Planeshifted Guide to Unfinity

by grzart

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A Planeshifted Guide to
Experience Magic: the Gathering's quirky, retro, space themed setting of Unfinity in this rules expansion and campaign setting guide for the world's greatest roleplaying game

CreditsCredits




Artist Credits:
Aaron J. Riley, Alexander Mokhov, Andrea Radeck, Anna Christenson, April Prime, Bram Sels, Carl Critchlow, Caroline Gariba, Christopher Burdett, Dave Allsop, Dave Greco, David Sladek, Dmitry Burmak, Ernanda Souza, Filipe Pagliuso, Francis Tsai, Gaboleps, Greg Bobrowski, Greg Staples, Igor Grechanyi, Jeff Miracola, Jehan Choo, Jose Parodi, Kirsten Zirngibl, Leonardo Santanna, Michael Phillippi, Mike Burns, Paolo Parente, Ralph Horsley, Rebecca On, Sam Hogg, Sean Murray, Sebastian Giacobino, Setor Fiadzigbey, Simon Dominic, Tomek Larek, Vincent Christiaens, Vladimir Krisetskiy, Yangtian Li


  • The following resources provided material and inspiration:
  • The MTG Wiki
  • Magic: the Gathering cards from the Unfinity set.

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Changelog
  • Version 1.4
    • Added locations to Astrotorium (WIP)
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A Planeshifted Guide to Unfinity is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.

Simon Dominic
@simondominic

WelcomeWelcome

to The Greatest Show in the Multiverse.


Myra the Magnificent's Intergalactic Astrotorium of Fun is a spacefaring carnival that travels the galaxy, featured in the Magic: the Gathering set Unfinity. The park is actually themed after the Magic: the Gathering IP, though the park's propieter Myra doesn't pay to license it.


The park is full of a number of attractions, rides, and amenities; many of which are barely up to code and prone to disaster. Despite this, it is one of the un-iverse's premiere locations, and is always jam-packed with guests of all kinds.


Hopefully a visit to the wacky and wild Astrotorium can be a fun departure for your next adventure or campaign!

About this Book

This book is a detailed guide to Magic: the Gathering's Astrotorium for a Dungeons & Dragons campaign or adventure.

Chapter 1 provides rules for character creation and presents 30 race options for characters in the Astrotorium.

Chapter 2 presents a subclass option for character creation: the Hatificer Artificer specialist.

Chapter 3 presents a collection of 11 new magic items for the setting.

Chapter 4 presents a collection of 13 new spells for the setting.

Chapter 5 provides a DM's overview of the Astrotorium and its locations.

Chapter 6 concludes with a collection of stat blocks for various Astrotorium creatures and NPCs.

RacesRaces


At 1st level, you choose your character's race. When you create a character for a campaign or adventure set in Myra the Magnificent's Astrotorium of Fun (or the Un-iverse in general), you choose from the options presented here, and follow these additional rules during character creation. At your DM's discretion, your character can be of any other race from a Magic: the Gathering supplement, including other Planeshifted Guides.

Ability Score Increases

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The languages in the Uni-verse that a character might speak are listed below.

Un-iverse Languages
Language Typical Speakers
Common Anyone
Ainok Aaardwolf, Ainok
Aven Aven, Chicken, Raven-aven
Blorbian Blorbians
Demonic Azra, Demons, Devils
Draconic Chameleons, Viashino
Elven Elves
Elven Tap*
Giraffe Giraffes
Glurganese Glurgians (from planet Glurg)
Goblin Goblins
Leonin Leonin
Loxodon Loxodon
Mermish Merfolk
Ogre Ogres
Rhox Rhox
Sheep Goats, Sheep
Sloth Sloths
Sylvan Centaurs, Elves, Faeries
Vedalken Vedalken
Rebecca On
@rebeccaon

* Elven tap is a language that is communicated by tap-dancing. It is the official language of three very obnoxious planets.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is.

Creature types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Age

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.

Height and Weight

Some races in this section use Tiny or Large sizes for characters, which may present some challenges for certain adventures outside of the Astrotorium. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Proficiencies

Some races and subraces grant proficiencies. Your character might not have any connection with their race's culture or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.

Proficiency Swaps
Proficiency Replacement Proficiency
Skill Skill
Armor Simple/Martial weapon or tool
Martial weapon Simple/Martial weapon or tool
Simple weapon Simple weapon or tool
Tool Simple weapon or tool
Dave Greco
@dgreco

Ainok

Ainok are canine humanoids from the plane of Tarkir. They are highly variable, with traits similar to a number of dog breeds. The Ainok found in the Astrotorium are typically similar to small, domesticated breeds. The Carnival Barker, an employee role responsible for park-wide announcements, is traditionally held by an Ainok.

Ainok Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium or Small (choose when you select this race).

Speed. Your walking speed is 30 feet.

Bite. You can use your elongated fangs to make unarmed strikes. If you hit with then, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Bark. As a bonus action, you can bark and growl menacingly. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus or become frightened of you until the end of your next turn.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Canine Senses. You have proficiency in the Perception skill.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Aaron J. Riley
@aaronjriley

Angel

Angels are celestial creatures of pure magic, and can be found throughout the multiverse. The essence of angels was pivotal in defeating the Phyrexian invasion that plagued the regular universe (the Phyrexians have yet to breach the un-iverse). Angels can be found among the performers of the Astrotorium, such as the angelic vocalist Harold.

Angel Traits

You have the following racial traits.

Creature Type. You are a Celestial.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. Angels don't age as other races do. You are immune to the effects of aging and can't be aged magically.

Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.

Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Greg Staples
@gregstaples

Aven

Aven are winged humanoids with bird-like characteristics. They can appear as a number of bird species, including hawks, eagles, and owls. They might also appear as corvids (ravens, crows) or chickens, but those aven have distinct traits and are featured later in this section.

Aven Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small or Medium (choose when you select this race).

Speed. Your walking speed is 30 feet.

Beak and Talons. You have a pointed beak and sharp talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Powerful Wings. Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast gust of wind with this trait (choose when you select this race).

Francis Tsai

Azra

The Azra are humanoids from the plane of Kylem, home of the legendary arena of Valor's Reach. They have a distant demonic ancestry, and appear as purple-skinned humanoids with horns. Their demonic ancestry has some relation to wealth and taste, and as such azra possess charismatic magics, and typically take roles as merchants.

Azra Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Azra Talents. You have proficiency in two of the following skills of your choice: Deception, Insight, or Persuasion.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Merchant's Magic. You can cast the distort value* spell with this trait. Starting at 3rd level, you can also cast the glowing coin* spell with it. Starting at 5th level, you can also cast the incite greed* spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast them using any spell slots you have of appropriate level.

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


* These spells appear in Acquisitions Incorporated.

Leonardo Santanna
@leossart

Bear-folk

Bears are common forest creatures in many worlds. Bear-folk are their humanoid counterparts, inheriting ursine strength and talents. In Magic: the Gathering, a "bear" is typically a creature with 2 power and 2 toughness with a mana value of 2. This has nothing to do with Dungeons & Dragons, but I'm running out of clever quips to write in these blurbs.

Bearfolk Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.

Powerful Build. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Teeth and Claws. You have a fanged maw and sharp claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing or slashing damage (you choose when you make the attack), instead of the bludgeoning damage normal for an unarmed strike.

Tough. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Ursine Talents. You have proficiency in one of the following skills of your choice: Perception, Nature, or Survival.

Ernanda Souza
@ernandasouza

Blorbian

Blorbians are small green aliens with large red eyes, native to the beautiful planet of Blorb-12. Unfortuantely, Blorb-12 was destroyed by Captain Rex Nebula piloting the Astrotorium in planetary parking accident. To apologize, Myra has given all Blorbians a lifetime pass to the Astrotorium. All survivors of the planet's destruction currently reside in the Astrotorium.

Lifetime Pass

As a blorbian, you have the following additional background feature, regardless of your chosen background:


Myra the Magnificent's Intergalactic Astrotorium of Fun provides you with free, modest lodging, and free food from the Concession Stand. In addition, you may wander about the astrotorium and partake of its attractions at no cost to you, provided you don't disrupt its shows or cause any other trouble.

Blorbian Traits

You have the following racial traits.

Creature Type. You are an Aberration.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Blorbian Guilt. As an action on your turn, you can distract nearby foes by making awkward comments about how your home planet was destroyed. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can hear and understand you.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blorbian Mind. You have resistance to psychic damage, and you have advantage on Intelligence, Wisdom, and Charisma saving throws.

Blorbleness. You can move through the space of any creature that is of a size larger than yours. In addition, you can move through and stop in a space large enough for a Tiny creature without squeezing.

Blorbful Build. You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift. In addition, a willing creature that is your size or larger can serve as your mount.

Gaboleps
@gaboleps

Bullywug

Bullywugs are small, amphibious humanoids that resemble frogs or toads, and possess many similar natural talents. They are quite rare in the Astrotorium, appearing on only one card in the Unfinity set (Croakid Amphibonaut), and even then its status as a bullywug is uncertain.

Bullywug Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Amphibious. You can breathe air and water.

Bullywug Camouflage. You have proficiency in the Stealth skill. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Extra Language. You can speak Bullywug. Bullywug sounds like the croaking of frogs and croaks.

Speak with Frogs and Toads You can communicate simple ideas to any frog or toad when you speak in Bullywug. It can understand your words, though you have no special ability to understand it in return. You have advantage on all Charisma checks you make to influence them.

Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Leonardo Santanna
@leossart

Centaur

Centaur are creatures with a horse's neck and torso from the waist down, and a humanoid torso from the waist up, typically that of a human or elf. They have strong druidic ties to nature. Many centaurs have been picked up by the Astrotorium and perform at the Big Top.

Centaur Traits

You have the following racial traits.

Creature Type. You are a Monstrosity.

Size. You are Medium.

Speed. Your walking speed is 40 feet.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Hooves. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Affinity. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

Dave Greco
@dgreco

Chameleon

Chameleons are reptillian humanoids, related to Viashino but without any draconic characteristics. Instead, they possess a long, sticky tongue, swiveling eyes, and a natural camouflage ability that renders them nearly invisible. When you say it all like that, it's kind of hard to belive that chameleons are real animals on some planets.

Chameleon Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

Chameleon Eyes. You have a wide range of vision and can see in two directions at once. No creature within 5 feet of you can make an attack roll with advantage against you, unless you're blinded or incapacitated.

Chameleon Skin. As an action, you can change the color of your skin to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Keen Senses. You have proficiency in the Perception skill.

Tongue. You have a long tongue that you can use to make unarmed strikes. Your reach for it is 5 feet greater than normal. When you hit with it, the strike deals its normal damage, and the target is pulled into an unoccupied space within 5 feet of you.

Leonardo Santanna
@leossart

Chicken

Chickens are a type of flightless aven, though they can still glide. They have a notorious cluck weapon capable of waking even the deepest sleepers. Chickens often run into problems in a number of different planets throughout the un-iverse, since almost every planet has a number of food options that taste like them.

Chicken Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered an aven for any prerequisite or effect that requires you to be an aven.

Size. You are Small or Medium (choose when you select this race).

Speed. Your walking speed is 30 feet.

Beak. You have a sharp beak that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Early Bird. Magic can't put you to sleep.

Chicken Wings. When you fall at least 10 feet above the ground, you can use your reaction to flap your wings and slow your descent to 60 feet per round, and you take 0 damage from the fall.

Cluck Weapon. When you take the Attack action on your turn, you can replace one of your attacks with a directed sonic attack in a 15-foot cone. Each creature in that area that can hear you must succeed on a Constitution saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus or take 1d10 thunder damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dmitry Burmak
@burmak

Devil

Devils are mischievous little imps from one of the universe's infernal planes. They are attracted to fire and destruction, even moreso than goblins. One of Myra's Marvels is a devil by the of Devil Kdanger Nevil (the "K" is silent), a daredevil known for making absurd jumps via hoverbike.

Devil Traits

You have the following racial traits.

Creature Type. You are a Fiend. You are also considered a demon* for any prerequisite or effect that requires you to be a demon.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hellish Resistance. You have resistance to fire damage.

Infernal Legacy. You know the produce flame cantrip. Starting at 3rd level, you can cast the hellish rebuke and hideous laughter spells with this trait, without requiring material components. Starting at 5th level, you can also cast the mischief** spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

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


* Demons and devils have their roles reversed between Magic: the Gathering lore and the lore for Dungeons & Dragons/the Forgotten Realms.


** The Nathair's mischief spell appears in Fizban's Treasury of Dragons.

Anna Christenson
@achrisart

Elf

Elves are lithe, pointy-eared humanoids, and can be found on many worlds. They are descended from faeries, and have an innate connection to nature and druidry. On average, their physique lends them to being excellent acrobats. While most elves speak Elven or Sylvan, some planets have developed a unique language known as Elven Tap, which is communicated exclusively through complicated tap-dancing.

Elf Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 35 feet.

Life Span. 750 years on average.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Keen Senses. You have proficiency in the Perception skill.

Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Yangtian Li
@yangtianli

Faerie

Faeries, also known as fairies, pixies, and sprites, are fey creatures from various planes. There appear as tiny humanoids with wings, and often possess innate magical abilities. A number of faeries are employed at the Astrotorum, dazzling guests with acrobatic flight patterns.

Tiny PCs

The standard rules of Dungeons and Dragons don't account for Tiny player characters. Speak with your DM about playing a faerie before choosing this race, and consider the following traits of being Tiny:


  • Carrying Capacity. Your carrying capacity and the amount you can push, drag, or lift is halved.
  • Movement and Position. You can move through the space of any Medium creature (and they can move through your space) as difficult terrain.
  • Mounted Combat. A willing Small creature that has appropriate anatomy can serve as your mount.

Faerie Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Tiny.

Speed. Your walking speed is 30 feet.

Faerie Dust. You can cast the fly spell with this trait without requiring a material component. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher.

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

Fey Passage. You can squeeze through a space as narrow as 1 inch wide, provided you are carrying nothing and aren't wearing armor. You have advantage on ability checks you make to avoid or escape a grapple.

Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Nimble. You have proficiency in one of the following skills of your choice: Acrobatics, Sleight of Hand, or Stealth.

Leonardo Santanna
@leossart

Giraffe

Giraffes a large, long-necked mammals found in plains-like environments on a number of worlds. The giraffes found in the Astrotorium are sentient humanoids, which creates a difficult dilemma as they enjoy attractions and rides, but are often quite too tall to ride them.

Giraffe Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 40 feet.

Giant Step. You can move through the space of any creature that is of a size smaller than yours.

Hooves. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Keen Senses. You have proficiency in the Perception skill.

Tall. Due to your long neck, you can only move through a space large enough for Medium or smaller creatures by squeezing.

Long-Necked. You can use your mouth to manipulate an object, open or close a door or container, pick up or set down a Tiny object, or make a melee attack with a weapon that has the light property. Because of your long neck, when you do so, your reach for the action is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Dave Allsop
@daveallsop

Goblin

The goblins of the Astrotorium are small, green-skinned humanoids with a penchant for destruction and mischievousness. They are similar to their counterparts found in other planes. A number of goblins are employed by the Astrotorium, much to everyone's concern.

Goblin Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Igor Grechanyi
@igorgrechanyi

Human

Humans are one of the most prevalent species in the
un-iverse and beyond, and are quite varied in their appearance and traits. The humans found in the Astrotorium are similar to their counterparts in other planes.

Variant Traits

If your campaign uses the optional feat rules from the Player's Handbook, your Dungeon Master might allow these variant traits, which replace your Human Determination and Skills traits.

Resourceful. Whenever you finish a long rest, you are given inspiration, using the rules for inspiration provided in the Player's Handbook.

Feat. You gain one of the following feats from the Player's Handbook: Alert, Healer, Lucky, Magic Initiate, Savage Attacker, Skilled, or Tough.

Human Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Skills. Humans have a wide range of natural talents. You have proficiency in one skill of your choice and with one tool of your choice.

Filipe Pagliuso
@filipe-pagliuso

Leonin

Leonin are feline humanoids found in a number of different planes. Leonin are usually similar to big cats, such as lions, in their appearance and traits; but the leonin of the Astrotorium are more similar to domesticated house cats. Also, friendly reminder that most house cats are actually lactose intolerant, despite what the above image might insinuate.

Leonin Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

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

Cat's Grace. You don't take fall damage from falling 20 feet or less as long as you aren't incapacitated.

Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Feline Talent. You have proficiency in one of the following skills of your choice: Acrobatics, Perception, Stealth, or Survival.

Nine Lives. When you drop to 0 hit points as a result of taking damage, you can instead drop to 1 hit point and immediately spend a number of hit die up to your maximum, regaining hit points equal to one roll of each spent die. You can use this trait eight times.

Yangtian Li
@yangtianli

Loxodon

Loxodon are elephantine humanoids, and have distinct tusks and a trunk. They are known to be peaceful and wise, and can be found on a number of planes and planets. There are a number of loxodon among the Astrotorium's performers. Circus elephants liking peanuts is a stereotype, so please be considerate.

Loxodon Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium (about 7-8 feet tall).

Speed. Your walking speed is 30 feet.

Life Span. 450 years on average.

Keen Senses. You have proficiency in the Perception skill.

Modest Truth. You have advantage on saving throws you make to avoid or end the charmed or frightened condition on yourself.

Natural Armor. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Trunk. You can use your trunk to manipulate an object, open or close a door or container, pick up or set down a Tiny object, or make an unarmed strike. The trunk can't activate magic items or lift more than 20 pounds.

Vincent Christiaens
@arafuin

Merfolk

Merfolk are aquatic humanoids found throughout many galaxies, where they come in a variety of different forms. The merfolk of the Astrotorium hail from an unknown plane, and are quite different from other merfolk; they have jellyfish-like characteristics, and are bioluminescent.

Merfolk Traits

You have the following racial traits.

Creature Type. You are a Monstrosity.

Size. You are Medium.

Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Amphibious. You can breathe air and water.

Cold Resistance. Adapted to the frigid ocean depths, you have resistance to cold damage.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Illumination. You emit bright light in a 5 foot radius and dim light for an additional 5 feet.

Piscine Tail. Because of your piscine tail, when you make a climb that requires hands and feet, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Siren's Song. You know the friends cantrip and can cast it without material components.

Tomek Larek
@tomeklarek

Minotaur

Minotaurs are humanoids with ox-like characteristics, including horns, snouts, and tails. They have an innate magical ability to help them from getting lost, even in a location as confusing as the Astrotorium. Within the park, minotaurs are looked at with fear, thanks in part to the rumors surrounding Magar, one of Myra's marvels and a minotaur performer with a marionette routine. The rumors state that Magar uses dark magic to turn his enemies into his marionettes.

Minotaur Traits

You have the following racial traits.

Creature Type. You are a Monstrosity.

Size. You are Medium.

Speed. Your walking speed is 35 feet.

Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Charge. If you move at least 10 feet straight toward a target and then hit it with a melee attack on the same turn, the target must succeed on a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

Paolo Parente
@paoloparente65

Ogre

Ogres are tall, hulking humanoids distantly related to giants. Within the Astrotorium, they have a reputation of hogging up the physical challenge games, leading some attraction attendees to secretly increase the difficulty of these challenges. It never works, though.

Ogre Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 40 feet.

Giant Step. You can move through the space of any creature that is of a size smaller than yours.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Ogroid Build. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Dave Greco
@dgreco

Porcupine

Porcupines are small creatures with backs and heads covered in sharp quills. They can use these quills offensively and defensively, causing many to give them a wide berth while exploring the Astrotorium. Many porcupines also have an innate desire to go fast, curling into a ball that allows them roll quickly. The cause of this desire is unknown, but increases in the presence of rings.

Porcupine Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Gotta Go Fast. You can curl into a ball and roll for extra speed. As a bonus action, you can move up to your speed in a straight line without provoking opportunity attacks. While moving this way, you can move through the space of any creature that is of a size larger than yours, and can move through a space large enough for a Tiny creature without squeezing. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Spiny Hide. A creature that hits you with a melee attack while within 5 feet of you takes piercing damage equal to your proficiency bonus. Additionally, a creature grappling or grappled by you takes piercing damage equal to your proficiency bonus at the start of each of your turns.

Quills. You have sharp quills on your head and back. When you take the Attack action on your turn, you can fire some of the quills at a creature you can see within 30 feet of you in place of one of your attacks. The creature must succeed on a Dexterity saving throw with a DC of 8 + your Dexterity modifier + your proficiency bonus or take piercing damage equal to 1d6 + your Dexterity modifier.

Greg Staples
@gregstaples

Raven-aven

Raven aven are raven-like aven. Like chickens, they aren't able to fly (though some believe this is because of an ancient curse placed upon their race). Drawing from the talents of the raven, the raven-aven have other skills, including the ability to mimic voices, and an excellent memory.

Raven-aven Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small or Medium (choose when you select this race).

Speed. Your walking speed is 30 feet.

Beak. You have a sharp beak that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Raven Recall. Thanks to your supernaturally good memory, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Leonardo Santanna
@leossart

Rhox

Rhox are rhinocerous-like humanoids that can be found in a number of different planes. They have thick skin and a prominent and deadly horn. A few rhox count among the Astrotorium's performers, where they perform acts of dexterity or other feats that don't lend themselves to the rhox's natural talents.

Rhox Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 35 feet.

Charge. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target must succeed on a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone.

Horn. You have a horn that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Armor. You have thick, leathery skin. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.

Natural Athlete. You have proficiency in the Athletics skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Ralph Horsley
@ralphhorsley

Robot

A ROBOT IS AN ARTIFICIAL AUTONOMOUS MACHINE, CAPABLE OF PERFORMING A SET OF PROGRAMMED ACTIONS. MYRA THE MAGNIFICENT'S ASTROTORIUM OF FUN UTILIZES SEVERAL MODELS OF ROBOTS TO MAXIMIZE THE HAPINESS AND DELIGHT OF ITS GUESTS. MODELS INCLUDE CLOWN-BOTS, CREATED BY THE MIRTHING POD CLOWN EXTRUDER, WHICH WAS CREATED BY PIETRA "HONK HONK" MCGIGGLES. DO CLOWNS HAVE SOULS? OTHER MODELS INCLUDE SECURITY BOTS, MUSICIAN BOTS, GATE BOTS, WHAT IS THE MEANING OF LIFE?, TICKET BOTS, GATE BOTS, LOT-BOTS, ROBO-PIÑATAS. AND THE TECHNOLOGICALLY ADVANCED PEOPLE PLEASING ENTERTAINMENT ROBOT, ALSO KNOWN AS THE T.A.P.P.E.R.

ROBOTS ARE PROGRAMMED FOR A TASK AND ARE PROGRAMMED TO ENJOY THAT TASK. INHIBITING A ROBOT FROM COMPLETING ITS TASK IS USUALLY MET WITH DISASTROUS RESULTS.

Robot Traits

You have the following racial traits.

Creature Type. You are a Construct.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. You are immune to the effects of aging and can't be aged magically.

Constructed Nature. You have resistance to poison damage, and you have immunity to disease and the poisoned condition. You don't need to eat, drink, or breathe.

Narrow Programming. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Repair. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

Sleepless Revitalization. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Specialized Design. You have proficiency in one skill and with one artisan's tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.

Igor Grechanyi
@igorgrechanyi

Scarecrow

Scarecrows are typically used on rural planets, to scare away crows and other pests from their fields of crops. In many planes, these scarecrows can be imbued with magic which makes them come to life. Some such scarecrows are found among in the Emporium, where they continue their duty of unduly scaring other guests away from prizes.

Scarecrow Traits

You have the following racial traits.

Creature Type. You are a Construct.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. You are immune to the effects of aging and can't be aged magically.

Constructed Nature. You have resistance to poison damage, and you have immunity to the poisoned condition and to disease. You don't need to eat, drink, or breathe.

False Appearance. If a creature hasn't seen you move or act, it must succeed on a Wisdom (Perception) check against a DC of 8 + your Dexterity modifier + your proficiency bonus to discern that you are animate.

Fire Vulnerability. You have vulnerability to fire damage.

Repair. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

Sleepless Revitalization. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Terrifying Glare. As an action, you can glare at one creature within 30 feet of you that can see you. That creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier or become frightened of you until the end of your next turn.

Michael Phillippi
@slothart

Sloth

Sloths...are...slow...moving...creatures...native...to...many... ...worlds...in...many...galaxies...throughout...the...Un-iverse... ...including...those...near...Myra...the Magnificent's... ...Astrotorium ...of...Fun. What...sloths...lack...in...speed... ...they...make...up...in...determination...and...precision.

Sloth Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 25 feet.

Hold Up A Minute. You can spend 1 minute of careful observation without moving or breaking concentration (as if you were concentrating on a spell) to gain advantage on the next Wisdom, Intelligence, or Charisma check you make.

Slow. You can't take reactions.

But Steady. When you damage a creature with an attack or a spell for the first time on your turn, you can immediately follow that attack or spell with a bonus action, causing the attack or spell to deal an extra 1d6 damage to the creature. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

You can use this bonus action only if you haven't moved during your turn, and after you use the bonus action, your speed is 0 until the end of your turn.

What Did You Say? You have advantage on saving throws you make to avoid or end the charmed or frightened condition on yourself.

Sebastian Giacobino
@sgiacobino

Vampire

Vampires are undead creatures, the result of an ancient curse. They don't require food or drink, but they subsist on blood; a fact that leads many guests to be wary of the Astrotorium's vampire employees. Despite popular belief, however, the vampires don't feed on the guests; there are blood stores in the break rooms. Where do the blood stores come from? Er...

Vampire Traits

You have the following racial traits.

Creature Type. You are an Undead.

Size. You are Medium or Small (choose the size when you select this race).

Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

Life Span. Vampires don't age as other races do. You are immune to the effects of aging and can't be aged magically.

Bite. You have elongated fangs that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Deathless Nature. You don't need to eat, drink, or breathe. In addition, you don't have a shadow, and you don't cast reflections or appear in mirrors.

Limited Flight. Starting at 5th level, you can use a bonus action to fly up to a number of feet equal to your walking speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft.

Vampiric Drain. As an action, you can make a special attack with your Bite against a creature that isn't a Construct or Undead. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. The target must also succeed on a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus, or be cursed with vampirism.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vladimir Krisetskiy
@bopchara

Vedalken

Vedalken are four-armed, blue-skinned amphibious humanoids found throughout many planes of the multiverse (though they only have four arms in some of the planes). Their cultures are known for being intellectually inclined, and it is believed that their four arms and amphibiousness are the result of genetic engineering practiced at some point in their history.

Vedalken Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Amphibious. You can breathe air and water.

Origin Query. You have proficiency in the Investigation and History skills.

Secondary Arms. You have two secondary arms below your primary pair of arms. The secondary arms function like your primary arms.

Tireless Precision. When you make an Intelligence (Investigation) check or an ability check using a tool with which you have proficiency, you can roll a d4 and add the number rolled to the ability check.

Vedalken Cunning. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

Jose Parodi
@parodi

Zombie

Zombies are undead creatures created by necromancy. The Astrotorium employs many zombies as part of its work force, typically for night shifts. It is belived that zombies are created as a side effect of the Sorin's Haunted Mansion attraction.

Zombie Traits

You have the following racial traits.

Creature Type. You are an Undead.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Life Span. Zombies don't age. You are immune to the effects of aging and can't be aged magically.

Deathless Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe.

Knowledge of the Past. You temporarily remember glimpses of the past, faded memories from ages ago. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sleepless Revitalization. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Sebastian Giacobino
@sgiacobino

Class OptionClass Option

The Artificer class, which appears in Tasha's Cauldron of Everything, receives new features and a new subclass in this chapter.

Hatificer

At 3rd level, an artificer gains the Artificer Specialist feature, which offers you the choice of a subclass. The Hatificer is an option available to you when making that choice.


Hatifice is an ancient art, originally a mundane practice known as haberdashery, that eventually integrated the arcane traditions of Artifice. The hatificer does much more than craft headwear; they tap into the deep reserves of the headwear of their ancestors, and the headwear of those around them.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with hatter's tools. If, somehow, you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Hatter's Tools

Artisan's tools
5gp, 5 lb.

The art of haberdashery confers knowledge of all manner of headwear. A good adventuring hat is both practical and fashionable.


If your campaign or adventure uses the optional rules for Tool Proficiencies from Xanathar's Guide to Everything, haberdasher's tools have the following properties:


Components. Hatter's tools include a wooden mallet, pins, candles, scraps of cotton, and an assortment of wooden hat-blocks.
Arcana, History. Your expertise in headwear aids you in identifying the history and magical properties of hats, helms, headbands, and hoods.
Insight. You have learned to intuit a great deal about an individual's personality based on the kind of hat they wear, or lack thereof.
Maintain Hats. As part of a long rest, you can repair your companions' hats. For the next 24 hours, up to six creatures of your choice who wear headwear you worked on ignore the hazardous effects of Extreme Heat or Extreme Cold.

Activity DC
Determine a hat's age and origin 10
Hide an item under your hat 10
Craft an impressive hat 15

Hatificer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Hatificer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Hatificer Spells
Artificer Level Hatificer Spells
3rd hail of thorns, hat trick*
5th blindness/deafness, crown of madness
9th call lightning, nondetection
13th greater invisibility, resilient sphere
17th circle of power, conjure volley

* The hat trick spell is found in chapter 4.

Haberdashing Headgear

Beginning at 3rd level, you've learned to imbue a hat with ancient haberdashing magics. When you finish a long rest, provided you have hatter's tools on hand, you can touch a magic or nonmagical piece of headwear (such as a hat, helm, headband, or hood), which becomes your Haberdashing Headgear.


Once imbued, your Haberdashing Headgear is a magical simple ranged weapon with the thrown (range 20/60) property, and you can use it as a spellcasting focus for your artificer spells. Even though your Haberdashing Headgear is a magical weapon, it can be infused as if it were a nonmagical weapon.


When you attack with you Haberdashing Headgear, you can use your Intelligence modifier for the attack roll. If you hit with it, you deal slashing damage equal to 1d8 + your Intelligence modifier. At 9th level, the damage dealt by the Headgear increases to 2d8 + your Intelligence modifier.

Milliner's Manipulation

Also at 3rd level, you have learned to manipulate the headwear of others. Creatures wearing hats, helms, headbands, or hoods have disadvantage on saving throws against your spells.


Additionally, When you hit a creature with your Haberdashing Headgear, you can forego dealing damage to force the Headgear onto the target's head. The target can use an action on its turn to make a Strength saving throw, removing the hat on a success.

Extra Attack

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Improved Headgear

At 9th level, you have modified your Haberdashing Headgear in both mundane and magical ways. It gains the following benefits:

  • When you infuse your Haberdashing Headgear, you can apply two infusions to it at a time. If both infusions grant bonuses to your attack rolls or armor class, you gain only the greater bonus.
  • While you are wearing your Haberdashing Headgear, it is also a shield, increasing your armor class by 2. You can infuse it as if it were both a simple melee weapon and a shield.
  • The maximum number of items you can infuse at once increases by 2, but those extra infusions must be applied to your Haberdashing Headgear.

Capstone of the Cap

At 15th level, you have learned to harness the arcane haberdashery of all the headwear of your ancestors. While you are wearing you Haberdashing Headgear, you gain the following benefits:

  • You have resistance to psychic damage.
  • You are immune to the charmed and frightened conditions.
  • Your allies have half cover while within 5 feet of you.
  • When you hit with your Haberdashing Headgear, the target takes an additional 1d6 psychic damage.

Additional Artificer Infusions

2nd-level Artificer Feature


The following infusions expand the list of artificer infusions in Tasha's Cauldron of Everything.

Helmed Horror Servant

Prerequisite: 10th-level artificer, Hatificer
Item: A suit of armor (with helm) worth at least 400gp


You learn the ritual for creating a servile helmed horror. The armor you infuse springs to life as your servant, and determines the horror's appearance.


The horror is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Helmed Horror Servant stat block, which uses your proficiency bonus (PB) in several places.


In combat, the horror shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the horror can take any action of its choice, not just Dodge.


The horror regains 2d6 hit points if the mending spell is cast on it. If you or the horror dies, it reverts to an inert suit of armor.

Sebastian Giacobino
@sgiacobino

Helmed Horror Servant

Medium Construct, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 15 + your Intelligence modifier + your artificer level (the helmed horror has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 10 (+0) 11 (+0) 5 (-3)

  • Damage Resistances poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak
  • Challenge

Spell Immunity. The helmed horror is immune to three spells of your choice from the artificer spell list. The helmed horror has advantage on saving throws against all other spells.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + 3 + PB bludgeoning damage.

Propeller Hat

Prerequisite: Hatificer
Item: A hat (requires attunement)


This hat has 6 charges, and regains 1d6 expended charges daily at dawn. The wearer can expend 1 charge as an action to cast the levitate spell on itself, requiring no components. The helm's propeller spins and whirs loudly until the spell ends.

Replicate Magic Item

The following tables expand the options of the Replicate Magic Item infusion in Tasha's Cauldron of Everything.

Replicable Items (6th-level artificer)
Magic Item Attunement
Helm of Comprehending Languages Yes
Replicable Items (14th-level artificer)
Magic Item Attunement
Helm of Brilliance Yes
Helm of Teleportation Yes

Magic ItemsMagic Items

The following section describes magic items that are likely to be found during an adventure or campaign in the Astrotorium. Some items can be purchased from vendors throughout the Astrotorium; purchasable items are noted in their vendor's section in chapter 5. The following items are presented in alphabetical order.

Autograph Book

Wondrous Item, Very Rare (Requires Attunement)

This hardcover tome contains six blank pages. With your permission, a creature can use its action to sign its name on a page. When a creature signs its name, an action in that creature's stat block is magically inscribed into the signature at random.


While holding the book, you can use your action to perform the magically inscribed action associated with a signature. Doing so erases the signature from the book. The action uses your statistics where appropriate. For example, a Melee Weapon Attack action uses your Strength modifier for the attack and damage rolls, and uses your proficiency bonus for the attack roll if you are proficient with the weapon. If the action casts a spell, you choose whether to use your Intelligence, Wisdom, or Charisma modifier as the spellcasting ability when you cast the spell from the book.

Blue Ribbon

Wondrous Item, Rare

This lovely blue ribbon has "#1" embroidered onto its face. The ribbon has 10 charges, and regains 1d10 charges daily at dawn. While wearing the ribbon, when a creature within 30 feet of you casts a spell that targets only one creature, you can use your reaction and expend a number of charges equal to that spell's level to force that spell to also target you. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

Jehan Choo
@styloren

Cruciverb Puzzlebox

Wondrous Item, Uncommon (Requires Attunement)

The puzzlebox is a cube-shaped item 5 inches on a side composed of interlocking rows and columns, forming a grid on each face. Each square of the grid contains a letter in the common alphabet.


During a short or long rest, you can consult the puzzlebox. To consult the puzzlebox, you pick a vowel, then pick 1d10 consonants at random (you can do this with d20s or by having each player pick a random letter). You then have 1 minute to spell a word using the chosen letters. When you spell the word, determine and record that word's Scrabble© value. The puzzlebox can have only one recorded value at a time. Consulting the puzzlebox again replaces the original recorded value.


While holding the puzzlebox, you can replace any attack roll, saving throw, or ability check made by you or a creature you can see within 30 feet of you with the recorded value. You must choose to do so before the roll, and can only do so once; afterwards, the recorded value is lost until the puzzlebox is consulted again.

Jetpack

Wondrous Item, Uncommon

This metal device has two rocket engines, weighs 35 pounds, and can be strapped to your back. You can use it to fly, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. As an action, you can activate or deactivate the jetpack. While activated, the jetpack has a flying speed of 50 feet, and it must use all its movement. You must have both hands free to direct the jetpack while it is activated, otherwise it moves in a straight line in a random direction. If the jetpack loses its controller while airborne, it will continue moving in random directions each turn until it is deactivated.

Molecular Teleporter

Wondrous Item, Rare

This handheld device has a red button and an atenna. As an action, you can press the button to cast the teleportation circle spell from it. When cast this way, rather than drawing a chalk circle inscribed with sigils, a 10-foot diameter ring of lights appears on the ground, and the portal opens within the ring. Once the spell is cast, the teleporter can't be used again until the next dawn.

Park Map

Wondrous Item, Common

This handheld device can project a 3-Dimensional holographic map of Myra the Magnificent's Intergalatic Astrotorium of Fun. While holding it, you can use your action to turn the projection on or off. While the projection is on, you can locate any area of the Astrotorium, and you have advantage on any Wisdom (Survival) check you make to navigate the park.

Sam Hogg
@samhogg

Pin Collection

Wondrous Item, Very Rare (Requires Attunement)

A pin collection is a sash worn over armor or clothing, to which pins can be fastened. When a creature within 30 feet of the pin collection dies, a pin that represents one of its traits (chosen by the DM) magically appears on the collection. Pins can be removed from the collection, whereupon they lose their magic.


While wearing the pin collection, you have all the traits represented by its pins.

Shining Armor

Medium or Heavy Armor (but not Hide), Uncommon (Requires Attunement)

This armor has stylish astro-rings in various places. When found, it has a random letter of the alphabet inscribed on the inside collar.


While wearing this armor, you have resistance to damage from and advantage on saving throws against creatures, weapons, spells, and effects whose names start with the inscribed letter. If a creature doesn't have a name, it uses the name of its stat block.

Souvenir Apparel

Wondrous Item, Uncommon (Requires Attunement)

Souvenir Apparel is branded Magic: the Gathering or Dungeons & Dragons clothing, © Wizards of the Coast LLC. The apparel comes in a number of forms, including hats, shirts, pants, glasses, cloaks, and shoes.


You have a +1 bonus to AC while you or your player are wearing this apparel. Apparel that infringes on Wizards' copyright does not grant any benefit (clothing that you made yourself for non-commercial use may or may not fall into this category. I am not a lawyer, so please consult a lawyer for legal questions and advice).

Strength-Testing Hammer

Weapon (Maul, Warhammer), Rare (Requires Attunement)

When you attack a creature with this weapon and roll a 20 on the attack roll, the sound of a bell fills the air around you for a moment. A random magic item of common rarity is magically teleported from Myra the Magnificent's Intergalactic Astrotorium of Fun's prize wall to a space within 5 feet of you.

Water Gun

Weapon (Simple Weapon, Firearm), Common

This magic firearm has 3 charges. As an action while holding it, you can expend a charge to shoot a stream of water from it in a 20-foot line that is 6 inches wide. Each creature in that line must succeed on a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier or be doused in water. The water extinguishes candles, torches, and similar unprotected flames in the line.

Kirsten Zirngibl
@kirstenzirngibl

SpellsSpells


Magic functions in the Un-iverse as it does in most other D&D settings. The following chapter presents a number of spells that are unique to the Un-iverse and can be used by characters in a campaign or adventure in the Astrotorium.

The Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list (the Artificer class appears in Tasha's Cauldron of Everything). The spells are presented in alphabetical order.

Spells
Level Spell School Classes
1st Hat Trick Conj. Artificer, Cleric, Wizard
2nd A Good Day to Pie Conj. Sorcerer, Warlock, Wizard
2nd Finishing Move Abj. Cleric, Ranger, Paladin, Warlock
3rd Down For Repairs Abju/ Artificer, Wizard
3rd Plot Armor Tran. Artificer, Bard, Cleric, Paladin, Wizard
3rd Saw In Half Tran. Artificer, Bard, Wizard
3rd Well Done Tran. Artificer, Wizard
4th Boing! Tran. Bard, Sorcerer, Warlock, Wizard
4th Embiggen Tran. Artificer, Wizard
4th Form of the Approach of the Second Sun Tran. Wizard
5th Exchange of Words Tran. Bard, Druid, Sorcerer, Wizard
8th Animate Location Tran. Bard, Sorcerer, Wizard

A Good Day to Pie

2nd-Level Conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a dollop of whipped cream)
  • Duration: Instantaneous

This spell magically creates a nonmagical pie that weighs 3 pounds and hurls it at a creature or object you can you see within range. When you cast the spell, choose the pie's flavor (you can't choose an inedible or damaging flavor). If the target is a creature, it must succeed on a Dexterity saving throw or be struck by the pie. Whatever the pie strikes takes 5d6 bludgeoning damage. If this damage reduces a creature to 0 hit points, the creature is knocked out; it falls unconscious and is stable. What remains of the pie can be safely eaten.

Animate Location

8th-Level Transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

One Gargantuan structure or location comes to life at your command. The target becomes a creature with the Animated Location stat block. The target remains a creature until the spell ends or until reduced to 0 hit points.


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. As a bonus action, you can mentally command the creature if it is within 500 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.


Animated Location

Gargantuan Construct, Unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 101 (7d20 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 18 (+4) 3 (-4) 3 (-4) 1 (-5)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft. (blind beyond this radius)
  • Languages understands the languages you speak but can't speak
  • Challenge

Actions

Multiattack. The creature makes two Slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 17 (2d12 + 4) force damage.

Boing!

4th-Level Transmutation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

This spell has a specific verbal component: "BOING!", which you must shout while jumping. The spell attempts to launch one creature other than you that you can see within range. The target must succeed on a Strength saving throw or be launched up to 100 feet straight into the air. If some solid object (such as a ceiling) is encountered during this launch, the target takes 1d6 bludgeoning damage from the impact. The creature then falls, taking damage as normal.

Disemvowel

1st-Level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a creature you can see within range. That creature must succeed on a Constitution saving throw or take 1d8 necrotic damage for each vowel in its name. If the creature doesn't have a name, it uses the name of its stat block.

Down for Repairs

3rd-Level Abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one magic item you can see within range. If the item is being worn or carried, the creature wearing or carrying it can make a Dexterity saving throw to avoid the item being affected.


If the magic item is Rare or of lesser rarity, its magical properties and powers are suppressed until the spell ends. For example, a +1 longsword affected by the spell functions as a nonmagical longsword until the spell ends.


At Higher Levels. When you cast this spell using a spell slot of 6th, 7th, or 8th level, you can target a magic item of Very Rare rarity. If you cast it using a spell slot of 9th level, you can target a magic item of Legendary rarity.

Embiggen

4th-Level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a flea)
  • Duration: Concentration, up to 1 minute

You cause a creature you can see within range to grow immensely larger for the duration. An unwilling creature must make a Constitution saving throw to avoid the effect. The spell has no effect on a shapechanger.


Everything the target is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.


The target increases in size until it is Gargantuan. If there isn't enough room for the target to become Gargantuan, it attains the maximum possible size in the space available. For each size category the target increases—from Medium to Large, for example—the target's height is doubled and its weight is multiplied by eight. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, for each size category increased, the target's attacks with them deal 1d4 extra damage.

Exchange of Words

5th-Level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an ink pen and a sheet of parchment)
  • Duration: Instantaneous

This spell transforms two creatures of your choice within range, causing them to become one another. An unwilling creature must make a Wisdom saving throw to avoid the effect. On a success, the spell fails and has no effect. The spell has no effect on a creature with 0 hit points. The transformation lasts for the duration, or until one of the targets drops to 0 hit points or dies.


If one of the two creatures is you or your ally, the other creature must have a level or challenge rating equal to or less than you or your ally's level. Each target's game statistics, including mental ability scores, are replaced by the other creature's statistics. Each creature retains its alignment and personality.


Each target swaps hit points, then swaps again when the spell ends. If a target drops to 0 hit points, the spell ends, which will cause the other creature to immediately drop to 0 hit points and be knocked unconscious. A target who drops to 0 hit points as the result of a swap is stable.


A target's gear melds into the new form. Neither creature can activate, use, wield, or otherwise benefit from any of the other creature's equipment.

Finishing Move

2nd-Level Abjuration


  • Casting Time: 1 reaction, which you take when you reduce a creature to 0 hit points
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As part of an attack or other feature that reduces a creature to 0 hit points, you perform a flashy move or pose and say your signature line. You gain one of the following benefits:

  • For the next 24 hours, you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks on any creature that saw you cast the spell.
  • You are given inspiration, using the rules for inspiration provided in the Player's Handbook.

Form of the Approach of the Second Sun

4th-Level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (the material components of the chosen spell)
  • Duration: Concentration, up to 1 minute

Using this spell, you transform into a living spell that you know or have prepared. While in the new form, your statistics are replaced with those of the living spell stat block. When you cast the spell, choose a spell of 3rd level or lower that you know or can prepare that is capable of dealing damage to a creature, which determines certain traits in the living spell's stat block. The transformation lasts for the duration, or until you drop to 0 hit points or die.


While in the form of a living spell, you can't talk or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with.

Jehan Choo
@styloren

Living Spell

Medium Construct, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 50
  • Speed 30 ft.

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

  • Damage Resistances all damage types dealt by the chosen spell
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, exhaustion, grappled, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak but can't speak
  • Challenge

Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.

Actions

Magical Strike. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: The chosen spell's damage.

Hat Trick

1st-Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a hat, helm, or other headwear)
  • Duration: Instantaneous

You throw your hat at a creature you can see within range. When you do, the ghosts of two other hats you used to own appear and fly at the same target, or at different targets within range (if you have not owned any other hats, the ghosts of the hats of your ancestors appear). Make a separate ranged spell attack roll for each hat. On a hit, a target takes 1d6 force damage, and your hat immediately returns to your head.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, an additional hat ghost appears for each spell level above 1st.

Plot Armor

3rd-Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch is magically warded against unaimportant threats. Until the spell ends, the target has resistance to damage from creatures that don't have names or campaign relevance (such as most employees and guests of the Astrotorium). The target also has advantage on saving throws against effects created by such creatures. If the target is reduced to 0 hit points by such a creature, the target becomes stable. The target also takes no damage from such a creature if the target has 0 hit points.

Saw in Half

3rd-Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a saw)
  • Duration: Concentration, up to 1 minute

This spell allows you to safely separate a creature into two functional halves. One willing Humanoid you touch is magically bisected, separating its legs from its torso. If the creature is Humanoid but has a non-Humanoid shape, it is unaffected. The creature remains separated until the spell ends or until either half is reduced to 0 hit points, at which point the creature's legs are magically teleported and rejoined to the torso. If there isn't enough room for the creature to be rejoined safely, its body contorts to fit the space, dealing 1d10 force damage to the creature each turn until it has enough space.


The creature maintains control of each half of its body, each of which have half the creature's hit points and are one size category smaller than the creature. The legs have the creatures speed, and can make unarmed strikes by kicking. The legs can't speak, cast spells, or take any other action that requires hands or speech. The legs are blinded and deafened, but have immunity to the charmed, frightened, and unconscious conditions. The torso can take actions using its arms as normal, but can only move by crawling, swimming, or climbing at a speed of 10 feet.

Well Done

3rd-Level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a Rare or Very Rare magic item, which the spell consumes)
  • Duration: Instantaneous

This spell drains a magic item's magic to cook your foes from the inside. Choose one target you can see within range. The target takes 5d6 fire damage. Once you cast the spell, the magic item used as the material component crumbles to ash.

Kirsten Zirngibl
@kirstenzirngibl

The AstrotoriumThe Astrotorium

The following chapter describes the locations within the Astrotorium. The characters are free to explore the Astrotorium as they please. Statistics for NPCs are linked, and are presented later in chapter 6.

! Dungeon Masters Only !

Only the DM should read the rest of this book; it contains secrets and surprises for the Astrotorium and reading ahead can spoil the fun!

Navigating

Characters with the park map magic item learn the name of all available currently open attractions and amenities (you determine which attractions and amenities are open and which are closed). There is no park map (yet), so if characters wish to explore, determine which attractions are nearby randomly.

Astrotorium Overview

Use the following boxed text to describe the astrotorium to new arrivals:

The infinite expanse of white stars and colorful nebula is visible through the glass dome overhead. Balloons, dazzling lights, and the smell of fresh popcorn fills the air. Floating cars and wheeled robots whizz by. Ahead, you glimpse wondrous and vibrant creatures—rhino stilt walkers, dancing elves, and colorfully costumed performers. Everywhere there is laughter, balloons, bubbles, and playful music.

The Astrotorium is a series of interconnected spaceships. It travels through space, visiting different planets throughout multiple star systems and galaxies.

Ralph Horsley
@ralphhorsley

Astrotorium Rules

The Astrotorium has a few rules. No outside food is allowed, no discussing philosophy with the robots, and general good etiquette such as not harming or stealing from other guests / employees. Characters who are caught stealing or fighting are asked to leave the astrotorium. Character who refuse find themselves hunted down by an unending army of impounding lot-bots (see chapter 6).

Tickets

Some attractions and encounters throughout the Astrotorium award the characters with tickets. These tickets can be exchanged at the prize wall for prizes. When asked, Astrotorium employees can direct characters to the prize wall to examine the prizes and their ticket prices.

Astrotorium Locations

Bag check and the Big Top are described first, since they are located near the entrance. All other locations are presented alphabetically.

Back Check

The entrance to the park, where guests are scanned before entry. It consists of a doorway underneath a digital sign which reads "Security Check." The scanner is a small white device with a gold tip, usually manned by one or two park employees (any Humanoid Commoners).


Bag check usually has a long line of waiting guests. While the characters wait, they are treated to a special song by a nearby band of clown robots (see Chapter 6). The song is titled "Your Wait from This Point is 1d10 hours."


Once the characters reach the entrance, an employee will scan them. The scanner alerts the employees to any outside food. There is a 10% chance that each of the characters are mistakenly scanned as hot dogs, which may cause some temporary confusion.

Entry Fee

Once the characters are good to go, they will need to pay the park entry fee, which is 1gp. Characters also have to pay a "Commander Tax," which is an additional 2gp for each time they've visited to the Astrotorium before, which is indicated by the scanner.


Characters who can't afford or don't want to pay the entry fee will be approached by a nearby soul swindler (see chapter 6). The swindler will pay for the characers' entry fee if the character agrees to sell the swindler their soul. If a character makes a successful DC 13 Charisma-based ability check to learn the details of the deal, the swindler will confess that the deal will enable him to siphon the character's life force, which can turn the character into a zombie. If the character doesn't agree, the swindler may take other kinds of deals at your discretion.

April Prime
@April_Prime

The Big Top

The glow of the big top can be seen for light years, but its excitement can be felt in the hearts of everyone who’s ever been there.

Guests can enter the Big Top for free.


Every morning shortly after the Astrotorium opens, the Big Top holds the Opening Ceremony. This ceremony is a grand fireworks show; each of the fireworks explodes into the shape of a character from Magic: the Gathering. Guests the Astrotorium over can be heard "Oooooh"ing and “Aaaaaaaaah”ing throughout the ceremony.


Aside from the opening ceremony, a variety of entertainers perform here. The dome of the big top is surrounding by rings of neon lighs while spotlights highlight performers. Spectators watch the acts from rows of tiered seats encircling the ring. You can randomly determine an act by rolling on the Big Top Acts table.

Big Top Acts
d12 Performance
1 Dancers led by a beautiful white loxodon dance from silk ribbons hanging from the Big Top's ceiling.
2 A troupe of elves perform acrobatics that involve spinning atom-shaped wheels
3 A sheep ballerina performs a dance involving hula hoops
4 A chicken performs an interpretive dance while accompanied by two chicks in flying saucers
5 A trio of robot cannons juggle flaming inflatable beach balls
6 Devil K. Nevil, a devil daredevil, performs a dangerous long jump on a rocket hoverbike
7 A human performer rides a unicycle across a high-wire tightrope while balancing a volunteer on a pole
8 A group of goblins put on a fireworks show by strapping themselves to the fireworks.
9 A performer throws knives at a volunteer without hitting them (usually).
10 A troupe of Centuar dancers perform a can-can-can-can dance.
11 A human performer spins a number of holographic plates on sticks without dropping them.
12 A an angel performer swallows a flaming sword.

Astroquarium

The astroquarium is a spaceship that has been retrofitted as a walkthrough aquarium, housing a number of exotic aquatic creatures from a number of different planes and planets. Guests can enter the Astroquarium for free.


When the characters first arrive to the Astroquarium, they can witness a special underwater performance by a glowing mermaid and an enormous sea serpent: the merfolk swims into the serpent's mouth, but isn't harmed. The various guests watching the spectacle applaud and cheer.


While visiting the Astroquarium, there is a chance that the glass holding back the water breaks. When this happens, the room is filled with 15-feet of water. Characters must swim to safety, and may try to help any guests nearby. Roll on or select from the Astroquarium Encounters table to determine what creatures are found in the water. Remember to adjust the encounter for your party's level (the following encounters are scaled for levels 1—4).

Astroquarium Encounters
d10 Encounter
1 1d4 dolphins*
2 1d4 giant seahorses
3 1 swarm of quippers
4 1 giant octopus
5 1d4 hunter sharks
6 1d4 plesiosaurus
7 1d4 dolphin delighters*
8 1d4 killer whales
9 1 giant shark
10 1 water elemental

* These stat blocks appear in Mordekainen Presents: Monsters of the Multiverse.

Balloon Stand

The balloon stand is an area of the Astrotorium beneath an immobile 100-foot tall balloon tying robot that vaguely resembles a rotund, multi-limbed clown. A number of smaller balloon-crafting clown robots (see chapter 6) hover around the giant, trailing assortments of colored balloons behind them.


The stand is run by Claire D'Loon (Human Performer, see chapter 6). She will offer each character a balloon animal of their choosing, and fashions each balloon into whatever creature is asked for. She then uses magic to cause the balloon animal to animate. Each balloon animal is an animate object with an AC of 10, 1 hit point, and a flying speed of 30 feet. It is tied with a ribbon and floats magically in the air, and will follow the character it was gifted to until it is destroyed.

Bounce Chamber

The bounce chamber is a 25-foot radius dome room, with a glass ceiling that looks out into deep space. Guests who visit the bounce chamber can pay 1 ticket to enter a bounce ball, and experience up to 1 hour of bouncing fun. Each ball takes 1 minute to enter or exit, grants full cover from attacks and effects outside the ball, and can be moved up to the user's speed. Whenever a bounce ball collides with a solid surface, it bounces away from the surface a number of feet equal to the number of feet it was moved before the collision.

Bumper Cars

The bumper cars attraction is a 25-foot square arena of transparent, floating roadway. It's manned by a park attendant (Human Performer, see chapter 6) and has a stock of bumper cars.


Guests can pay the attendant 1 ticket to rent a bumper car for a 30-minute game. During each game, guests rent cars and spend the time smashing into each other. There is no winner or prize for this game.


Bumper cars use the normal rules for mounts, as described in the mounted combat rules in the Player's Handbook. When not mounted by a creature, the bumper car is a stationary object.


Bumper Car

Large Construct (Vehicle), Unaligned


  • Armor Class 19
  • Hit Points 27 (5d10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities fire, poison, psychic
  • Condition Immunities all but invisible and prone

Bump. When the bumper car moves into another creature's space, that creature must succeed on a DC 12 Dexterity saving or be pushed up to 10 feet away from the bumper car.

David Sladek
@david-sladek

Centrifuge

Located on the far side of the Astrotorium is the centrifuge, similar to a gravitron, a kind of ride that's shaped like a bowl. Guests stand against the inner walls and are pinned in place by centrifugal force as the ride spins. In the center of the centrifuge is a magical display that resembles an atom.


Originally, the centrifuge's rotors were used exclusively as particle accelerators for engine fuel. Guests can pay a nearby attendant 1gp to ride. The centrifuge spins incredibly fast; characters who ride it must make a DC 15 Constitution saving throw. On a failed save, the character suffers the effects of the confusion spell for 1 minute. On a successful save, the character's sense of balance is bolstered, granting them advantage on ability checks and saving throws they make to avoid being knocked prone.

Concessions

There are a number of eateries located throughout the Astrotorium. The concession stand is easily the most popular, but other restaurants are listed in this section to add variety and spice to your adventure (pun intended).

Concession Stand

The concession stand proper is located in the center of the Astrotorium, and is easily identified as a building shaped like a tipping cheeseburger. It's constantly busy with guests, and is tended by nonhostile zombie employees of the park. The Concession Stand table lists menu items, prices, and descrpitions for food served at the stand.

Concession Stand
Item Price
Basri Kettle Corn—popcorn that appears to be seasoned with sand. 3cp
Taco Bolas—a taco whose contents hover above the tortilla. Eating a taco inflicts short-term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). 6cp
Karn Dogs—corn dogs made of silver metal. Practically inedible. 6cp
Koth of the Hamburger—a very spicy hamburger. Eating a hamburger grants the effects of the potion of fire breath. 2gp
Dovin Baan Mi—a baguette sandwich with a mixture of vegetables and meats. Eating a Baan Mi grants knowledge of the Guildpact (see Guildmaster's Guide to Ravnica.) 3sp
Oko Cola—a refreshing carbonated soft drink. Has a 10% chance of polymorphing the drinker into an elk for 1 minute. 2sp
Frozen Tamiyogurt—Frozen yogurt made with moon cheese. 1sp
Sebastian Giacobino
@sgiacobino

GuestsGuests

This chapter presents a number of monsters and NPCs who can be found throughout the Astrotorium. The Unfinity Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR). The creatures in this bestiary are organized alphabetically.

Using a Stat Block

This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here.

In this chapter you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.

Additionally, if a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.

Unfinity Creatures
Creature Creature Type CR
Beeble Construct 1/8
Blufferfish Beast 1/8
Carnival Carnivore Aberration 7
Clown Robot Construct 1
Croakid Amphibonaut Construct 1/8
Fblthp Construct 0
Impounding Lot-Bot Construct 1/2
Omniclown Colossus Construct 16
One-Clown Band Construct 2
Performer Humanoid 1
Robot-Piñata Construct 1/2
Soul Swindler Fiend 3
Spelling Bee Beast 0
Squirrel Beast 1/4
T.A.P.P.E.R. Construct 1
Tchotchke Elemental Elemental 5
Ticketomaton Construct 1
Ticking Mime Bomb Construct 2
Vegetation Abomination Plant 2
Xenosquirrel Aberration 1
Jeff Miracola
@artofjeffmiracola

Beeble

A beeble is a magical construct, similar to a homunculus, that is used by wizards to test spells. They are small, slightly larger than a fist, have bare, rounded bodies ranging in color from pink to grey-blue, and a set of feathered wings. They are permanently cheerful, even infuriatingly so, mischievous but not maliciously so, and seemingly indestructible (though they can be unsummoned). Because of their irritating and bewildering nature, students of magic love to use Beebles in practical jokes.


Beeble

Tiny Construct, Typically Chaotic Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

Bouncy. A creature that hits the beeble with a melee attack while within 5 feet of it must succeed on a DC 10 Strength saving throw or be pushed 5 feet away from the beeble.

Discorporation. When the beeble drops to 0 hit points or dies, it is unsummoned back to the demiplane it originated from.

Indestructible. If damage reduces the beeble to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Christopher Burdett
@christopherburdett

Blufferfish

Tiny Beast, Unaligned


  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 0 ft., swim 40 ft.

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

  • Skills Insight +5
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)

Barbed Hide. At the start of each of its turns, the blufferfish deals 1 piercing damage to any creature grappling it.

Discern Lie. The blufferfish magically discerns when a creature within 60 feet of it speaks a lie.

Variable Illumination. The blufferfish sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The blufferfish can alter the radius at will.

Water Breathing. The blufferfish can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Inflate. The blufferfish inflates, increasing its size from Tiny to Small if there is enough room in its space. While enlarged, a creature that touches the blufferfish or hits it with melee attack while within 5 feet of it takes 1 piercing damage.

Blufferfish

A blufferfish is a type of fish that is often used in interrogation. Lying to a fish is such an unthinkable act, most planets don’t even have a law against it. The blufferfish in particular lights up when it detects lies, which it can do with unerring accuracy.

Carl Critchlow

Carnival Carnivore

The carnival carnivore is a plague on the Astrotorium, and responsible for more than a few disappearances. It sets itself up in various places throughout the park and pretends to be an attraction, only to swallow the unwitting guests who enter its mouth thinking it's a doorway. Myra will likely offer a number of tickets as a reward for ridding the park of this alien beast.


Carnival Carnivore

Huge Aberration, Any Evil Alignment


  • Armor Class 15 (natural armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 16 (+3) 19 (+4) 12 (+1) 18 (+4)

  • Skills Deception +7
  • Senses passive Perception 11
  • Languages Common
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Simulacrum. The carnivore can crudely disguise one of its claws as a Medium humanoid. If a creature uses its action to examine the simulacrum, the creature can determine that it is a disguise with a successful DC 10 Intelligence (Investigation) check.

Actions

Multiattack. The carnivore makes two Claw attacks and one Bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one Large or smaller creature. Hit: 14 (2d8 + 5) piercing damage, and the target is swallowed. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the carnivore's turns. The carnivore can have only one creature swallowed at a time. If the carnivore takes 10 damage or more on a single turn from a swallowed creature, the carnivore must succeed on a DC 16 Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the carnivore. If the carnivore dies, it likewise regurgitates a swallowed creature.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage.

Sean Murray
@seanandrewmurray

Clown Robot

Small Construct (Robot), Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 38 (7d6 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Incite Happiness. The robot casts the hideous laughter spell, without requiring material components, using Constitution as the spellcasting ability (spell save DC 12).

Clown Robot

Clown robots are commonly found throughout the Atrotorium, and are programmed to ensure that guests have a fun time. Getting in the way of a clown robot's duties almost always ends in a violent response. Guests are also encouraged not to engage in philosophical discussion with the robots, which can cause them to experience existential crises that may result in psychic damage.

Vincent Christiaens
@arafuin

Fblthp

Fblthp (pronounced "Fibblethip"), is a cowardly homunculus from the plane of Ravnica with a talent for getting hopelessly lost. Originally, he was a servant of the Azorius Senate, one of the Ravnican guilds, working in the magister's gardens. After the events of War of the Spark, Fblthp somehow found himself in the Gift Shop of Myra's Astrotorium. He will be very thankful if someone helps him find his way back home to Ravnica.


Fblthp

Tiny Construct, Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Common but doesn't speak
  • Challenge 0 (0 or 10 XP)
  • Proficiency Bonus +2

Evasion. If Fblthp is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated.

Magic Interference. If Fblthp fails on his saving throw against a spell or is hit by a spell attack, there is a 25% chance he suffers no ill effects from the spell and is teleported to a random location on a random plane.

Totally Lost. Fblthp can't recall paths he has traveled. He has disadvantage on any Wisdom (Survival) check he makes to navigate or track. At the end of each hour while traveling, there is a 25% chance Fblthp is teleported to a random location on a random plane.

Actions

Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage.

Ralph Horsley
@ralphhorsley

Impounding Lot-bot

Large Construct (Robot), Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 38 (3d10 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Actions

Incarcerate! The robot releases a beam of energy in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be magically teleported outside of the Astrotorium.

Impouding Lot-Bot

These robots are found patrolling the Astrotorium's parking lot, where various flying cars and hover bikes are parked by intergalactic travelers visiting the park. Due to their powerful Incarcerate! device and programming, they can be deployed into the park itself when guests become belligerent and refuse to leave.

Ralph Horsley
@ralphhorsley

Omniclown Colossus

Behold the terror of the omniclown. This terrifying monstrosity is formed from the chassis of several rogue clown robots, and disobeys all programming and directives. There is a standing reward of a large number of tickets for anyone who can hunt down the omniclown and put an end to its pie-throwing rampage.


Omniclown Colossus

Huge Construct (Robot), Unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 210 (17d12 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Common
  • Challenge 16 (15,000 XP)
  • Proficiency Bonus +5

Immutable Form. The robot is immune to any spell or effect that would alter its form.

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

Actions

Multiattack. The robot makes two Slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.

Pie Throw (Recharge 5-6). The robot casts the good day to pie spell (see chapter 3), without requiring material components, using Constitution as the spellcasting ability (spell save DC 18).

Ralph Horsley
@ralphhorsley

One-Clown Band

Medium Construct (Robot), Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from the robot must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the robot. On a successful save, a creature takes half as much damage and isn't pushed.

One-clown Band

The one-clown band is a robot programmed to play more than seventy instruments, but typically only one song. It can be found roaming the park, using its repetitively annoying melody in a misguided attempt to bring more happiness to the guests.

Setor Fiadzigbey
@setorfia

Performer

The Astrotorium is full of a number of performers, each one with unique skills that it lends to various shows and attractions. Performers are likely to be unique, having access to props that may double as various weapons. They normally have no reason to harm guests, but some might fall under the control of nefarious characters and deviate from their performances to deadly effect.


Performer

Medium Humanoid (Any Race), Any Alignment


  • Armor Class 13
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 10 (+0) 8 (-1) 15 (+2)

  • Saving Throws Dex +5, Cha +4
  • Skills Acrobatics +5, Performance +7
  • Senses passive Perception 9
  • Languages Common plus one other language
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Evasion. If the performer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the performer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Nimble. The performer can take the Disengage action as a bonus action on each of its turns.

Actions

Multiattack. The performer makes three Strike attacks.

Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the performer can move up to 10 feet without provoking opportunity attacks.

Jeff Miracola
@artofjeffmiracola

Robo-Piñata

Small Construct (Robot), Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 38 (7d6 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Resistances nonmagical attacks that aren't adamantine
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Death Prize. When the piñata dies, it explodes in a shower of 1d4 tickets and 1d6 candies. Each creature within 10 feet of the piñata must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and receives a number of candies equal to the result. On a successful save, a creature takes no damage and receives 1d6 candies and 1d4 tickets. Each candy functions as a berry created by the goodberry spell.

Swing and a Miss. A creature that misses a melee attack roll against the piñata while within 5 feet of it takes 5 (1d6 + 2) bludgeoning damage.

Robo-Piñata

Like all other clown robots, robo-piñatas are programmed to increase the happiness of guests. For these prize-stuffed constructs, this means self-destruction. To enable this end, robo-piñatas might simply attack guests, hoping to be destroyed, in a quite misguided understanding of their directive.

Alexander Mokhov
@mokhman

Soul Swindler

Soul swindlers are fiends who magically prop up at various places throughout the Astrotorium, summoning infernal attractions to lure in guests. These fiends will only accept souls as payment for attempting their games, and offer exotic rewards such as magic item as prizes.


Soul Swindler

Medium Fiend (Demon), Lawful Evil


  • Armor Class 12 (natural armor)
  • Hit Points 42 (4d10 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 12 (+1) 10 (+0) 12 (+1)

  • Skills Deception +5, Perception +2, Stealth +5
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, Demonic
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Shadow Stealth. While in dim light or darkness, the swindler can take the Hide action as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the swindler moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked prone if it is a creature.

Siphon Life (Recharge 4–6). The swindler magically draws the life from a Humanoid it can see within 40 feet of it that has paid the price for one of the swindler's carnival games. The target takes 10 (3d6) psychic damage, and the swindler gains temporary hit points equal to the damage taken. If this damage kills the target, its body rises at the end of the swindler's current turn as a zombie.

Caroline Gariba
@carolinegariba

Spelling Bee

Tiny Beast, Unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft., fly 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

  • Skills Acrobatics +4
  • Senses passive Perception 10
  • Languages
  • Challenge 0 (0 or 10 XP)
  • Proficiency Bonus +2

Spider Climb. The bee can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sweet Sense. The bee knows the location of every sugary substance within 60 feet of it.

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target's tongue swells, and they can speak only by spelling each word they wish to say.

Spelling Bee

Spelling bees, similar to grammar scorpions, are tiny creatures with a venom that has lexicological effects. Being stung by a spelling bee forces a creature to spell out each word it attempts to speak. Unfortunately, this doesn't grant the poisoned any magical insight into the correct spelling of any words, which may cause some difficulties with communication.

Andrea Radeck
@alradeck

Squirrel

Squirrels are small rodents that can be found all throughout the Astrotorium, and are generally considered pests. They are often found making nests and storing food stores in the park's trash bins. Additionally, and perhaps most unfortunately, the squeaking of balloons near the balloon stand has been known rally nearby squirrels to battle.


Squirrel

Tiny Beast, Unaligned


  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 17 (+3) 9 (-1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Acrobatics +5, Perception +2, Stealth +5
  • Senses passive Perception 12
  • Languages
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Escape. The squirrel can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

Evasion. If the squirrel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't incapacitated.

Keen Smell. The squirrel has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

David Sladek
@david-sladek

T.A.P.P.E.R.

The Technologically Advanced People-Pleasing Entertainment Robot, or T.A.P.P.E.R., is a robot programmed to engage in fun games with park guests who wear hats. No one really knows why it's programmed to do this, but it has brought itself the attention of "Brims" Barone, a human mobster who runs a racket controlling the hat market on the Astrotorium. He'll pay high price to anyone who destroys these robots.


T.A.P.P.E.R.

Small Construct (Robot), Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 38 (7d6 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Reactions

Tap. The robot targets one creature it can see wearing a hat, helmet, or other piece of headwear. The target must succeed on a DC 12 Wisdom saving throw or be stunned until the start of its next turn.

Sean Murray
@seanandrewmurray

Tchotchke Elemental



Tchotchke Elemental

Large Elemental, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Common but can't speak
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Absorb Weapon. A creature that hits the elemental with a melee weapon must succeed on a DC 13 Strength

saving throw or be disarmed of the weapon as it is absorbed into the elemental. A piece of ammunition that hits the elemental is likewise absorbed. A creature can retrieve a weapon or piece of ammunition from the elemental with a successful DC 13 Strength (Athletics) check as an action. If the elemental dies, it collapses into a pile of items. Each item it has absorbed can be retrieved from the pile, along with 1d4 tickets and 1d12 trinkets (determined by the DM).

Swarm Form. The elemental can move through a space large enough for a Tiny item wide without squeezing.

Unusual Nature. The elemental doesn't require air, food, drink, or sleep.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Summon Knicknacks. The elemental magically summons and absorbs all unsecured nonmagical items within 15 feet of it. It regains 1 hit point for each item absorbed this way.

Michael Phillippi
@slothart

Ticketomaton

Medium Construct (Robot), Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Ticket Breath (Recharge 6). The robot exhales tickets in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 16 (3d10) slashing damage. On a successful save, a creature takes half as much damage, and 1d4 tickets fall to the ground in it's space; the rest are destroyed.

Ticketomaton

Ticketomatons are robots found near every attraction that awards tickets. They usually simply dispense tickets when attraction games are won, but they might sometimes misinterpret their programming and attempt to bombard guests with an overwhelmingly deadly amount of sharp paper tickets.

Greg Bobrowski
@gregbobrowski

Ticking Mime Bomb

This robot started out as a simple mime version of a clown robot, refusing to speak and instead performing mimes to bring guests happiness. No one has any idea what kind of error would cause the mime to become a bomb hurling machine menace, but employees will be grateful to anyone who can stop it from causing continual park accidents.


Ticking Mime Bomb

Medium Construct (Robot), Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages understands Common but doesn't speak
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Hurl Bomb. The robot lights a bomb and throws it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) fire damage.

Mike Burns
@mikeburnsart

Vegetation Abomination

Large Plant, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+3) 1 (-5) 12 (+1) 5 (-3)

  • Condition Immunities poisoned
  • Senses passive Perception 13
  • Languages
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Food Creature. A creature that uses an unarmed strike to bite the abomination regains hit points equal to the damage dealt.

Spider Climb. The abomination can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Two Heads. The abomination has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Actions

Multiattack. The abomination makes three attacks: one with its Tentacles and two with its Bite.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Vegetation Abomination

Vegetation Abominations were created as part of a blue ribbon contest for the best animals and best vegetable. The animal and vegetable categories kind of merged over time. The resultant mutant plant food creature hybrid thing can be very dangerous, and very delicious.

April Prime
@april-prime

Xenosquirrel

Xenosquirrels are squirrels from an unknown planet that the Astrotorium visited some time in the past. They are similar to their non-alien counterparts, except they feed off electricity. This causes an extreme risk to park attractions and navigation. The Astrotorium's chief engineer Truss (CN Vedalken Spy) will pay tickets and gold to anyone who weeds out these pests.


Xenosquirrel

Tiny Aberration, Unaligned


  • Armor Class 13
  • Hit Points 7 (5d4 - 5)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 17 (+3) 9 (-1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Acrobatics +5, Perception +2, Stealth +5
  • Damage Immunities lightning
  • Senses passive Perception 12
  • Languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Escape. The squirrel can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

Evasion. If the squirrel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't incapacitated.

Energy Sense. The squirrel knows the location of every robot technological device, and energy source within 120 feet of itself.

Lightning Absorption. Whenever the squirrel is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) lightning damage.

Bram Sels
@bramsels

Zero gravity. Infinite laughs.

Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.

This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

If you'd like to help support more Magic: the Gathering planes homebrewed into D&D, consider supporting me on Patreon, or buying me a coffee.

For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide

Clown Extruder

Pay tickets/money, make a clown robot.

Costume Shop

Costumes for named Magic: the Gathering characters.

Cover the Spot

Cover the spot in UFOs, last person to cover wins (involves a Dexterity check).

Dart Throw

Throw darts to hit a bullseye (Dart attack with increasing DCs)

Devil K. Nevil's Scooter Rentals

(Rad Rascal)

Drop Tower

Ride.

Dunk Tank (Make A Splash)

Hit the target, dunk the volunteers, win tickets.

Ferris Wheel

Ride.

Foam Weapons Kiosk

Purchase foam versions of your weapons. The weapons deal damage, but a creature reduced to 0 is stable. Leads to the Foam Fight Pit (Wee Champion). Win tickets.

Fortune Teller

Get a random fortune.

Gift Shop

Plushies

Guess Your Fate

???

Hall of Mirrors

A Hall of Mirrors. Chance to encounter a reflection from Tasha's.

Haunted House

Contains floating laser ghosts and robot gargoyles. Also, zombies are reanimated here.

Information Booth

Information about the park

Kiddie Coaster

Ride.

Log Flume

Ride. Can speak with Log (a treefolk). He might come to your aid later or give you tickets.

Memory Test

Memory Game. Win tickets.

Merry-Go-Round

Ride. Horses come off the merry-go-round and go wild, running through the park. PCs can try to stop them or just try to escape them.

Pick-a-Beeble

Catch a beeble, win. Requires a grapple check. These beeble are trained and have advantage on their Acrobatics check.

Planar Oddities

(Scampire art w/ black lotus souvenirs)

Prize Wall

Push Your Luck

Obstacle course. Requires Acrobatics check.

Roller Coaster (aka the Fluctuator)

Ride.

Scavenger Hunt

Park-wide Scavenger Hunt for various things. Things must be on employees or park attractions.

Spinny Ride

Ride.

Squirrel Stack

Stack Squirrels, win.

Storybook Ride

Ride

Swinging Ship

Ride

The Superlatorium

Contest for who can be the "est." Requires a skill check, win.

Trash Bin

Chance for random items. Also encounter squirrels.

Trivia Contest

MtG Trivia

Tunnel of Love

???

Whack-a-squirrel (Vedalken Squirrel Whacker)

Whack a mole game, win tickets.

 

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