightning, poison; bludgeoning, piercing, and slashing from non magical weapons; bludgeoning damage from overeating
  • Damage Immunities fire
  • Condition Immunities
  • Senses darkvision 60 ft, passive Perception 10
  • Languages Abyssal, Giant, Infernal
  • Challenge 0 (0 XP)

Insatiable The fatling giant has proficiency in the Eating skill.

Keen Smell The giant has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting The fatling giant's spellcasting ability is Charisma (spell save DC 16). The giant can innately cast the following spells, requiring no material components:

At will: Create Fattening Food and Drink (one 20 lb. Meal at a time), Fattening Jest, Hypnotic Hunger, Abyssal Stomach

3/day each: Fat Surge, Sexual Hypnotism

1/day each: plane shift (self only), Narce’s Hypnotic Trance

Unburdened The fatling giant is unburdened by its size, no matter how fat it gets. The fatling giant does not have a bulk limit.

Actions

Multiattack. The fatling giant makes two greatfork attacks or uses its Fat Ray twice.

Greatfork. Melee Weapon Attack: +10, Reach 10 ft, one target Hit: 19 (4d6 + 5) piercing damage, or 33 (4d8 + 8) damage instead if the Fatling Giant uses two hands to make a melee attack. Adds fat equal to double the damage dealt to the target.

Fat Ray. Ranged Weapon Attack: +8, Range 120 ft, one target Hit: 17 (5d6) force damage. Adds fat equal to double the damage dealt to the target.

Fattening Kiss. The fatling giant kisses a creature charmed by it or a willing creature. The target must make a DC 16 Constitution saving throw against this magic, gaining 3d100 lbs of fat on a failed save, or half as much on a successful one.

Fiendish Charm. One humanoid the fatling giant can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fatling giant's spoken commands.If the target suffers any harm from the fatling giant or another creature or receives a suicidal command from the fatling giant, the target can repeat the saving throw,ending the effect on itself on a success. If the charm ends, the creature is immune to the fatling giant's Fiendish Charm for the next 24 hours.The fatling giant can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Fatling Giant

Just as fatlings can be part human, part halfing, part tiefling, or part dragonborn, it is just as possible, if rather unlikely, a fatling can be part giant. Fatling giants share the same propensity for fatness and gluttony as their smaller cousins but on a fundamentally larger scale. Frequently around twenty-two feet tall, fatling giants carry themselves with blubbery enormity, and the magic in their blood, such as their ability to summon small feasts and fire beams of fattening energy, was similarly enhanced with their larger needs. Similarly to the normal fatcubi, fatling giants usually prefer to work to make themselves and those around them (but mostly themselves) as satisfied and fat as they can, but those that ally themselves with their fatcubus parent make for impressively strong allies.

They are most commonly descended from cloud giants as the decadent lifestyle of cloud giants makes them easier targets, already being versed in abundance and greed having the capacity to be corrupted. Some fatcubi also appreciate and respect the cloud giants’ trickster blood out of a similar inclination for causing mischief. Fatling giants are sometimes, but less frequently, descended from fire giants charmed by fatcubi that convinced them to take respite from the militaristic throes of their usual life, allowing the fatcubus to relish in the corruption of the once disciplined warrior into a hungry, complacent lump.

Other giants rarely, if ever, sire fatling giants; stone giants and storm giants are harder to find than a fatling would care to try to search for, often hiding in deep, obscure caves or at the far reaches of the skies or depths of the seas. Hill giants also rarely make fatling giants, as while they are impressive gluttons and rotund to the fatcubus’s tastes, they also have garish mannerisms, a brute, unrefined palate, and are just as likely to crush the fatcubus for entertainment or for lunch as they are to listen to them.



Fire Giant Flux Mage

Huge giant, lawful evil


  • Armor Class 16 (brawn brace)
  • Hit Points 172 (15d12 + 75)
  • Speed 40 ft.
  • Bulk Average weight 3600 lbs (2400 lbs bulk, 1200 lbs base), limits 4800/7200/9600

STR DEX CON INT WIS CHA
21 (+5) 11 (+1) 20 (+5) 18 (+4) 12 (+1) 9 (-1)

  • Saving Throws Con +8, Int +6, Wis +5
  • Skills Athletics +8, Perception +5
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Giant
  • Challenge 11 (7,200 XP)

Burden the Small. As a bonus action, the Flux Mage can designate a creature within 60 feet of it to make a DC 16 Constitution Saving throw. If the target fails, a magical link connects it to the Mage until the end of the Mage’s next turn. Any bulk the Flux Mage gains flows along the link to the other creature, causing the Mage to fatten half as much as they would have, and for the target to fatten for the other half instead.

Brawn Brace. The Giant’s muscles are dense and powerful enough to provide a strong defense, adding their Constitution modifier to their AC

Myosurging. The Flux Mage has mastered the art of empowering themself with muscle magic. For each 100 lbs of muscle the Mage gains, they deal an additional +2 damage with any weapon attacks they use. This effect resets at the end of each long rest as the built up myomancy leaves their bodies.

Spellcasting. The giant is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following Wizard spells prepared:

Cantrips (at will): Atha’s Uppercut, fire bolt, light, mage hand, mending, prestidigitation 1st level (4 slots): Induce Aggression, Mighty Flex, Feed 2nd level (3 slots): Siphoning Smite, Weighing Ward 3rd level (3 slots): Fury, Drink Strength 4th level (3 slots): Fabling Bolt, Embulking Smite 5th level (2 slots): Fat Surge, Portly Portent 6th level (1 slot): Investiture of Fat 7th level (1 slot): Power Word: Fatten

Actions

Multiattack. The giant makes two fist attacks or one fist and one rock attack.

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 5) bludgeoning damage.

Fire Giant Flux Mage

Fire giants are known for not only desiring strength, but pursuing it doggedly, while wishing to force weakness on their enemies with an almost cruel glee. Wielding spells of muscle and fat magic, as well as the fire in their blood, Flux Mages fatten their foes while strengthening themselves to show enemies how truly out matched they are.



Lipo Troll

Large Giant, Chaotic Evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 84 (8d10+40)
  • Speed 30 ft.
  • Bulk Limit 570/855/1140, Stomach Capacity 30 lbs

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

  • Skills Perception +2
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Giant
  • Challenge 5 (1800 XP)

Ability

Keen Smell. The Lipo Troll has advantage on Wisdom (Perception) checks that rely on smell.

Lipo-Regeneration. The troll regains 10 hit points at the start of its turn and digest all of the food in its stomach. If the troll takes slimming or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The troll makes three attack: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, Reach 5 ft., One target. Hit: 7 (1d6 + 4) slashing damage. Targets hit by this attack slim for an amount equal to the damage dealt and the Lipotroll regains half as much health.

Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft., One target. Hit: 7 (1d6 + 4) slashing damage. Targets hit by this attack fatten for the total damage dealt. The first time a creature is hit per turn they must make a Wisdom save (DC 14) or gain 1 point of corruption.



Stone Giant Rocker

Huge giant, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 138 (12d12+60)
  • Speed 20 ft.
  • Bulk Bulk Limit 10,320/15,480/20,640, Avg. Weight 2250 lbs (750 flex) (1500 base), Stomach Capacity 112

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 6 (-2) 12 (+1) 9 (-1)

  • Saving Throws Str +9, Dex +5, Con +8
  • Skills Athletics +12, Perception +4
  • Damage Resistances fire
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Giant
  • Challenge 8 (3900 XP)

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Flame-Retardant Runes. As a means of protection against its intended opponents, the Giant’s body is etched with runes of fire protection, giving it resistance to fire damage.

Actions

Multiattack. The Rocker makes two Surgeblood Tosses, or two grabs, or a rock substitute attack.

Surgeblood Boulder Toss. Ranged Weapon Attack: +9 to hit, range 150/600, one target. Hit: 24 (4d8+6) bludgeoning damage. Swell for 2x damage dealt due to surgeblood dust filling the air at impact. Target must make a DC17 Strength check or be knocked prone.

Rock Substitute. Ranged Weapon Attack: +9 to hit, range 50/100, one target. Hit: 28 (5d8+6) bludgeoning damage. The Giant throws one grappled target of large size or smaller at another creature. On hit, the target and the grappled creature take 5d8+6 bludgeoning damage, and the grappled target is placed on an adjacent tile. On a miss, the grappled creature takes 5d8+6 bludgeoning damage and is placed on an adjacent tile.

Grab. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. Swell for 2x damage dealt due to surgeblood dust caking the Giant’s hands. Target is grappled (escape DC 16) and while grappled in this way, the target is restrained. The Giant can grapple two creatures in this way.

Reactions

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Stone Giant Rocker

With tensions between the castes of giant at an all-time high, the smarter of the tribes have started fielding specialists to work against the others. The Stone Giant Rocker, despite its reduced intelligence due to working extensively with surgeblood, has seen good results against its intended quarry - Fire Giants - due to the greatly increased strength granted by the mentioned surgeblood. Uniquely suited to both ambushing and point defense roles, they are known to sit in somewhat befuddled silence for days on end before spotting something it would rather not have in its clan’s territory, and proceeding to destroy it in a hail of boulders… and anything else that’s conveniently to hand.



Swolgre

Large giant, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 85 (10d10+30)
  • Speed 40 ft.
  • Bulk Bulk 1140/1710/2280, Flex 900/1350/1800, Avg weight 1450 lbs (500 lbs flex) (950 base)

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 8 (-1)

  • Saving Throws Str +9, Con +6, Wis +1
  • Skills Athletics +12
  • Damage Immunities bludgeoning, piercing, slashing from non-magical weapons
  • Senses darkvision 60 ft, passive Perception 8
  • Languages Common, Giant
  • Challenge 5 (1800 XP)

Leap. The Swolgre can jump to immense heights with its powerful legs. It can leap as part of its movement by expending a bonus action. This leap allows it to land anywhere it can reach by regular movement and only incurs attacks of opportunity where it started and where it lands if it would at all.

Actions

Multiattack. The Swolgre makes two melee attacks and one rock attack.

Surge Dusted Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage. Additionally, the target swells for the damage dealt, and must make a DC 15 Athletics check or be knocked back 10 ft.

Rock. Ranged Weapon Attack: +9 to hit, range 40/80 ft, one target. Hit: 10 (1d8+6) bludgeoning damage

Big Rock. Ranged Weapon Attack: +9 to hit, range 60 ft, all targets in a 10 ft. square in range. Hit: 20 (4d6+6) bludgeoning damage.

Hungering Humanoids



Lipomancer (Sorcerer)

Medium humanoid (any), any alignment


  • Armor Class 15 (mage armor)
  • Hit Points 41 (9d6+18)
  • Speed 30 ft.
  • Bulk Limit 390/585/780, Avg. Weight 380 (Base varies with race, 110 is good avg), Stomach Capacity 5 lbs

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 12 (+0) 9 (-1) 18 (+4)

  • Skills Arcana +4, Medicine +1
  • Senses passive Perception 9
  • Languages Common, Draconic
  • Challenge 7 (2900 XP)

Sorcery Points. The sorcerer has 9 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:

Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.

Widening Spell: When you cast a spell, you can spend 1 sorcery points to cause each creature affected to temporarily gain weight. Each creature doubles in weight until the end of your next turn. While they are fattened, their speed is halved as they adjust to their expanded bodies.

Spellcasting The sorcerer is a 9th-level spellcaster. Its spellcasting ability is Charisma (Save save DC 16, +8 to hit with spell attacks). The sorcerer has the following spells prepared:

Cantrips (at will): Flabshock, Mage Hand, Poison Spray, Word of Feasting

1st level (4 slots): Feed, Mage Armor, Shield, Detect Magic

2nd level (3 slots): Immobilize Person, Narce’s Fatness Arrow

3rd level (3 slots): Abyssal Stomach, Fat Feedback, Hypnotic Hunger

4th level (3 slots): Fatball, Softskin

5th level (1 slot): Fat surge

Actions

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



Maarthuken Priestess

Medium Humanoid (Hobgoblin), Lawful Evil


  • Armor Class 15 (Plate)
  • Hit Points 105 (14d8+42)
  • Speed 15 ft. (Impeded)
  • Bulk Limits: Burdened 225/Impeded 337/Immobile 450, Stomach Capacity 8 lbs

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 14 (+2)

  • Saving Throws Wis +6, Cha +5
  • Skills Insight +6, Persuasion +5, Eating +6
  • Condition Immunities
  • Senses passive Perception 10
  • Languages Goblin, Common
  • Challenge 5 (1800 XP)

Spellcasting. The Priestess is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The Priestess has the following spells prepared:

Cantrips (at will): Sacred Flame, Guidance, Light, Word of Feasting

1st level (4 slots): Bless, Cure Wounds, Healing Word, Feed

2nd level (3 slots): Aid, Spike Growth, Abyssal Stomach

3rd level (3 slots): Mass Healing Word, Spirit Guardians

4th level (2 slots): Nature's Bounty, Guardian of Nature

Indulgent Presence. While within 60 ft. of the Priestess, any effect or spell that would cause weight gain is doubled.

Actions

Vox Mace. Melee Weapon Attack: +5 to hit, Reach 5 ft., One target. Hit: 5 (1d6+2) bludgeoning damage. Target fattens for double damage taken.


Reactions

Protect Me! If the Priestess is targeted by an attack and they have an ally within 5 ft of them, their ally takes the attack instead of them.

Maarthuuken Priestess

Decadent and resplendent, these obese clerics hailing of the Maarthuuken clan fuse the powers of lipomancy, clerical magics, druidic powers, and a hint of bardic inspiration. While willing to go into battle, portions of their cowardice comes through. What good is decadence if others aren't around to support you.



Maarthuuken Resplendent Form

Medium humanoid (hobgoblin), lawful evil


  • Armor Class 15 (skimpy leather armor)
  • Hit Points 75 (10d8+30)
  • Speed 30 ft.
  • Bulk Limit 203/304/405, Avg. Weight 440 lbs (Base 110 lbs), Stomach Capacity 8

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 17 (+3) 10 (+0) 14 (+2) 18 (+4)

  • Saving Throws Dex +6, Cha +7
  • Skills Acrobatics +6, Deception +7, Insight +5, Performance +7, Persuasion +7, Eating +6
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Goblin, Common
  • Challenge 7 (2900 XP)

Burdened. The Resplendent Form has Disadvantage on checks and saving throws made to resist gaining exhaustion.

Adore Me! Over the course of 1 minute, the Resplendent form puts on an alluring display of flesh. Once the minute has passed, they may choose up to 7 humanoids within 60 ft of it to make a DC 15 Wisdom saving throw or be charmed. While charmed this way the targets regard the Resplendent Form highly, and will defend them in any means except for violence. This effect lasts for an hour, until the target takes damage, if the target is attacked by the Resplendent Form or its allies.

Bardic Inspiration. The Resplendent Form has 4 charges of inspiration.

Spellcasting. The Maarthuuken Resplendent Form is a 10th level spell caster. It’s spell casting ability is Charisma (Spellsave DC 15, +7 to hit with spell attacks). The Resplendent Form has the following spells prepared:

Cantrips (at will): Vicious Mockery, Mage Hand, Message, Thunderclap

1st level (4 slots): Unseen Servant, Feed, Fattening Jest

2nd level (3 slots): Zone of Truth, Hold Person, See Invisibility

3rd level (3 slots): Abyssal Stomach, Expanding Edict, Doughify

4th level (3 slots): Dimension Door, Create Fattening Food and Drink, Endless Capacity

5th level (2 slots): Mass Cure Wounds, Dominate Person

Actions

Vox Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. Target fattens for double the damage dealt.

Battle Dance. The Resplendent Form can expend 2 uses of their bardic inspiration to grant a willing ally an extra action on their turn. A creature can only be targeted by this ability once per long rest.

Bonus Actions

Inspiration! The Resplendent Form can inspire an ally within 60 ft of it that can hear it as a bonus action. For the next 10 minutes the target can add 1d10 to one ability check, attack roll, or saving throw they make.

Reactions

Protect Me! If the Resplendent Form is targeted by an attack and they have an ally within 5 ft of them, their ally takes the attack instead of them.



Rage Mage

Medium humanoid, chaotic evil


  • Armor Class 16 (Scale Mail and Shield)
  • Hit Points 40 (6d8+12)
  • Speed 30 ft.
  • Bulk Bulk limit 210/315/420, Flex limit 180/270/360, Avg Weight 180 lbs (30 flex) (150 base), Stomach Capacity 4 lbs base

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1)

  • Saving Throws Wis +5
  • Skills Athletics +4
  • Damage Resistances fire
  • Senses passive Perception 13
  • Languages Goblin
  • Challenge 3 (700 XP)

Spellcasting. The mage is a 5th-level spellcaster. Its spellcasting ability is Wisdom (Save save DC 13, +5 to hit with spell attacks). The mage has the following spells prepared: Cantrips (at will): Atha’s Uppercut, Sacred Flame 1st level (4 slots): Bane, Guiding Bolt, Induce Aggression, Mighty Flex 2nd level (3 slots): Spiritual Weapon 3rd level (2 slots): Fury

Actions

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 2 (1d4) fire damage. Target swells for twice the damage dealt.



Supreme Lipomancer (Sorcerer)

Medium humanoid (any race), any alignment


  • Armor Class 14 (17 with mage armor)
  • Hit Points 161 (19d10+56)
  • Speed 20 ft.
  • Bulk limit 850 lbs., Avg. Weight 1300 lbs.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 18 (+4) 12 (+1) 9 (-1) 20 (+5)

  • Saving Throws Con +8, Cha +9
  • Skills Arcana +5, Eating +9, History +5, Perception +5
  • Senses passive Perception 15
  • Languages common, Draconic
  • Challenge 10 (5,900 XP)

Sorcery Points The sorcerer has 15 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:

Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the sorcerer can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.

Widening Spell: When you cast a spell, you can spend 1 sorcery points to cause each creature affected to temporarily gain weight. Each creature doubles in weight until the end of your next turn. While they are fattened, their speed is halved as they adjust to their expanded bodies.

Twinned Spell: When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell

Spellcasting. The lipomancer is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The lipomancer has the following Sorcerer spells prepared:

Cantrips (at will): flabshock, light, mage hand, prestidigtation

1st level (4 slots): Detect Magic, Feed, Mage Armor, Shield

2nd level (3 slots): Immobilize Person, Hungering Curse

3rd level (3 slots): Abyssal Stomach, Counter Spell, Weighty Retaliation, Swell Ego

4th level (3 slots): Fatball, Caged Capacity

5th level (2 slot): Fat Surge

6th level (1 slot): Blobbify

7th level (1 slot): Power Word: Fatten

8th level (1 slot): Power Word: Stun

Actions

Antique Blue Longsword. Melee: +9 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage plus 11 (2d6+4) lightning damage The target also gains weight equal to double the lightning damage.

Legendary Actions

The Supreme Lipomancer can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Lipomancer regains spent legendary actions at the start of her turn.

Cantrip. The Lipomancer casts a cantrip.

Cast a Spell. (costs 2 Actions). The Lipomancer casts one of her spells.

Sudden Transference (Costs 2 Actions). The Lipomancer Selects a random target within 30 feet of her. If that target fails a DC 14 Wisdom Saving throw, they gain 2d100 pounds that she loses, and regain 2d10 health.

Sudden Self Transference (Costs 2 Actions). The Lipomancer Selects a target in 60ft of her, and gains 2d100 pounds that the target loses, and she regains 3d10 health. A creature may make a DC 16 Constitution save to avoid losing weight, and preventing the effect.



Surge Warrior

Medium Humanoid (Hobgoblin), Chaotic Evil


  • Armor Class 15 (Breast Plate)
  • Hit Points 60 (8d8+24)
  • Speed 40 ft.
  • Bulk Bulk 255/382/510, Flex 225/382/510, Avg. Weight 240 lbs (90 lbs flex) (150 base), Stomach capacity 5

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 9 (-1) 10 (+0) 9 (-1)

  • Saving Throws Str +7
  • Skills Athletics +7
  • Senses Darkvision 60 ft, passive Perception 10
  • Languages Goblin
  • Challenge 4 (1100 XP)

Reckless At the start of its turn, the Surge Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Bloody Momentum The Surge Warrior falls into a battle frenzy once the killing starts. If it can land a hit on a creature with any attacks, it gains resistance to bludgeoning, piercing, and slashing damage until the start of it's next turn

Actions

Surge Blood Greataxe Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 10 (1d12+4) slashing damage, and the target swells 7 (2d6) lbs of muscle. Additionally, the target must make a DC 14 Wisdom saving throw. On a failed save, the target must use their next turn and movement to approach the nearest creature and make one melee attack against them.



Tin Bell Farmhand

Medium humanoid (auðumbla), any non-good


  • Armor Class 13 (lesser brand of “Chauntea”)
  • Hit Points 22 (4d8+4)
  • Speed 30 ft.
  • Bulk Limit 390/585/780, Avg. Weight 180 lbs (175 base), Stomach Capacity 3

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 8 (-1) 14 (+2) 8 (-1)

  • Skills Animal Handling +4, Athletics +4, Religion +1
  • Senses passive Perception 12
  • Languages Common, Auðumblan
  • Challenge 1/2 (100 XP)

Lesser Brand of “Chauntea.” This creature has been branded with a magical seal by the Cult of the Tin Bell. So long as the creature remains in good standing with the Cult, their AC is 13.

Cream of Compliance. This creature possesses special, magic imbued breast milk. Any creature that drinks that milk must make a DC 12 Constitution saving throw. On a failed save, the target has disadvantage on saving throws against being charmed until their next long rest as the milk relaxes the creature's mind and makes them magically susceptible to manipulation . On a success, the creature is immune to this effect for 24 hours except against another creature who also has this feature with a higher DC. In either case, the creature is unaware that this effect has occurred.

Actions

Multiattack. The Tin Bell Farmhand may make two attacks with their Pitchfork.

Pitchfork. Melee Weapon Attack: +4, reach 5 ft., One creature. Hit: 5 (1d6+2) piercing damage.

Bottle (Cream of Compliance. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) fattening food damage in the form of the creature’s Cream of Compliance. A willing creature is automatically hit, instead eating a number of pints equal to their Eating Modifier.

Tin Bell Farmhand

The backbone of the Tin Bell Cult, the Farmhands act as the basic infantry and workers. Since most males cannot produce milk normally, they tend to become Farmhands, though occasionally female auðumbla will be placed in this role as punishment or to accommodate weak milk produce. Instead of breastfeeding targets, they’re given bottles of the Cream of Compliance produced by the subservient “cattle,” hence their weaker potency.



Tin Bell Herd Hand

Medium humanoid (auðumbla), any non-good


  • Armor Class 15 (Brand of “Chauntea”)
  • Hit Points 65 (10d8+20)
  • Speed 30 ft.
  • Bulk Limit 480/720/960, Avg. Weight 190 (175 base) Stomach Capacity 4

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

  • Saving Throws Wis +4
  • Skills Animal Handling +4, Athletics +6, Religion +2
  • Senses passive Perception 12
  • Languages Common, Auðumblan
  • Challenge 4 (1100 XP)

Brand of “Chauntea.” This creature has been branded with a magical seal by the Cult of the Tin Bell. So long as the creature remains in good standing with the Cult, their AC is 15 and their Bullwhip deals an additional 2d4 radiant damage. Otherwise, the Bullwhip is a standard Whip.

Cream of Compliance. This creature possesses special, magic imbued breast milk. Any creature that drinks that milk must make a DC 14 Constitution saving throw. On a failed save, the target has disadvantage on saving throws against being charmed until their next long rest as the milk relaxes the creature's mind and makes them magically susceptible to manipulation . On a success, the creature is immune to this effect for 24 hours except against another creature who also has this feature with a higher DC. In either case, the creature is unaware that this effect has occurred.

Actions

Multiattack. The Tin Bell Herdhand either makes two attacks with their Bullwhip, or one Bullwhip grapple attack and one Breastfeed attack.

Bullwhip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) slashing damage plus 5 (2d4) radiant damage. Instead of dealing damage, the Tin Bell Herdhand can grapple the target (escape DC 14), optionally pulling the target 5 feet toward themself in a straight line.

Breastfeed (Cream of Compliance). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) fattening food damage in the form of the creature's Cream of Compliance. A willing creature is automatically hit, instead eating a number of pints equal to their Eating Modifier.

Tin Bell Herdhand

The Farmhands need firm direction to keep them on task. As such, those that can still produce milk but can also perform heavy lifting are given the role of Herdhand and given bullwhips. They are trained in a technique that allows them to lasso targets with their bullwhip, reel them in, and feed them the Cream of Compliance directly from their bosom.



Tin Bell Matron

Medium humanoid (auðumbla), any non-good


  • Armor Class 17 (greater brand of “Chauntea”)
  • Hit Points 110 (20d8+50)
  • Speed 30 ft.
  • Bulk Limit 405/607/810, Avg. Weight 245 (175 base), Stomach Capacity 4

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Wis +7
  • Skills Animal Handling +7, Persuasion +4, Religion +3
  • Senses passive Perception 14
  • Languages Common, Auðumblan
  • Challenge 6 (2300 XP)

Greater Brand of “Chauntea”. This creature has been branded with a magical seal by the Cult of the Tin Bell. So long as the creature remains in good standing with the Cult, their AC is 17 and their Bullwhip deals an additional 2d4 radiant damage. Otherwise, the Bullwhip is a standard Whip.

Cream of Compliance. This creature possesses special, magic imbued breast milk. Any creature that drinks that milk must make a DC 16 Constitution saving throw. On a failed save, the target has disadvantage on saving throws against being charmed until their next long rest as the milk relaxes the creature's mind and makes them magically susceptible to manipulation . On a success, the creature is immune to this effect for 24 hours except against another creature who also has this feature with a higher DC. In either case, the creature is unaware that this effect has occurred.

Spellcasting The Tin Bell Matron is a 8th-level spellcaster. Its spellcasting ability is Wisdom (Save save DC 15, +7 to hit with spell attacks). The Tin Bell Matron has the following spells prepared:

Cantrips (at will): Sex Appeal, Thaumaturgy, Word of Feasting

1st level (4 slots): Bane, Command, Heavy Smite

2nd level (3 slots): Aid, Asset Barrier, Calm Emotions

3rd level (3 slots): Bestow Curse, Conjure Animals, Overabundance

4th level (2 slots): Banishment, Compulsion, Sexual Hypnotism

Actions

Multiattack. The Tin Bell Matron makes three attacks with their Bullwhip, and may replace any subsequent attacks with a Breastfeed attack once a target is successfully grappled with Bullwhip.

Bullwhip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 (1d4+1) slashing damage plus 5 (2d4) radiant damage. Instead of dealing damage, the Tin Bell Matron can grapple the target (escape DC 12), optionally pulling the target 5 feet toward themself in a straight line.

Breastfeed (Cream of Compliance). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) fattening food damage in the form of the creature’s Cream of Compliance. A willing creature is automatically hit, instead eating a number of pints equal to their Eating Modifier.

Milk Spray. Ranged Weapon Attack: +5 to hit, range 20/60, one target. Hit: 7 (2d4+2) fattening food damage in the form of the creature’s Cream of Compliance.

Tin Bell Matron

If there was a proper field officer in the ranks of the Tin Bell, the Matrons must be them. Acting as field chaplains and commanding officers, the Matrons hand orders down from the Voice of Chauntae. These Matrons are entrusted with magical knowledge fueled by their zeal, as well as the same special bullwhip technique as the Herdhands. But most importantly, they’re imbued with magical power that increases their milk production and capacity, resulting in a remarkably exaggerated chest size.



Tin Bell Striker

Medium humanoid (auðumbla), any alignment


  • Armor Class 18 (branded armor of “Chauntea”)
  • Hit Points 135 (18d8+54)
  • Speed 30 ft.
  • Bulk limit 340/510/740, Avg Weight 200 lbs. (175 lbs. base), Stomach Capacity 8 lbs.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Animal Handling +3, Athletics +10, Eating +6, Intimidation +5
  • Senses passive Perception 11
  • Languages Common, Auðumblan
  • Challenge 8 (3900 XP)

Brave. The striker has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the striker hits with it (included in the attack).

Milk Froth Benefits. While frothing, the striker gains the following benefits if they aren't wearing heavy armor:

  • The striker has advantage on Strength checks and Strength saving throws.
  • When the striker makes a melee weapon attack using Strength, they gain a +2 bonus to the damage roll.

Milk Froth Detriments. When the contents of the striker are emptied while frothing (for example, via the Abyssal Stomach spell), the striker can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Actions

Multiattack. The striker makes three melee attacks or two ranged attacks.

Bell Strike. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.

Gore. Melee Weapon Attack: +7, reach 5 ft., one creature. Hit: 11 (2d4+6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Javelin. Melee Weapon Attack: +7, range 20/60 ft., one target. Hit: 13 (2d6+6) piercing damage.

Bonus Actions

Milk Froth. As a bonus action, the striker may willingly consume up to three pints of milk from one ally with the Cream of Compliance feature. As long as the striker has at least one pound of food in their stomach after drinking this milk, they may enter a frothing rage. They may enter the froth as a part of the same bonus action.

Tin Bell Striker

As the difficulties posed by the wilds and the adventurers of Windrest continue to increase, the Church of the Tin Bell has decided to deploy proper warriors to fight back against the encroaching danger. Carrying enormous bell strikers as weapons and wearing strangely revealing armor that radiates an odd, magical aura, the strikers are a formidable foe for anything that would dare to encroach upon Tin Bell territory.



Warlock of Avarice

Medium Humanoid (any race), Any Alignment


  • Armor Class 15 (Mage Armor)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft.
  • Bulk Limits 375/562/750, Avg Bulk 80 lbs (Base varies with race, 110 is good avg), Stomach Capacity 5

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)

  • Saving Throws Wis +4, Cha +7
  • Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
  • Damage Resistances slashing from nonmagical attacks not made with silvered weapons
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages Common, Abyssal
  • Challenge 7 (2900 XP)

Dark One’s Own Luck (1/R). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.

Innate Spellcasting. The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: At will: alter self, false life, levitate (self only), mage armor (self only), silent image 1/day each: feeblemind, finger of death, plane shift

Spellcasting. The warlock is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp

1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire

Actions

Meaty Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fat.



Wildling Shaman

Medium humanoid (gnoll), chaotic evil


  • Armor Class 17 (Studded Leather and Shield)
  • Hit Points 80 (12d8+24)
  • Speed 30 ft.
  • Bulk Bulk Limit 195/292/390, Avg Weight 320 lbs (250 base), Stomach Capacity 7

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

  • Saving Throws Wis +7 Cha +2
  • Skills Acrobatics +6, Perception +7, Stealth +6, Survival +7
  • Senses Darkvision 60 ft, passive Perception 17
  • Languages Gnoll
  • Challenge 4 (1100 XP)

Lipomantic Reflection The Creature is permanently scarred by arcane runes, crisscrossing it's flesh doesn't just resist lipomany, it deflects it. Any ability or spell that would cause the creature to eat food or change weight instead applies to the caster with the same saves and rolls required by the entire spell or ability.

Lightning Lope The Gnoll can Dash or Disengage as a Bonus Action

Actions

Feed. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 4 (1d8) Fatty Food. The Shaman casts the Feed spell with 3 rays as an action without expending spell slots. The first time a target is struck by this in a turn, it makes a DC 14 Wis save or gains a point of corruption.

Feast Vortex. As an action, the Shaman may create a Vortex of swirling winds around a creature within 60ft that can effect only one at a time. The target can make a DC 14 Dexterity save to avoid being caught up in the winds. This save can be repeated at the end of each of the target's turns.

While Caught in the vortex, the creature is considered restrained as they tumble in the winds. Any effect that would cause them to eat food also causes them to gain four times as many pounds of fat. If the target would take damage from overstuffing, they instead do not add the food to their stomach, and gain ten times as many pounds of fat instead.

The Shaman must use its bonus action each round to maintain the vortex.



Wildling Shadow Snack

Medium humanoid (gnoll), chaotic evil


  • Armor Class 17 (studded leather)
  • Hit Points 48 (8d8+8)
  • Speed 30 ft.
  • Bulk Limit 165/247/330, Avg. Weight 270 (250 Base), Stomach Capacity 5

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 12 (+1) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Dex +7
  • Skills Acrobatics +7, Athletics +2, Perception +6, Stealth +7
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages Gnoll
  • Challenge 3 (700 XP)

Lightning Lope. The gnoll can Dash or Disengage as a bonus action.

Pack Tactics. The gnoll has advantage on its attack rolls against a target if at least one of the gnoll's allies is within 5 feet of the target and the ally isn't incapacitated.

Sneak Attack. Once per turn, the Gnoll can deal 2d6 damage when it hits its target with advantage on the attack roll, or when the target is within 5ft of an Ally.

Feasting Snack. This cursed food item can appear to be any normal type of food. Upon conscumption however, the creature enters a frenzied, hungering state, seeking out any food in the vicinity to devour. A creature consuming the Feasting Food must make a Charisma Saving Throw (DC 14) or become Charmed by the food. While charmed in this way, the creature must immediately seek out and consume any food they can find. This includes any food they may be able to summon through spells such as create fattening food and drink, which they will create when they run out of other food to consume if they are still under the food's effect by that point.

Any and all food eaten during this state is instantly digested, adding their diet points to the creature's total, but also immediately adding 1d4 pounds of fat to the creature's body per pound of food consumed.

This state lasts 1 minute, with the affected creature making a save at the end of each of their turns.

Actions

Multiattack. The gnoll makes one feed attack (if possible) and two dagger attacks.

Vox Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+4) piercing damage. Target fattens for twice the damage dealt by the attack including any sneak attack damage.

Sneak Attack. Once per turn, the Gnoll can deal 2d6 damage when it hits its target with advantage on the attack roll, or when the target is within 5ft of an Ally. Additionally, the target struck by this damage rolls a DC 14 wisdom save or takes a point of corruption.

Force Feed. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 2 (1d4) fatty food damage. Target is fed Feasting Snack (1 per Gnoll) or 1d4lbs of mundane food. Can only be done if the Gnoll would have a source of sneak attack.



Wildling Warrior

Medium humanoid (gnoll), chaotic evil


  • Armor Class 16 (hide armor and shield)
  • Hit Points 55 (10d8+40)
  • Speed 30 ft.
  • Bulk Limit 240/360/480, Avg. Weight 300 lbs (250 base), Stomach Capacity 6

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 10 (+0) 11 (+0) 13 (+1)

  • Saving Throws Con +4, Wis +2, Cha +3
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Gnoll
  • Challenge 3 (700 XP)

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

Imperfect Lipomantic Reflection. The Creature is permanently scarred by arcane runes, crisscrossing it's flesh doesn't just resist lipomany, it deflects it. Any ability or spell that would cause the creature to eat food or change weight instead applies to the caster with the same saves and rolls required by the entire spell or ability. As the charms are imperfect, there is a 50% chance for this to not work.

Pack Tactics. The gnoll has advantage on its attack rolls against a target if at least one of the gnoll's allies is within 5 feet of the target and the ally isn't incapacitated.

Actions

Multiattack. The gnoll makes two attacks using any combination of spear and bite attacks.

Crude Vox Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) piercing damage. Target fattens four double the damage dealt.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) fattening damage. On a hit, adds 1 point of corruption to the target unless they pass a DC 13 Wisdom save.

Throw Food. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 2 (1d4) Fatty Food damage. The Gnoll makes a ranged force feed attempt as a bonus action against a creature that is not adjacent to it within 30ft, throwing food from it's sack at a target.

Throw Spear. Melee Weapon Attack: +6 to hit, reach 20/60, one target. Hit: 5 (1d6+2) piercing damage. Target fattens for double the damage dealt.

Massive Monstrosities



Lypohydra

Huge monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 230 (20d12+100)
  • Speed 30 ft., swim 30 ft.
  • Bulk limit 1600/2400/3200, Avg Weight 4250 lbs. (4000 lbs. base), Stomach Capacity 84 lbs.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)

  • Skills Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 9 (5000 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +8, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.

Lipomantic Breath (Recharge 5-6). The Hydra exhales a wave of lipomatic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking (2d8) bludgeoning damage per head on a failed save, or half as much damage on a successful one. They also gain weight equal to four times the damage of the breath attack.

Lypohydra

To the naked eye the Lypohydra appears identical to its cousin save its breath. Affected by the lipomatic energies of its home, the very breath of one has become a weapon to cause its prey to grow in size and nutrients.



Yuan-ti Bloatfang

Large monstrosity, lawful evil


  • Armor Class 15 (natural armor)
  • Hit Points 97 (13d8+39)
  • Speed 40 ft.
  • Bulk limit 510/765/1020, Avg. Weight 360 lbs. (110 lbs. base), Stomach Capacity 16 lbs.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 15 (+2) 10 (+0) 17 (+3)

  • Saving Throws Wis +3, Cha +6
  • Skills Stealth +5, Eating +6
  • Damage Resistances bludgeoning from overeating
  • Damage Immunities poison
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Common, Draconic, Abyssal
  • Challenge 4 (1100 XP)

Magic Resistance. The Yuan-ti has advantage on saving throws against spells and magical effects

Actions

Multiattack. The Yuan-ti can make one Constrict attack and one Vox Scimitar attack.

Constrict. Melee Weapon Attack: +7, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 15) if it is a large creature or smaller. Until this grapple ends the target is restrained, and the Yuan-ti Bloatfang cannot grapple another target.

Vox Scimitar. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. Target fattens for twice the damage dealt.

Bloat Fang (Recharge 5-6). The target is struck with the fangs of the Yuan-ti and feels the effects of its poison. The target must make a DC 14 Con save. On a failure, they take 5d10 poison damage and fatten for 4 times the damage dealt. On a successful save, they take half the poison damage and fatten for half the damage dealt.



Storm Caller

Large monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 142 (5d10+60)
  • Speed 50 ft.
  • Bulk limit 1520/2280/3040, Avg Weight 2700 lbs. (2700 lbs. base), Stomach Capacity 96 lbs.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 6 (-2)

  • Saving Throws Str +8, Con +7, Wis +5
  • Skills Athletics +8, Perception +5
  • Damage Resistances cold
  • Damage Immunities lightning, thunder
  • Senses 60 ft. tremor sense, passive Perception 15
  • Languages understands Giant but cannot speak it
  • Challenge 8 (3900 XP)

Hydrophobic. The Storm Caller is immune to any effects that would cause it to bloat with liquid.

Mountain Adapted. The Storm Caller does not need to make checks when climbing difficult terrain, and has advantage on saving throws and ability checks to resist being knocked prone.

Bloating Storm. When a target starts their turn within 40 ft of the Storm Caller, they are struck with the enchanted rains. The target must succeed a DC 15 Constitution saving throw. On a failure, they bloat for 110 (5d10*4) lbs of water, half as much on a successful save. Additionally, any creature within this radius is resistant to Fire damage.

Charge. If the Storm Caller moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Multiattack. The storm caller makes three attacks: one with its ram and two with its hooves. It can instead make one ram attack and call lightning.

Ram. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage and target bloats for four times the damage dealt. If the target is taut or ballooned, the storm caller can move them up to 20 ft. away.

Hoof. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage and target bloats for twice the damage dealt.

Call Lightning. The Storm Caller chooses a point within 40 ft of it. Any creatures on or within 5 ft of that point must make a DC 15 Dexterity Saving Throw, or take 27 (5d10) lightning damage, half as much on a successful save.

Storm Caller

Once, they were mighty, mountain dwelling beasts that used their highly adapted hooves to climb the treacherous terrain unhindered by the raging storms they conjure. Now they wander the forests, a longing in their hearts for the mighty spires they called home. They guard small hills and mounds furiously, protecting the closest things to their now lost homes.

These creatures have heads of goats but mightier bodies, akin to that of equines. Their hooves are cloven to best balance on the rocky perches of mountains and spires that were their ancestral home, now stamped flat. They have coats hued blue with their connection to the elemental plane of water. Their two large spiral horns are opalescent and hone the bloating powers held within their element-laced blood.

Overflowing Oozes

(Based on The Gelatinous Cube from the MM)



Bloater Cube

Large Ooze, unaligned


  • Armor Class 6
  • Hit Points 84 (8d10+40)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages -
  • Challenge 2 (450 XP)

Ooze Cube The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful >DC 12 Strength check, and the creature making the attempt takes (2d6) acid damage and bloats for five times the damage dealt.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Actions

Pseudopod. Melee Weapon Attack: +4, Reach 5 ft, one creature Hit: 3 (1d6) acid damage plus 18 (4d8) bloating damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (1d6) acid damage, bloats for ten times the damage dealt, and is engulfed. The engulfed creature can't breathe, is restrained, and takes (3d6) acid damage and bloats for ten times the damage dealt at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube

Bloater Cube

These parcular evolutions of Gelatinous cubes do more than simply digest their prey. In addition to simply trying to devour, the odd magically charge ooze bleeds through the skin of victims, slowly bloating them with itself even as they are digested within.



Jam Jelly

Medium ooze, unaligned


  • Armor Class 8
  • Hit Points 30 (4d8+12)
  • Speed 15 ft.
  • Bulk limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 16 (+3) 2 (-4) 6 (-2) 1 (-5)

  • Damage Resistances acid, cold, fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone
  • Senses blindsight 60 ft., passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Amorphous. The jam jelly can move through a space as narrow as 1 inch wide without squeezing.

Food Composition. The jam jelly is made of sweet jelly (flavor differs from one to another). Any creature that hits the jelly with a bite attack eats 1d4 pounds of fatty food.

Prone to Splitting. Large and bigger jam jellies have immunity to slashing and lightning damage. However, when a large or bigger jam jelly is hit by slashing or lightning damage, it splits into two if it has at least 2 HP. Each new jelly is one size smaller than the original, as they revert back to their initial form. The smaller jellies' new max HP is half of the original’s max HP rounded down, and each of their current HPs is equal to half the current HP of the original rounded down.

Actions

Pseudopod (Size Medium). Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, plus target is fed 3 (1d6) pounds of fatty food.

Pseudopod (Size Large). Melee Weapon Attack: +6, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, plus target is fed 7 (2d6) pounds of fatty food.

Pseudopod (Size Large). Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 13 (3d6+3) bludgeoning damage, plus target is fed 10 (3d6) pounds of fatty food.

Combine (1/Day) (Can only use if Large or smaller). The jam jelly targets another jam jelly of its same size within 5 ft. of itself. The two jellies fuse together, creating a new jelly that’s one size bigger than they originally were, leaving no trace behind of their initial forms. The max HP of the new jelly is equal to the sum of the two initial jellies’ max HP, and the current HP of the new jelly is equal to the sum of the two initial jellies’ current HP plus 10, as together, they can mend some of the damage each of them took. The new jellys will have its combine action spent for the rest of the day if each of the smaller jellies have used theirs before, otherwise, it’ll be able to combine only once per day, as well.

Engulf (Can only use if Large or bigger). The jam jelly moves up to its speed. While doing so, it can enter the space of creatures that are at least one size smaller than it. Whenever the jelly enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a success, the creature can choose to be pushed 5 ft. back or to the side of the jelly. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the jelly enters the creature’s space, and the creature is forced to eat 3 (1d6) pounds of fatty food. The creature can’t breathe, is restrained, and is forced to eat 7 (2d6) pounds of fatty food at the start of each of the jelly’s turns. When the jelly moves, the engulfed creature moves along with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 ft. of the jelly.

Jam Jelly

A creature made by mages of ages ago, they were originally intended as just a form of food, that was made in hopes of ending the famine of a civilization. They work as intended, being able to maintain their quality as tasty healthy food in any environment, but also, they can move, so that, if trained, they’d be able to serve masters who themselves can’t move.

As part of a flaw in their creation, they, more than any other ooze, found a quick and easy way to combine themselves. The positive is that big enough, they became capable of protecting themselves, and even their masters, however, a big jelly finds desire not only to feed others, but to consume them, as well. Thankfully, they’ve been sealed away… for now. (More information on the Jam Jelly Cage POI for the Dire Swamp) They come together in different sizes, and can range wildly in color. They completely lack sentience and are incapable of making strategies, but just being big seems to be effective most of the time.



lipo Jelly

Large Ooze, Unaligned


  • Armor Class 8
  • Hit Points 500 (75d10+150)
  • Speed 10 ft., 10 ft climb
  • Bulk Weight 500

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

  • Damage Vulnerabilities Fire, Necrotic
  • Damage Resistances Acid
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone, Poisoned, Grappled
  • Senses Blindsight 60 ft, passive Perception 10
  • Languages -
  • Challenge 4 (1100 XP)

Amorphous The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Weight Dependent This creature's weight is always equivalent to its Hit Points multiplied by 2. Whenever it gains or loses weight, it also gains or loses twice that many hit points, and vice versa. If it gains more weight than its maximum hit points, it gains the additional amount as Temporary Hit Points at 2 pounds per hitpoint. Also, if it drops below 250 lbs, the creature becomes size medium and it's damage changes to 1d10+2. If the Creature drops below 125 lbs, it becomes size small and it's damage changes to 1d6+2.

Water Dispersal The lipo Jelly is able to dissolve its form into a body of water at least four times as large as itself. While dispersed in this fashion, the creature is not able to be perceived. A DC 16 Investigation check of body the Jelly is in reveals the strangeness of the water.

Split Fat When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 100 hit points. Each new jelly has hit points and weight equal to half the original jelly's, rounded down. New jellies might be of smaller size if small enough from this splitting of weight.

Actions

Fatty Psudopod Melee Weapon Attack:+4 Hit: 9 (2d6+2) Bludgeoning damage. The attack transfers five times the damage done as fat to a hit creature.

Blubber Blast The creature flings chunks of itself at all creatures that it can detect in 60ft. Any aware target creature can make a DC 14 Dexterity save in order to avoid the attack. Targets within 5ft have disadvantage on this save. On a failed save, the target is struck by the ball of fatty matter and takes 1d8 bludgeoning damage and gains 4d8 pounds of fat that the lipo Jelly loses. On a successful save, the target is not struck at all, however the lipo Jelly still loses 4d8 pounds.

Engulf In Fat The Jelly moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the Jelly. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the jelly enters the creature's space, and the creature takes 4d8 lbs of fat that is transferred form the jelly and is engulfed. The engulfed creature can't breathe, is restrained, and takes 8d8 lbs of fattening transferred from the jelly at the start of each of the Jelly's turns. When the Jelly moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the Jelly.



Sweet Pudding

Large ooze, unaligned


  • Armor Class 8
  • Hit Points 110 (12d10+36)
  • Speed 20 ft., climb 20 ft.
  • Bulk limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 16 (+3) 2 (-4) 6 (-2) 1 (-5)

  • Damage Immunities acid, cold, lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft., passive Perception 8
  • Languages
  • Challenge 5 (1800 XP)

Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.

False Appearance. While the pudding remains motionless, it is indistinguishable from a pile of congealed treats and sweets.

Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Fatty Composition. The pudding is made of fattening magical substance. Any creature that hits the pudding with a bite attack gains 1d4 pounds of fat, doubled on a critical hit.

Actions

Multiattack. The Sweet Pudding uses its Pseudopod attack twice. It can substitute either of these attacks with its Stuff ability if possible.

Pseudopod. Melee Weapon Attack: +6, reach 5 ft., one target. Hit: 13 (3d6+3) bludgeoning damage. On a successful hit, the target is grappled (Escape DC 15).

Stuff. When the Sweet Pudding is grappling a creature it can stuff a tendril inside the nearest orifice. When the ooze stuffs the creature, the creature must succeed on a DC 15 Constitution saving throw or take 20 (4d6+6) bludgeoning damage and gain an equal amount of pounds of fat. On a successful saving throw the creature takes half the damage and fat.

Plush Plants



Court Order Bringer

Medium plant, lawful evil


  • Armor Class 15 (mage armor)
  • Hit Points 75 (10d8+30)
  • Speed 30 ft.
  • Bulk limit 260/390/520, Stomach Capacity 5 lbs.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 12 (+1) 20 (+5) 12 (+1)

  • Saving Throws Con +6, Wis +7
  • Damage Vulnerabilities poison
  • Senses passive Perception 15
  • Languages Common, Sylvan
  • Challenge 6 (2300 XP)

Spellcaster. The court order bringer is a spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The court order bringer has the following spells prepared: At will: expanding edict, entangle, detect thoughts 1/day each: fat feedback, mage armor, suggestion, spike growth, nature’s bounty, dominate person, slow 3/day each: hold person, dispel magic, command, counterspell

Actions

Court Staff. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning damage. The staff used by the court order bringer is a +1 quarterstaff that serves as a spellcasting focus.

Court Orders. The court order bringer issues commands, guiding their allies’ efforts and making them more effective. All allies within 60 ft. of the court order bringer add 1d4 to attack rolls, saving throws, and ability checks for the next minute. This effect ends if the court order bringer dies, falls unconscious, or is silenced.

Court Order Bringer

The Court of Thorns simply adores its order, and court order bringers are tasked with ensuring that order is upheld. Knowing those outside the court are far more barbaric than those within and will likely resist the court’s influence, they ensure compliance with an impressive selection of spells that ensure steady increases in weight in rebels and perpetrators. If such a threat isn’t enough to dissuade their opponents, the court order bringer has other means of restraining and hindering opponents that enable their more martially inclined partners to deal with the offending individual.



Feast vines

Large plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 60 (8d10+24)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 9 (-1)

  • Skills stealth +4
  • Damage Resistances cold
  • Damage Immunities lightning
  • Condition Immunities prone, restrained
  • Senses blindsight 30ft (blind beyond that), passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)

False Appearance While the Feast Vines are motionless, it is indistinguishable from regular underbrush and vines.

Special Sap A creature that is fed sap by the Feast Vines will find its stomach capacity temporarily increased by the special properties of it. Each time the vines feed a creature, that creature's stomach capacity increases by 1 up to double their regular stomach capacity. This Bonus capacity goes away at a rate of 1 per hour until gone.

In addition to increasing the stomach size of its victims, the sap has mild sleep causing compounds in it. Anyone fed to the point past their regular capacity by the vines must make a DC 14 CON save to not fall into a food coma like for the next 1d4 hours(or until their stomach empties from digestion). If the creature passes this save, but then is still fed to the point where the vines stop on their own, the creature must make a second DC 20 CON save to not fall asleep for the next 1d4 hours.

Traversable form Being made of a loose collection of vines and only a foot or so tall, the Feast vines may occupy the space of any creature. Additionally, other creatures may occupy its space. It can also move through any space at least one square wide without squeezing. While animated, the Feast Garden counts as difficult terrain.

Actions

Multiattack. The Feast Vines can make two melee attacks: two Coiling Vines, two feeds, or one Coiling Vine and one feed.

Coiling Vine. Melee Weapon Attack:+7, Reach 10ft, One Target Hit: 12 (2d6+5) Bludgeoning damage +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 14). The grappled target is restrained until the grapple ends. The Feast Vines can grapple two creatures this way

Feed. The Feast vine sticks a thick hose like end of a vine into a grappled creature's mouth and squirts super calorie rich sap down their throat. The grappled creature is force fed 2d4 lbs of super fatty (3DP) food, or half as much on a successful DC 13 Dexterity save.

A creature that fails this dexterity save cannot form vocal spell components on their turn or communicate verbally as a leathery vine is firmly wedged in their mouth, preventing speech.

The Feast vines will continue to do this to any grappled creatures until the first time they take damage from over eating, where it will then stop and release the creature.



Feast Garden

Gargantuan (35x35) plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 220 (16d20+80)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 2 (-4) 13 (+1) 9 (-1)

  • Skills stealth +8
  • Damage Vulnerabilities fire
  • Damage Resistances cold
  • Damage Immunities lightning
  • Condition Immunities prone, restrained
  • Senses Blindsight 60ft (blind beyond), passive Perception 11
  • Languages -
  • Challenge 10 (5900 XP)

False Appearance While the Feast Vine are motionless, it is indistinguishable from regular underbrush and vines.

Special Sap A creature that is fed sap by the Feast Vines will find its stomach capacity temporarily increased by the special properties of it. Each time the vines feed a creature, that creature's stomach capacity increases by 2 up to quadruple their regular stomach capacity. This Bonus capacity goes away at a rate of 4 per hour until gone.

In addition to increasing the stomach size of its victims, the sap has mild sleep causing compounds in it. Anyone fed to the point past their regular capacity by the vines must make a DC 14 CON save to not fall into a food coma like for the next 1d4 hours(or until their stomach empties from digestion). If the creature passes this save, but then is still fed to the point where the vines stop on their own, the creature must make a second DC 18 CON save to not fall asleep for the next 1d4 hours.

*Traversable form Being made of a loose collection of vines and only a foot or so tall, the Feast Garden may occupy the space of any creature. Additionally, other creatures may occupy its space. It can also move through any space at least one square wide without squeezing. While animated, the Feast Garden counts as difficult terrain.

Actions

Multiattack. The feast garden can make any combination of 4 Coiling Vine or feed attacks.

Coiling Vine. Melee Weapon Attack: +10, Reach 10ft, One Target Hit: 19 (3d8+6) Bludgeoning damage. A hit creature is grappled (escape DC 15). A grappled target is restrained. The Feast Garden can only grapple 4 creatures of medium size or smaller, or 2 creatures of size Large, or 1 size huge creature. A creature reduced to 0 hit points in this way is considered stable.

Feed. The Feast Garden sticks a thick hose like end of a vine into a grappled creature's mouth and squirts super calorie rich sap down their throat. The grappled creature must make a DC 15 dexterity saving throw or be force fed 4d4 lbs of super fatty food (3DP) food, or half as much on a successful save.

A creature that fails this dexterity save cannot form vocal spell components on their turn or communicate verbally as a leathery vine is firmly wedged in their mouth, preventing speech.

The Feast vines will continue to do this to any grappled creature until the first time they take damage from overeating, where it will then stop and release the creature.

Feast Garden

The forest of the giants is a mysterious place, filled with creatures greatly enlarged through lipomancy. Flora found here is no exception, as plant life is bolstered by the energies of the lands. The rare Feast Vine is not exempt from this massive growth. The Feast Garden is a massive swarm of plants and roots which seek out to feed creatures it’s sap.



Lipo Treant

Huge Plant, Chaotic Neutral


  • Armor Class 16
  • Hit Points 120 (10d12+50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Senses Passive Perception 13
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 8 (3900 XP)

False Appearance While the treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster* The treant deals double damage to objects and structures.

Final Fattening If the treant's slam attack would reduce a creature to 0 hit points, they stabilize and fatten for ten times the amount of damage dealt by the finishing blow instead of the normal x2. A creature affected by this ability gains 1 point of corruption.

Actions

Multiattack. The Treant makes two slam attacks

Slam. Melee Weapon Attack:+9, Reach 5ft Hit: 16 (3d6+6) Bludgeoning damage A struck creature fattens for twice the damage dealt.

Aura of Emptiness (Recharge 5-6). The lipo Treant extends an aura around itself, causing food in a creature's stomach to digest faster than it has any right to. As an action, the lipo Treant can cause all creatures instantly digest all food in their stomachs into Diet Points as if digested. It then converts those Diet Points into fat.

Creatures that are 61-120ft away do the same, except that only half of their stomach contents is converted.

Out of combat, the Treant may use this ability once every two minutes.

Lipo Treant

The power of lipomancy can reach into anything. Combined with powerful corruptive energies, even the mighty guardian's of the forest can fall under their influence. These Treants have turned away from the task of tending their groves and instead focus on tending a grove of animals fattened into helplessness. Often a Lipo Treant may even work in tandem, though not really allied, with fauna that serves that purpose as it does.



Swarm of Petal Dancers

Medium Swarm of Tiny Plants, Lawful Evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 36 (3d8+8)
  • Speed 0 ft., 40 ft fly (hover)

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 16 (+3)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Poison
  • Damage Resistances Lightning; Bludgeoning, Slashing, and Piercing damage
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses passive Perception 12
  • Languages Sylvan
  • Challenge 3 (700 XP)

Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a flower petal. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack The Swarm may make two Swarm Slices Swarm Slice Melee Weapon Attack: +5, Reach 5 ft, one target. Hit: 13 (4d4+5) Slashing. The Target fattens for double the damage taken. When the swarm is reduced to half its health or lower, the attack becomes 8 (2d4+3) slashing instead

Enthralling Dance The Swarm dances with entrancing formations, overwhelming the senses of those who view. All creatures within 30 ft of the swarm that can see it must make a DC 13 Charisma Saving Throw or be Stunned until the end of their turn.

Bonus Actions

Inspiring Dance The swarm dances in an invigorating formation, bolstering its allies. The Swarm chooses one ally it can see within 30 ft. This ally can add 1d8 to any attack roll, saving throw, or damage roll. The Swarm can only inspire one creature in this way at a time

Swarm of Petal Dancers

Small court dancers, they entertain and enthrall those who need it in the soul crushing bureaucracy. Their dances are perfectly symmetrical and uniform, which is simply mesmerizing in how they move. Much like leaves blowing in the wind, they move without effort. And when the time comes, they do not hesitate to fight for their beloved court.

Unappealing Undead



Corruptor Zombie

Large Undead, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 93 (11d10+33)
  • Speed 0 ft., 30 ft fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

  • Saving Throws wis +2
  • Skills perception +5
  • Damage Immunities poison
  • Condition Immunities poisoned, prone
  • Senses darkvision 60ft, passive perception 15
  • Languages Deep Speech, Undercommon, can't speak
  • Challenge 5 (1800 XP)

Echoes of Corruption Even as a reanimated corpse, the flesh of the Corruptor radiates debasing magic around it. This power surges when it detects the presence of living creatures. When the Corruptor Zombie rolls initiative, all creatures within 150ft must make a DC 14 Charisma save or gain 1 point of corruption.

Corruption Master Creatures with Moderate or worse corruption have disadvantage on saving throws against spells and effects originating from the Corruptor.

Actions

Bite. Melee Weapon Attack: +3, Reach 5 ft, one target Hit: 14 (4d6) piercing damage. The creature also gains one point of corruption

Eye rays. The corruptor zombie shoots two of the following eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:

1. Corrupting Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or gain 2 points of corruption and becomes frightened of the corruptor for 1 turn.

2. Food Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or eat 22 (6d8) pounds of food.

3. Fat Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) bludgeoning damage on a failed save and gains 1 point of corruption, or half as much damage on a successful one. The target also gains pounds of fat equal to four times the damage taken.

4 Immobility Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or be fattened up to their next Bulk Threshold. Creatures without a bulk threshold, or who are already immobile instead gain 5d100 pounds of fat.



Feeder Phantom

Medium undead, any chaotic alignment


  • Armor Class 12
  • Hit Points 79 (17d8)
  • Speed 0 ft., fly 40 ft. (hover)
  • Bulk N/A, average weight 215 pounds

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 19 (+4)

  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 13
  • Languages any languages it knew in life
  • Challenge 5 (1,800 XP)

Ethereal Sight. The feeder ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement The feeder ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Will of the Feeder. Wherever the Feeder Phantom goes, it tends to amass food. Locations where Feeder Ghosts loiter for long periods of time frequently become filled with food of varying quality, usually an array of delicious fatty foods. They are kept fresh by the Feeder Ghost’s presence, but will begin to decay as any normal food would if the Feeder Ghost leaves the area. If the Feeder Ghost knocks out the party with overstuffing damage, it becomes non-hostile and ceases to exist on this plane.

Actions

Multiattack. The Feeder Ghost can Aggressively Feed twice per turn.

Aggressively Feed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Target is fed 12 (2d8 + 3) pounds of fatty food.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

Phantom Food Storm (Recharge 6). The Feeder Ghost enchants food in a 20-foot radius centered at a point it can see within 60 feet of it. Any creatures that are not the Feeder Ghost that enter the field or start their turn in the field must make a DC 14 Charisma save to suppress their desire to eat the enchanted food or be fed 13 (3d8) pounds of fatty food as the enchanted food feeds itself to them. Creatures who fail this save cannot form the verbal components to spells until the start of their next turn.

Feeder Phantom

The Feeder Phantoms are ghosts bound to a location of great pleasure. Whether out of an incredible desire to be a caretaker or a derived pleasure from seeing others engorged, the Feeder Phantom lingers on this plane out of a desire for one last incredible time and mortals unfortunate (or, to some, fortunate) enough to cross their paths will become the vector of this desire, being fed incredible amounts of food.



Hungering Ghost

Medium Undead, Any Alignment


  • Armor Class 11
  • Hit Points 45 (10d8)
  • Speed 0 ft., 40 ft. fly. Can hover.
  • Bulk Limit N/A, Stomach Capacity 30 lbs

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 18 (+4)

  • Skills Eating +5
  • Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Non-magical attacks
  • Damage Immunities Cold, Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages Any it knew in life
  • Challenge 4 (1100 XP)

Ethereal Sight. The Hungering Ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The Hungering Ghost can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Constant Hunger. The Hungering Ghost is treated as if it rolled a 20 on its eating check. Additionally, at the start of its turn Ghost instantly digests 1d10 lbs of food from its stomach.

Sated Hunger. If the Hungering Ghost takes any damage from overeating, the spirit is appeased that it’s hunger has finally been sated. It becomes non-hostile, and ceases to exist in this plane.

Incorporeal Form. This creature has no bulk limits.

Actions

Hungering Touch. Melee Weapon Attack: +5, Reach 5 ft., One target. Hit: 17 (4d6+3) slashing damage. Target slims for twice the damage.

Etherealness. The Hungering Ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Hungering Visage. Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be ravenous for 1 minute. If the save fails by 5 or more, the target also slims to the next lowest limit (Burdened to Normal, Normal to Malnourished ect). A ravenous target can repeat the saving throw at the end of each of its turns, ending the ravenous condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Hungering Ghost's Hungering Visage for the next 24 hours.

Starving Possession (Recharge 6). One humanoid the Hungering Ghost can see within 5 ft. of it must succeed on a DC 14 Charisma saving throw or be possessed by the ghost; the ghost then disappears into the target. While possessed by the ghost, the target becomes Ravenous, seeking out any and all means to feed itself, including magic (such as the feed spell). The possession lasts until the target drops to 0 hit points, becomes incapacitated, the ghost ends it as a bonus action, takes any overstuffing damage, or is forced out by an effect like the Dispel evil and Good spell. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Hungering Ghost

Ghosts of those who have died long ago, or simply energies of the West Marches given form, and personified into these starving spirits. They seek out the living, to sap them of their own fat, or to indulge in food until it feels full. Their presence brings famine, and they wish warm bodies to inhabit so they may finally feel full.



Hungering Revenant

Huge Undead, Any Alignment


  • Armor Class 14 (Unnatural Armor)
  • Hit Points 120 (16d12+16)
  • Speed 0 ft., 50 ft. fly (hover)
  • Bulk Limit N/A, Stomach Capacity 128 lbs

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 12 (+1) 10 (+0) 12 (+1) 18 (+4)

  • Skills Intimidation +7, Investigation +4, Perception +4, Eating +4
  • Damage Resistances Acid, Fire, Lightning, Thunder
  • Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Non-magical attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Any it knew in life (Likely Giant)
  • Challenge 8 (3900 XP)

Ability

Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sated Hunger. If the Hungering Ghost takes any damage from overeating, the spirit is appeased that it’s hunger has finally been sated. It becomes non-hostile, and ceases to exist in this plane.

Actions

Constant Hunger. The Hungering Ghost is treated as if it rolled a 20 on it’s eating check. Additionally, at the start of it’s turn the Ghost instantly digests 2d10 lbs of food from its stomach, appearing to gain 4 lbs for each pound digested in this way.

Starving Presence. Any creature that starts their turn within 30 ft of the Hungering Revenant digests 1d6 lbs of food instantly. If they have no food to digest, they take 2d6 necrotic damage.

Multiattack. The Hungering Revenant can use its Hungering Touch twice.

Hungering Touch. Melee Weapon Attack: +7, Reach 10 ft. Hit: 25 (6d6+4) slashing damage. The target slims for double the damage dealt.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Hungering Presence. Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 15 Wisdom saving throw or be ravenous for 1 minute. If the save fails by 5 or more, the target also slims to the next lowest limit (Burdened to Normal, Normal to Malnourished ect). A ravenous target can repeat the saving throw at the end of each of its turns (Unless it failed by 5 or more), ending the ravenous condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Hungering Revenant's Hungering Visage for the next 24 hours.

Starving Possession (Recharge 6). One humanoid the Hungering Ghost can see within 10 ft. of it must succeed on a DC 15 Charisma saving throw or be possessed by the ghost; the ghost then disappears into the target. While possessed by the ghost, the target becomes Ravenous, seeking out any and all means to feed itself, including magic (such as the feed spell). The possession lasts until the target drops to 0 hit points, becomes incapacitated, the ghost ends it as a bonus action, takes any overstuffing damage, or is forced out by an effect like the Dispel evil and Good spell. While the ghost is possessing the target, the target uses the Ghosts Stomach Capacity (128), or the target's stomach capacity when ravenous, whichever is higher. Any and all food consumed while possessed by the Ghost stays in the target, even if the possession is ended, though does not do overstuffing damage. Additionally, while possessed the target has the ghost's Constant Hunger trait, digesting 2d10 lbs of food at the start of their turn, gaining 4 times the amount digested in fat. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Hungering Revenant

Everything dies, this much is true. The Forest of Giants works like any other place in the West Marches. When a Giant falls due to hunger, or the forces of Lipomancy simply bring forth a spirit of sheer starvation, a Hungering Revenant comes to being. Being far greater entities of starvation, their presence brings about famine, racking those around it with great hunger.



Overweighting Presence

Medium or large undead, chaotic neutral or chaotic evil


  • Armor Class 13
  • Hit Points 110 (11d8+57)
  • Speed 0 ft., fly 35 ft. (hover)
  • Bulk Limit N/A, Avg. Weight 1000+ lbs (Base N/A)

STR DEX CON INT WIS CHA
13 (+1) 7 (-2) 17 (+3) 10 (+0) 12 (+1) 19 (+4)

  • Damage Vulnerabilities fattening
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages any languages it knew in life
  • Challenge 5 (1800 XP)

Ethereal Sight. The overweighting presence can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The overweighting presence can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Bulk Limits and Weight. The overweighting presence is not affected by its bulk limits and are frequently at least a thousand pounds, if not more.

Spectral Fattening. When on the Ethereal plane, any creature that starts its turn within 30 feet of the overweighting presence must succeed a DC 14 Constitution save or gain 60 pounds, halved on a success. When on the Material plane, any creature that starts its turn within 60 feet of the overweighting presence must instead succeed a DC 16 Constitution save. On a failed save, a creature within 60 feet of the overweighting presence gains 60 pounds and a creature within 30 feet of the overweighting presence gains 120 pounds, with the weight gained either way halved on a success.

Haunting Adiposity. Any time the overweighting presence causes another creature to gain weight while on the material plane, the overweighting presence loses an equal amount. If the overweighting presence starts a turn at less than 200 pounds, it becomes non-hostile and ceases to exist on this plane.

Actions

Fattening Swipe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage and 64 (8d12+12) fattening.

Etherealness. The overweighting presence enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane excluding the effects of its Spectral Fattening ability. While on the Ethereal Plane, the Overweighting Presence loses no weight with its Spectral Fattening ability.

Overweighting Presence

In a land of overabundant sources of both magical and nonmagical fattening, it’s unstated that many things might die while at a very heavy weight. Whether they simply believe they’re too fat to make it to their afterlife or some other reason, some spirits are unable to pass on and believe the fat that followed them into death is stopping them from getting to their next life. To pass on, they have decided to make their weight the problem of those still living. Some might be willing to talk to those they come across; others are single-minded in their pursuit: lose their weight. Unfortunately for themselves and those they happen across, they are very, very fat, and that weight will not come off without consequence.



Skelecane

Medium Undead, Lawful Evil


  • Armor Class 13 (Hard Candy)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft.
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison, feeding, fattening, slim, swell, shrink
  • Condition Immunities poisoned, exhausted
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Understands all languages it spoke in life but can’t speak
  • Challenge 1/4 (50 XP)

Actions

Scanesword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus target is fed 2 (1d4) pounds of fatty food.

Licorice Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage plus target is fed 2 (1d4) pounds of fatty food.

Skelecane

Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.



Widened Shadow

Medium undead, neutral evil


  • Armor Class 12
  • Hit Points 26 (4d8+8)
  • Speed 30 ft.
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)

  • Skills Stealth +4
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Darkvision 60 ft.
  • Languages
  • Challenge 1 (200 XP)

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Choose Host. The Widened Shadow chooses a creature it can see within 60 ft of it. The target must make a DC 14 Charisma saving throw. On a failure, the Widened Shadow connects to the host, acting as its shadow. Until the Shadow is killed, or chooses to unlink from the host, the targeted creature gains 5d10 lbs of fat for every 1 minute connected to the host. On a successful save, they are immune to this effect for 24 hours.

Strength Drain. Melee Weapon Attack: +4 to hit, one target. Hit: 9 (2d6+2) Force damage. The target fattens for double the damage. The target’s strength score is reduced by 1d4. The reduction lasts until the target finishes a short or long rest.

Reactions

Final Fattened Fate. If the Widened Shadows host drops to 0 hit points or it’s strength score decreases to 0, they are instead knocked unconscious and their strength is reduced to 1. This reduction in strength remains until the Shadow is killed.

Widened Shadow



Will-o-the-Feast

Tiny undead, chaotic neutral


  • Armor Class 19
  • Hit Points 22 (9d4)
  • Speed 50 ft. fly (hover)
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)

  • Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from non-magical attacks
  • Damage Immunities lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
  • Senses Darkvision 120 ft., passive Perception 12
  • Languages Any it knew in life
  • Challenge 2 (450 XP)

Ephemeral. The will-o’-the-feast can’t wear or carry anything. Additionally, it has no bulk limits and cannot gain or lose weight, nor eat.

Actions

Summon Meal (1/day). The Will-o’-The-Feast creates 20lbs of fatty food magically. This food disintegrates into ash if not consumed within 24 hours. Any creature that starts its turn or enters within 30 ft of the food must make a DC 12 Wisdom saving throw or become Ravenous until the end of their turn.

Flabshock. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 9 (2d8) lightning damage. Target fattens for double the damage.

Invisibility. The will-o’-the-feast and its light magically become invisible until it attacks, uses its Fill Stomach ability, or until its concentration ends (as if concentrating on a spell).

Bonus Actions

Fill Stomach. If a creature is within 5 ft. of the Will-o-the-Feast and has an empty stomach, it can use a Bonus action to fill them with 2d6 lbs of fatty food.

Variable Illumination. The will-o’-the-feast sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-the-feast can alter the radius as a bonus action.



Zombrie

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 22 (3d8+9)
  • Speed 20 ft.
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Vulnerabilities fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages Understands the languages it knew in life but can’t speak
  • Challenge 1/4 (50 XP)

That Gouda Shit. Whenever the zombrie takes fire damage, creatures within 10 feet of it that breath must make a DC 10 Wisdom saving throw. On a failure, they eat 1d4 pounds of fatty food and take an equal amount of fire damage from ingesting melting cheese.

Hard Cheddar. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire, or from a critical hit. On a success, the zombrie drops to 1 hit point instead.

Funky Feta. If fire damage reduces the zomcheese to 0 hit points, all characters within 20 feet of the Zombrie must make a DC 10 Constitution saving throw or be poisoned until the end of the creature’s next turn.

Actions

CHEESE. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 2 (1d4) fatty food damage.

Zombrie

A zombie made of stinky cheese.



Zombrie Horde

Huge swarm of medium undead, unaligned


  • Armor Class 10
  • Hit Points 133 (14d12+42)
  • Speed 30 ft.
  • Bulk Limit N/A, Stomach Capacity N/A

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +1
  • Damage Vulnerabilities fire
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses passive Perception 8
  • Languages Any it knew in life, cannot speak
  • Challenge 8 (3900 XP)

Horde Boldness. The Horde is immune to Turn Undead effects while above half health.

Real Gouda Stuff. Whenever the zombrie horde takes fire damage, creatures within 10 feet of it that breath must make a DC 15 Wisdom saving throw. On a failure, they eat 4d4 pounds of fatty food and take an equal amount of fire damage from ingesting melting cheese.

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a medium zombrie. The horde can't regain hit points or gain temporary hit points.

Funky Fetta. If fire damage reduces the horde to 0 hit points, all characters within 30 feet of the Zombrie must make a DC 15 Constitution saving throw or be poisoned for the next minute.

Actions

Multiattack. The Zombrie Horde makes 3 attacks.

Cheese Slam (Above Half Health). Melee Weapon Attack: +8 to hit, one target adjacent to or in the horde’s space. Hit: 15 (3d6+5) bludgeoning damage plus 10 (2d4+5) fattening food damage.

Cheese Slam (Below Half Health). Melee Weapon Attack: +8 to hit, one target adjacent to or in the horde’s space. Hit: 12 (2d6+5) bludgeoning damage plus 5 (2d4) fattening food damage.

Contributors

Listed below, in no particular order, are the names or usernames of every content creator whose work went into creating this document, and who wanted to have their name listed.

Bird, Deator, Banjo, Mango, Alias, WeightWriteThere, Proto, Jelly, Chiyox, Bakaroni, Versusme, Burgah Man, Nexis, Mlem, Ya Boi Jerry, MP

The Server

Come check us all out at the Discord Server that started it all. Windrest is the Biggest game going for sure, but others are going on, and you could even start your own in a community of like minded TTRPG players!

Retrofeed https://discord.gg/nk7WB3Tj

The Map

A link to the full map image as created by Bird using Inkarnate: https://cdn.discordapp.com/attachments/802297096643936287/968999677842300968/unknown.png

Artists

All Art used within the book is done with permission from the Artists who made it. You can find their work at the links below, and we encourage you supporting their work!

Alias

Twitter: https://twitter.com/Pseudonym4Alias

Chiyox

Twitter: https://twitter.com/Chiyox__

Mango

Twitter: https://twitter.com/fatty_fruit

Proto

Twitter: https://twitter.com/ExponentialMass

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.