Foreword
This Book is the some total of all the homebrew, mechanics, and worldbuilding that went into creating Argonath. It is part setting book, part additional ED&D content, part monster Manual, and part system mechanics. The hope is to give a look into what this game was, and perhaps provide content for others to use.
Before that though, I would like to take a moment to thank several people for all the work that has gone in to this book.
First and foremost my thanks goes to Storymaker, who without which Expand&d would not exist, and this chance to create and explore a space of shared interest and community created around the original work he put in to create the system this book is based on. All content presented here in is a labor of love and appreciation.
I'd also like to thank Doc for creating the Retrofeed Discord server on which the Argonath game is run from. It is an inclusive space where more than this one game goes on and much content has been worked on and produced for ED&D as well as other weight gain and related systems for D&D and beyond.
Another special thanks goes to Mango and Banjo, as the people crazy enough to join me in going through and forging a new Westmarches when Windrest ended, bringing in dozens of players, resulting in over fifty people engaging with the game one way or another during its over ten month running time! This has been a grand work for us all, and every DM poured their heart and soul into this, and everyone in the Retrofeed server will hopefully be better off for the work done.
And lastly, my thanks goes out to the players, you are all as much a part of this game as any DM. Every session I get to give you all a little fun, and every interaction between the wonderful characters created in the town is another reminder of why I put in all this work. The game ending early does not undo how happy I am to have gotten as far as we did.
Keep being Excellent, all of you.
-Deator

Table Of Contents
- PART I: Big Beginnings
- PART II: Survivors and Soldiers
- PART III: Swaddling Spells
- PART IV: Fat Feats
- PART V: Indulgent Items
- PART VI: The Shattered Lands
- PART VII: Enemies in Excess
- Map of Holmgard and The Shattered Lands
- Contributors
PART I
Big Beginnings

You stumble forwards through the wasteland, a strong wind carrying dust and the smell of salty air whipping at the cloak clutched tight over your shoulders. The wrecked wooden carts and abandoned equipment of those who didn't make it any farther clutters the broken road all around you. You remember seeing the faces of many broken by the apocalypses who'd simply given up. The message is always the same; Seantala, your world, is dying. Not you though, you're not ready to give up, you will push on. So, with your meager belongings slung over your shoulder, you push over that last hill, seeing finally with your own eyes that the rumors were true.
A great fortress rests in the middle of a grand valley, a piece of land still untouched by the destruction slowly claiming your world, with rising alabaster walls and grand flags of a dozen kingdoms flying over the parapets. It looks like a sea of refugees are camped outside it's walls, all with the same hope you have. The source of that hope can be seen in the middle of the fortress's mighty walls from your elevated view, a grand portal of glowing blue magic. You've been told it leads to another world, free from the destruction that plagues yours. All these people are hoping to find their salvation on the other side of it's shimmering surface.
You walk through the camp, towards the fortress itself, everyone you pass is talking about the same thing. The great powers that have gathered here, the remnants of the land's kingdoms and governments, they're working together now. The portal is their doing, and they're sending an expedition through to establish a settlement in this new world. It turns out they're looking for people for a special vanguard, those brave enough to take on serious risk to life and limb to explore the new world.
When you arrive, the guards tell you the same thing, and ask you the question you've been waiting to hear. Will you step through the portal and leave your dying world behind? Will you risk it all to help establish a new home with your own bare hands? Are you ready to join the expedition and start your new life in Argonath?
Welcome to Argonath, a West Marches style game based off of D&D 5e and the ExpanD&D system that ran for ten months on the Retrofeed Server. Players entered the Shattered Lands, a place of many different planes all smashed together into a chaotic quilt. This strange place is still preferable to the home world of Seantala, which is slowly being destroyed by a half dozen different apocalypses all simultaneously raging across the land. We've decided to include all the content, both for ED&D and for running the game itself, that we worked to create. Perhaps you will feel inspired to create your own Argonath, or a place like it. In either case, thank you for taking a look at this passion project.


Introduction
Below is a section describing some of what Argonath was, and the style of game it was. More specific information, and some of the mechanics used, will exist in later chapters.
What is a West Marches
A West Marches style campaign is a very specific style of game that involves several DMs and many players all playing the same world. Instead of a regular long running game with the same regular play day, games are put together by different groups of players on different days as they decide to play. The story is less structured, and often built in such a way that the main content is exploring some form of wilderness outside of a hub town that all the players call home. This is how it works in this game, with the D&D sessions involving going out into the wilderness around the safe area, while being able to RP freely in town in between these sessions.
What are the shattered lands
Argonath is in a different dimension than the regular material plane. This place seems to be an endless landscape made up not of normal terrain, but of chunks and sections of other places, stitched together into a patchwork world made up of everywhere else. One might find a volcanic field next to an archipelago of floating islands, or a verdant forest pressed up against a toxic swamp. It’s a world of strange possibility, where one can easily find displaced ruins, and people who’ve been pulled along with these pieces of land to make new homes for themselves.
You are coming here from your original homeworld, Seantala, because the world there is ending. Many different catastrophes plague the world, and it’s no longer viable to stay there. So the remaining people of the world are sending an expedition through the portal they created as a last ditch effort. It has led here, to Argonath. Here, the members of the Expedition must explore this new world, and build a new home for everyone else who will eventually come through the portal as well until this becomes their new home.
Role of the players
As a Character in Argonath, your role is that of a member of the Expeditionary Vanguard. A refugee like everyone else from whatever homeland you hail from in Seantala, you’ve signed up to help the Expedition in their efforts to explore the Shattered Lands and help build up the new settlement. It’s up to you to make this place the home you want it to be.
Base Building
One of the main mechanics of Argonath is the slow build up of Holmgard by constructing various buildings as time progresses. This involves collecting various resources on missions, as well as balancing some key details about the town’s statistics to keep everyone happy and protected. On a regular schedule, there would be new construction projects to select from the list of available options. These options will cycle out. Players are expected to vote for an option in order to participate in the construction process and get what they want built completed.
Leveling Up and Getting Gear
In the Shattered Lands, characters level up by gaining xp. XP given will come primarily from going on missions. The experience rewarded for those missions will be dependent on both the difficulty of those missions, and the level of the people who are going on the mission. In general, gear and gold are gained from missions based on whatever you happen to find while you are there.
Where the Characters live
As Argonath progresses and the settlement of Holmgard grows, the expedition members will find more and more places to call their own, as their residence. Aside from the tents, which everyone will start with access to, eventually you may find lodgings within an inn, a barracks, or even a castle as potential living arrangements. In order to encourage continued comradery among the expedition vanguard, Argonath disallowed Vanguard staff to have a personal home separated from others
mechanics
Chapter VI will contain much of the Lore, mechanics and details about the West Marches game that Argonath was. We write this with the understanding that generally people do not look at books like this for the lore and setting. However, we hope it will serve as an inspiration and give some understanding about how such a game can be run. While not exhaustive of every detail about how Argonath worked, we will present a broad stroke of the various systems and aspects we used. The game went on for some time, developing from the small tent city that the refugees start in to a booming town. However, for the purposes of consistency, Holmgard will be presented here in it's early state.
Optional Additions
These are Various rules and modifications to the rules that were used within Argonath. You may find them useful in your own game as well.
Fatty Corruption
Corruption happens quite frequently in some of the mechanics, monsters, and even player features that appear in Argonath. All of them were designed with using the Variant Fatty Corruption as it exists within the Widening Wares of Windrest book. Please reference that for the rules related to corruption.
Foraging
A foraging character makes a Wisdom (Survival) check to find food in the area, and may do so once per day, and the attempt takes at least an hour regardless of whether you succeed or fail. This may include searching out mushrooms, finding edible plants, fishing, or other small sources in the area that may not already be exhausted. On a success, you may roll a d6 + your wisdom mod to determine the pounds of food you find. When gathered this the food stays fresh for no more than 3 days.
When foraging around camp the DC is 15 due to how over foraged the area around camp already is, and produces normal food
When fishing, the area is more plentiful, and so the DC is only 10. However, you require gear that would allow you to do so and also only get slimming food.
The Feed Spell
For balance reasons, it makes ED&D function a lot smoother to bring the feed spell down in power. The feed spell, along with any ability that provides a feed spell like ability (ranged attack check that feeds 1d8), uses 1d6’s for all rolls instead of 1d8’s.
Pressure limit override
This is a rule for when you are using inflation content along with fat or muscle content. When calculating whether LtA or liquid pressure has put your over your Bulk/Flex limits, you may use your pressure limit instead if it is higher. You still go over those normal bulk/flex limits if you exceed them with bulk/flex alone.
Ex 1: A creature with a flex limit of 150 and pressure limit of 200 does not count as over their first flex limit if they have 160lbs of LtA pressure and 30lbs of flex. Ex 2: A creature with a flex limit of 150 and pressure limit of 200 does count as over their first flex limit if they have 30lbs of LtA pressure and 160lbs of flex. Final Pressure limits You do not suffer the effects of being Immobilized or Musclebound in addition to the effects of being over your final inflation limit.
Help Proficiency
Creatures wanting to use the help action for skill and tool checks must have proficiency in the skill they want to help with. However, creature’s receiving the help action do not need to have proficiency in what they are rolling.
Weight in different forms
When taking an alternate form involving an animal, such as through polymorph and wild shape, your current bulk level and food in your stomach does not carry over to the new form. However, any food eaten in the new form does stay in your stomach when you return to your own form. This means if you turn into an Elephant, eat 30lbs of food and then turn back, you will still have that food in your stomach. This does not cause you to take overstuffing damage.
Additionally, any weight gain you would experience in your alternate form does not apply to that form. Instead it applies to your regular form, manifesting when you return to it.
Reworked Ravenous Condition
It's been a point of contention for some time about the way the Ravenous condition functions. This is a change we have decided to make to update the condition to be less of a full stun to a character, and be more dynamic in how it effects combat. The desire is to make it more 'fun' than just turning off a character.
New Ravenous Condition
Overwhelmed by maddening hunger, the creature is no longer able to control its appetite. The Ravenous condition can only affect creatures with a stomach capacity who are capable of eating food.
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A ravenous creature does not roll to stuff itself, and instead acts as if they had rolled a Natural 20 on their eating check. When taking the eating action, they consume their entire eating skill in pounds of food instead of half.
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The creature must use its Action or Bonus action to feed themselves by the best and most effective means, this could be food in the area, or by abilities and spells they possess, and can only use its movement to move toward a potential source of food until it has eaten food on its turn. After doing so, they may use their remaining actions and movement normally. If the creature cannot use an action to consume food or move closer to food, they are unable to take any actions on their turn as they are racked with hunger.
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The creature automatically fails any saving throws against effects that would immediately cause them to consume food, but not effects that would have them consume food later, such as Narce's Hypnotic Trance. Attack rolls that would force a ravenous creature to eat food are made with advantage.
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If the creature takes overstuffing damage, it has advantage on any saving throws that would end the ravenous condition.
PART II
Survivors and Soldiers

Apocalypses
Back on the other side of the Portal, in the old world Seantala, the world has been ending for some time. However, it’s not just one thing that’s been plaguing your old home. Many different catastrophes rage across Seantala that your character may have been escaping from. In addition to considering where your character might be from in this old world, also consider what apocalypse struck there, as each character from Seantala has survived one of these, and carries additional benefits because of those hardships. Consider them like backgrounds, though they do not replace them.
Fimbulwinter
No one Quite knows how it started, but everyone remembers when the snow started falling and never really stopped. The part of the world you’re from is experiencing a magically enforced ice age, and everything is slowly freezing under its weight. Snow grows deeper, burying the farms. Whole forests of trees have lost their leaves to never regain them again. Those that still survive have to forage for what remains, and hopefully find a way to keep warm.
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Used to surviving frigid temperatures, you’re better at handling the cold for it. As a reaction in response to taking cold damage, you can gain resistance to cold damage until the start of your next turn. After using this ability, you must take a long rest before you can use it again.
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You gain proficiency in Survival Checks due to all your time spent trying to get by in a frozen land. Additionally, you start with a set of winter clothing sized for you, a necessity where you came from.
Gravitronic Void
There is a place in the world where the very fabric of reality has started to fray at the edges, unfortunately you lived there. It started simple one day, with everyone and everything gently floating upwards, just a little into the air, only to collapse back down a few moments later. Then it happened again and again, often longer, or stronger. Sometimes you’re pulled up instead of down. Your old homeland has become a fractured mess of floating islands and scattered rumble. You woke up, sometimes falling and sometimes floating, and you were one of the lucky ones.
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Used to getting battered around by sudden changes in gravity, you’re better at taking a beating. As a reaction in response to taking bludgeoning damage, you can gain resistance to bludgeoning damage until the start of your next turn. After using this ability, you must take a long rest before you can use it again.
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You gain proficiency in Acrobatics due to all the time you spent moving around weightless, but also know how dangerous momentum can be, and tend to stay thinner. You start with a climber’s kit that helped you get around the strange landscape those gravity fluxes created.
Undead Scourge
The dead no longer sleep comfortably in the ground. Instead, they’ve all risen, over and over, in their unending task to force the living to join them in undeath. The cities fell first, then swarms of zombies and skeletons poured across the countryside. No necromancer leads them, only dark purpose. They’ve consumed everything you knew, even as you and others like you resisted the dead. Yet each you slew only rose again, and each you lost became a new enemy.
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Used to dealing with death, you’re better at withstanding their power. As a reaction in response to taking necrotic damage, you can gain resistance to necrotic damage until the start of your next turn. After using this ability, you must take a long rest before you can use it again.
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You gain proficiency in Religion, due to your time spent studying your undying enemy. Additionally, your time fighting against the undead has left you very aware of the strength of the right tools, and have a single flask of holy water just in case.
Everstorm
Roiling storm clouds blanket the skies in a thick permanent gray during the day, while nights are lightless voids filled with rain. Thunder and lightning strike everywhere and Tornadoes rip buildings from their foundations. The place you live has become a land of endless natural fury, and all of it seems determined to erase mortals from the world. You’ve survived though, with cleverness and gumption. This storm will not master you.
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Used to endless hurricanes, you’ve survived plenty. As a reaction in response to taking thunder damage, you can gain resistance to thunder damage until the start of your next turn. After using this ability, you must take a long rest before you can use it again.
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You gain proficiency in Nature, having seen it survive the storms better than any human has, you’ve learned to pay attention to it. Additionally, you’ve found a bit of luck never goes amiss. You have a fortunate rock which can be used once to give you advantage on a roll, after which it breaks.
The Feast Swarm
Most people say the wizards did it, and they’re probably right. A spell gone awry, self replicating and unending, swarms of sentient food spread outwards in all directions. For one reason or another, they seem determined to feed themselves to anyone they come across, and the effects are staggering. People ran while increasingly wide legs could carry them, or were buried under bread and pasta. Yet the food continued to come, and you either adapted or found yourself helpless before it, even as giant food fell from the sky to crush the cities themselves.
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Used to enormous meals of magical food, you know how to cram it in. As a reaction in response to taking overstuffing damage, you can gain resistance to overstuffing damage until the start of your next turn. After using this ability, you must take a long rest before you can use it again.
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You gain Proficiency in Eating, being quite experienced in the matter. In fact you’re so used to eating so much your base stomach capacity is increased by 2, as per stretching stomach rules. Additionally, surviving all these magical force feedings have left their mark on you. You start with additional weight equal to your base weight as fat and start with 1 point of corruption.
Burning Sun
One day the sun simply grew closer, and with it came the heat, unending and oppressive. Rivers dried up and lakes emptied into barren holes. Soon enough, even the dirt started to turn to sand that would soon swallow your homeland whole. You and any other survivors were left to wander the desert, looking for any scrap of shelter you could find.
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Used to burning hot temperatures, you know how to shake off the heat. As a reaction in response to taking fire damage, you can gain resistance to fire damage until the start of your next turn. After using this ability, you must take a long rest before you can use it again.
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You gain proficiency in Athletics, having learned to push your body to survive in extreme circumstances, and you start at your base weight due to the lacking resources in the burning desert you survived in. You additionally start with 4 waterskins.
Aether Vortex
Your realm is partially merged with the flow of magic, and raw mana scours the land in roiling storms of chaotic power. Likely the fool who caused it was the first victim of its power, leaving that gateway open, as more and more chaotic aether pours through. It’s hard to keep society together when bolts of lighting rip across the countryside like deadly plow blades, and so… you and everyone else has been forced to simply do what they can to escape that awesome power.
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Used to sudden and random bursts of energy, you know how to be ready for a good shock. As a reaction in response to taking lightning damage, you can gain resistance to lightning damage until the start of your next turn. After using this ability, you must take a long rest before you can use it again.
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You gain proficiency in Arcana, having come to a certain understanding about the magic ravaging the land around you. Additionally, you have a storm charged glass sphere. It constantly rattles with contained magic lightning, and gives off light like a candle when held in a free hand.
The Rising Tide
The chain of islands and coasts that make up the home you knew are slowly being swallowed up by the heightening waters. The only wave to survive in such a place was to take to the waves as buildings either washed away or ended up sunk below. Living out of whatever boats were around works for a while, but eventually without land all will be doomed.
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It’s not uncommon to have to fight off the many carnivorous fish when diving down for supplies and salvage in sunken ruins. Their needle-like teeth have left their mark on your memory. As a reaction in response to taking piercing damage, you can gain resistance to piercing damage until the start of your next turn. After using this ability, you must take a long rest before you can use it again.
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You gain proficiency in Sleight of Hand, having learned your way around boats involves a lot of difficult and quick knotwork. Additionally, you have an old trident, a useful fishing tool and weapon, and have proficiency in using tridents.
The Gods
With people and places being slotted into the patchwork plane of Argonath, Gods have also come in from far and wide from various other planes and Seantala. These deities serve as additions to the standard forgotten realm pantheon that are present and tied to the doomed world.
Ayr, Goddess of Farmlands
One of the trinity of deities who are in charge of the various stages of civilization. She is the protector of the farm lands, of rural towns and cozy farms. She is a deity of ever shifting personas, as she shifts with the seasons. She ensures that those who pay the proper respect to the land and nature around them will be gifted with a veritable bounty of food and plenty, to share with their neighbors and family. During the spring she is overflowing with love and adoration, filling plants with the energy they need to sprout and the animals the energy they need to bring about the next cycle of life. During the summer she grows lax and calm, ensuring cool breezes flow and rain comes regularly. For fall she grants energy to harvest and to feast and gorge for the coming winters, and to ensure there is plenty of food in store to stave off the frigid months. In winter she ensures the hearth is warm, cozy, and safe, to last through the rougher months. An odd boon she presents to some of her followers is the gift of milk, to provide a unique bounty to those who desire it. Some bare it with devotion, while others relish in the experience.
Being a seasonal deity, Ayr has many looks. She is seen in a state of half dress in spring, in a flurry of life and energy. In summer she looks more fit, but laid back and relaxed. For fall she is energized and active, bundled up for the coming winters. Winter is where she is the thickest, and always presented with a warm meal by the fire. Some depictions do show her with a chest full of milk, oftentimes leaking.
Common forms of Worship: Being kind to your neighbor, sharing in your plenty, spreading love, lactating in her honor.
Symbol: A circle divided into four, with a bell in the center
Typical Alignment: Any Good
Typical Domains: Hedonism, Life, Light, Matron, Nature, Peace
Typically worshiped by: Farmers, laborers, milk maids, housewives. Those whose livelihood depends on nature and the changing of the seasons.
Caz, God of the Wild
One of the deities who are in charge of the various stages of civilization. He is the god of the wilds, of untamed lands devoid of any civilization. Out here the law is to eat, to be able to survive against whatever is thrown against you. Those with a surplus of food are the ones who are succeeding, surviving, thriving. There is no one to care for but yourself and those you bond yourself with for survival. Should you prove to be lesser, to be eaten, you have failed, and become part of the natural system of the world.To need civilization is to be weak, a social group should only need each other to survive. Caz values those who can make use of the entirety of their kill. Many interpret that as simply making use of every part of their meals, while others have taken on the habit of swallowing their prey whole.
Caz is depicted as a wild man, unkempt but free, often clad in furs and pelts. A large spear is by his side, and utterly detached from anything man made. Depictions are often made in cave paintings.
Common forms of Worship: Hunting, providing those you care about with food, using the entirety of whatever you kill.
Symbol: Three lines depicting a scratch
Typical Alignment: Any Chaotic or Neutral
Typical Domains: Fitness, Nature, Tempest
Typically Worshiped by: Hunters, trappers, hermits, wild folk. Those who value freedom, the wild, or dislike civilization
Civona, Goddess of Civilization
One of the trinity of deities in charge of the various stages of civilization. She is the goddess of civilization, of towns and cities, anywhere with more infrastructure and the availability for luxury. She is the patron of those who provide goods beyond the simple necessities of life, the song of bards, the fine fabrics of dresses, and the lavish company of a lover paid in gold. Anything that comes with more established civilizations is things she adores. The simple raw materials are of little interest to her, she inspires those to great and refine these materials for the betterment of everyone. The ultimate goal is to create a system where everyone provides a role to maximize the indulgence people can afford, through fine foods, fine goods, and fine company. During the day labor is necessary, but once night falls is when indulgence is to be had, to let drinks flow freely and merriment to be had. What is the point of the progress of civilization if not to enjoy it.
Civona is often depicted as a rotund woman, full in figure and plainly enjoying life. She is often shown lounging with lavish goods. Silks, wine, beautiful company, and marvelous architecture.
Common forms of Worship: Taking time off to indulge, eating good foods, making fine goods
Symbol: A goblet of wine with a band of silk around its base
Typical Alignment: Any
Typical Domains: Hedonism, Knowledge, Order, Peace, Twilight
Typically Worshiped by: Artisans, debutants, musicians, courtesans, nobles, merchants. Those who love the lavish life that society brings.
Kukin, Goddess of the Kitchen
During the early days of creation, many races got their sustenance through simple means. Boiling or roasting meats and veggies over flames. There was no passion, no creativity, no drive behind the act beyond simply surviving. Kukin saw this and descended to each of the races and imparted them with the creativity and drive to diversify their food and experiment to make things far more delicious than ever before. She gifted spices, told which herbs go best with what, and showed unique ways to prepare food. She taught how to love cooking, and showed that food can be so very special. From there, cooking was born, as the races went and prepared their dishes in unique ways, delighting the senses and making the Goddess proud. Dwarves and their utilization of tubers and roots, Orcs and their masterful ability to grill, smoke, and otherwise prepare meats, Elves and their skillful techniques that elevated any dish to artistic levels. Kukin loves to see people enjoy cooking, and she loves to see those who enjoy eating.
Kukin is often portrayed as a portly woman with features that are typically associated with cooks in various cultures. To each race she took on a different form, so to each culture she has a different appearance. Most often she is seen in a full cooks outfit, apron and mitts on, preparing a lavish meal.
Common forms of Worship: Naming a meal in her honor, indulging in a well made meal, donating cookware to those who need it
Symbol: A fork and knife crossed over each other
Typical Alignment: Any Good
Typical Domains: Forge, Hedonism, Life
Typically worshiped by: Chefs, cooks, gourmands, gluttons. Those who love to cook, create, and eat wondrous foods.
Muscica, Goddess of Fitness
There are those who are strong and there are those who are weak. But through effort all can grow to be better than those born strong. Focus, effort, and practice can make a goblin stronger than an orc, or a dwarf faster than an elf. This is what Muscica gifted all creation with, the innate ability to improve yourself through practice. To hone your body to become the best form of yourself you can become, the greatest equalizer, only acquired by those who can put the work in to achieve it. The best form you can become isn’t always skinny and buff, as a great amount of power can be displayed under layers and layers of blubber. The one thing the fitness goddess cannot stand is those who are lazy and indolent, who don’t raise a finger into improving their physique.
Muscica is often portrayed as a muscular woman, built strong and hardy, not an inch of her with imperfections. Clad in armor that exemplifies her physique, while also bearing a great deal of protection. She isn’t portrayed with any weapon, as her greatest power is the one she has cultivated for so long, her own fists.
Common forms of Worship: Working out, assisting other in working out, proving your improvements on the battlefield
Symbol: A dumbbell wreathed in flames
Typical Alignment: Any Lawful
Typical Domains: Fitness, Light, War
Typically worshiped by: Gladiators, brawlers, athletes, soldiers, laborers, barbarians. Those who utilize their physique for their daily lives.
Pallon, Deity of Inflation
Out at sea, where the sea met the sky was where Palon came to be. They looked out and found the world was so… Dull, boring, without entertainment! They had no idea why they were here, who they were, or what kind of powers they had, but they knew they were going to have fun! Diving into the sea, she found one of the many creatures of the deep that had a special surprise, the puffer fish. Trying to mess with it, she found the creature expanded into a ball, round and floating, and found it to be far too amusing to be limited to this one fish. Heading over to one of the earliest settlements by the coast, he began to inflict the population with various pranks revolving around them puffing up with air. These pranks began to change and evolve, as they experimented with water, juice, and gasses that caused them to float. Soon enough, those who saw the power of this ability began to make offerings to be granted these powers, to begin to study it, and mastered it for their own gains. Some used it for power, others used it for pleasure, but Pallon hardly cared at this point.
Depictions of Pallon are never consistent. Oftentimes they are a robed individual, always varying in how she is presented. His skin is always blue, and a mischievous smile is plastered on their face.
Common forms of Worship: Playing pranks, inflating others, making people laugh
Symbol: A circle with a swirl in the center, horizontal waves on the bottom half, and vertical waves on the top, depicting the three forms of inflation
Typical Alignment: Any Chaotic
Typical Domains: Girth, Tempest, Trickery
Typically worshiped by: Tricksters, sneaks, thieves. People who enjoy the sensation of swelling up, or swelling others.
Syn, Devil Lord of Corruption
The hierarchy of the Nine Hells is one of constant turmoil as various Devil Lords muscle each other in and out of positions of power. Lipomancy is a curveball which causes a great amount of turmoil. None of the Devil’s utilized quiet so effectively as the Arch-Fatcubus Syn. She holds no throne on any of the layers of Hell, but she holds enough power through lipomancy to be considered one of the most powerful of the Devils (that and none of the thrones would be able to hold her fat ass). She specializes in the sweet seductive temptation of total hedonism, and the corruptive elements associated with Lipomancy. While many devils trick and fool with contracts and sweet words, she gains souls through sweets and delights. She has a long standing rivalry with Muscica, the Goddess despising her spread of indolence, and the Devil thinking the fitness Goddess could stand to let go a bit.
Syn is depicted as a very wide lardy woman, though still holding a seductive shape beyond all her blubber. A great crown of horns sit on her head as she lounges decadently, a great mountain of food by her side to allow her to delight in as she pleases. Many figures of varying sizes are often seen with her, tempting the viewer to join them and indulge.
Common forms of Worship: Being Corrupted, corrupting others, being immobile, force feeding others
Symbol: A simplified depiction of a curvy woman. How wide she is varies from depiction to depiction
Typical Alignment: Any Evil
Typical Domains: Corruption, Hedonism, Slob
Typically worshiped by: Cultists, slobs, hedonists. Those who are swayed into hedonism by dark forces.



Race Content
Racial Fatty Abilities
ED&D of course comes with its own additional themed abilities for non-ED&D races. However there are quite a few races that do not have them yet. Please refer to these abilities below to fill in those gaps or had one of a different subkink. In an instance where two fatty abilities are part of allowed content for the same race, such as for Kobold with Dragon’s Stomach and Stretchy Hide, you must choose only one to take.
Bugbear
Efficient Feeder: Whenever you successfully grapple a creature, you may use your bonus action to attempt to force feed them.
Kobold
Dragon’s Stomach: In an attempt to emulate the mighty dragons, you’re able to stomach a lot more food than your size may show. You count as a size category larger when calculating your stomach capacity.
Minotaur
Foregut: Your stomach is specially designed with many chambers to handle difficult to digest foods. Your digestion rate is doubled.
Firbolg
Bountiful Hospitality: Your natural attunement with the natural world allows you to be able to provide (or overprovide) to those who need it. Once per long rest, you can cast Good Berry without material components. Goodberries made this way are considered Fattening.
Genasi
Elemental Nourishment: Through your attunement with elemental magics, you can absorb the element you are attuned to and make it into harmless fat. Once per long rest you may reduce damage taken from a specific damage type equal to 1d12+your constitution modifier, turning it into twice as many pounds of fat. The element you can resist depends on what element Genasi you are, fire damage for Fire, cold damage for Water, acid damage for Earth, and lightning damage for Air.
Harengon
Leafy Greens: Always munching on some grass or hay, you can find food anywhere. Any time you are in a natural environment, you have access to an unlimited supply of slimming food by eating plants growing around you.
Kenku
Tricky Feeders: You’re able to use your cunning and agility more effectively when cramming food into people. You may use your Dexterity (Sleight of Hand) in place of Strength (Athletics) when force feeding a target.
Triton
Deep Sea Adaptation: The deep sea is an environment where food is often scarce, and you’d need to be able to swallow as much as you can when you do bump into it. Your body is naturally adapted to be able to handle swallowing down a greater amount of food in a single sitting. You can cast Stretch Stomach on yourself innately a number of times equal to your Constitution modifier, which is also your spellcasting ability for this spell. You regain casts on a long rest.
Satyr
Fey Gluttony: Satyrs are always eager to party and get merry. This also reflects in a natural tendency to glut themselves. When rolling for stuffing, the Satyr makes the Constitution(Eating) check with advantage.
Leonin
Lion's Share: Your metabolism is mighty and hungry, and when food is passed around you’re the first one to be served. Wherever a creature is targeted by a spell or action that would have them be force fed food within 5 ft of you, you may use your reaction to eat the food in their stead.
Yuan-ti
Energized Eating: Like many reptilian species, you are used to consuming mass amounts of food in one go to get the most of your meals. By consuming food until your stomach is full, including an eating check, during a short rest, you can gain the maximum value of any hit dice you roll to regain health.
Tabaxi
Fat Cat: By leaning into the imagery of a lazy glutton in a way that involves you eating at least your eating skill modifier in pounds of food, you may gain advantage on one charisma based ability roll against creatures that watch you do it. You may do this a number of times per day equal to your constitution modifier, regaining expended uses at the end of a long rest.
Replaced/Modified Abilities
Below are Racial Fatty Abilities that already exist, but are rewritten to function differently.
Gith
Mind Over Matter: You may replace either Strength or Constitution with your Intelligence score when calculating your Bulk, Flex, or Inflation limits.
Genasi
Elemental Capacity: Your attunement to the elemental planes allows you to replace either Dexterity or Constitution with your Charisma score to determine your Pressure Limit.
Races
This is completely rewritten version of the Gelatinfolk as they appear in ExpanD&D.
First born of the hedonistic desires of an ancient weight lich, many artificers throughout the ages delving into weight magic have copied those methods to create their own. These creatures are edible slimelike beings that have since grown an intelligent mind of their own.. They are extremely diverse in form and mind, with each one being created by different masters for different functions.These functions are often unknown to them, as gelatinfolk often gain sentience and memory only after their creator’s death. Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1. Age. Gelatinfolk don’t follow normal patterns of age or maturity, though most are not sentient when they are born. The time that they awaken this way is usually considered their “birthday.” Some know that they will “expire” one day, while others do not, and gelatinfolk as old as a thousand years have been recorded. Alignment. Because they were created to be servants or even tools, sentience is rarely a trait designed by the creator. Thus, Gelatinfolk choose their own paths in life after awakening to it, and don’t tend towards any particular alignment. The exceptions are those for whom sentience was indeed desired by the creator, where they are generally Lawful. Size. Gelatinfolk come in a variety of shapes and sizes, from small ones once treated as pets to great ones using their bodies as a food hoard. With proper care a small one could become medium and a medium one large, but your regular size is Medium. Speed. Your base walking speed is 30ft. Languages. Gelatinfolk speak Common and primordial Use the below table to determine a character of this race's base weight for bulk calculations, and also to randomly determine their starting height and weight if desired. Homogenous. Without a solid frame or definite organs, variations in weight affect you differently. You do not suffer Emaciation from being below your base weight, instead changing into a small size category creature until you are above your base weight again. If you fall below 25 lbs, you become “dormant” until you regain weight above 25lbs again. Additionally, you are not restrained while immobilized by your bulk, but do still have your speed reduced to zero. Additionally, due to your stretchy body, your eating capacity is equal to their Constitution score, but you can't make stuffing rolls and take overstuffing damage as normal. Magic that increases your capacity further still works normally. Amorphous Body. Gelatinfolk are made of a malleable substance, and can modify their shape as an action, similar to the Alter Self spell, such as their weight distribution, features, or even number of limbs, though mechanically you do not benefit from any additional limbs beyond two arms and two legs. You cannot change your size, weight, color, or texture to anything other than what it normally is. However, such shape changing features give you two additional advantages: You may don or doff any wearable piece of equipment or set of armor as an action, regardless of how long it may have otherwise taken to normally put it on. You may squeeze through spaces as if you take up the space of a creature one size smaller than you actually do. Food Composition. Any creature that hits you with a bite attack eats pounds of fatty food equal to your proficiency modifier, doubled on a critical hit, and you lose an equivalent amount of mass. Additionally, losing weight through diet and exercise is harder for you. Halve the number of pounds of fat you lose at the end of a long rest from exercise points or a deficit of diet points. Slimy Snack. You can use part of your body to feed a creature any time you would force a creature to eat food, losing pounds of fat equal to the feeding done. However, the inborn directives of all Gelatinfolk keep them from simply removing parts of themselves without it being to directly feed another creature, meaning this can’t be used to simply drop weight.Gelatinfolk (Rewritten)
Gelatinfolk Traits
Determining Height and Weight
Race
Base Height
Height Modifier
Base Weight
Base Weight
Gelatinfolk
4'8"
+2d10
100 lb.
x (2d6) lb.
Subspecies
Viscogelatin
The most common and sticky variant of Gelatinfolk. These were originally designed to serve as a sort of basic feeding unit.
Sticky. Viscogelatin are not particularly fast or slow. Given that they are quite sticky, however, they are able to scale even sheer walls with ease, albeit slowly. You gain a climbing speed of 10ft and can climb and hang from surfaces as smooth as glass without making an Athletics check.
If you are immobilized, but have bulk equal to less than twice your immobility threshold, you still retain a 10ft movement speed, but cannot dash.
Subsuming Stance. Due to the nature of your form, you can easily morph to occupy an area where someone already is. As part of your movement, you may lower your density a little and occupy and move through spaces that other creatures also occupy. You do not provoke attacks of opportunity this way if you moved into an occupied space. At the end of your turn where you moved this way, you may choose to force any creature whose space you occupy to make a Constitution Saving Throw (DC = 8 + your proficiency + your Constitution Modifier), or be forced to consume pounds of fatty food equal to twice your proficiency modifier and have their speed reduced to zero until the end of their next turn. On a success, they eat half as much food and their speed is unaffected. You slim equal to any food eaten this way.
As long as you maintain the same position, those creatures must remake the save for the same effect again at the end of each of their turns.
You may use this ability a number of times equal to your constitution modifier, regaining all uses on a long rest.
Vivagelatin
Another variant on the original mold. The VivaGelatin were carefully sculpted with strength and density in mind.
Dense. Your body is made of thicker stuff than the average Gelatinfolk. Your unarmored AC is 13 + your Constitution Modifier. If a class ability or spell offers a new way to calculate your AC, such as offered by the Barbarian, Monk, Sorcerer classes, or the Mage Armor spell, you must choose which one you want to use.
This resilience also gives you resistance to piercing damage, but you take 1 additional damage from any source of slashing damage.
Bouncy Body. Wiggly and wobbly, your form gives you unique advantages when something tries to harm you. Whenever you take fall damage, you instead take half as much.
Also, whenever a weapon attack hits you, you may use your reaction to force the creature to reroll the attack, possibly causing it to instead miss. If it does, then you can’t use this part of the feature again until you finish a short rest.

Kitsune
Faithful and Fluffy
Kitsune are the descendants of vulpine creatures who had been awakened in ancient times, though scriptures are unsure if it was a natural awakening or there was divine intervention.
Most, however, will agree that Kitsune are clever people who are just as likely to trick you as to be your stalwart friend. With the powers granted to them, Kitsune are able to blend into the mortal population through their limited ability to shapeshift. Some choose to use this gift to cause mischief, indulging in base trickery. Others use their clever minds to appraise or sway conversations in their favor.
Some choose to remain secluded in quiet settlements or shrines, practicing the proper arts of brewing the finest tea…or spirits. Most, if not all have the same features they evolved with: A lithe and agile humanoid form, displaying vulpine features in the form of ears, sharper claws, teeth and the immutable brush-like tail. While some do choose to reveal this ‘true’ form, others choose to disguise themselves as humanoids local to where they live, blending into the background and indulging in life amongst the people. Though there are many claims that kitsune are not quite mortal, being tied to spiritual realms, that when their time has come, they leave as quietly as they came.
Colourations of fur often seem to vary, often being various shades of browns, oranges, black, gray, reds and sometimes blondes. More exotic shades and colors are a rarity, often associated with magical prowess, an elder’s lineage or just Inari wanting to stand out more often than not.
In recent decades, however, lipomantic energies have rocked this proud or secluded society in sometimes direct or curious ways. Tricks or enchantments wielded seem to fatten or swell their unwitting victims. The once secluded drinkers have grown fat and joyous over their love of brews, willing to push the limits of their stomachs.
Some have even developed horns and the strangest ability to produce milk as easily as cattle while some have developed darker abilities to drain the very essence from foes, vitality and fat alike.
What does the future hold for the Kitsune? What awaits them? Will they display themselves for all to see or hide away in obscurity despite their bulging waistlines.
Kitsune names
Names can vary from place to place. A kitsune who wishes to blend in with the settlement or region they have chosen as their home will often take on a name from that location. Other kitsune who are perhaps more proud of their heritage shall take on extravagant names or even titles despite perhaps lacking ‘nobility’
Most ancestral kitsune names come from the far off lands, sounding more mysterious and intriguing more than anything. They often have hidden meanings.
Kitsune Traits
Ability Score Increase. Your Charisma score increases by 2.
Age. Kitsune reach adulthood at 16, cease physical aging in their early 20s and often live around the venerable age of elves. Age can be denoted by the number of tails one would have, with the most powerful wielders of magic and or the most venerable of elders having nine. It is unknown if they are functionally immortal or merely return to the realm of spirits when their time approaches.
Alignment. Due to their nature of being a bit mischievous, Kitsune are often chaotic. Even the most skilled monks find it difficult to ignore the desire to be a bit mischievous at times, but they tend to approach the trick in a much more planned out and guided manner. Kitsune are known to be both good and evil.
Size. Kitsune are generally on the smaller side of most humanoids ranging from 4’1” to the tallest being just under 6’. Weight-wise, kitsune are as light and agile as they look at around 75 lbs. However, some Kitsune affected by lipomantic energies were often heavier, their base weight being almost double that of their peers. Your base weight is 75 lbs unless otherwise stated.
Speed. Your base walking speed is 30 feet.
| Race | Base Height | Height Modifier | Base Weight | Base Weight |
|---|---|---|---|---|
| Kitsune* | 4'5" | +2d6 | 75 lb. | x (2d8) lb. |
| Inari | 4'9" | +2d6 | 100 lb. | x (2d8) +50 lb. |
| Zenko | 4'2" | +2d4 | 100 lb. | x (2d8) +50 lb. |
| kitsunushi | 4'1" | +2d6 | 100 lb. | x (2d8) +50 lb. |
- Yako and Kumiho.
Cunning Arcana. In tune with their magical nature, Kitsune can call upon clever magics at will. You know Produce Flame cantrip, with the exception that your flame is blue. You also know the Disguise Self spell which you can cast at will, but are limited to a single average humanoid appearance that you choose when you select this race. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Darkvision. Your vulpine ancestry allows you to have superior vision in dark and dim conditions. 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.
Languages. You can speak, read, and write Common and either Celestial or Sylvan.
Subspecies
Kitsune develop some of their innate abilities through the environment around them and the people they meet.
Inari
Inari Kitsune are those who have integrated themselves within settlements and high society, often showing their true selves as a point of pride and sometimes an overinflated ego.
They often become politicians, traders, merchants, diplomats and other occupations where the Inari’s power of words is key. Some claim they have given into decadence and indulgence, having a more hefty form than the ideal, slender figures.
Ability Score Increase. Your Intelligence score increases by 1.
Inari Superiority. Known for the powers of their ego, their voice carries weight when they choose to assert it, but inflating their ego tends to inflate their figure. When you make a Charisma skill check, after you roll but before the outcome is revealed, you may choose to roll an additional d20. You may choose which of the d20s is used for the ability check. You gain Bulk equal to the result of the roll. Once you have used this ability, you must complete a long rest before you can use it again.
Zenko
Zenko Kitsune are known to be more traditional, secluding themselves from the world to practice their fine art of brewing. Many seem a little more than indulgent to push their limits when it comes to consuming fine brews, be it tea or spirits. To learn from a Zenko, is to learn true wisdom…and perhaps end up with quite the belly too!
Ability Score Increase. Your Wisdom score increases by 1.
Brewer’s Belly. Some claim that a Zenko can go toe to toe with a dwarf in a drinking contest, that much is indeed true. A long life of brewing fine drinks and glutting yourselves on them has quite the effect on the body! You have advantage on all rolls related to resisting the effects of alcohol. In addition, if you would make an overstuffing roll while your stomach is filled only with liquids, you can treat the result of the d20 roll as a 20. However, all liquid digested after using this effect has +2 diet points per pint. Once you have used this feature, you cannot use it again until you finish a short or long rest.
Yako
The best trick is the one you never see coming! A Yako Kitsune is clever, cunning and often quick witted. While many claim they fall in with a bad crowd, sometimes it is only natural. A Yako can turn fortune on a dime, for fate is just another cruel trick. Just watch out for the payback~
Ability Score Increase. Your Dexterity score increases by 1.
Thief of Fortune. When a hostile creature you can see within 30 ft of you rolls a 20 on an attack roll, ability check, or saving throw, you can use your reaction to force that creature to reroll the die. Your target must use the new roll, even if it is worse. The target also loses bulk equal to twice the amount rerolled on the die with you gaining it instead. Once you use this ability, you must complete a short or long rest before using it again.
Kumiho
Rumored to be ‘sinister’ given their ability to sustain themselves on life essence, Kumiho are a more secretive society of Kitsune. Myths paint them as both benevolent and malevolent light, while the truth is often simple: An offshoot who’s powers developed in a manner many would consider a curse.
Ability Score Increase. Your Constitution score increases by 1.
Essence Collection. Kumiho can absorb the lingering essence from the living, dying or recently dead, sustaining themselves without the need for traditional food. Whenever you grapple a creature or when a creature reaches 0 hit points within 10ft of you, you may use your reaction to draw upon their essence. You expend one of your hit dice, restoring hit points equal to the result plus your constitution modifier, gaining the same amount of diet points as well. Once you use this ability, you must complete a short or long rest before using it again.
Kitsunushi
Blessed by divinity, afflicted by a terrible curse or perhaps what happens when an Auðumbla and kitsune bond closely. Kitsunushi are…different, with often floppier ears, wider frames and…a pair of horns? Perhaps more comely, kindly and open than their peers, Kitsunushi develop into motherly or fatherly figures while milk is always on the table.
Note: Most Kitsunushi appear to cease aging around their mid 30s rather than early 20s.
Ability Score Increase. Your Constitution score increases by 1.
Kitsunushi’s Blessing. Be it divinity, curse or being just part cow, you lactate and it seems to have some magical properties too. You are always considered lactating.
You can cast Purify food and drink once with this trait and regain the ability to do so when you finish a Long Rest. Any drink you purify this way becomes refreshing milk. In addition, you may grant a blessing to a creature who reaches their regular stomach capacity with your milk alone, giving them the benefits of the bless spell until they complete a short rest. After using this feature, you must complete a long rest before you can use it again.
Veggian
In the distant depths of forests, in lands untouched by the greater machinations of the outside world, the Veggians live. Attuned in all ways with nature, many mistake them for Dryads or other forest spirits, but they are wholly unique in their existence. Small and isolated, their origins are faded and unknown. Some think they arose as an antithesis to the Feast Swarm, a healthy alternative to the endless hedonism of the swarm, while others see them as a far older entity before the rise of Lipomancy.
Diverse and Unique
The Veggians are wholly unique in their appearances, individuals from the same family can be totally different from each other. Being built differently from other races their skin has the texture of various plants, being the soft leaves of trees, rough bark, or the roots of tubers. Their skin can take on a variety of hues, though the most common are Greens and Browns, though rare colourations such as orange and purple can be seen in some individuals. They’re rather slim in their build, by no means undernourished, but having a healthy diet with a variety of nutrients to allow for them to properly grow, even being able to gain energy from simple sun and water. Their heights vary wildly as well, with some being as short or shorter than 4’8, and others towering at 7 foot. Shorter individuals tend to take on features similar to root vegetables, while taller individuals tend to look more like trees.
Their hair has similar attributes unique to them, growing in a variety of textures like mosses, grass, leaves, or shockingly similar to hair. Sometimes they have additional leaves growing out of their hair to absorb more sunlight, and on rare occasions have flowers growing from them. A Veggians flower is very important to them, as it is a symbol of attraction and availability for romance, so never pick a Veggians flower without permission.
Secluded Woodland Tribes
Veggian society is rather hard to know of, with few scholars being allowed to live and engage with the plant folk long enough to record any information on them. While Elves have cities built into and with forests, and Firbolgs have small towns built into the woods, Veggians have even smaller tribes of three to four families living in a vast swath of forest. These families work closely together to raise young, forage for food, tend to crops, and protect their lands.There is great importance in their culture of moderation and taking only what they need, supplementing anything else with sunlight as the trees do. Those who are gluttonous or greedy are often shunned, cast out to the wider world where they may find civilizations that more suit their fancy. They prefer to use simple weapons, such as spears and clubs when it comes to defense, and many are attuned with the natural powers of the forest to assist in their hunts. Some tribes are even known to make alliances with the wiser beasts of their forests, assisting them in exchange for their assistance.
Many often worry that eating plants is taboo for the Veggian, but to them it would be the same as eating a cow or chicken. While yes, it is a bit strange in some sense to eat something so similar to you in a broad sense, they are not fully sentient like them, so it is far more acceptable. Their taste buds don’t have many receptors for savory foods, so they often stick to sweeter foods, or the neutral flavours of leafy plants.
Hesitant Explorers
Due to their natural inclination to stay away from any civilization, it is rare to see a Veggian in a city, town, or village. But rarely due to circumstances they may be forced out. Their home forest burns down, they are sent on a sacred quest, moving to start their own tribe, or banishment are often the reasons for a Veggian to be outside their woods. The majority of society bound Veggians have been banished for having a desire for more in life, delighting in more hedonistic desires than their restrained cultures would prefer. Oftentimes it is rarely done out of malice towards the indulgent, but simply knowing the outside world has what they seek, and they wish not to jeopardize their woods with the inclinations of greed.
Names
Veggians take their names from the natural world and what is around them. Changing names are not unheard of as they change and grow. A child born green may be called Fresh Spring, but turns orange with age, and chooses to change their name accordingly. Natural landmarks, plant names, or other similar aspects are often used as names, with additional descriptors to make it more suitable to their own inclination as well as ensuring there is no confusion from popular names. You’d have no idea how many parents think that Leaf is a good name…
Veggian Traits
Ability Score Increase. Your Wisdom increases by 2, and Dexterity by 1
Age. Veggians are a diverse people, whose life cycles can vary from person to person. Typically, they reach maturity at 18 years of age, and can live anywhere from 80 to 300 years
Size. Veggians can vary from individual to individual, being as small as 4’8 to as tall as 7” tall. Your base weight is 100 lbs
Speed. Your base walking speed is 30 feet.
One with Nature. You gain proficiency your choice between Nature or Survival
Gluttony Restraint. Veggians grew in lands saturated in Lipomancy, and to aid in them not gorging on fattening foods to be prey to something else, they gained a magical resistance to such hungering magics. You have Advantage on Saving throws to resist the Ravenous condition
Nourishing Water. Your biology allows for water to be metabolized to provide extra durability and nutrition. Once per day, if you spend 10 minutes in direct sunlight or a magical equivalent, and consume a number of lbs of water equal to your Proficiency modifier you gain 1d6+your proficiency modifier Temporary Hit Points, gaining an amount of diet points equal to the Temporary hit points gained this way
Attuned to Plants. Your affinity to plants allows you to communicate in a limited manner to plants. While touching a plant, you can ask a simple question, in which the plant can relay information in simplistic abstract ways. Plants often communicate to you in abstract symbols, broken messages, or other esoteric means of communication. You can use this feature a number of times per day equal to your Proficiency modifier
Provide Nourishment. Once per long rest, you can use your action to undergo a lipomantic ritual, which allows you to grow a small fruit or vegetable from your person. You can convert an amount of lbs of fat equal to your proficiency modifier lbs of food. The quality of this food is dependent on your bulk, if you’re at or above your Bulk limit your food is fattening food, and if you’re under your Emaciation limit your food is slimming. Otherwise, you produce normal food. This food spoils after a week. (Variant Nourishing Liquid: Instead of producing a fruit or vegetable which can be picked, your chest fills with a liquid that would be appropriate to your Veggian (Milk, sap, syrup, juice) equal to your proficiency modifier)
Languages. Veggians can speak, read, and write Common, Sylvan and Terran

Classes
Optional Class Features
The below are optional features that can be taken in addition to other features offered by your class.
Barbarian
Furious Feasting
1st-level Barbarian feature
While you are raging, you can choose to roll any eating checks made for overstuffing at advantage. Additionally, you may sustain your rage by using your action and bonus action to use the eating action, even if you have not attacked or been attacked by the end of your turn.
Bard
Song of Good Digestion
2nd-level Bard feature
Creatures that benefit from your song of rest can also digest a number of pounds of food equal to the amount of extra healing rolled.
Blood Hunter
Dark Resistance
2nd-level Blood Hunter feature
You have resistance to charm and ravenous effects that originate from Fey, Fiend, and undead sources if they are a creature that weighs less than you.
Cleric
Channel Divinity: Divine Diet
2nd-level Cleric feature
At 2nd level, you can expend a use of your Channel Divinity to affect the metabolism of those around you with divine power as an action. Chosen each time you use this feature, all creatures within 30ft of you gain or lose a number of diet points equal to your cleric level + your Wisdom Modifier.
Druid
Nature Provides
2nd-level Druid feature
When Foraging, any food you find can be of any quality, including slimming, normal, fatty, or super fatty.
Fighter
Armor Maintenance
1st-level Fighter feature
You can fix one set of armor over a short or long rest that has burst due to weight. When fixing armor in this way, you modify the weight it’s made for by up to 50 lbs up or down. Though this temporary patch only works until you next finish a long rest. Then the armor is considered broken again, and you can’t use this feature on it again until it has been repaired normally.
Fatty Fighting Styles
These additional fighting styles are additions to the available fighting style options, and are available any time a fighting style option would be for a character to select, such as a feat, or leveling up as a fighter. These are also available to other classes that gain fighting styles.
Snack Slam. When you take the attack action on your turn, you may use your bonus action to make a force feeding attempt against a creature within your unarmed reach, regardless of if you are grappling them or not.
Food Fighting. You may force feed a creature as an attack. This attack is made with any food you have on hand, and is considered a one handed melee weapon attack that you are proficient in with the finesse property and also uses your unarmed reach. On a hit, you can force the target to eat pounds of food equal to half of either your athletics or acrobatics score, whichever you choose. This amount cannot be modified by other effects that normally increase the damage of a melee attack.
Iron Gut. When you roll an overstuffing roll due to being force fed, you can choose to reroll if you would gain no additional capacity from the result.
Gluttonous Technique. You learn one display of your choice from among those available to the Gluttiator archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + charisma modifier. You gain one show die, which is a d4 (this die is added to any show dice you have from another source). This die is used to fuel your displays. A show die is expended when you use it. You regain your expended show dice when you finish a short or long rest. The die also increases 1 size for each bulk limit you are over, up to d10s when you are over your third bulk limit. You cannot take this feature if you have the battlemaster subclass.
Bulky Defense. While you are not wearing armor and are over your first bulk limit, you gain a +1 bonus to AC.
Counterweight. While you are over your first bulk limit, you can use heavy weapons without penalties, even if your size is small.
Fast Metabolism. During diet calculations over a long rest, you can roll a number of hit dice up to your proficiency modifier and remove up to that many extra diet points you have from your diet pool that would otherwise cause you to gain weight. You cannot create negative diet points this way.
Wide Stance. When resisting an effect that would push you or knock you prone, you can gain advantage if the effect originates from a creature that weighs less than you do.
Bite Stealing. When a friendly creature you can see within 5 feet of you consumes food, you can use your reaction to reduce the food the target eats by 1d10 + your proficiency bonus (to a minimum of 0). You eat the food equal to the amount you reduced this way.
Hip check. You can use your bonus action to push an ally 5 ft away from you if that ally is no more than one size larger than you. If you weigh more than that ally, you can push them 10 ft instead.
Thrown Weight. While you are over your first bulk limit, attacks you make with melee weapons against creatures of a smaller size category than you deal an additional +2 damage.
Blockading. Friendly Creatures within 5 ft of you, that weigh less than you do, may use you as total cover against creatures who are on the opposite side of you.
Monk
Deflect Meal
3rd-level Monk feature
Starting at 3rd level, you can expend 1 ki point and use your reaction to deflect or catch food that is being fed to you. When you do so, the damage you take from the attack is reduced by 1d10 + monk level. If you reduce the feeding to 0, you can make a melee attack against a creature in melee range using the food you just caught, as part of the same reaction, feeding them the same amount of food on a hit. You make this attack with the same bonus as your unarmed strike.
Paladin
Lay on Waist
2nd-level Paladin feature
You can expend 10 points of your lay on hands healing to remove 1 point of corruption from a creature, or to remove or add a pound of bulk from a creature you are healing at a rate of 1lb for every 2hp of healing, when you use your lay on hands feature.
Pugilist
Fight Food
2nd-level Pugilist feature
By expending your bonus action to eat using the eating action, and consuming the maximum pounds of food you can, you can regain one moxie point. You cannot do this more than once per combat.
Ranger
Survival of the Fullest
2nd-level Ranger feature
Whenever you fail a saving throw against an ability or spell that would cause you to fatten, eat food, or gain the ravenous condition, you have advantage against the next time you have to make a save against that same effect before your next short or long rest.
Rogue
Thieves Can
2nd-level Rogue feature
You can use acrobatics instead of athletics when making force feeding attempts. If you use your steady aim feature, you also do not need to be grappling the creature you want to try to force feed.
Sorcerer
Lipomantic Metamagics
These metamagic options are additions to the available metamagic options, and are available any time a metamagic option would be for a character to select, such as a feat, or leveling up as a sorcerer. Additionally, when using these Lipomantic metamagic options, when a sorcerer first gains access to metamagics at 3rd level, they may choose a third metamagic that must specifically be from this list.
Balance Spell. When you cast a spell that causes a creature to gain weight, you can spend 2 sorcery points and lose bulk equal to the amount the creature gains.
Bulging Spell. When you cast a spell that requires a ranged attack that you’d make at disadvantage due to being in melee, but are at least over your first bulk limit, you can spend 1 sorcery point to impose your flab between you and the foe and make any attacks as part of casting the spell without disadvantage from being in melee.
Fattening Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to instead fatten the creature for twice the damage it would have dealt: acid, cold, fire, lightning, poison, thunder.
Feeding Spell. When you force a creature to consume food due to a spell you have cast, you can spend 2 sorcery points to increase the pounds of food eaten by an amount equal to your charisma modifier of the same time.
Hefty Spell. When you cast a spell that targets a creature within 30ft of you that forces them to make a save and they fail, and you weigh more than them, you can spend 1 sorcery point to also have that creature fall prone.
Indulgent Spell. When you cast a Lipomancy spell that requires concentration and only targets yourself, with a spell slot that is equal to or less than your proficiency modifier, you can spend 2 sorcery points to have it last its full duration without needing to concentrate on it. You can only have one such spell active this way at a time, and cannot end the spell until it goes its entire duration.
Jiggly Spell. When you cast a spell and your hands are unable to form somatic components, if you are at least over your first bulk limit you can use a flabby part of your body to form the somatic components, such as your belly.
Mutual Spell. When you cast a lipomancy spell that forces a creature to make a saving throw, you can spend two sorcery points and have it effect yourself as well to give the target disadvantage on the save. You are only effected by it if the target is, and any effect lasts on you as long as it does on the target.
Widen Spell. When you cast a spell that doesn't cause a creature to gain weight, you can spend 1 sorcery point to cause one creature targeted by the spell to gain weight equal to twice the damage dealt by the spell to them. Or, if the spell does not cause damage and they fail the save, they gain weight equal to 10 times the level of the spell slot used.
Warlock
Stomach of Personality
3rd-level Warlock feature
You may calculate your stomach capacity using your charisma modifier and saving throw instead of your Constitution modifier and saving throw.
Wizard
Flabby Focus
1rst-level Wizard feature
While at least over your first bulk limit, you can use the magic that suffuses the chunk of your body as an arcane focus by touching your most prominently chunky asset.




Subclasses
Barbarian Paths
Path of The Sanguine Hungerer
Half Vampire, yet still half themselves. Sanguine Hungerers may come from strange interactions with Vampirism, not being completely transformed, or even those that have a vampire’s touch somewhere in their lineage. One way or another, the primal hunger of a Vampire, and the strength of a warrior become one in these barbarians. While still able to sustain themselves with regular food, the hunger for blood calls strongly, giving them the power to enter a bloodlust just as any barbarian, searching for a fresh source to sate their fangs. This unique form of vampirism seeks to fill the Hungerer with more than just blood though, draining mass as well, filling the gluttonous warrior with heft that simply feeds back into their powers. One would do well to fear these gluttonous Vampires.
Sanguine Nature
When you take this subclass at 3rd level, aspects of your vampiric nature begin to manifest. While in direct sunlight, you qualify as undead for features that deal additional damage to them, such as Holy Water, or Divine Smite, and have disadvantage on any perception checks.
Additionally, you gain a Sanguine Bite, being able to sink your fangs into a creature as a melee weapon attack. This attack deals 1d6 necrotic damage plus your strength modifier on a hit, causing the creature to lose bulk equal to the damage multiplied by 5. You fatten equal to the bulk lost this way. This attack never has disadvantage from bulk.
If you make this attack against a willing creature, you may transfer the bulk, but forgo doing any damage. However, doing this more than once on the same creature before it takes a short rest requires them to make a Constitution Saving Throw (DC equals 8 + Proficiency + Con Mod), gaining a point of exhaustion on a failure.
The Hunger
Also at 3rd level, your hunger for blood becomes the basis on which you can rage. When you enter a rage in combat, you immediately slim an amount of pounds equal to your barbarian level, plus your constitution modifier, multiplied by 10. You also slim for half this amount if you do not bite a creature on your turn during a rage, or have any unexpended rages when you begin a long rest. If this effect would bring you to 0 bulk, your rage ends, and you gain a level of exhaustion that’s only removable if you fatten past your first bulk limit again.
However, this bloodlust comes with advantages. Your base stomach capacity increases by half your barbarian level, and you may use your bite attack as a bonus action while raging. Bite attacks against willing creatures allow you to continue your rage, even if you chose to not to deal damage.
Piercing Gaze
At 6th level, you gain the ability to leverage the supernatural enthrallment of your vampiric eyes. As a bonus action while raging, you can force a creature you can see within 30 ft to make a Wisdom saving throw (DC equals 8 + Proficiency + Con Mod) or become frightened of you for one minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Alternatively, you can use this ability when not raging to instead charm a humanoid creature for up to 1 hour if it fails the saving throw. The creature then becomes enamored with you, being able to repeat the saving throw if you or your allies do anything harmful to it.
Sanguine Taste
Blood is a unique thing, and as you sample various types of creatures, you will find each has its own flavor. Starting at 6th level, when you use your sanguine bite against a creature and deal at least one point of damage, you gain an additional Sanguine Effect from the table below, based on the creature type. Unless otherwise stated, these effects last until the start of your next turn.
Sanguine Effect Table
| Type | Effect |
|---|---|
| Aberration | Aftertaste: You deal 1d6 psychic damage on your next attack. |
| Beast | Prowl: You gain 10 feet of movement. |
| Celestial | Bright: You ignore the effect of being in direct sunlight and gain resistance to radiant damage. |
| Dragon | Reptilian Resistance: You gain a bonus to your AC equal to your Rage bonus damage. |
| Elemental | Inoculation: You can use your reaction to gain resistance to the next instance of fire, cold, lightning, thunder, or acid damage you take. |
| Fey | Feytastic: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. |
| Fiend | Diabolic: The next attack against you has disadvantage. |
| Giant | Robust: You double your strength modifier on non-attack rolls. |
| Humanoid | Filling: You regain hit points equal to your proficiency Modifier. |
| Monstrosity | Strange Taste: You have Advantage on your next attack. |
| Edible | Delicious: The Triggering attack becomes a crit, but you fatten twice as much as you normally would, whether the creature loses weight or not. |
Blooded Body
At 10th level, your body begins to awaken more of your vampiric nature when you’re filled with sanguine power. You gain the following benefits based on the bulk limits you’ve exceeded.
Burdened: You have resistance to necrotic damage, a climb speed equal to your regular move speed, and have advantage on perception checks to detect creatures with less than their maximum hit points.
Impeded: You double your bonus rage damage, and cannot be slowed by your bulk while raging. You also add your Constitution modifier to intimidation, persuasion, and Deception rolls.
Immobilized: You gain an additional attack each time you take the attack action, which can only be used to bite. While raging, you may also use your built up sanguine power to grant yourself a fly speed equal to half your regular move speed, slimming 10lbs for each 5ft of movement.
Mortal Hunger
Being still partially mortal, not all of your hunger is sated by blood. Also at 10th level, you may choose to do magical piercing damage instead of necrotic with your Sanguine Bite, more actively attacking a creature with your teeth than drinking from them. However, you can now absorb the essence of things that have no blood at all. You gain the additional possible Sanguine effects below, and when you bite such a creature, instead of gaining weight, your stomach fills with half the amount of damage your bite dealt as fatty food.
Additional Sanguine Effects
| Type | Effect |
|---|---|
| Construct | Scrap: You deal 1d4 extra weapon damage on your next attack. |
| Ooze | Blob: You digest food in your stomach equal to half your Barbarian level. |
| Plant | Rooted: You may make a constitution save instead of the next dexterity save you’d normally have to make. |
| Undead | Deathly Resistance: You gain Temporary hit points equal to your Con Modifier. |
Warrior of The Night
At 14th level, your vampiric abilities reach their peak, enhancing your powers in several ways.
- Your Sanguine Bite damage die increases by a die step for each bulk limit you’ve exceeded, and can drain twice as much weight.
- You treat each bulk limit as one lower for any penalties, meaning you have no penalties while Burdened. You also gain an additional Bulk limit equal to 4x your burdened bulk limit, this is the new point where you become immobilized from bulk.
- In Dim light or Darkness, you have advantage on constitution and dexterity checks.
Bloodhunter Orders
Order of the Profane Soul
(Additional Content)
Below are additional Patrons, and their effects, for the Profane Soul Order.
Spirit of Indulgence
3rd: When you damage a creature with a weapon for which you have an active crimson rite, you may expend your bonus action on the same turn to feed them fatty food equal to half the damage done by the crimson rite.
7th: You can cast Narce's sympathy gain
15th: You can cast Madav’s Inertia
Druidic Circles
Circle of Aspect
The strength of a bear, the durability of a boar, there are many aspects of beasts that people have long sought to emulate. Druids have special connections to nature, and in turn those creatures, often taking on their shapes to make use of their particular skills. The Circle of the Aspect takes a slightly different approach however, by instead empowering themselves with the traits of animals they want to emulate instead of becoming them entirely. These Druids are known for how their way of taking on those aspects is extra energy intensive, considering their bodies were never meant to perform such feats. They’re always eating to build up energy for the next transformation.
Circle Spells
Your Animistic connection empowers your magic, giving access to some spells when you reach certain levels in this class, as shown on the Circle of Aspect Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Circle of Aspect Spells
| Druid Level | Circle Spells |
|---|---|
| 2nd | Modify Metabolism, Enhance Ability |
| 3rd | Stretch Stomach, Alter Self |
| 5th | Redirect Repast, Tongues |
| 7th | Valeli’s Capacity, Guardian of Nature |
Invoke Aspect
Starting at 2nd level, you gain the ability to invoke animalistic aspects. You gain proficiency in eating. As an action, you can expend a use of your Wild Shape feature to take on the aspects of either a boar, bear, or wolf. This transformation does not turn you into an animal, and might instead manifest as glowing tattoos across your body, magical energy floating above your skin, a physical change in your form, or some other manner that displays your new animal aspects. This form lasts a number of minutes equal to your druid level, but can be dismissed early at any time during your turn.
When you enter your Aspect Form, you may convert diet points into temporary hit points, requiring two DP for each temporary HP, up to a maximum of 4 times your Druid level. These DP may come from your diet pool, or food currently still in your stomach, but this does not instantly digest that food. These temporary hit points only last as long as your Aspect Form does. Additionally you gain the following benefits, depending on which aspect you choose, while in your Aspect Form:
Boar. You may add a bonus to your AC equal to half your Wisdom Modifier rounded up, and have advantage on any saves or skill checks made against effects that would force you to move, knock you prone, or cause you to become grappled. Additionally, you may eat a number of pounds of food equal to your entire eating skill modifier when using the eating action instead of half.
Bear. You have advantage on checks made to grapple creatures, and gain a Claw attack (1d8 + wisdom mod melee weapon attack) that you can make an attack with as a bonus action. Additionally, your base stomach capacity is doubled.
Wolf. Your move speed is increased by 10ft, and you have advantage on perception checks. Additionally, you may expend your reaction when a creature within 5ft of you would eat food. You eat half of the food they otherwise would have eaten, with the creature still eating the remaining half.
Empowered Aspect
At 6th level, your connection to beasts gives extra strength to your Aspects. When you transform into your Aspect Form, you gain the following additional benefits, depending your chosen Aspect:
Boar. You may use your Wisdom score instead of your Constitution score for any saves, skill checks, or attacks you make. Also, you have resistance to overstuffing damage, and can continue to eat food that would do overstuffing damage to you as long as you eat food again every round. Once you fail to continue to eat, you cannot do this again until you are no longer overstuffed.
Bear. You may use your Wisdom score instead of your Strength score for any saves, skill checks, attacks, and damage. Also, you treat each bulk limit as one lower for any penalties, meaning you have no penalties while Burdened. You also gain an additional Bulk limit equal to 4x your burdened bulk limit, this is the new point where you become immobilized from bulk.
Wolf. You may use your Wisdom score instead of your Dexterity score for any saves, skill checks, attacks, damage, and for calculating AC. Additionally, you have advantage with attacks on any creatures that are made of food or are considered Edible.
Beastkin
At 10th level, your connection to beasts has made it so you are, at least in part, also one of them. You are considered a Beast, in addition to your other creature types. At any given time, you may choose which of your creature types you count as based on what is most convenient at the time, not counting as the others.
Additionally, while in your Aspect Form, you may use an action to convert any diet points into temporary HP at a rate of 2 DP to 1 Temp HP, in the same way you do when you first transform. If your current source of temporary HP is still your Aspect Form transformation, you may add these new temp HP to that total instead of replacing them, up to your normal maximum for the ability.
Mastered Aspects
On reaching 14th level, you’ve mastered the animal aspects you’ve studied to the point that you can use their most powerful changes. When you transform into your Aspect Form, you gain the following additional benefits, depending your chosen Aspect:
Boar. While you are over your regular stomach capacity, you are completely unaffected by any non-magical effect that would reduce your speed or force you to move, including your own bulk. Additionally, if you only move in a straight line during your turn and move at least 10 feet, you may force a creature within 5ft of where you stop moving to make a strength save against your spell save DC or be knocked prone. Using this ability then sets your speed to 0 for the rest of the turn.
Bear. While you are over your regular stomach capacity, you count as one size larger for all calculations aside from the stomach capacity. Anyone you have grappled who is of a size smaller than you is also considered restrained.
Wolf. While your stomach is completely empty, you may use your bonus action to make a bite attack against an adjacent creature with your spell attack modifier. This attack deals 1d6 + your druid level as damage on a hit. You consume a number of pounds of food equal to the damage dealt by the attack. You cannot use this again until your stomach is completely empty again. Additionally, you gain expertise in eating if you did not already have it. If you did, you may instead gain expertise in another skill you are already proficient in.

Circle of Bounty
While Druids are generally known for their desire to protect and preserve nature, there are some that take a more utilitarian approach, understanding nature’s role is to provide plenty to those who partake in it. In the Circle of Bounty, Druids focus on bringing forth as much bounty as possible from the world around them, and making sure that others benefit from that plentiful abundance, growing abundant themselves in turn.
Circle Spells
Your natural magic is tuned towards abundance and managing its consequences, giving access to some spells when you reach certain levels in this class, as shown on the Circle of Bounty Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Circle of Bounty Spells
| Druid Level | Circle Spells |
|---|---|
| 2nd | Resize, Doubled Digestion |
| 3rd | Graceful Girth |
| 5th | Abyssal Stomach, Heavy Transport |
| 7th | Create Fattening Food and Drink, Grand Capacity |
| 9th | Fist of the Feeding Star |
Practiced Feasting
Starting at 2nd level, you have long practiced enjoying as much bountiful foodstuffs from nature as you can, giving you proficiency in the eating skill, and making it so you cannot roll below a 10 when rolling a stuffing check, treating anything less as a 10 on the die. This training in relaxed eating has even made it easier to handle going too far in your indulges, granting you resistance to all overstuffing damage.
Additionally, your magic infuses into all food that you touch, any food a creature eats that you’d fed them by hand or by spell is considered super fatty food, giving three diet points per pound, unless the food originally had more DP than 3. This also applies to food you feed yourself.
Assisted Stuffing
Also at 2nd Level, the gusto with which you show eating is infectious, and you can direct that gusto towards others. Any time a creature within 30ft of you makes a stuffing check, you may use your reaction to instead make the roll for them, using your own eating skill to make the check. You may use this ability a number of times equal to your proficiency modifier, regaining uses on a long rest.
Gifts of Indulgence
At 6th level, your ability to affect those who eat the bounty you create has grown even stronger. Whenever you cause a creature to make an overstuffing roll, you may choose one of the effects below to apply temporarily to them. Any effect you choose lasts until the creature completes a short or long rest, and cannot be targeted by this ability again until they complete a long rest. The effects you can choose are as follows:
- The creature digests food at their digestion rate every round instead of every hour.
- You may add your Wisdom modifier to their stomach capacity.
- Force the creature to make a Charisma saving throw against your spell save DC. On a failure, they count as being a bulk limit higher than they actually are.
- Force the creature to make a Constitution saving throw against your spell save DC. On a failure, you may use a bonus action each round to magically add food to their stomach equal to your Wisdom modifier. They repeat the save if this would cause them to take overstuffing damage.
- The creature gains resistance to overstuffing damage.
- The creature gains temporary hit points equal to your Druid level.
- You may use this ability a number of times equal to your Wisdom Modifier, regaining expended uses on a long rest.
Grand Excess
Starting at 10th level, your gluttonous power to indulge has only grown stronger. You gain expertise in the eating skill if you did not already have it. In addition, you now add your wisdom score to your strength and constitution scores for determining your bulk limits.
Syrup Tendrils
Also at 10th level, you gain the ability to call forth the power of nature to feed your enemies in the form of a sentient mass of syrup sap filled vines. By expending one of your druid spell slots as an action, you can summon Syrup Tendrils in an unoccupied space within 60ft you can see. You concentrate on this effect as if it were a spell, and the Tendrils disappear when it drops to 0 hit points or if you stop concentrating.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Any creature that the Syrup Tendrils feed counts as you feeding them for all of your abilities.
Syrup Tendrils
Medium Plant, Neutral
- Armor Class 12 + level of slot (natural armor)
- Hit Points 20 + 5 per level of slot
- Speed 10 ft.
- Bulk Limit N/A, Stomach Capacity N/A
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 9 (-1)
- Skills Athletics and Stealth Proficiency
- Damage Vulnerabilities slashing
- Damage Resistances bludgeoning, piercing
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned, unconscious
- Senses Blindsight 30ft
- Languages understands the languages you speak
- Proficiency Its proficiency bonus equals your bonus
Special Sap. The Syrup Tendrils are filled with sap that’s very good at numbing a creature’s stomach, letting it cram more inside. Creatures that roll overstuffing because of the tendrils do so at advantage.
Actions
Multiattack. The Syrup Tendrils make a number of slam and feed attacks equal to half this spell’s level (rounded up).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + 5 + the slot’s level) bludgeoning damage. The Tendrils also make a grapple attempt if they hit.
Feed. The Syrup Tendrils stick a thick hose like end of a vine into a grappled creature's mouth and squirt super calorie rich sap down their throat. The grappled creature is force fed d4s of super fatty (3DP) food equal to half the slot level (rounded up.)
Circle of the Sylvan
Druids who feel the call to become part of the Circle of the Sylvan seek out a stronger connection to Fey, empowered by their connection to nature. The particular kinds of fey that call to you are those of self indulgent fairies that revel in the hedonism and gluttony of lipomancy. These druids are known for their own pranks and tricks that’d be on par with any of the Fey they are slowly beginning to resemble more and more. The most powerful often create their own courts of revelry where one could grow quite fat on nature’s bounty.
Circle Spells
Your connection to lipomantic and Sylvan magic mixes, giving access to some spells when you reach certain levels in this class, as shown on the Circle of the Sylvan Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Circle of the Sylvan Spells
| Druid Level | Circle Spells |
|---|---|
| 2nd | Insult Physique, Charm Person |
| 3rd | Narce’s Sympathy Gain, Silencing Snacks |
| 5th | Weighty Retaliation, Swell Ego |
| 7th | Heavy Bargain, Greater Invisibility |
| 9th | Immobilize Monster, Charm Monster |
Touch of the Otherworld
At 2nd level, you’ve grown closer to understanding what it is to be one with the fairies. You learn to speak, read, and write Sylvan, as well as gaining proficiency in the Persuasion skill. In addition, your natural understanding makes it more difficult to muddle your mind. You have advantage on saving throws against any effect that would cause you to become charmed.
Charming Allure
Also at 2nd level, you learn to better make use of the fairy magic of manipulation. Whenever you cast a spell that would cause a creature to become charmed, and do not currently have another creature charmed by any means, you may do so as a bonus action. All rules for casting multiple spells in a turn still apply. You may use this ability a number of times equal to your charisma modifier, regaining uses on a long rest.
Fey Form
At 6th level, you gain the ability to harness the feywild to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a demi-fey form, rather than transforming into a beast, lasting 10 minutes per Druid level.
While in your demi-fey form, you retain your game statistics, but your body changes to reflect your change. These differences can be as simple as a changing of eye, skin, and hair color, or something more impactful like a shifting of body shape, plant-like material covering you instead of clothes, or other fairy-like features. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Whenever you assume your demi-fey form, you gain certain benefits, losing them when you revert to your normal form:
- You may add your Charisma score to your strength and Constitution for calculating your bulk limits.
- You may add your Charisma Modifier to your AC if you are not using a shield, and also add it to your stomach capacity.
- You gain a set of fey wings, allowing you to fly at a speed equal to your move speed and hover.
- You are considered Fey, in addition to your other types.
- You may use your persuasion skill in place of your athletics skill when rolling to force feed a creature, and you also can choose to give a creature advantage on stuffing rolls that you have caused them to make.
In addition to these abilities, you may use an action to Tempt Hunger. When you do so, all creatures within 30 ft of you, aside from the ones you designate, must make a Charisma saving throw against your spell save DC. If they fail, they gain 1 temporary point of exhaustion until they spend an action eating food. A creature that fails more than once can not gain more than 1 point of exhaustion total from this ability. Success on the saving throw negates the effect and gives them immunity to it until they finish a long rest.
Widened Whimsey
Beginning at 10th level, you’ve learned to improve your demi-fey form by increasing your own size. When you assume your demi-fey form, you gain the additional benefits below for each bulk limit you were over before you transformed, in addition to only being considered Fey instead of your other types. They last for the duration of your transformation.
- Burdened. Your softened form is even more alluring, and heavy. Your fleshy curves are better for trapping others, allowing you to use your Persuasion in place of athletics for grapple checks, and also allowing you to use Persuasion to escape grapple.
- Impeded. It is known that larger fey are also more powerful, your grand size makes your magics even more powerful. When you target a creature with a spell or effect that would cause them to become charmed, you negate any resistance to magic or charms that they may have.
- Immobilized. Your enormous size is as protective as it is powerful, giving you spell resistance, which provides advantage on any saving throws made against spells and magical effects.
Feast of the Feywilds
When you reach 14th level, you truly master your fey like magics. Your demi-fey form no longer has a time limit, your flight becomes magical and unaffected by your bulk limits, and while in that form any food consumed or created within 100 ft of you is affected by your rampant indulgent magic. This effect causes any creature that consumes food within 100 ft of you to instantly gain one pound of fat for each pound of food or drink they consume for any reason.
Additionally, you may expend a bonus action to empower the gluttony of a creature you have charmed or is affected by an enchantment spell you casted. They willingly eat any food you offer them for the next minute. Any spell attacks from you that cause the target to eat food (such as the feed spell) automatically hit the target, and the target automatically fails any saving throws on similar spells (such as the Overabundance spell). While under the effects of this magic, the target's stomach capacity is effectively infinite, and they cannot take damage from overeating. This ability cannot affect a creature that doesn’t have a stomach capacity.
You use this part of your ability a number of times equal to your charisma modifier, regaining uses on a long rest.
Roguish Archetypes
The Gravity Killer
In the realm of murder, assassination, and ‘unfortunate accidents’ there is one method that always has a special place. Falling from a balcony, plunging into a canyon, or simply a silent assailant dropping from above, gravity is a powerful weapon. The Gravity Killer is this idea taken to the extreme. Through a series of strange runes inscribed in tattoos and channeling inborn power, the rogue can use momentum as a weapon. Of course the way to have more momentum is to have more mass, meaning the Gravity Killer tends to be more than a little rotund. No one would say there’s anything soft about their landing on you, however.
Falling Forwards
Starting at 3rd level, by manipulating the direction gravity pulls you in, you become able to ‘fall’ as part of your movement to get around easier. Whenever you use your bonus action to dash, the additional movement can be in any direction you wish, even straight up. You ignore any difficult terrain while moving in this way. At the end of your turn, the effect ends and you fall if you’re still in the air. Dash movement used in this way is not reduced if your regular speed is, unless you are restrained or grappled. For example, if your 30ft speed is halved from being impeded, your dash would still be 30ft. Additionally, you do not take falling damage when falling up to your movement speed in feet.
Momentum Strike
Starting at 3rd level, you gain an additional way to use your sneak attack. If you move 15 feet towards a target before attacking them, you do not need advantage in order to use sneak attack, instead using your momentum to pull yourself towards the target. If you weigh more than the creature you are attacking in this way, you have advantage on the attack. Spatial Distortion
Starting at 9th level, your control of local gravity becomes stronger, allowing you to better move around with your foe-crushing weight. Your speed is not halved while impeded, and you are immune to difficult terrain. While Immobile, you move at half speed instead of not at all, though the other penalties still apply. Additionally, you may use your dexterity in place of your strength or Constitution in calculations for your bulk limits. This gravity based control over your movement also gives you advantage to resist and break grapples.
Weighty Slam
Starting at 9th level, you gain the ability to use your body as a weapon, performing a weighty slam. This attack counts as a melee weapon attack with which you are proficient and can use either dexterity or Strength to determine hit bonus and damage. The damage starts at 1d4 and increases 1d4 for each bulk limit you’ve exceeded. Attacks with this ability are not made with disadvantage from being over your bulk limits.
If you use Momentum Strike with this weapon, you do not need to move the required 15 feet. However, you do an additional 1d6 damage when using momentum strike this way for each 30ft you move towards the target this turn before attacking.
Drag In
Starting at 13th level, instead of going towards creatures, you can bring them to you. By using a bonus action, you can force a target you can see up to one size larger than you within 30ft to make a Strength Saving throw (DC = 8 + your proficiency bonus + your Dexterity bonus), dragging them up to 30ft towards you on a failure. If you weigh more than the target, they have disadvantage on the save. This movement counts towards Weighty Slam’s extra damage. You may use this ability a number of times equal to your proficiency modifier until you complete a long rest.
Null Zone
Starting at 17th level, you are able to create a field of non-gravity as a standard action that radiates outwards in a 60ft radius from you. Within this area, gravity is effectively nullified, meaning creatures without a fly speed can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Objects are also left floating in this space. While your Null Zone is active, you gain a fly speed equal to your move speed that is unaffected by bulk. You have advantage on any attacks against creatures who do not have a fly speed in this space.
After one minute, the effect ends and anything still in the air falls if it would normally. You may use this ability once per long Rest.
The Helpless Fatty
It’s no secret that rogues lie, cheat, and use any means necessary to get what they want. For some, it’s about their public image. It’s easy to group people into categories and write them off. Helpless maidens, town guards, useless fatties. It’s easy to think these first impressions tell us everything we need to know. For some rogues, they play a game of two faces. Appearing as innocent, helpless, at the wrong place at the wrong time and sometimes it works. Capitalizing on their soft, seemingly useless fat forms, these rogues use concealed weapons to lure their opponents into a false sense of security.
Subtle Softness
When you adopt this subclass at level 3 you gain proficiency in the eating skill. Additionally, you may conceal weapons in the swells of your body. While over your first bulk limit, you may hide 1 weapon with the light property, or an item up to 2 pounds, on your person, using your fat to obscure it. If you are over your second bulk limit, then any check made to locate such objects or search for them by others is made with disadvantage. You may hide an additional item this way for each bulk limit over burdened you are.
Helplessly Fat
Also at 3rd level, you gain the ability to feign being overwhelmed by your bulk, such as being out of breath or being temporarily stuck, to stop appearing as a threat. As a bonus action, select one creature within 30 feet of you that can see you. Make a Charisma (Deception) check contested by their Wisdom(Insight) check. You must be over your first bulk limit.
If you succeed on the check and the target is hostile to you it gains disadvantage on any attacks directed at you and they can’t make any attacks of opportunity against you. This effect lasts for one minute or until you attack the target. You don't need advantage on the attack roll to use your Sneak Attack against this creature. All the other rules for Sneak Attack still apply to you.
If you succeed on the check and the target isn't already hostile to you, it regards you as seemingly harmless and no threat until you take hostile action against them. Any hostile action you take is made as if the creature is surprised by you, even if they know you’re there.
Suffocating Size
At 9th level, you’ve learned to take care of your enemies with your weight alone. If you are not already grappling a creature, you may use your action to ‘Flop’ onto an enemy that weighs less than half of your own weight. The target can make a strength saving throw (DC = 8 + your proficiency bonus + your constitution bonus + the amount of bulk limits you are over), avoiding your flop on a success (A creature makes this roll with disadvantage if surprised by you).
On a failure, the target is considered grappled, restrained, prone, and suffocating. Your speed is reduced to zero until you break the grapple. On subsequent turns, you may use your action to deal non-lethal bludgeoning damage to the creature equal to your sneak attack dice, plus an additional 1d6 for each bulk limit you are over. The creature is unable to make any sound that might alert someone while you are ‘Flopped’ on top of them.
Also, Your natural predisposition for being flabby has also made you better at handling it. You treat each bulk limit as one lower for any penalties, meaning you have no penalties while Burdened. You also gain an additional Bulk limit equal to 4x your burdened bulk limit, this is the new point where you become immobilized from bulk.
Tubby Trickster
At 13th level, you gain expertise in the eating skill if you did not already have it. Additionally, you gain the following benefits for each bulk limit you are over.
1st bulk limit: You have resistance to all overstuffing damage, and always roll overstuffing rolls with advantage.
2nd bulk limit: Instead of adding your Dexterity modifier to your AC, you may add your Constitution modifier, plus the amount of bulk limits you are over.
3rd bulk limit: You have advantage on any persuasion, deception, and intimidate checks against creatures that find you attractive for your size due to your impressive bulk, and on creatures that weigh less than half of what you do due to how bewildering your size is.
4th bulk limit: You are no longer restrained by your body, but your movement speed is set to 5ft.
Perfect Disguise
At 17th level, your ability to appear helpless due to your immense girth has been perfected. As long as you are over your second bulk limit, you do not need advantage or an adjacent ally to perform a sneak attack, since it’s always surprising how well you can strike. Additionally, your lardy body is perfect for absorbing blows, and you take half damage from any attack made by a creature that weighs less than half of what you do.
Also at 17th level, your pure descent into indulgence has given you a deep resilience to magic that would force it upon you. Any time a spell or ability would cause you to make a saving throw to avoid becoming ravenous, force you to eat food, or put food in your stomach, you may give yourself advantage on the saving throw. If you succeed, you may force the creature that used the spell or ability to make the same saving throw with disadvantage, causing them to take the effect if they fail. Once you use this part of the feature, you must complete a short or long rest before you can use it again.
Sorcerous Origins
The Adiposean Rewritten
This is a rewrite of the original Adiposean Sorcerer to bring it more in line with other subclasses, as well as make it slightly less heavy on daily number crunching. If it is used, it is intended to replace the original Adiposean sorcerer in its entirety, not in part.
Lipomantic Magic
Starting at 1st level, the unstable and rampant lipomancy within has gifted unusual powers, most of which ruin the waistlines of you, your foes and your unfortunate allies.
You learn additional spells when you reach certain levels in this class, as shown on the Adiposean Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Adiposean Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Fat Beam |
| 3rd | Narce's Sympathy Gain |
| 5th | Bloat, Drain |
| 7th | Valeli’s Capacity |
| 9th | Fat Surge |
Solid Body
At 1st level, your body has begun to adapt to this excess in order to take more blows and bear the impressive weight. You may calculate your AC using your dexterity modifier or constitution modifier, whichever is higher. You may also add twice your Sorcerer level to your strength and constitution when determining your bulk limits.
Arcane Replenishment
At 6th level, you have learned to draw upon your lipomantic nature to make your magic more efficient, though at a weighty cost. When you make use of a metamagic option, you may reduce the cost by 1 sorcery point and fatten a number of d10s equal to your proficiency bonus. You can use this ability a number of times equal to your charisma modifier, regaining spent uses on a long rest.
Lipomantic Wellspring
At 14th, your body’s lipomantic power has become more than just a rampant menace, it has so eagerly suffused you with a degree of control. The fatter you are, the more powerful you become!
Whenever you exceed a bulk limit, you gain the following benefits. Should your bulk go below such a limit, you lose that benefit until you increase your bulk above it once more.
Burdened: You may cast spells granted by your Origin of Adipose feature with Sorcery points at a ratio of 1 sorcery point per spell level.
Impeded: Your vast size gives you resistance to bludgeoning and force damage.
Immobile: When you would gain or lose weight for any reason, you may choose to magnify or weaken that effect. You can choose to either magnify, and have weight gained or lost be 10 times the amount it would have been. Or you can choose to weaken, and have the amount of weight gained or lost be 1/10th the amount it would have been.
Adiposean Ascension
At 18th level, your fat has become one with you, and a source of power that can keep you going even when you would otherwise fall. You Gain a magical flying speed equal to your regular movement speed, this speed cannot be reduced by being over your bulk limits. While flying in this way, you can make spell attacks without disadvantage from being restrained by your bulk. Additionally, when you would drop to 0 hit points, you can choose to convert your body fat directly into life force. You choose to lose an amount of bulk equal to up to 3 times your bulk limit. For each bulk limit worth of weight you lose, you regain 25 hit points and 3 sorcery points. Any creature within 10ft of you at the time must make a constitution saving throw against your spell save DC or gain an amount of bulk equal to your bulk limit. Once you use this ability this way, you cannot use it again until you have completed a long rest.
Carveborn Lipomantic Surge Table
(This new Lipomantic Surge table replaces the original one for the class in Narce’s Experiment Notes if you choose to use it. It removes all inflation and slob content and replaces it with just fat content.)
| d100 | Effect |
|---|---|
| 1-2 | Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. |
| 3-4 | For the next minute, you are able to detect the presence of any creature who is capable of eating food within 30ft of you. |
| 5-6 | You cast Alter Self without requiring concentration. This casting transfigures you to appear your base weight in lbs fatter than you are, centered entirely in your lower half, and you cannot change the effect for the duration. |
| 7-8 | You cast fatball centered on yourself. |
| 9-10 | Roll 10d10. If the total result is even, you fatten for the result. If it is odd, you slim for the result instead, down to your base weight. |
| 11-12 | For the next minute, any creature you touch fattens 1d10 lbs. |
| 13-14 | You cast Fat surge targeting yourself. |
| 15-16 | For the next minute, you can choose to have any food you eat vanish from your stomach without contributing to your Metabolism pool or activating any effects that trigger on being consumed. |
| 17-18 | Your weight shifts to enhance your curves until you take a short rest, where your shape then returns to normal. |
| 19-20 | You cast Feed as a 1st-level spell targeting yourself with all three attacks. |
| 21-22 | Your base stomach capacity doubles until your next short rest. |
| 23-24 | For the next hour, you can see the current weight of any creature you look at, as well as how full their stomach is. |
| 25-26 | Your sense of smell becomes acute. For the next minute, you have advantage on Wisdom (Perception) checks that rely on scent. |
| 27-28 | For the next minute, every spell you cast that modifies a creature's bulk has double the normal effect. |
| 29-30 | You cast Create Fattening Food and Drink, creating only donuts and tea. |
| 31-32 | You are transported to a strange interplanar larder overflowing with food until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| 33-34 | Maximize the effect of the next spell you cast that affects a creature's bulk within a minute. |
| 35-36 | You lose half of any flex you possess, if you have less than 20lbs of flex, you lose all of it instead. |
| 37-38 | 1d4 Feeder Fairies controlled by the DM appear in unoccupied spaces within 60 feet of you, but are not hostile to you. They vanish after 1 minute. |
| 39-40 | Your stomach instantly digests up to 2d10 pounds of food within it, adding it to your metabolism pool. |
| 43-44 | For the next minute, you can fatten or slim for 2d10 pounds as a bonus action on each of your turns. |
| 45-46 | You cast Narce's Sympathy Gain as a 7th-level spell, targeting your nearest ally regardless of distance or willingness, as long as one is on the same plane of existence as you. This version of the spell can be removed by Remove Curse. |
| 47-48 | A Prosperity Angel controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
| 49-50 | You can't speak for the next minute. When you try, you consume a 1lbs cupcake of fatty food instead. |
| d100 | Effect |
|---|---|
| 51-52 | A spectral barrier appears in front of your mouth for the next minute, preventing you from consuming anything for the duration. |
| 53-54 | Your bulk limit is doubled until your next long rest. |
| 55-56 | You lose all the extra weight on your body, reducing down to your race's base weight. You return to your original weight within 24 hours. |
| 57-58 | For the next minute, any food you touch becomes magical fattening food that applies ten diet points to the metabolism of anyone who eats it. |
| 59-60 | You regain your lowest-level expended spell slot. |
| 61-62 | For the next minute, you have no sense of taste. |
| 63-64 | For the next minute, you are surrounded by a pink cloud that blocks vision like fog, and causes creatures, including yourself, that move into it for the first time on their turn, or start their turn in it to fatten 2d10 lbs. |
| 65-66 | Up to three creatures you choose within 30 feet of you fatten for 10d10. |
| 67-68 | You are Ravenous until the end of your next turn. |
| 69-70 | Each creature of your choice within 30 feet of you becomes Immobile until the end of your next turn if they fail a con save against your spell save DC. |
| 71-72 | You gain resistance to all damage for the next minute. |
| 73-74 | A random creature within 60 feet of you temporarily switches bulk totals with you for 1d4 hours, after which, you switch bulk totals back. |
| 75-76 | You emit an aura of hunger for the next minute. Any creature that ends its turn within 5 feet of you is Ravenous until the end of its next turn. |
| 77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a pig for the spell's duration. |
| 79-80 | Illusory food and drink hover in the air within 10 feet of you for the next minute. |
| 81-82 | You can take one additional action immediately. |
| 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage and slims for twice the damage taken. You regain hit points equal to the sum of the necrotic damage dealt, and fatten for the total weight lost. |
| 85-86 | You cast Weighing Ward on yourself, allowing you to attack without ending the effect. |
| 87-88 | You cast Fat Beam at third level on a random creature within 60 feet of you. |
| 89-90 | You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
| 91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. You are immensely fat in your new body, however, and your new form is already past its first bulk threshold. |
| 93-94 | For the next minute, you may choose any creature you can see within 30 ft to have food you consume appear in their stomach instead. |
| 95-96 | You and all creatures within 30 feet of you gain double the weight from any source that would make them gain weight for the next minute. |
| 97-98 | You are surrounded by the noises of a raucous feast for the next minute, giving you disadvantage on perception checks. |
| 99-100 | You regain all expended sorcery points. |
The Corruption Scion
Not all who draw their power from Lipomancy do so willingly, and not all do so from pure magic. The darker forms of Lipomancy that lead to hoggish descent into mindless gluttony are what marks the Corruption Scion. They’re a point at which that shadowy seductive power enters the world, making them the first victim of it. However, Corruptive Lipomancy is not without its benefits. Corruption Scions are uniquely able to handle the inevitable enormity that corruption brings them, and eventually even learn to master that dark power for their own ends. This power may be forced upon them, but eventually they will make it their own.
Corruptive Casting
You learn additional spells when you reach certain levels in this class, as shown on the Corruption Scion Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Corruption Scion Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Modify Metabolism, Constrict Corpulence |
| 3rd | Narce's Sympathy Gain, Shift Corruption |
| 5th | Abyssal Stomach, Expanding Edict |
| 7th | Heavy Bargain |
| 9th | Immobilize Monster |
Body of Debauchery
Starting at 1st level, the corrupted power that flows through your body only truly awakens when your physical strength fails you. When you go over your immobility limit, you have a flying speed equal to your walking speed that is unaffected by your bulk. If you choose to fly this way, you must stay within 5 feet of the surface below your feet, but can hover indefinitely, rotating as you wish as if weightless and cannot be knocked prone. Additionally, while moving this way, attacks against you don’t have advantage due to you being restrained. You can use this ability as long as you are less than your first bulk limit over immobility, and you have a mild corruption.
At fourth level you can use this ability up to twice your bulk limit over immobility if you have a moderate corruption.
At eighth level you can use this ability up to three times your bulk limit over immobility if you have a Severe corruption.
At twelfth level you can use this ability up to four times your bulk limit over immobility if you have a severe corruption.
Rising Corruption
At 1st level, you are constantly in touch with the dark lipomancy within, whenever you finish a long rest and don’t have any points of corruption, you gain 1 point of corruption. When you finish a long or short rest, you gain an amount of temporary hit points equal to twice your points of corruption.
When you reach level two, you can spend 2 sorcery points to gain points of corruption up to half your proficiency modifier rounded up.
Dark Anchor
At level 6, your great mass is suffused with power, giving you greater resistance to arcane attacks. While your Body of Debauchery is active, you may spend your reaction in response to failing a save against a spell or magical effect to reroll the saving throw. When you use this ability, you gain 1 point of corruption, and gain an additional point of corruption when you use it again on the same day (meaning 3 corruption on the third use.) You can use this ability an amount of times equal to your proficiency modifier, regaining all uses on a long rest.
Controlled Chaos
Also when you reach level 6, you’ve begun to gain an understanding of the dark power within, giving you several ways to interact with your corruption. Over a long rest, you may reroll one corrupt effect you have for another of the same level. You also no longer suffer the behavioral effects of corruption, and can remove one point of corruption each time you take a long rest. Also, when using your Body of Debauchery feature, you are not considered restrained by your bulk.
Monument of Excess
At 18th level, your body becomes perfectly attuned to using corruption to overcome your physical weakness. Gaining the following features:
While using your Body of Debauchery feature, you do not experience any penalties for being over your bulk limits. Additionally, the amount of bulk you can have over your immobility threshold and use the ability changes to being an increment of your Bulk Limit for each point of corruption you possess, up to a maximum of 12 points and 12 times your bulk limit over your immobility threshold.
Whenever you’d cast a spell that causes a creature to gain bulk, you may maximize the effect, as if all dice had rolled their maximum value, but also fatten for the same amount as the target.
You count as a source of corruption, and anyone near you may gain points of corruption on a long rest. You may designate a number of creatures up to your charisma modifier to be safe from this effect.

Guild Roster
The Expedition Vanguard is full of people ready to explore the shattered lands, partake in the wonders of the town, and generally do their part to either help the settlement or live in this place they protect. Below is a list of key individuals within the Vanguard. Each is a player character used within the original West Marches game. Feel free to use these as inspiration or starting points for your own characters or npcs that would be right at home in the world of Argonath.
Adeline Wavecrest
Half-Elf Priestess of Civona (Cleric + Druid)
With the hope of a new safe haven for all reaching far and wide across Seantala, many of the wealthier and more powerful families sought to gain entry there as soon as possible. For Adeline, her spot on the vanguard was earned moreso because of her family's prestige, mixed with tragic circumstances of those whom she was supposed to joined by. Cast alone, feeling the pressure expectant glances, as well as the desire to regain the luxury she once had, would keep her going as she experienced what life was like when people had nothing but each other to rely on. Alongside her companions, Adeline's powers, as well as her wealth, would bloom once more as she sought to divine the chaotic nature of Argonath with the aid of the shining stars.
Adloth Snowshaper
Goliath, Armourer Artificer
Hailing from a budding city of brilliant minds, the settlement was unravelled by a chaotic disruption of gravity, forcing the citizens and Adloth abandon much of their work and dreams. The goliath still holds onto her aspirations however, putting her mind towards tinkering and experimenting on her new suit of armour for the tough times ahead. Intelligent and determined, if a touch quiet in social situations, there's no question that Adloth is devoted to building up Argonath into her new home. Determination or not though, she's an artificer first, and only a warrior by necessity. Leaving her inexperienced and shaky in dangerous combat.
Alei Oak
Fatspawn Wild Walker Ranger/Pugilist
Running from herself, half-human, half-gnoll, Alei joined the vanguard as somewhat of a last gambit. She did genuinely want to help people, almost everyone she met, but never ceasing hunger and conflicting instincts and emotions led her to a lot of turmoil. She made friends in Argonath, and even found a lover in the diminutive kobold Spirit Seeker, and left the vanguard shortly before its end to fix her mistakes on the other side, before they were unfixable.
She still has a ways to go before she fully accepts who and what she is, but she's at least a lot more comfortable with busting belts than she was when she was first hit by the Feast Swarm. Just needs to reign in some of the overindulgence...
Amalthea Olympia
Satyr Cleric of Civona, Hedonism Domain
Among the first batch of the Vanguard project, she escaped from the Feast Swarm that assaulted Pelldea to help pave the road for a feat that would make Civona proud, the development of Holmgard, a city in a new land. The satyr favored indulgence from the day she arrived, and she was a ever helpful, using the gift of Civona for even the most basic of tasks if it would aid the rest of the city. She was always a lover at heart, getting close to a few fellow Vanguard members, but never committing to anyone other than her darling Klea, as well as Euryaeia, the one who didn't make it through the portal.
Crodexstasya
Human Wizard, Bladesinger
A cowardly wizard who hid from the feast swarm. Developing very mixed feelings along the way. Among the first of the Vanguard, She did her best to rise to the occasion, and triumph over her fears and doubts. Deeply Devoutful of Dragons, she was extremely conflicted when the vanguard slain their first. She eventually fell back on old habits, before disappearing entirely.
Cynteiya, of Xipilli
Ticolatta School of Lipomancy Wizard
Cynteiya was much of a typical self-ascribed wizard: bright, eclectic, and eccentric. She had a passion for discovery and an apparent inability to express herself in any way that wasn’t grossly complex, even as she would often explain her passion to any who would listen. After an unending tide of shambling dead brought her home low, she joined the Vanguard not just to continue her study of magic, but to use what she learned in service of those who were left.
Imaren Amalgard
Orc Paladin, Oath of Protection
An optimistic woman with a heart of gold, Imaren was sent from her frozen home as a newly appointed member of her order to be a representative for the Vanguard. Born of a lineage of templars, she grappled with living up to the expectations and hopes of her home and family, along with the newfound weight and magics that altered her frame, but gave her the opportunity to be a bulky bulwark. Standing vigilant through the ever changing times of the camp into a formed haven for those who sought it, Imaren has kept moving forward with those at her side, including love in the form of the wizard Lorekeeper, and a fire inside her to find her answer of what truly made someone a guardian.
Joana Jove
Aasimar Monk, Way of the Myo-Oni
Jo came later than others into the Vanguard, and always made it clear to everyone she met that she did not like the heroic adventurer lifestyle almost as often as she derided the gods. Having been a hermit for a good few years before the world began to loosen its hold on those who lived in it, Jo often found the perfect way to aggravate and annoy her fellow Vanguard. Nevertheless, she was always willing to help in whatever way was needed, and was quite eager to take on the burdens of others. She fully intends to set out to find Rakatak as well, if only to knock some sense into the Hobgoblin.
Kareena Brightweaver
Human, Squared Circle Pugilist
A survivor of a hearty desert civilization on Seantala, and the sweltering heat that buried it beneath the sands, Kareena was one of the first to find her way to Argonath. She wanted to be a hero, do something that would benefit everyone she cared about back home. She was a fighter, first and foremost, and had ample opportunity to put those skills to use during her time in the Vanguard. The wiles of Argonath were not lost on her though, the once rail thin pugilist finding her 'new normal' to be much, much heavier.
Klea Goldenpride
Leonin, Gluttiator Fighter
Klea was a slave-born gladiator who left behind a grand empire brought low by rampant creatures of lipomancy. Though she was initially befuddled by her expanded figure, something the lands of Argonath did little to help, she soon developed and mastered a fighting style that used her growing girth to her advantage. A proud and eager woman who refused to be last in love or combat, she soon made quite a name for herself among the Vanguard. These days, she trains the fatter members of the militia in her style and has settled down with her long-time companion and lover, Amalthea.
Magda Barrelgut
Dwarven Chronugist and Cleric of Civona
A brewer by trade before the end of the world, Magda joined the Vanguard to forge a new home for her people. The heavily armored arcanist had faith that Holmgard, built by the final efforts of the old world united, would be the most magnificent city ever known. She found fast friends and companions among the Vanguard, and took pride and joy in their work and the wonders of their new patchwork plane. Magda’s greatest accomplishment in service to the expedition was delving the deepest depths of the cursed crypt with the Vanguard’s finest, where the dread shade of Emperor Valderban was felled by her hand.
Miniki Nimbledigits
Gnome Bladesinger Wizard
The self proclaimed Hero of Holmgard had many ups and downs in her time as the Vanguard. Eventually, she settled into more of an analytical role, surveying areas the team would explore through magic and her random knowledge from her studies. While not the most socially aware, she can adjust after a rough personal period and will do her best to keep the team alive.
Moraena Evenstar
Half-Elf Oath of Vengance Paladin
Moraena was a half-elf drow survived a wintry apocalypse only to be thrust into a harsh new reality. She had arrived in Argonath seeking a new start and a new life. She carried many of the ambitions and burdens from her past life only to find the new world far different than she could have imagined. A year came and went that saw many battles and close calls and still, she could not believe that she was still alive. The new world was more than just a new war or a new struggle. It had grown from an outpost on a battlefield to a new and proper home for the warrior to protect.
Rakatak First-Among-All
Hobgoblin Oath of Conquest Paladin
Rakatak arrived in Holmgard with the belief that the new world needed evil just as much as everything else, and managed to be proven right at some turns - while sternly disproven at others. She malingered in camp, marauded outside of it, and found her faith in the form of worship to Bane and the religiosity of war. As the need of the Vanguard drew to a close, Rakatak looked outwards in a more serious sense, leaving the town to continue to grow without the stifling presence of something truly evil to worry about in its mist.
Rhulie Meinir
Kobold Fighter, Lipomantic Rune Knight
Proud, out-going, and generally out-spoken she is as much a adventurer as she is a runesmith and blacksmith, with a great interest in rare magical items and materials, which she hopes to use to replicate the power held by sorcerers and spellcasters, both of which she harbors jealousy towards. She ran away from her tribe in her youth due to it having a extreme amount of sorcerers before meeting up with the Order of the Wyvern Hammer, who depleted due to the arcane vortex and the attrition of adventuring leading her to seek shelter in Angroath, where she hopes to continue her old companions legacy.
Serchaff Ostvengr
Kobold, Artillerist Artificer
Serchaff was one of the newer members, a fresh recruit for the vanguard. Originally a conscript for a dragon's army, when the world fell into ruin, the Undead Scourge forced him and his comrades into an unwinnable battle. Their own dragon fled, leaving them all to die. Serchaff escaped, but in the coming weeks had to fight his undead comrades, needing to put his best friend Markios to rest with his own hands. He carries the Ruby Guard’s memory onward into Argonath, honoring them by continuing to fight.
Siversa
Human Battle Dancer Bard, Storm Sorcerer
A ever energetic and optimistic bard with some issues of emotional immaturity. Becoming infatuated with the melody only she could hear within the Aether Vortex, Siversa had became deadset on practicing her music to one day replicate the music she had heard within the mighty storm. Among the first wave of the vanguard, she had done her best to bring cheer and optimism wherever she went. Supporting the colonization efforts however she could through her magic.
Sola Ta'hato
Veggian Bounty Druid
A plucky lady from far off lands, hailing from a race of plant like people, hidden in deep woods. She turned to heroism as the drought of unending suns approached, joining a militia to assist those in need and aiding in their refuge towards safer lands. Once she had made her way to the portal, she was selected to go across, aiding those of the Vanguard in their ventures further into the Shattered Lands.
Spirit Seeker
Kobold Druid, Circle of Spores
A peculiar and mischevious kobold who specializes in necromancy, poisoncraft, and alchemy. Spirit escaped from the oppression of a dragon in the midst of the undead scourge and joined the Vanguard mostly due to her brother Ego Boaster's support and desire to ensure she was safe from the apocalypses. Once on the other side of the portal, she struggled heavily at first with the separation and fitting in to a new society, but in time managed to adjust and come out for the better, especially with the help of her lover Alei Oak and others. She spends a portion of each day waiting by the portal, eager to reunite with Alei and her brother someday.
Sunue Berri
Human Fighter, Battlemaster
A Cheery odd-ball of a human, having drifted into the vanguard. She faces the past, present, and future with a distant terrifying smile. Having fought her whole life in the search of understanding, the Vanguard finally gave her her answer. Now, she patiently waits for someone, ready to give her response.
Thorhak Bearheart
Goliath, Oath of Protection Paladin
Hailing from the far away land of Arlath, a small tribe of Goliaths nestled at the top of the snowy peaks of Seantala, the kind, loveable, and somewhat dense Thorhak Bearheart came to Argonath to find new land for him and his people after being displaced by the burning sun that had melted his icy home. However, what he had found here in Holmgard was a new home entirely. Filled with friends, lovers, and more people he could call his family. While many have left him and Holmgard, he has renewed his oath, and vowed to grow into the protector that Homlgard not only needs, but deserves.
definitely didn't write this two weeks ago and forget to post it that would be wild who would do that
Verdance
Half-fey Circle of the Sylvan Druid
Lady Verdance, Daughter of the Endless Spring, was somewhat of an Other when considered alongside the rest of a Vanguard comprised of mostly 20-something novice adventurers. And though the six-century-old archfey-in-training did build deep connections with some of the Vanguard, in the end as her powers grew Verdance found herself growing distant from her new comrades, drawn away from the burgeoning bastion of civilization and into the wilds beyond. For now, she dwells with her wife Zhaska in the Arborium, though one can never say when a watchful raven overhead might instead be the Daughter of the Endless Spring keeping an eye on her errant flock.
Vindr Talsbreath
Air Genasi Paladin of Cukin
The lone survivor of her brother's ill-fated march towards the gate through a tidal wave of undead, Vindr did her best to live up to his sacrifice. She sunk herself into being "worthy" of that sacrifice, devoting herself to full-time work in the kitchen, finding comfort in the familiar routine of cooking from her time as a chef/mess officer on the other side of the portal. Wracked with guilt and doubt,she found herself struggling accepting her new role as her brother's living legacy, his and his friends' hopes for the future now resting on her shoulders as Holmgard shakily got to its feet around her. In time however, and with the help of her partner Luxury, Vindr accepted her place within Holmgard as the head chef of its tavern, giving comfort to the people of Holmgard and offering them a slice of normalcy in the new world.
Zhaska
Yuan-Ticolatta Fleshbound Guardian
Sensual and Sultry, No other member of the vanguard can claim to have achieved the sheer amount of shenanigans that Zhaska has. Arriving in holmgard after the destruction of her home, Zhaska claimed to be looking for a new family. Whether she was or wasn't, she found it in holmgard, meeting many friends and her fair share of enemies. Through her time as the ubiquitous snake with unique fleshcrafting powers, she forged a lifelong bond with her wife, Verdance, and also successfully courted Lady Pendula. With two massive fey wives, one could definitely argue she has a type. No longer a member of Holmgard in any regular sense, Zhaska lives out her days in the arborium, surrounded by her kind of debauchery.
PART IV
Swaddling Spells

Class Spell Lists
All Spells
Cantrips (0 Level)
- Bwomphing Blade
- Drain Strike
1st Level
- Conjure Meal
- Fat Beam
- Make Room
- Sense Hunger
2nd Level
- Asha's Sympathy Swelling
- Bountiful Healing
- Candy Weapon
- Digestive Retaliation
- Empower Sustenance
- Exchange Form
- Lap of Luxury
- Mass Manipulating Mage Hands
- Milfonseana’s Milky Arrow
- Sap Tendril
- Second Hand Fattening
- Shift Corruption
- Silencing Snacks
- Slimy Simulacrum
- Witchfire
3rd Level
- Cleavage Container
- Summon Lipo Weird
4th Level
- Glutton’s Reward
- Melona’s Hymn of Bounty
- Phantasmal Feeder
5th Level
- Auðumblan Rites of Bounty
- Impose Limitation
- Ushi’s Battle Blessing
6th Level
7th Level
8th Level
- Power Word: Feast
9th Level
Artificer
Cantrips (0 level)
1st level
- Conjure Meal
2nd level
- Candy Weapon
- Mass Manipulating Mage Hands
- Second Hand Fattening
3rd level
4th level
5th level
Bard
Cantrips (0 Level)
1st Level
- Conjure Meal
- Make Room
2nd Level
- Asha's Sympathy Swelling
- Bountiful Healing
- Exchange Form
- Lap of Luxury
- Mass Manipulating Mage Hands
- Shift Corruption
- Silencing Snacks
- Slimy Simulacrum
- Witchfire
3rd Level
- Cleavage Container
4th Level
- Glutton’s Reward
- Melona’s Hymn of Bounty
- Phantasmal Feeder
5th Level
- Impose Limitation
6th Level
7th Level
8th Level
- Power Word: Feast
9th Level
Cleric
Cantrips (0 Level)
1st Level
- Conjure Meal
- Make Room
- Sense Hunger
2nd Level
- Bountiful Healing
- Lap of Luxury
- Sap Tendril
- Second Hand Fattening
- Silencing Snacks
3rd Level
4th Level
5th Level
- Auðumblan Rites of Bounty
- Ushi’s Battle Blessing
6th Level
7th Level
8th Level
9th Level
Druid
Cantrips (0 Level)
1st Level
- Make Room
- Sense Hunger
2nd Level
- Bountiful Healing
- Empower Sustenance
- Lap of Luxury
- Sap Tendril
- Slimy Simulacrum
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Paladin
1st Level
2nd Level
- Bountiful Healing
- Candy Weapon
3rd Level
4th Level
5th Level
- Ushi’s Battle Blessing
Ranger
1st Level
2nd Level
- Candy Weapon
- Empower Sustenance
- Silencing Snacks
3rd Level
4th Level
5th Level
Sorcerer
Cantrips (0 Level)
- Bwomphing Blade
- Drain Strike
1st Level
- Conjure Meal
- Fat Beam
- Make Room
2nd Level
- Candy Weapon
- Digestive Retaliation
- Exchange Form
- Mass Manipulating Mage Hands
- Shift Corruption
- Witchfire
3rd Level
- Cleavage Container
- Summon Lipo Weird
4th Level
- Glutton’s Reward
5th Level
- Impose Limitation
6th Level
7th Level
8th Level
- Power Word: Feast
9th Level
Warlock
Cantrips (0 Level)
- Bwomphing Blade
- Drain Strike
1st Level
- Fat Beam
2nd Level
- Digestive Retaliation
- Exchange Form
- Second Hand Fattening
- Shift Corruption
- Witchfire
3rd Level
- Summon Lipo Weird
4th Level
5th Level
- Impose Limitation
6th Level
7th Level
8th Level
- Power Word: Feast
9th Level
Wizard
Cantrips (0 Level)
- Bwomphing Blade
- Drain Strike
1st Level
- Conjure Meal
- Fat Beam
- Make Room
2nd Level
- Asha's Sympathy Swelling
- Candy Weapon
- Digestive Retaliation
- Exchange Form
- Mass Manipulating Mage Hands
- Milfonseana’s Milky Arrow
- Second Hand Fattening
- Shift Corruption
- Slimy Simulacrum
- Witchfire
3rd Level
- Cleavage Container
- Summon Lipo Weird
4th Level
- Phantasmal Feeder
5th Level
- Impose Limitation
6th Level
7th Level
8th Level
- Power Word: Feast
9th Level



Spell Descriptions
Bwomphing Blade
Evocation cantrip
- Classes: Sorcerer, Warlock, Wizard.
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in lipomantic magic until the start of your next turn. If the target fattens you before then, the target takes 1d8 force damage, fattening for twice the same amount and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target on a hit, and the damage the target takes for attacking you increases to 2d8. Both damage rolls increase by 1d8 at 11th and 17th level.
Drain Strike
Evocation cantrip
- Classes: Artificer, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: self (5-foot radius)
- Components: S, M (a melee weapon worth at least 1sp)
- Duration: 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and becomes afflicted with draining energy until the start of your next turn. If the target causes itself to lose weight before then, it takes 1d8 necrotic damage and the spell ends. The creature also slims for twice the same amount in bulk while you fatten that amount in return.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target on a hit, and the damage the target takes for its weight changing increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Conjure Meal
1st level Conjuration
- Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You create 1d4 lbs of food of a kind you have seen or tasted before. Based on what you chose, the food is of slimming, normal, or fatty quality. This spell cannot create drinks, and the food is summoned up on plates that disappear after the food is eaten. If the food is not eaten, it dissolves away after 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create 1d4 more lbs of food.
Fat Beam
1st-level Evocation
- Classes: Sorcerer, Wizard, Warlock
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You create three rays of lipomancy and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target fattens 4d8lbs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each ray fattens an additional 2d8lbs for each level above first.
Make Room
1rst level transmutation
- Classes: Bard, Cleric, Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S
- Duration: Instantaneous
You use lipomantic magic to jolt someone’s stomach into digesting quicker. Choose a target creature within 30 ft that you can see. They instantly digest up to 2d4lbs of food currently in their stomach, adding the diet points to their diet pool as if it had been digested normally. An unwilling creature may make a constitution save to resist the effect.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you increase the amount of digested food by 1d4 for each level of the slot above 1rst.
Sense Hunger
1rst-level Divination
- Classes: Cleric, Druid
- Casting Time: 1 action
- Range: self
- Components: V
- Duration: Concentration, up to 1 minute
You focus your magical senses towards the innate hunger of creatures around you. For the duration, you are able to detect any creature within 30 ft of you who is capable of eating food and currently has no food in their stomach. You have advantage on any checks made that would feed such creatures.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration is Concentration, up to 10 minutes. If you use a spell slot of 3rd level or higher, the duration is 1 hour. If you use a spell slot of 4th level or higher, the duration is 8 hours. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a spell slot of 6th level or higher, the duration is 1 week. If you use a spell slot of 7th level or higher, the duration is 1 month. If you use a spell slot of 8th level or higher, the duration is until dispelled. Using a spell slot of 4th level or higher grants a duration that does not require concentration.
Asha's Sympathy Swelling
2nd level enchantment
- Classes: Bard, Wizard
- Casting Time: 1 action
- Range: touch
- Components: V, S
- Duration: 1 hour
You form a bond with a willing target. For the duration of the spell, any pressure gain or loss one member of the bond would suffer is halved, rounded up or down as the caster chooses. The other member gains or loses a similar amount of pressure, rounded in the opposite direction of the first.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, the duration increases to 8 hours. When you cast this spell using a spell slot of 4th level, the duration increases to 1 day. When you cast this spell using a spell slot of 5th level, the duration increases to 1 week. When you cast this spell using a spell slot of 6th level, the duration increases to 1 month. When you cast this spell using a spell slot of 7th or higher, it becomes permanent until dispelled.
Bountiful Healing
2nd level evocation
- Classes: Bard, Cleric, Druid, Paladin
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (at least one pint of milk that you have stored within your chest)
- Duration: Instantaneous
A creature you touch regains 1d6 + your spellcasting modifier in hit points and consumes one pint of milk.
As a part of the action to cast this spell, you may feed your target additional pints of milk up to your spellcasting ability modifier. For every additional pint consumed, the creature regains 1 additional hit point. Pints consumed with this spell cannot cause stuffing damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature regains an additional 1d6 hit points and can be fed an additional amount of pints equal to your spellcasting modifier for every slot level above 2nd.
Candy Weapon
2nd-level transmutationn
- Classes: Artificer, Paladin, Ranger, Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You touch a non magical weapon and coat it in magical rock candy. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and force feeds a hit creature 1d4lbs of fatty food.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2 and 2d4 fatty food. When you use a spell slot of 6th level or higher, the bonus increases to +3 and 3d4 fatty food.
Digestive Retaliation
2nd-level Evocation
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 action, only when inside the stomach of another creature
- Range: self
- Components: V, S
- Duration: Instantaneous
The caster creates an uncomfortable covering around their body which makes the predator feel queasy. The creature must make a Constitution Saving throw, on a failed save they take 5d6 acid damage, and make the Constitution Saving throw to keep the caster inside their stomach at Disadvantage. If a creature does not normally make a save to release a creature, they do now, though not at disadvantage. On a successful save, they take half damage.
Empower Sustenance
2nd-level Transmutation
- Classes: Druid, Ranger
- Casting Time: 1 minute
- Range: 30 ft
- Components: V, S
- Duration: Instant
By drawing on the power of growth, you can invoke more life energy into food around you, effectively increasing its calories. When you cast this spell, you modify the diet point value of up to 20lbs of food you can see within range by 2d4 diet points per pound. This magical increase lasts for 24 hours. Repeated castings of the spell on the same food won’t change its diet value further unless you roll higher.
At Higher Levels. Casting this spell with a slot of third level or higher increases the amount of food you can effect by 10 lbs for each level of slot above 2nd.
Exchange Form
2nd-level Transmutation
- Classes: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 minute
- Range: 5 ft
- Components: V, S
- Duration: 1 hour
Using complicated Lipomancy, you switch the bulk between two targets within range. An unwilling creature can make a charisma saving throw to prevent the effect. Whatever bulk, flex, and pressure one target has becomes the new amount for the other target, and vice versa. When the spell ends, the creatures switch bulk, flex, and pressure again, along with any additions or subtractions that happened during the length of the spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. If you use a spell slot of 4th level or higher, the duration is 8 hours. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a spell slot of 6th level or higher, the duration is 1 week. If you use a spell slot of 7th level or higher, the duration is 1 month. If you use a spell slot of 8th level or higher, the duration is until dispelled.
Lap of Luxury
2nd-level enchantment
- Classes: Bard, Cleric, Druid
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: 1 hour
You imbue your extra thick thighs with soothing energy, warming them up and making them even softer to help those in need of a good place to rest. For the duration of this spell and as long as you are over your first bulk limit, two friendly creatures may rest their heads upon your lap. When these creatures take a short rest in this manner, they may reduce their exhaustion by 1 and when they roll hit die to restore hit points, they may restore additional hit points equal to the caster’s spellcasting modifier.
At Higher Levels. When casting the spell with a 3rd level slot and being over your second bulk limit, 4 total creatures can rest on your lap. When casting the spell with a 4th level slot and being over your third bulk limit, 6 total creatures can rest on your lap.
Mass Manipulating Mage Hands
2nd level Conjuration
- Classes: Artificer, Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a silk glove and a cube of butter)
- Duration: Concentration up to 1 minute
When you cast this spell and as a bonus action on each of your turns, you may summon a pair of spectral, floating hands that appear at a point you choose within range. The hands last for the duration or until you dismiss them as an action. The hands vanish if they are ever more than 60 feet away from you or if you cast the spell again.
You can use your action to control the hands. You can use the hands to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You may direct the hands to perform a repetitive action, and it will continue to do so until you take an action to redirect it. You can move the hands up to 30 feet each time you use it. The hands can’t attack, activate magical items, or carry more than 20 pounds.
As an action, you may move the hands up to 30 feet to a creature and try to softly grab them. Make a melee spell attack. On a hit, the creature gains 4d10 Bulk, concentrated where the hands softly grab. Willing creatures are automatically hit by this attack.
At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, the Bulk gain is increased by 2d10 for every level above 2nd.
Milfonseana’s Milky Arrow
2nd-level evocation
- Classes: Wizard
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S, M (A pint of milk)
- Duration: Instantaneous
A shimmering cream arrow streaks towards a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 cold damage immediately and 2d4 cold damage at the end of its next turn. Targets lactate half the amount of damage as milk. On a miss, the arrow splashes the target with cold for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Sap Tendril
2nd-level Conjuration
- Classes: Cleric, Druid
- Casting Time: 1 bonus action
- Range: 60 ft
- Components: V, S
- Duration: 1 minute
You sprout a Sinuous vine from the ground within range that lasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the vine. On a hit, the target is force fed 1d6 lbs of super fatty (3 DP) food.
As a bonus action on your turn, you can have the vine sink into the ground and sprout again at a point within 20 ft and repeat the attack against a creature within 5 feet of it. It cannot move across gaps this way.
The vine’s sap can taste like whatever you choose, though the most common is a syrup like maple or birch.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the feeding increases by 1d6 for every two slot levels above the 2nd.
Second Hand Fattening
2nd-level Enchantment
- Classes: Artificer, Cleric, Wizard, Warlock
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S
- Duration: Concentration, up to 1 minute.
You create a fattening trap on a target creature within range if they fail a Wisdom saving throw. Any time any creature within 30 ft of them gains weight, they also gain half as much weight. At the end of each of their turns, the creature may attempt another Wisdom save to end the effect.
Shift Corruption
2nd-level Transmutation
- Classes: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: See Description
You touch a creature over the course of casting the spell, shifting the power of corruption within a creature. An unwilling creature may make a charisma saving throw, ending the spell on a success. The next time that creature takes a long rest, if they have a mild corruption, they reroll it, taking the new effect. You must wait a week before being able to cast this spell on the same creature again.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature rerolls a moderate corruption if they have it as well. When you cast this spell using a spell slot of 4th level or higher, the creature rerolls a Severe corruption if they have it as well. When you cast this spell using a spell slot of 5th level or higher, the creature rerolls an Extreme corruption if they have it as well.
Silencing Snacks
2nd-level Conjuration
- Classes: Bard, Cleric, Ranger
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
For the duration, small bits of fatty food float in the air in a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere that tries to speak, make a sound, or cast a spell that includes a verbal component is force fed some of that floating food.
Any creature that casts a spell is force fed an amount of pounds of food equal to twice the level of the spell slot used as they cast the spell. Any other vocal sound made by creatures causes them to be force fed 2 lbs of food. They are force fed an additional 2lbs of food for each 5 words they speak past the first 5.
This spell can force feed creatures a total of 20 lbs of food, after which the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of food creatures are force fed when speaking increases by 1lb, and the maximum amount force feed increases by 10, for each level above 2nd used.
Slimy Simulacrum
2nd-level Conjuration
- Classes: Bard, Druid, Wizard
- Casting Time: 1 minute
- Range: 30 ft
- Components: V, S, M (A jar of slime)
- Duration: 8 hrs
You conjure an unstable slime made of lipomancy that immediately starts to attach to a target in range. An unwilling creature may make a Constitution save when you target them to end the spell on a success. Over the course of the casting, that slime fuses with, and absorbs into the skin of the target, effectively fattening them an amount equal to their bulk limit. This weight is temporary, however, and after the spell ends, the additional weight dissolves away. During that time, some of this weight ends up absorbing permanently into the body of the target. Roll 3d20, the target is left permanently fatter equal to the result of the roll as a percentage of the temporary fattening.
At Higher Levels. When casting this spell using a spell slot of 3rd level or higher, the target temporarily fattens an additional bulk limit worth of weight for each level of slot above 2nd.
Witchfire
2nd level Evocation
- Classes: Bard, Sorcerer, Warlock, Wizard.
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S, M (A piece of coal, or a dram of fuel.)
- Duration: Concentration, up to 1 minute.
Whenever a creature starts their turn or comes within 20 ft. of it, you can spend your reaction to make the flames surge forth. The target must pass a Dexterity save or take 2d6 lightning damage and bloat for four times the damage dealt, taking half damage and bloat on a success. If the target is standing or submerged on a liquid, they make the save at a disadvantage.
As a bonus action, you can move the ball of streaking fire up to 20 ft. in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot levels above the 2nd.
Cleavage Container
3rd level conjuration
- Classes: Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: self
- Components: S
- Duration: 1 hour
You squeeze your bosom in order to create a small extradimensional plain within your cleavage as long as you are over your first bulk limit. It can hold up to 20 pounds of objects.
Until the spell ends, you can use your action to summon one object to your free hand, and you can use your action to return an object to the extradimensional space. Any objects still within the plane when the spell ends, appear in your space by comically appearing from out of your cleavage. If you are under your first bulk limit at any point, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher and over your second bulk limit, you can increase the storage space by an additional 10 pounds.
Summon Lipo Weird
3rd level conjuration
- Classes: Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (Diamond inlaid silver spoon worth at least 300 GP)
- Duration: Concentration, up to 1 hour
You call forth the forces of that which are sweet and sugary. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Lipo Weird stat block. When you cast the spell, choose a flavor: Marshmallow, Ice Cream, or Cotton Candy. The creature resembles a humanoid woman constructed entirely of food of the selected flavor, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the dodge action and it uses its move to avoid danger.
At higher levels. When you cast the spell using a spell slot of 4th or higher, use the higher level wherever the spell’s level appears on the stat block.
Lipo Weird
Medium Elemental, neutral
- Armor Class 12 + spell level (natural armor)
- Hit Points 30 + 15 for each level of the spell above 3rd.
- Speed 30 ft., fly 30 ft (Cotton candy only)
- Bulk Limit 150/300/600, Ave Weight 110 lbs. (110 lbs base), Stomach Capacity 5 lbs.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 8 (-1) 8 (-1) 12 (+1)
- Damage Immunities Poison
- Condition Immunities Ravenous, poisoned
- Senses Darkvision 30 ft, passive Perception 9
- Languages Common, Primordial, understands the languages you speak
Abilities
Twirly Form (Cotton Candy Only) The weird can occupy the space of other creatures. Whenever a creature start their turn while the Weird occupies their space, they are grappled. The escape DC is equal to your spell save. Marshmallow Fluff (Marshmallow only) Whenever a creature that has food in their stomach that been fed from the weird takes fire damage, an additional 1d8 fatty food is added to their stomach
Actions
Multiattack. The lipo weird makes a number of attacks equal to half this spell’s level (rounded down).
Forcefeed. Melee spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8+3+the spells level lbs of fattening food.
Toasty Touch (Marshmallow only). Melee spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 fire damage. Damage from this effect is non-lethal.
Ice Cream Cannon (Ice Cream only). Ranged spell Attack: your spell attack modifier to hit, range 120 ft., one target. Hit: 1d8+3+the spells level lbs of fattening food.
Glutton’s Reward
4th-level Enchantmentn
- Classes: Bard Sorcerer
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a piece of fatty food)
- Duration: Concentration, up to 1 minute.
You force a creature that has a stomach capacity within range to make a Wisdom saving throw. On a failed save, they become charmed by you for the duration, imbuing them with a magical desire to grow fatter. The creature must eat any food that you offer them. For the next minute, any spell attacks made by you that cause the target to eat food (such as the feed spell) automatically hit the target, and the target automatically fails any saving throws on similar spells (such as the Overabundance spell) that you force them to make. While under the effects of this spell, the target can’t take stuffing damage, and instead any food they eat over their capacity causes them to fatten for an amount equal to your spell casting modifier for each pound of food that would have caused damage.
Additionally, you may expend a bonus action each turn the spell is active to feed the creature 4d4 pounds of fatty food as long as they are within the spell’s range, made of copies of the food used to cast this spell.
The creature may repeat their save against this spell any time they go over a bulk limit while under the effect or if you or your allies take harmful actions towards them, ending it on a success, or ending when the creature becomes immobile. If the creature was already immobile when the spell began, this does not cause it to end. They may also make the save at the start of their turn if they took damage from you or your allies since their last turn.
Melona’s Hymn of Bounty
4th level enchantment
- Classes: Bard
- Casting Time: 1 action
- Range: 40 ft
- Components: V
- Duration: Concentration, up to 1 minute.
You sing or play a bountiful melody that cows seem to love and it even makes them produce more milk. Upon people, however, it is even more effective! As an action, Each creature within 30 ft that can hear you must make a wisdom saving throw against your spell DC. On a failure, each creature becomes charmed for the duration and lactates enough milk to reach their overfull milk limit. Each subsequent turn, they lactate enough milk to reach one milk limit. On a success, creatures only lactate as if they took a long rest and are not charmed. You may also choose up to 5 allies within range to not be affected by this spell.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its bountiful enjoyment.
Phantasmal Feeder
4th-level illusion
- Classes: Bard, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You tap into the fantasies of a creature you can see within range and create an illusory manifestation of its desires, visible only to that creature, but carrying very real food.
The target must make a Wisdom saving throw. On a failed save, the target becomes grappled for the duration of the spell, and takes 3d6 feeding damage of fatty food. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 3d6 feeding damage of fatty food. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Auðumblan Rites of Bounty
5th level evocation (Ritual)
- Classes: Cleric
- Casting Time: 1 hour
- Range: 150 feet
- Components: V,S,M (20 portions of your own milk, ground up horn and a blessed cowbell worth 500gp)
- Duration: See below
You perform one of several Auðumblan ritual ceremonies or rites. When you cast this spell, choose one of the following rites, the target or targets of which must be within 10 ft of you or a location within 1 mile throughout the casting.
Rite of Lactation. You may choose up to 5 willing humanoid creatures within range who are currently not lactating. They begin permanently lactating. They additionally do not suffer from the effects of being Engorged for 1 week.
Rite of the Bountiful Blade. You may choose one willing humanoid creature within range that is Lactating, and over their first lactation limit, as well as one weapon they are holding and force that creature to expend all of their current pints of milk onto the weapon. For one week, the creature’s milk production and limit is doubled and their weapon becomes milk blessed. This cannot be performed on a weapon that is already milk blessed.
Rite of Bovinity. You may choose one willing humanoid creature within range that is not a minotaur, half minotaur, has cow-like features, or an Auðumbla. You bless them permanently with cosmetic cow-like features to a degree of their liking. For one week, they are immune to disease.
Impose Limitation
5th-level Enchantment
- Classes: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You enforce the natural gravity of a creature’s bulky body upon them. The target must make a Wisdom saving throw or have their bulk limits enforced. Anything that allows the target to ignore any bulk limits, or sets their bulk limit to anything beyond the normal base calculation (except for being a different actual size than medium), is temporarily suppressed until the target completes a long rest.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s bulk limits.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you enforce normal bulk limits for 7 days (6th level), 30 days (7th level), 1 year (8th level), or indefinitely (9th level).
Ushi’s Battle Blessing
5th level evocation
- Classes: Cleric, Paladin
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (Requires a Melee Milk-Blessed weapon)
- Duration: Concentration, up to 1 hour
You imbue a milk-blessed weapon you touch with the minor blessings of the legendary Auðumbla known as Ushi the Bold. Until the spell ends, weapon attacks made by this milk blessed weapon deal an additional 2d8 cold damage and cause humanoid creatures struck by it to lactate the total amount of damage dealt by the weapon as milk in their chest. Those wielding this milk-blessed weapon cannot be disarmed of it for the duration of the spell and the weapon also gains the thrown property with a range of 30/60. When thrown, the weapon returns to your hand afterwards.
Power Word: Feast
8th level Conjuration
- Classes: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 ft
- Components: V
- Duration: Instant
You speak a word of power that can overwhelm the mind and stomach of one creature you can see within range, leaving it overstuffed and likely in a food coma. If the target has 100 hit points or fewer, it immediately Eats fatty food equal to its base weight, or equal to 100lbs, plus 100lbs for every size above medium it is if it has no base weight. The creature is also stunned for one round. If it has more than 100 hit points, or has no stomach, this spell has no effect. Any overstuffing damage caused by this effect is nonlethal as normal, magically allowing their stomach to expand enough to contain the meal.
PART V
Fat Feats

Feats
Grazing Gluttony
You have a knack for eating constantly. You may not eat as much in one sitting, but you can always eat a lot.
- Increase your constitution by 1, to a maximum of 20.
- You gain proficiency in the Eating skill. If you are already proficient in the skill, you gain expertise with it, which means your proficiency bonus is doubled for any ability checks you make with it.
- When making rolls for stuffing, instead of taking -8 to the result to determine your additional capacity, you instead divide the result of the roll by 2.
Mind Gains
You’ve learned to use your force of will to push through when stuffing yourself silly.
- Increase your Wisdom by 1, to a maximum of 20.
- When calculating your stomach capacity, or rolling an eating roll for overstuffing, you use your Wisdom instead of Constitution.
- If you would go unconscious from overstuffing damage, you are instead reduced to 1 hitpoint. After using this part of the feat, you must finish a long rest before you can do so again.
Fast Metabolism
More so than others, your stomach is always able to digest food at an incredible rate.
- Increase your Constitution or Strength by 1, to a maximum of 20.
- The amount of food you digest per hour is doubled.
- When you would take overstuffing damage, as a reaction you may expend a hit die, and roll it. You instantly digest a number of pounds of food equal to the roll plus your constitution modifier, adding the diet points to your pool. After using this part of the feat, you must finish a long rest before you can do so again.
Bottom Heavy
Your bottom heavy build lends certain benefits as your weight climbs higher. Most weight you gain goes to your lower half from now on.
- Increase your constitution by 1, to a maximum of 20.
- While over at least your first bulk limit, you have advantage against anything that would knock you prone or push you.
- While over at least your first bulk limit, due to always having a soft spot to land, you have resistance to falling damage.
Big Belly
All the weight keeps going to your middle, bursting buttons, and granting some perks. Most weight you gain goes to your torso from now on.
- Increase your constitution by 1, to a maximum of 20.
- While over at least your first bulk limit, you gain resistance to poison damage, and anything that would give you the poisoned condition.
- While over at least your first bulk limit, if the extra capacity granted by an overeating roll would be less than your eating skill, you may roll again, and keep the new result.
Chesty
No matter how much you eat, it seems to simply make your bras harder to wear. Most weight you gain goes to your chest area from now on.
- Increase your constitution by 1, to a maximum of 20.
- While over at least your first bulk limit, you can store a single item of 5 or less pounds in your cleavage (Within reason), being able to withdraw or store the item without expending an object interaction once per turn. You may store an additional item this way for every additional bulk limit you are over. You may not store unsheathed weapons this way.
- While over at least your impeded bulk limit, you only have your speed reduced by -10 instead of half, due to most of your weight not being around your legs.
Hourglass
Your body is quite shapely, regardless of heft, and your weight tends to distribute to your chest and bottom instead of your middle from now on.
- Increase your constitution by 1, to a maximum of 20.
- While over at least your first bulk limit, you can display your assets as a bonus action, giving a target creature disadvantage on their next attack roll. You may do this a number of times per day equal to your proficiency modifier.
- While over your impeded bulk limit, your balanced assets mean you do not have disadvantage on Athletics and Acrobatics from bulk.
Gluttonous Adept
- You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You learn two displays of your choice from among those available to the Gluttiator archetype in the fighter class. If a display you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Charisma modifier.
- You gain one show die, which is a d4 (this die is added to any show dice you have from another source). This die is used to fuel your maneuvers. A show die is expended when you use it. You regain your expended show dice when you finish a short or long rest. The die also increases 1 size for each bulk limit you are over, up to d10s when you are over your third bulk limit.
You cannot take this feature if you have the battlemaster subclass.
PART VI
Indulgent Items

New Magic Items
This section contains magic items used in Windrest.
Adjusting Chair
Wondrous Item, Uncommon
This very plushily padded magic sofa chair weighs 30lbs. It doesn't initially appear to have any magical attributes, but some of increased girth may discover that it is able to automatically adjust its strength and size for a user. This chair is able to support the weight of a medium creature, no matter how much they weigh, adjusting the width of the seat as needed if they're particularly wide. The chair breaks if a large sized creature tries to use it, or if a medium sized creature becomes large while sitting in it.
Anti-Meal Potion
Wondrous Item, Common
This chalky tasting potion is light green and translucent in color. Consuming the potion only has an effect if you currently have food in your stomach or Diet Points in your Diet Pool. The potion removes 5d6 worth of diet points you currently have, but cannot give you negative diet points, and does not effect food you eat afterwards.
Ayr's Divine Rice Pudding
Food Item, Uncommon
"This pudding is made up of glutinous rice, full fat milk and a pinch of nutmeg that is served hot. Some claim a proper pudding needs Ayr’s blessing or simply be blessed enough by the one making it. This pudding provides one serving (1 pound each) that counts as fatty food.
For one hour after consuming this pudding, you gain resistance to cold damage and gain cow-like features such as cow horns, a tail, floppy ears and perhaps a very subtle moo to your vocals. These features are cosmetic and fade after the hour ends.
Bands of Swelling Sympathy
Wondrous item, rare, requires attunement
This pair of rings can be anywhere in quality from ornate wedding bands to a couple of simple bronze circles, but always have two consistent features: they are physically identical, with any design on one of them being mirrored in the other, and they both have a light blue gem.
Attuning to one of the rings, by itself, does nothing. When two individuals attune to the rings, wear them, and are on the same plane of existence, they are considered to be under the effects of the Asha’s Sympathy Swell spell until taken off or unattuned.
Bastard's Axe
Weapon, uncommon, requires attunement
While attuned to this brutish looking +1 Battleaxe, you can pull or compress the shaft to change it into a Greataxe or back again. This counts as an object interaction.
Belly belt
Wondrous Item, Common
This cursed belt is impossible to remove once put on unless a spell such as remove curse is cast on you. Unlike most belts, this decorative gold colored belt is intended to go around the "small" of your waist instead of at your hips. While wearing this belt, any bulk you gain that'd be less than five pounds instead becomes five pounds. The belt snaps if you gain enough bulk to go over a bulk limit, losing its power completely.
Belly Wheel
Wondrous Item, Common
Sometimes, it can be a real pain to move around when you're swaddled in softness. You can place this strong wheel attached to a shaft and cushion under your belly roll, or other ponderous body part hanging towards the ground, supporting it from below. If your speed is reduced due to your bulk, this wheel gives you an additional 5ft of movement that is not reduced. This additional movement cannot cause your movement to go over your regular speed, and only functions if the wheel is touching the ground, so would not work in situations such as jumping, flying, or swimming. The wheel can't help you if you're immobile.
Blessed Lacticite Weapon
Any Metal Weapon, Uncommon, Requires Attunement
A weapon made with the duo-toned metal known as Lacitcite. This one’s glow is intense, as is the method of creation. Bond with it.
While attuned to this weapon, when it hits a creature, it deals an additional 1d6 cold damage. If it hits a humanoid creature, it causes the creature to lactate the cold damage in pints of milk, stored within its chest. Additionally, while attuned to this weapon you are considered lactating. If you remain attuned to the weapon for more than a week, you develop cosmetic traits akin to that of an authumbla such as cow like horns, ears, tail or any other features determined by the DM. If the attunement lasts more than a month, these cosmetic features are permanent unless removed by a lesser restoration spell or similar effect.
Candy Cane Sword
Weapon, Rare, Requires Attunement
A +1 longsword with a swirling pattern reminiscent of an elegantly crafted Candy Cane which hums with Lipomantic energies. While attuned to it, the longsword has 4 charges. Whenever you hit a creature with an attack with this weapon, you can forgo the damage dealt by the blade, and instead force feed the target an amount equal to half the weapon damage dealt with pounds of fatty food. After expending the final charge, the weapon is reduced to a shortsword.
Each dawn, it regains all expended charge, and becomes a Longsword again if it isn’t already.
Clothes of Corpulent Constraint
Wondrous Item, Common
"These magical clothes are often extremely revealing or skimpy in design. As with all magical clothing, they appear to be able to grow with the user, though never quite as much as they should. While initially fitting at whatever weight a creature puts them on at, the clothes become tight and tighter as the creature grows. At the point that mundane clothes would break, these clothes instead restrain the user with their tightness and unbreaking nature, showing every bulging inch, until someone else removes them over the course of a minute.
Curse. Initially appearing to be clothes of mending, once put on, the clothes don’t allow the wearer to remove them. They can only be removed by someone else, or by a remove curse spell."
Deployable Shield
Shield, Common, Requires attunement
While attuned to this shield and wearing the bracelet, you may use a bonus action to deploy the shield to full size from the bracelet. You may use another bonus action to return the shield to bracelet size again.
Eternal Cupcake
Food Item, Common
This delicious giant cupcake is either chocolate, vanilla, or spice frosted and flavored, worth 2lbs of fatty food. Due to the wonders of food magic, it never goes bad, and can regenerate after eating. Each time this cupcake is eaten completely, a new fresh cupcake of the same flavor appears in the wrapper at the start of the next round. Each time this happens, there is a 5% chance that the cupcake does not regenerate, and is effectively destroyed.
Fat Pants
Wondrous Item, Common
This pair of stretchy grey pants are made of a very comfortable material, but cannot be worn with armor. While wearing the pants, you have advantage on eating checks made to overstuff, and constitution saves made to try to permanently increase your capacity if your current capacity is less than 20.
Glutton's Dinner Bell
Wondrous Item, Common
This Golden Bell is covered in designs of figures reclining with full tummies. Once per day, a creature can ring the bell, calling all creatures within 120 ft of you to a meal. For the next minute, the next eating check made for the purposes of overstuffing by each creature who heard the bell ring within its range is made at advantage. After using this item in this way, it can be used again until the next breakfast (Dawn).
Headdress of Horns
Wondrous Item, Uncommon, Requires Attunement
Wondrous Item, Major, Uncommon (Requires attunement by a permanently lactating humanoid)
This headdress, adorned with fine tribal cloth and a set of highly prized faux cow horns. The Yesun Milk Tenders often wear such headdresses for the purpose of carrying out rituals but often wear it in the rare times of combat. They are often able to carry more milk as a result.
While attuned to this headdress, the wearer’s milk limit is increased by their proficiency bonus for each bulk limit they exceed.
Heavy Hip Belt
Wondrous Item, Common, Requires Attunement
These "loose" belts can have varying designs, with fringes of cloth covered in hanging coins, or small decorative plates sewn to leather, and anything in between. While attuned to the belt, your hips are empowered to really pack a punch, allowing you to make melee attacks with them, which are magical. These attacks deal bludgeoning damage with a range of 5ft. The damage is d4, but increases to a d6, d8, or d10 for each Bulk limit you're over.
Horn of Honey
Wondrous Item, Common
This Gold decorated drinking horn is capped in a fine leather top that holds in the drink. That drink is of course Mead, brewed in the land of Fey, and enchanted to be ever filling. Each day at dawn, the Horn refills, holding 5 pints of drink despite its size. As a bonus action, a creature can drink a pint from the horn, which restores 2 hitpoint.
Drinking all five in the same hour is a lot of alcohol, and requires a DC 13 Constitution save to avoid gaining the poisoned condition from drunkenness until you complete a short rest.
While horns created this way can vary in flavor, the usual is a brew that is laced with heavy cinnamon, nutmeg, and warm apple flavors, added to the sweetened honey mead to create a spiced profile.
How to Cook, and Why You Should Add Sugar
Wondrous Item, Common
This magical cooking guide contains wonderful text about how to prepare several different kinds of meals. For some reason or another it always insists on sweetening the dishes no matter what. By referencing this book while cooking, you can prepare slimming food and ingredients into normal food, or prepare normal food and ingredients into fattening food.
Lacticite Metal Weapon
Any Metal Weapon, Common
A weapon made with the duo-toned metal known as Lacticite. It glows with a faint blue hue. When this weapon hits a humanoid creature, it causes the creature to lactate 1d6 pints of milk, stored within its chest.
Oil of Eased Burdens
Wondrous Item, Uncommon
A small vial of scented oils intended to be added to a bath. When poured into a tub or similar body of water that is smaller than 250 cubic feet, the liquid is suffused with a relaxing energy and scent. Up to two medium or smaller creatures, or a single large creature, that bathes in this water finds their size less burdensome for a limited time. For each ten minutes spent in the bath, a creature temporarily is able to ignore 50lbs of bulk in relation to surpassing their bulk limits. 1 hour after being poured, the oil in the water loses potency, making that the same limit of time a creature can benefit from soaking. This temporary bulk increase lasts until the next time the creature takes a long rest.
Pan of Attraction
Wondrous Item, Ccommon
This baking sheet is magically enchanted to take the smells of fresh baking strong and long lasting. The smell of anything baking on this sheet is twice as powerful and good smelling as it should be, and the smell lingers from the pan itself for one week after baking unless used to bake something else. For example, cooking Cinnamon rolls on this won't just smell good, but leave your whole house and kitchen smelling of it for the week after. You have advantage on persuasion checks made to have someone eat something made on the pan that's still on it when you make the check.
Platemail of Compassion
Armor, rare, requires attunement
While attuned to this Rose and gold decorated +1 Platemail, your compassion for your comrades can empower your magic. Whenever you are concentrating on an effect or spell effecting an ally, but not yourself, you have advantage on any rolls made to maintain concentration.
Piggie Mark
Wondrous Item, Common, Requires Attunement
"Produced by a special needle, this magic tattoo appears on your body as a depiction of a pig or boar. While attuned to this tattoo, your eating actions consume an amount of pounds equal to your entire eating skill instead of halve of your eating skill. This means that using your action and bonus action to take the eating skill would allow you to eat a number of pounds of food equal to twice your eating skill.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space."
Ring of Contained Corruption
Wondrous Item, Common
While wearing this black metal ring, you feel a very small perversion of your thoughts. It does nothing on its own, but it does feel as though further magic effecting your thoughts might not be so bad. Any time you roll to gain a corruption effect, you may choose to reroll and gain a new effect, though you must take that one.
Rubber Bands
Wondrous Item, Common, Requires Attunement
While attuned to this pair of rubbery bracers, they are able to impart their qualities to any suit of armor or clothing you're currently wearing, giving it the Elastic quality.
Snack Pack
Wondrous Item, Uncommon
A small pack one ties around the waist which holds a magical extra dimensional space. Within this space is a great variety of delicious foods, fresh and ready to be eaten. The Snack Pack holds 20 lbs of fatty food, and regains any food expended at dawn. A creature can use this as a source of food for their force feed action or their own eating Action or Bonus action. Any food removed from the pack disappears after a minute unless eaten. The pack weighs 2 lbs.
Spoon of Anti-diet
Wondrous Item, Common
A literal silver spoon touched by lipomancy. Any food eaten with this spoon becomes fatty food if it wasn't already. This has no effect on food that already has more than 2 diet points per pound.
Stockings of Sumptuous Squishing
Wondrous Item, Uncommon, Requires Attunement
This pair of stockings comes in a variety of styles and designs, but all pretty much reach the thighs and cause an arousing amount of skindentation where thigh and fabric meet. Balance and grace seem almost natural while wearing these, even for the most obese of people.
While you wear these stockings and are attuned to them, you gain the following benefits:
- You do not suffer disadvantage on Acrobatics skill checks and Dexterity saving throws when Impeded by your bulk.
- Your steps make no sound, no matter what surface you are on.
- Whenever you gain bulk in any way, you proportionally gain most of it in your thighs, hips and buttocks.
Swellshade Glasses
Wondrous Item, Rare, Requires Attunement
A pair of spectacles that are tinted through some impressive magic. Drow love them, Kobolds look stylish in them but it seems that they have some minor side effects. Hope you don’t mind splitting some seams.
While attuned and wearing these spectacles, you no longer suffer from Sunlight Sensitivity and have resistance to radiant damage. However, whenever you would take radiant damage, you fatten for four times the amount of damage you would have been dealt before resistance.
Token of Whale Growth
Wonderous Item, Uncommon (Requires Attunement)
An amulet of sea glass in the shape of a whale inlaid with Mother-of-Pearl. When you attune to this amulet, and for each day you remained attuned to it, you fatten equal to your character level. While attuned, remaining in a body of water great enough to be fully submerged for at least one round transforms you. You gain a swim speed equal to your movement speed, which is not reduced by bulk, can breathe underwater, and you fatten equal to your bulk limit as the amulet attunes you to the power of the mighty whale. These bonuses, and the added weight, vanish when you leave the water for at least one full round.
Vitro-glass Lens
Wondrous Item, Common
A circular, flattened fragment of vitro-glass, a specific form of refined voxturite. Too delicate and unstable to be manufactured without special equipment. Looking through it makes any creature at the other side visibly appear as if they were above their next bulk limit. This effect does not apply if the creature is immobilized. If they’re wearing any clothes, their attire conforms to their size.
Wand of Rubs
Wondrous Item, Common
This can be used at will to cast a specialized mage hand spell that is only able to apply pressure to bodies. This spectral hand is not enough to lift anything, but is enough to be felt rather strongly by people it is used on. The wand has three charges. By expending one of the charges and using the want to rub a willing creature's belly for 10 minutes, you can cause them to digest food in their stomach as if 1d4 hours had passed. The wand gains expended charges at dawn.
Yesun Churn Bag
Wondrous Item, Common
A 3lbs leather bag stitched together from the hides of local oxen or yaks after having been blessed by Khan Sina’s milk during a ritual. The bag can safely store milk without leakage and in return, said milk is converted into a very creamy butter or yogurt
The bag can hold up to 10 pints of milk, converting it into 10 lbs of the same quality of butter or yogurt over the course of one hour. Butter or yogurt within the bag stays fresh for up to ten days. The bag can produce up to 10 lbs of butter or yogurt each day before it recharges upon the next dawn.
Yesun Herder’s Crook.
Wondrous Item, Common, Requires Attunement
Quarterstaff
A simple item in appearance, often used by Herders to keep their flock in check and in some situations, pull stranded or stuck livestock to safety. The same can, often hilariously be done to friends. Once per day as an action, you may move a willing ally that is still within 10 ft of you up to 10 ft in any direction. Once used, you must complete a long rest to use this feature again.
Yesun Warding Tattoo
Wondrous Item, Common
A cream-hued pattern that swirls endlessly. It seems to faintly glow at times, pulsing with the beat of the one who wears it. It was made in order to defend against the mind-affecting spells of the Vanguard. Oddly enough, the Temujin seem to have begun wearing them.
Yesun Gift. While attuned to this tattoo, you are considered lactating.
Milk Mind. As a reaction while making a saving throw against the charmed or frightened condition, you may choose to reroll the die and must accept the new roll. No matter if you succeed or fail, you lactate a number of pints of milk equal to your Engorged milk limit. This lactation costs no diet points. Once you have used this reaction, you cannot use it again until the next dawn.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
PART III
The Shattered Lands

Holmgard
Built around the stabilized portal, this fortified camp serves as the base of operations for the Expeditionary forces and home to the player characters. It’s here that you rest between missions, carousing with your comrades, and spend your time improving your skills. It’s also the settlement that, over time, will grow into a grand new home for all the displaced peoples of Seantala. It’s not much to look at starting out, but over time the small tent city will include new homes, shops, and even grand magical buildings all created through your combined efforts.
Cosmopolitan
When the whole world ends, the whole world comes together. The various peoples and nations that made up Seantala before the apocalypses came found themselves forced into close proximity and cooperation with one another just to survive. Those that didn't band together were almost always lost soon after. That has led to the refugees that are settling and running Holmgard being of no particular race or culture, instead featuring all of them. Orcs live right next to halflings, while dwarves work alongside Goliaths. Warriors from the marauding hordes of the steps share dinner with peasants from the city states along the coast. Whatever one's origins, the Expedition, along with the Vanguard within it, come from all walks of life and while all sorts of powers and origins.
Utilitarian
The Expedition that has founded Holmgard is working on low resources and slapped together logistics. This means, especially at first, Holmgard is more like a military camp running on shoe strings instead of a growing settlement. There's little in the way of simple comforts at first. There's no room for anyone to be particularly rich, nor for anyone to simply sit on their nobility and not work. That said, there is an economy here. While necessities are taken care of, anything else has to come at a cost. With so much power and wealth from the remnants of various nations thrown behind the expedition, gold and other coinage is still used, just for the simplicity of helping control where goods and services are flowing more than to help anyone gain wealth. Getting paid fairly and almost completely evenly is definitely important to the Expedition.
Hope
No one expected the plan to open a portal to a new world to work, yet there it is, glowing and gleaming with a promise of salvation. This light in the darkness, hope where there'd been hopelessness, defines much of the changing culture and mentality of the citizens and refugees of holmgard. While it could be easy to feel the weight of the apocalypse crushing those who have lived through it, the peoples of Seantala have already been through that dark night. While Arriving on Holmgard does not undo all wounds, it is a great balm, and helps strengthen the resolve to deal with what's still ahead. Generally speaking, Holmgard is a hopeful, happy, and even optimistic place.
Lipomancy and Size
When the people of Seantala first stepped through the portal onto the strange shattered lands of Argonath, their experiences with lipomancy were rare. Mostly those that survived the feast swarms knew of it, and even then it was sparingly. Few were able to still walk to escape that apocalypse, and fewer still had wanted to. So it's a relatively ignorant society that is beginning here in terms of fat magic and their feelings on... particular size. However, it's not as if heavy individuals are unheard of, nor are the survivors of the feast swarm unknown. Foolish is the individual that looks down on someone for a waddle unless it hinders their work.
That said, Lipomancy runs a bit rampant in the shattered lands, as Holmgard will soon learn. Many may find their waistlines expanding and clothes straining before too long. It's not bad though. Since this isn't an apocalyptic deluge of fattening magic, the benefits will quickly become clear to the settlement. Food grows in abundance in the presence of lipomancy, and the magic itself can provide ways to win conflicts without bloodshed. Of course, it turns out extra weight can have its own kind of magic, as some individuals find themselves in possession of powers fueled by such.
Also lest it be forgotten, it turns out being fat can be quite hot.
Center of Camp
The Center of Holmgard is a vast tent city of temporary structures. Sprawling over muddy, well trodden paths, recently felled trees, and every piece of available flat space, this is more massive camp than new settlement. It's crowded, with hundreds of individuals with every kind of clothing, race, and appearance. Dragonborns rub shoulders with Goliaths while gnomes help goblins to put up a pavilion, the refugees of a hundred nations. All are here in this new place with little else but hope and resolve. There are no outsiders among strangers.
In the very center of this camp is a massive archway twenty feet wide and thirty tall, a gleaming multicolored shimmering field of magic filling its center. It's the portal from Seantala, your doomed homeworld. It's through here you arrived in Argonath, and it's through there that all supplies currently flood through near constantly to support this expedition. Nearby to the portal are several already constructed open side pavilions with overworked and tired looking clerks sitting at sturdy wooden tables covered in paperwork. Long lines of new arrivals stretch away, waiting to be processed and noted. Skills, combat ability, experience, everything is written down that could be an asset to the expedition. For now, only those able to earn their keep will be allowed to stay.
Some shrines have found their way over from Seantala, set up in a haphazard row with space between them to let each have their own small supplicants gather. It's no cathedral, but Holmgard seems to have brought their gods with them. Serving as a strong contrast to this holy devotion, a large area nearby has remained clear of tents, looking to be some kind of practice Yard.
What doctors and low ranking clerics that are already here are available for those that need them.
Town Logistics
This particular part of camp is clustered with larger tents and some wooden temporary structures. Mostly they're just large roofs over the ground to provide shelter from rain for their contents. That tended to be heavy crates, barrels of water and salt pork, sacks of grain, and any number of other packaged up supplies. These pavilions are the backbone of provisions that keeps Holmgard running, looked over faithfully by numerous busy clerks and bean counters. They tend to try to keep people out of the way unless they've a good reason to be here.
This is also where the few bits of maintenance and repair crews have come through, with overcrowded tents with small anvils, tiny furnaces, and numerous craftspeople overworked in trying to repair armor, mend leathers, sharpen swords, or simply keep someone's boots together a day longer. The wear and tear is as hard on the people working in those roles as it is on the gear itself.
Repairing gear, the few things available, they're all here.
Shore Line
The northern part of Holmgard flattens out into a rough and short beach of sandy dirt and pebbly rocks. The coast stretching off in either direction is relatively even and uncluttered by much more than driftwood. Lazy slow waves with small foamy crests slide up the shore in a consistent rhyme. There's no tides in Argonath, and so the water always appears in the same place. Of course it's salty water, speaking to whatever type of place the sea like area beyond came from.
The occasional people come by to try their hand at fishing with improvised rods, or throw stones across the waves. Although, with no boats or docks to speak of, there isn't any way to investigate the small islands just visible on towards the horizon.
The Outskirts
The growing strip of land cleared of trees, stumbs, rocks, around Holmgard is becoming a much more open space than the dense woods that used to encroach in right to the edges of the new settlement. A wide ring of grassy fields runs in a great semi circle around Holmgard, only broken by the strange sea to the north. The green space, occasionally interspersed with flowers, the odd tree left behind, or buildings themselves, flows with the winds and smells of richness contained within new soil.
Many are already taking advantage of that richness, with a great section of the fields already taken up by tilled rows of many various crops growing thick like stubble on the loamy earth. Other things one expects to find in the countryside elsewhere are wrapped tightly against Holmgard, clutched to it for safety in a new land. Of course, that also means the essence of industries that are normally outside of towns similarly take up space in the open green fields. A very busy construction yard marks where the Build Master is slowly making progress towards turning Holmgard into a metropolis.
He's not the only one though, as many workers are tilling fields, working at construction, or doing any of the other dozens of different jobs required to not only keep a place like Holmgard running, but help it grow.
The Vanguard
When it comes to the end of the world, with everything on the line, people will rise to the challenge. Heroes are made in the fires of crisis, and it is the hope of the masterminds behind the expedition that exactly such will happen when unleashing whatever figures can hold a weapon or cast a spell onto the shattered lands. With all the great generals, mighty warriors, powerful wizards, and divine clerics holding the line just to give Holmgard a chance, it's those unproven heroes who will need to ford ahead and secure this last refuge.
Vanguard members are the elite scouting force of Holmgard, made up of all walks of life and all types of people. The only requirements are bravery and enough competency to survive what might be out there. Convicted criminals, refugees with newfound powers, untrained mages, and even barely armed militia make their way to join. In the hope that is their new home, everyone is included in saving it.
The Mission
once settled in, Vanguard are organized into small teams and sent out in all directions to explore what's around Holmgard in larger and larger journeys. Whatever they find, follow up missions are made to explore further, investigate, perform diplomacy, or quell threats that rear up. They should be doing everything from marking resources that are safe for extraction by common workers, to settling disputes in local settlements they stumble onto. If they survive long enough, some Vanguard may even find themselves measuring up the mighty feats of the heroes trying to defend their doomed home, such as slaying dragons and stopping mighty evils present in this new world.
Joining Up
Those that wish to join the Vanguard show up at the refugee camp back on Seantala, and simply report themselves to Expedition Command to be checked over for the basics. This is mostly to make sure that hopeful recruits have some concrete skills to offer in combat, are capable of working as part of a team, and don't seem to be some kind of ticking time bomb waiting to blow. Everything from kobolds, to dwarves, to elves, and even halflings have been admitted to join the cause.
Vanguard can expect regular pay, based on the missions they perform, and a place to stay. Of course, the spoils they find on their missions are often theirs to keep, assuming they can be carried back.
Accomodations
Settling into Holmgard includes a place for Vanguard to stay. While space in the newly founded town is limited, they're afforded the luxury of private accommodations as recompense for the particularly dangerous task they're being asked to perform. At first, this is something akin to a tent with a cot and minor furniture. However, as Holmgard grows, so too would these accommodations, to possibly include rooms at an inn, bunks in a barracks, or even perhaps a bed in a newly built castle. Below is an example of the kind of accommodations a Vanguard can expect right near the start.
Each tent is relatively similar in construction, being a canvas cover over a light wooden frame that creates a triangular roof and short sides. There's enough room for a single folding cot, a very small desk, a stool, a chest with a lock for holding your things, and a hanging oil lamp on a nail near the front. It's just tall enough for the average person to stand inside at the highest line of the roof, but not much more. Despite that, at least two or three people should be able to squeeze into the tent of need be. Everyone has a little room outside of theirs as well, to maybe set a small campfire, store larger possessions, or whatever they may need. Anything more, you'll have to bring yourself. It may not be much, but it is still yours.

Town Jobs
While prospective players of such a large game may wish to directly participate in jobs around the settlement, or even directly contribute to development and resources. While good intentions, and also a wonderful desire to engage in the settlement, such individual attempts can become difficult to track, give meaningful results, or even perhaps give too meaningful of results. After all, if one person wants to help one of the construction projects, does that mean it will build quicker? Will someone always want to do that after? What if more players join in?
Additionally, with as large a population as Holmgard would represent, such assistance might not make sense. Even if a player could use spell slots to produce food, they might be able to do enough for hundreds in a day. However the settlement might consist of tens of thousands. Plus, such whims of the players might change, and it's not their main role in the West Marches anyway, so doesn't make sense for them to be relied on, or even allowed to take on such roles. Remember they're adventurers first!
To facilitate players being able to help around town in a consistent and easily manageable way, and to give them some money on the side, consider a system of "side jobs" that exist around town, and are added to as buildings are built, that allow players to work there part time as a downtime activity and earn some set amount of gold over a period of time. Below is a list of examples that were used in Argonath.
Tier I Jobs
These jobs paid 1gp per level, per week. They did not require anything from players other than their characters fulfilling some particular base requirement.
Interpreter
Requirement: Speak at least 5 languages
Many different peoples, cultures, and races have come from Seantala to build this new home. With many different peoples comes many different languages. It's not uncommon already for there to be a situation where two or more expedition members need to talk and find they don't share a tongue. There's call for any Vanguard with spare time and a mastery of many languages to stick around incase any information might need translating.
Cargo Hauler
Requires: Powerful Build or similar trait
There's plenty of manpower to carry the vast amounts of supplies and good through the portal from Seantala. Some things are extra large though, proving too heavy or too awkward to carry easily, even with a team of burly folks to help. This is where the Cargo Haulers come in, exceptionally large races in their builds are able to much more easily handle such loads. Anyone in the expedition with extra time and those qualities can earn good coin helping out.
Bow Maker
Requires: Woodcarver's Tools Proficiency
With new business beginning, anyone who knows a few things about fine woodworking and a few hours to spare are welcome to take up a gig at the Bowyer. There's always more backing to set and and arrows to shape.
Stable Hand
Requires: Animal Handling Proficiency
Animals require good care, horses especially. Whether it’s to help shovel the endless dung or keep the equine steeds well brushed or exercised, anyone who wants to lend a hand down at the Stables are welcome to spend some time.
Tier II Jobs
These jobs paid 3gp per level, per week. They required players to do something mechanically impactful, or perform some amount of interaction with other characters semi-regularly to be paid. They are rarer too, often only for specific things that really make sense around the settlement.
Crane Counterweight
Requires: Being a specific, very large, weight
With more advanced techniques now made available to the construction yard by having a fully operation Carpenter's area. Of course, one of the best ways to move heavy things into position are cranes, requiring heavy counterweight stones to balance them out. Unfortunately... moving around big rocks like that requires some machinery of its own, and the selection in Holmgard is limiting anyway. Perhaps it is time to make use of the unique nature of both some of the Vanguard, and the sorts of threats being run into out in the wilds. A particularly rotund person is much the same as a rock as far as the crane is concerned. So if any of the vanguard find themselves of particular fat of ass, they have a job ahead of them in construction.
The responsibility required by this job is to be within 10% of the weight given for that particular week. That may require fattening up or slimming down, but in either case the character needs to be within that range for more days than they're not to get paid. Inflation can't be used to achieve the weight requirement.
Weather Watcher
Requires: Proficiency in Survival, Nature, or druidcraft
The weather in Argonath is rarely stagnant, and with such strange changes that have yet to completely follow any particular season even, it's important to start to know what's coming. Having one of the Vanguard assist with the special predictive equipment brought through from Seantala will help predict at least a little bit.
The responsibility required by this job is to write flavor descriptions for weather as it happens, as well as manage the random weather. You must have time to write up those descriptions as the weather changes every number of days.
The Expedition Leaders
A great many people are giving their all to grow the expedition and Seantala's new home. Below are some of those that serve as particularly notable individuals or leaders here on Argonath.
Tuatha Goldkeeper
Master Quartermaster
Tuatha serves as the top level Quartermaster for the whole Expedition. Primarily, this means she’s in charge of managing supplies for all the military forces of the Expedition, including the Vanguard. In fact, she’s often the one responsible for managing the more mercenary element that those adventurers represent. Of course, Quartermaster Goldkeeper has a whole platoon of clerks and sub-quartermasters who help her get the job done.
She used to serve as the Supply Master for a huge orcish clan that roved the grassy plains of her homeland, a genius of organization. With that clan largely defunct, Tuatha is more than happy to bring order to chaos in this new home, and make sure that any failure the Expedition faces is not the fault of lacking food or broken armor.
Rex T. Kingsburg
Head Expedition Chef
Brought in from the mainland at the demand of his parents, he was placed among the corps as one of the pioneers. The first few soldiers to cross the portal into Argonath, there to make space for the eventual formation of a camp. A process that lasted comparatively little time, yet still cost him plenty. Despite coming from a family of warfaring nobles, he'd never been one for combat. As a result, he sustained numerous injuries during the setup of the camp. Enough so, he was eventually forced to pull back.
Though initially commanded to return to the mainland, he managed to broker a deal with the Guild's command. In short, he'd be in charge of the mess hall, and kitchen. In exchange, and for as long as he remains useful, he will be allowed to remain in Argonath.
Redanagan
Archdruid and Alchemist
With the influx of druidic influence in town, there needs a voice to speak for them, and Redanagan has been selected to serve as such. While she is not the best at the acts of spellcasting or wild shaping, she has a knack for plants, being able to hear what they say and respond in kind. She excels in knowledge when it comes to plants, and knows the use most of the flora native to her lands and beyond, and can quickly pick up on what strange new plants they find may be capable of doing.
Red is often found enjoying time in the woods, the smell of rather unique herbs being burnt always surrounds her. She is one to take things slow and calm, and always has time to see what folk need and assist them in getting a greater understanding of the natural world and their place within it. Failing anything like that, many say she's a rather relaxing presence around Holmgaurd, which can be helpful to break the tension of the day to day hustle and bustle many find trying to rebuild after the apocalypse.
Gabrielle Caillet
Merchant Boss
You’d think that when the world is broken by apocalypse that the last thing someone would think of are luxuries. Gabrielle begged to differ, driving a caravan full of fine goods out of a burning city as it rioted. Such goods may have been thought frivolous by most, but the Golden eyed woman comes from a long line of merchants and deal makers. On arriving at the Refugee Stronghold, her goods made Gabrielle quite popular with the various lords and ladies who’d had to abandon such fineries when fleeing their own nations. Small wonder they let her be in charge of all the economic ventures of their Expedition after that.
Now coming to Argonath, Madam Caillet looks forward to making sure herself and other merchants get things set up right, and this new settlement fattens off the lucrative bounty such untouched lands offer. She’s always been good at knowing what things are really worth.
Perciva
All-Priestess
To live in the world is to know the embrace of the gods. Yet to revel in the glory of only one of the divine is to fall into a unique form of folly. Of course those who follow the path of a singular deity are no fools, they know which aspect of creation they adore most, and wish to spread its joy thoroughly, and to understand it deeply. There are others who seek a wide understanding of the world as a whole. We worship not any singular god, but instead the whole tapestry and tale that has been woven from their combined work. We ask not for a single god's assistance, but for a pantheon, seeking out whatever knowledge we can from their great and vast repertoire to continue in our search for true understanding. That is the path of all priests. A road rarely followed -Second Sermon of the All-Priests Path
Drawn to the faith for a greater understanding of the whole that is reality, and to see it through the visage of the divine, both greater and lower, of good and evil. Perciva seeks to aid and comfort those who seek out her aid through her deep understanding of all forms and walks of faith. Few deities fall outside her realm of understanding, and if they are she puts everything in her power to grow to understand them. Of course she has her own preferences of deities, but she keeps an open mind, even on those many would find to be evil.
Pallas
Militia Leader
Pallas hails from Laressa. A rocky hillscape not far from the sea. She misses the scent of the ocean and the morning mists of the hills. Her home was destroyed like much of the old world. One day the dead simply began to rise and lay waste to towns and villages. Pallas fought an impossible uphill battle of attrition that could only end in defeat. Pallas fought to reclaim her home, trying to take back every inch from the undead but finally accepted the truth. She could not defeat death itself. So she took as many people as she could and ran.
Pallas was nearly slain by her original second in command. He was killed in battle and she found him weeks later as an undead minion that had broken through their lines. A moment’s hesitation caused her to freeze and she was attacked from behind by a large greatsword wielded by another undead minion.
Captain Pallas’s time in the military has made her a good listener. She converses freely with any of the auxiliaries (players) about the security of the camp. She is easily approachable, but it always seems like she is unwilling to share her personal life. This is because Pallas elects to avoid emotional attachment to those who frankly may be dead next week. With time, she may grow to open up more about her past.
Marco Salvatori
Master Architect
Coordinating the workers and tradesfolk of Holmgard is the stalwart and hardened craftsman, Marco Salvatori. With muscles hewn from decades of labor and the sharp gaze of a masterful planner, Marco brings to bear several generations of expertise in all things production and construction. To any willing to learn, he eagerly shares this expertise with calm, direct instruction and demonstration.
Marco spends most of his time in the outskirts coordinating the workers there to ensure that the town’s construction projects are completed on time. He issues regular status updates to the town as to the progress of construction and options for what can be done with the materials at hand. Should an important project not have the requisite materials, he’ll help organize missions to get those materials.
Revila Wavescourge
Shipmaster
An aged and scarred hobgoblin, Revila Wavescourge, commands Holmgard's limited naval forces and sails in service of the Vanguard. Having spent decades of her life aboard various ships evading several of the best navies in the world, she's built up a reputation for being not only a capable sailor, but a masterful duelist and swordswoman. The woman herself is of middling height, around 5'5" or so, with red skin bearing the wear and scars of a lifetime spent narrowly avoiding death at the hands of those wishing to bring her illustrious career as a pirate and smuggler to an end. One particularly grisly wound damaged one of her eyes beyond repair, and she keeps it covered with an eyepatch. Thankfully, the remaining eye pierces well enough for two.
She tends to wear clothes in royal blues and purples, ornamented with copious amounts of golden jewelry acquired over the years. A gold trimmed headcloth tends to keep her short grey dreadlocked hair organized and out of the way in the sea breeze. When she speaks, her voice is low and coarse as the years of barking orders over the roar of the waves and gusting winds have worn at her vocal chords. The smoking habit probably hasn't helped either.
Buildings and The Building System
Town Statistics
In order to give life to the settlement of Holmgard that players would work so hard to protect, specific mechanics to represent the growth and development are a necessity. Therefor, a two piece system is used in order to both allow the players to impact their settlement home, but also to give them something to work together on as a large group. Progression in the game is measured in the town itself instead of the leveling or gearing of individuals.
Resources
A system of resources used and produced by the town will be in place to represent the complication of more than just throwing gold at things, while also giving more meaningful progression and management to the town that the players can interact with. These resources are divided into two main types, Dynamic and Static.
Dynamic
Dynamic resources are expended when used, needing to be replenished either by a limited amount from buildings in town weekly, or more commonly as rewards from going on missions. Generally the amount rewarded on missions should reflect the tier the town is currently in. They generally represent some inexact amount of the resource to go along with the inexact size of the town using them.
Wood: Some amount of lumber, be it freshly cut trees, trimmed boards, or something in between.
Metal: Raw or processed iron, copper, or other metals. This is non specific to type.
Stone: It rocks
Food: Consumed by the population each week. An amount of player interaction will be required to keep bellies full, such as hunting missions and the like. It is further broken down into types. Each week will take a relatively equal amount of each. The type of food most common can have an effect on the average waistlines of the town over time.
- Slimming. Generally low calorie food like fruits and veggies
- Normal. Run of the mill food like breads, meats, cheeses
- Fatty. High calorie foods like sweets, pastries, or particularly magical food.
Static
These types of resources are not consumed when used. Instead, each one acts like a meter, supplying for a demand. The town will begin to have problems if you ever do not have enough supply of these for the demand created. These are a little more complicated and cannot be regular mission rewards.
Happiness: Overall fun stuff and good amenities in town. Created by things like the brewer, restaurant, and hospital, required 1 for each 2 points of population. Happiness also is required for each 5 security.
Magic: Overall measure of how many mages, easy sources of mana, and ease of enchanting in town. Created by things like magic crystal fields, book store. Required by things like magic item vendor, Milk Bar, and Super Gym
Population: A vague measure of the current amount of people in town. Not a specific measure, but instead general. 1 Population might not mean 10 people each for example. The main way to 'succeed' in Argonath is to create enough of this. Created from building Houses almost exclusively and represents more refugees coming through the portal. Nearly every building unless otherwise states requires 1 or more population to "work", representing people being available to do that new job.
Security: A general measure of how safe Holmgard is and is a combined representation of things like strong fighters, militia, soldiers, and other safety measures. Created by things like the watchtower, barracks, hunter's lodge. Various buildings contribute negatively to security, such as the brewer, mines and quarries, and other 'unsafe' or distant buildings. Population to a lesser degree also contributes negatively to security. Security use goes up for every 10 population.
Fatty Factor
This is a separate, hidden, stat for the town. Basically, as events, abudance of food (especially fatty food), or certain buildings are constructed, Holmgard may start to see an average overall increase in how fat people are. Generally each point would represent an average change of 20lbs or so. Though this could be hundreds on some, and zero on others.
At first, Fatty Factor only adds food eaten each week on a 1 to 1 ratio. At higher amounts, it may start to increase happiness directly and heighten security. Though it would also start increase population usage and even lower production of dynamic resources.
Example Statistics Sheet
HOLMGARD TIER: II
CURRENT RESOURCE SUPPLIES: [ Stockpile (weekly production) ]
Metal: 17 (+3)
Stone: 5 (+5)
Wood: 8 (+7)
Light Food: 15 (+10)
Normal Food: 5 (+25)
Fatty Food: 0 (+15)
CURRENT TOWN STATS: ( In use / Available)
Happiness: 27/28
Magic: 8/9
Population: 48/50
Security: 18/25
Food Use: 51
[Fatty Factor]: 3
EXPEDITION DAILY RATIONS: 9lbs of rations (normal Food)
Furniture Weight Limits:
Large (Beds, couches, Benches, large tables): 1100lbs
Medium (Cots, tables, heavy chairs): 700lbs
Light (Chairs, stools, End tables): 500lbs
Boat Weight Limit:
Combined bulk, flex, and pressure must be below [900]
BUILDINGS ALREADY BUILT: Basecamp, Druid Grove, Mess Hall, Black Smith, Well, Carpenter, Cabins x7, General Store, Crystal Field, Tailor, Clinic, Bowyer, Traveler Wagon, Boat Builder, Apothecary, Apiary, Hunter's Lodge, Milk Bar, Bounty Hall, Brewery, Stables, Priory, Inn, Serene Pagoda, Farms, Arcane Scavenger, Docks, Windmill, Watchtower, Temple, Hot Spring, Lighthouse, Town Square, Carpenter II, Quarry, Gym, Meadery, Houses x3, Church, Bakery, Armorer, Bookstore, Fishery, Jeweler, Scroll Library, Barn, Weapon Smith, Lumber Mill, Harbor, Arcane Workshop, Barracks, Pastry Shop, Veggie Farm, Tavern
Construction
Holmgard will have ongoing construction from the time the game starts till just about the end. These buildings are intended to be a form of collective progression, and an alternative reward system in one for the West Marches players. In general, Holmgard ise divided into different regions that will fill with these buildings as they are constructed. Not every building is intended to have it's own rp space, but wouldl be assigned to an area within camp. Every building provides some kind of benefit. Additionally, this is intended to start at zero and move up. That means basic services like buying and selling even mundane items won't be available until built.
Each week a construction project will complete and a new one will start. These are intended to be somewhat controlled by players, such as public voting from a few randomly chosen available buildings. Static costs and dynamic costs will be applied when the building begins construction, besides population. Population will be applied when the building finishes. However, population capacity additions will be applied when the building begins construction.
While building might be a bit narrow for how it is used here, most construction will be buildings. These might provide any number of things, such as access to resources, services, npcs, additional RP spaces, player housing locations, construction slots, kink content, etc. Some will be upgrades to previous buildings, effectively replacing them. There are three tiers the town will go through. Each will involve bigger and better buildings, longer construction time, and an overall upscaling of the town.
Example Buildings Table
| Name | Prerequisites | Cost | Food | Happiness | Magic | Population | Security | Other Benefits |
|---|---|---|---|---|---|---|---|---|
| Name | Prerequisites | Cost | Food | Happiness | Magic | Population | Security | Other Benefits |
| Apiary | Druid Grove | 2 Wood, 2 Stone | 2 Fatty | Town now has honey | ||||
| Apothecary | Well | 1 Wood, 2 Stone, 1 Metal, 1 Magic | Access to Herb Potions | |||||
| Arcane Scavenger | Brewery | 2 wood, 2 metal, 1 security | 1 | 1 | Sells common and uncommon magic items | |||
| Base Camp | Starting | 5 Normal | 5 | 1 | 5 | 5 | Player Housing (Tents), RP Zone, Produces 1 stone, wood, and stone per week | |
| Blacksmith | 2 Stone, 2 Metal | 2 | Access to metal Armor and Weapons, resize for 25% cost | |||||
| Boat builder | Carpenter | 2 Wood, 1 Stone | 1 Slimming | Water Travel | ||||
| Bowyer | 2 Wood, 1 Stone, 1 Metal | 1 Normal | Access to Ranged Weapons | |||||
| Brewer | Carpenter | 3 Wood, 1 Metal, 1 Security | 2 Fatty | 1 | Town now has beer | |||
| Cabins | 1 Stone, 2 Wood, 1 Food (any) | 3 | Repeatable | |||||
| Carpenter | 3 Wood, 1 Metal | Extra Building Slot, Increase Furniture weight limits | ||||||
| Clinic | General Store | 3 Wood, 1 Metal | 1 | Treat simple injuries (Like Poisoned) | ||||
| Crystal Field | Discoverable | 1 Metal, 1 Stone, 1 Security | 2 | |||||
| Dock | Boat Builder | 4 Wood, 1 security | 2 Slimming | 1 | RP Zone | |||
| Druid Grove | 1 Magic, 3 Stone | 3 Normal | RP Zone | |||||
| Farm | Carpenter | 3 Wood, 2 stone, 1 metal | 4 Normal | |||||
| General Store | 1 Wood, 1 Stone, 1 Metal, 1 Security | 1 | General Goods and equipment buyback, buys treasure items at 1/4 value | |||||
| Hot Spring | Discoverable | 3 Wood, 1 Security | 1 | RP Zone | ||||
| Hunter's Lodge | Bowyer | 1 Wood, 2 Stone, 1 Metal, 1 Security | 3 Normal | |||||
| Inn | Mess Hall, Brewer | 4 Wood, 3 Stone, 1 Metal | 1 | 3 | RP Zone, Player Housing (Rooms), Upgrades Mess Hall | |||
| Light House | Dock, Watchtower | 2 Wood, 3 Stone | 2 | |||||
| Mess Hall | 2 Wood, 3 Food (any) | 1 | RP Zone, NPC | |||||
| Stables | Blacksmith | 2 Wood, 2 Metal | 2 | |||||
| Temple | Clinic, Apothecary | 5 Stone, 1 Magic | 1 | RP Zone, basic magic healing, NPC | ||||
| Town Square | Inn, Temple | 3 Stone, 3 Metal, 3 Wood, 1 security | 3 | RP Zone, Tier Up, Upgrades Basecamp | ||||
| Traveller Wagon | General Store | 3 wood, 1 metal | 1 | Sells spell components up to 3rd, confidant | ||||
| Watch Tower | Carpenter | 2 Wood, 2 Stone | 2 | |||||
| Well | 2 Stone, (No Pop) | 1 Slimming | 1 | |||||
| Wind Mill | Farm | 3 Stone | 3 Normal | 1 | ||||
| Tailor | 2 Wood, 1 Metal | 1 | Buy fancier clothes, resize at 25% cost, buy leather armors | |||||
| Serene Pagoda | Discoverable | 2 Wood, 1 Stone, 1 fatty food | 2 Fatty | 1 | initial weight management stuff |
Apothecary
Tucked into the nearby grove sits a small shack which houses the simple and plain sign of a mortar and pestle, the classical duo which denote the location as one that deals with the procurement of various medical remedies and magical salves for all the needs and woes of those who require. Various plants are set up in small pots that hang from available perches, the place looking more like an extension of the forest than a building placed in it, the druids making an effort for it to be a seamless part of their grove, even if its on the outskirts of their natural zone. And of course, the entry way is a gentle ramp, no great steps required
The inside is filled with the smells of various alchemical remedies and agents filling the air, plants left to dry, reagents boiling away in a separate room, and the life of the plants that are housed in the building. Various shelves are lined with bottles and water skins with various labels on it, a more technical name and a lay-mans explanations engraved so all who venture have a fairly good idea of what is for what. At the far end of the room sits a desk with various alchemical supplies and Redanagan sitting at her trusty post, working away on whatever agent is needed for the town and vanguard next. Though she is far more cooped up with her new work, she seems just as happy as ever.
Redanagan is able to make a variety of potions, and continues to work on a variety of other projects to provide medical and recreational aid to the expedition and the vanguard. Medicines to alleviate ailments, grant natural boons, or deadly effects for enemies. See the list for her offerings. These Herb potions are a bit different than those of magical potions, being a touch easier to use and imbibe than most. Thus, they can be applied or ingested as a Bonus Action, unless they are an item that requires an action to use.
Finding Alchemical Ingredients
Each ingredient should be 'findable' in any environment that matches it. Generally, this should involve a nature check, though other skills and proficiencies could be used with either disadvantage or a higher DC. One should make such a finding check to find one specific ingredient at a time, and each search represents an hour of effort out in the natural environment. A success will give the user 1d3 + half their wisdom modifier rounded up in doses. Failing the check by five or more means that the particular ingredient won't be available in that area for at least a week.
Difficulty Class The DC of finding a particular ingredient starts at 12. Using different skills should increase this DC, usually by 3-5. Also, particularly rare or powerful ingredients should increase this even further. The exact increase should be decided by the DM.
Preparing ingredients
The various ingredients you can gather all require some specific way to prepare them, though largely fall into three categories based on the main way they're made ready to use, an involved brewing process, ingesting them largely as is, or applying them, usually as a poultice, directly to an area of the body. Each one requires a different way of preparing it, and each one has a different difficulty associated with it. Regardless, each time you prepare an Herb Potion, one dose of ingredients makes one potion. Failing the required roll still results in the loss of the dose of ingredients. Particularly rare ingredients are likely to also have DCs higher than the base amount.
Applied. Generally pressed directly against whatever needs the Herb Potion. Requires a DC 10 Alchemist's Tools check or a DC 12 Nature check. You will also require some piece of cloth or something similar to hold the mixture.
Ingested. Generally eaten as some kind of pulp or dried herb. Requires a DC 12 Alchemist's tools check with the tools, or alternatively a DC 14 Nature or Herbalist's Kit check. You will also require some piece of cloth or something similar to hold the mixture.
Brewed. Generally drank after being distilled into a liquid mixture that is a potion in truth. Requires a DC 15 Alchemist's Tools check with the tools. You will also require some kind of bottle to hold the liquid.
Herb Potions
| Name | Environment | Description | Effect | Type |
|---|---|---|---|---|
| Earth Root | All non-cold environments | Wrist thick root | Suppresses one poisoned condition for 1 hour. | Brewed |
| Tallow Tree Sap | Any | Sticky sap from Tallow Tree | Makes 1 cup of Glue | Applied |
| Glowbulb | Any | Bulb of glowing dark liquid in the stem. | Glows for 4 hours in alcohol 1:8 parts | Brewed |
| Viper Ivy | Any | Thin leaved Ivy Plant | Creates Pale Tincture | Ingested |
| Bull Leaf | Areas of High Magic | Thick leaf in round shape | Advantage on next Strength save for 1 hour. | Brewed |
| Whisker Leaf | Areas of High Magic | Grey, soft, needled tree leaves | Advantage on next Wisdom save for 1 hour. | Brewed |
| Mountain Lily | Areas of High Magic | Thick stemmed lily | Advantage on next Constitution Save | Brewed |
| Fire Pepper | Areas of High Magic | Small plant with brilliant red peppers. | Resistance to Fire for 1 minute. | Brewed |
Herb Potions cont.
| Name | Environment | Description | Effect | Type |
|---|---|---|---|---|
| Blood Rose | Areas of High Magic | Rose with red stem | Creates Superior Healing Potion | Brewed |
| Void Wood | Areas of High Magic | Bluish Trees that have been warped and now repel arcane energies. | Poison that destroys highest spell slot on DC 15 Wis save. | Brewed |
| Arcane Rose | Areas of High Magic | Rose Flower that pulses blue | Increase effect of Brewed Potion by 50% rounded up. | Brewed |
| Blue Cactus | Areas of High Magic | Cactus with large blue flowers. | Makes user able to survive 1d4 days without water. | Ingested |
| Mountain Rose | Caves | Purple rose with very thick stem. | +1 Natural Armor (1d4 minutes). | Brewed |
| Magician Leaf | Caves | Small leaf plant with two tipped leaves. | Causes hallucinations, user is confused, dazed, dazzled, fascinated, frightened, panicked, shaken, or sickened for 1d20 minutes based on 1d8 roll. Effects are in order. | Brewed |
| Death's Touch | Caves | Deep purple clusters of vines | Creates Midnight Tears | Brewed |
| Mage's Leaf | Caves | Tree Leaves with Navy blue coloration | Restores a level 1 spell slot. | Brewed |
| Mage's Blossom | Caves | Trees with deep blue glowing flowers while in blossom. | Restores lowest spell slot up to level three. | Brewed |
| Aether Cap | Caves | Large capped mushroom of deep brown color. | 30% to cause hallucinations, equivalent to illusions with no save. 30% to cause paranoid episode, making user panicked for 1 hour. 20% allows user to see into astral plane, but not interact with it. 10% your spirit enters the astral plane. 10% you come in contact with a random outsider. Lasts 1d6+2 hours. Reroll current effect every hour. | Brewed |
| Glorf Spores | Caves | Cultivated from Glorf mushrooms | Grants Darkvision for 1d6 hours | Brewed |
| Spider Vine | Cold Areas | Web-like vines that stick to anything they touch. | Advantage on grapple checks for 1 minute, but unable to let go of anything you touch. | Applied |
| Rettana Leaves | Cold Areas | Red-Orange bush that rows vertically out of rock faces. | Creates Malice Poison. | Brewed |
| Fadeleaf | Cold Areas | Translucent leaves | Become slightly translucent, advantage on stealth checks for 1 minute. | Brewed |
| Blind Man's Mercy | Cold Areas | Yellow bell-shaped flower, takes on an oval shape in bloom | Temporarily cures Blindness and prevents it for 1d6 hours | Brewed |
| Sentry Bean | Deserts | Very Large Coffee Beans | Ignore 1 point of exhaustion for 1d4 hours. | Brewed |
| Lanwar's Filigree | Hills | Bush with long stems with many small soft leaves. | Prevents being Poisoned for 1d6 hours. | Ingested |
| Screamer Pollen | Hills | Large Gourd-like Ground Flower that releases high pitch noise and pollen when disturbed. | Causes Paralysis for 1d4 hours. | Ingested |
| Rot Petals | Hills | Green leaves with mottled black spots | Poison, Disadvantage on Constitution checks and saves for 1 day. | Ingested |
Herb Potions cont.
| Name | Environment | Description | Effect | Type |
|---|---|---|---|---|
| River Moss | hills | Clumps of dark green moss that grow in running water. | Advantage on Dexterity saves for 1 hour. | Ingested |
| Smell Seed | Hills | Small field plant that grows a single solid nut. | Awakened from non-magical unconsciousness | Applied |
| Silphium | Hills | Seeds of a many budded and long stalked plant. | Acts as a biological female contraceptive and aphrodisiac | Brewed |
| Feast Seed | Hills | A thick seed from a candied pinecone coloured a delicious caramel and simply melts in your mouth. Rather sizable for a pine nut, and plentiful within the cone | Doubles the DP currently in your system | Brewed |
| Dragon's Blood | Monster | Cut a dragon and find out | Resistance against the Dragon's breath type for 1 minute. | Applied |
| Ephendra | Mountains | Shrubs with narrow tough stalks. | Induces a rage for 2d6 rounds or if already raging, extends it. | Brewed |
| Elkwood | Mountains | Knee high shrubs that resemble wooden antlers. | Temporarily boosts Constitution up to 19 for 1d4 hours, then leaves user with 2 exhaustion points for 1d4 days. | Brewed |
| Rock Buds | mountains | Hard carapace, short vines, grows out of cracks in rock | Resistance to Bludgeoning Damage for 1 minute. | Brewed |
| Elder's mint | Near Cities | Particularly Dense and Greyish Mint plants. | Temporarily boosts Wisdom to 19 for 2d6 minutes, then user is blinded for 1 hour. | Applied |
| Leopard Comb | Plains | Long stalked plants that grow near water. Has tips that flower Gold and Black. | Gives advantage on Dexterity Skills and saves, and disadvantage on Wisdom skills and saves for 1d4 hours. | Brewed |
| Stink Weed | Plains | Very smelly yellow-green shrubs with wide, thick leaves. | Creates Tindertwig | Applied |
| Pine Resin | Plains | Sap drawn from any number of pine or evergreen trees. | Creates Alchemist's Fire | Brewed |
| Marble Fungus | Plains | Cave fungus that grows into hardened, marble-looking segments. | Creates Thunderstone | Applied |
| Fly Trap | Plains | Upside down bell shape filled with acidic liquid. | Creates Acid | Brewed |
| Horse Stool | Plains | Mushroom with cap that has similar properties to Hooves. | Creates tanglefoot bag | Brewed |
| Foxfire | Plains | Mushrooms known for their bright glow that alerts animals to their poisonous nature. | Creates Sunrod | Brewed |
| Cuckold's Fruit | Plains | Highly pleasant smelling Fruit that grow from particular palm trees. | Advantage on persuasion checks against anyone attracted to your race/gender. Lasts 3d4 hours. | Applied |
| Uania's Blessing | Plains | Leafy bush with bright magenta flowers. Loved by butterflies. | Causes overall sense of happiness and sociability. Also reduces anxiety and increases sexual drive. Lasts 3d4 hours. | Ingested |
| Iliyia's Kiss | Plains | Single Flower of pure black from root to petal. | Creates Antitoxin | Brewed |
| Horn Wood | Swamps | Long straight vines of woody material | Drank during short rest to add +2 to each hit die rolled. | Brewed |
| Peace-Leaf | Swamps | Five leaved green plant that grows up to two feet tall. | Causes extreme sense of inner peace and happiness that affects actions. | Ingested |
| Blood Vine | Swamps | Thorny vines that suck life from anything touching them. | Create Greater Healing Potion | Brewed |
| Ginseng Root | Swamps | Fleshy Roots of small ground flowers. | Suppresses up to 3 levels of exhaustion for 1 hour. | Ingested |
Herb Potions cont.
| Name | Environment | Description | Effect | Type |
|---|---|---|---|---|
| Diandric Root | Swamps | Deep red roots of a small single petal flower. | Restore 1d4 Str after 1 hour | Applied |
| Citrine Fruit | Swamps | Yellow liquid filled fruits of a tropic tree. | Restore 1d4 Con after 1 hour | Brewed |
| Bile Fruit | Swamps | Disgusting fruit from a bush that smells like vomit. | Restore 1d4 Dex after 1 hour | Brewed |
| Guppy Grave | Swamps | Carnivorous plants that hang into the water and trap small fish. | Restore 1d4 Int after 1 hour | Brewed |
| Water Catcher Root | Swamps | Wide leaved bush that often pools dew in it's foliage. | Restore 1d4 Wisdom after 1 hour | Ingested |
| Fools Wheat | Swamps | Wheat-looking plant that is instead deep magenta. | Restore 1d4 Cha after 1 hour | Ingested |
| Gummy Leaf | Swamps | Small orange leaf which, when melted down and mixed with other tonics, provides a strong citrus taste and the invigoration to keep eating | Grants +5 Stomach Capacity for the next hour | Ingested |
| Sugar Cap | Temperate Forests | Small Mushroom with white center dot. | Makes 1 meal of food one category higher quality. | Applied |
| Swamp Hair | Temperate Forests | Thin, slimy vines | Poison, Disadvantage on Dexterity checks and saves for 1 day. | Applied |
| Mender's Tulip | Temperate Forests | Double headed yellow tulip | Creates Healing Potion | Applied |
| Snowberry | Temperate Forests | Blue sour berries | Resistance to Cold for 1 hour. | Brewed |
| Purple Carrot | Temperate Forests | Violet colored wild carrots | Gives low-light vision for 2d4 hours. Dazzled in sunlight while in effect. | Applied |
| Wizard Clover | Temperate Forests | Faintly glowing blue clovers. | Increase DC of casted spells by 1 for 1d4 rounds. | Brewed |
| Rhodesa Leaves | Temperate Forests | Narrow tree leaves that also grow berries all year round. | 65% chance to cause strong energetic state of euphoria for 3d6 minutes, advantage on initiative and dexterity saves, 35% to cause user to instead become frightened for the duration. Bonuses still apply. | Ingested |
| Chameleon Vine | Temperate Forests | Thick vine that blends in with with whatever it grows on. | Allows skin to camouflage for 1 hour. Advantage on stealth rolls while naked. | Brewed |
| Bubble Weed | Temperate Forests | Bulbous bunches of seaweed that grow in shallow water. | Allows user to breath water for 10 minutes. | Brewed |
| Bitter Leaf | Temperate Forests | A sharp looking plant that is a bright green that forewarns its bitterness. Brewed into a bright green drink it is horribly horribly bitter. A gift from the fey | Generates 4d4 Exercise points which cannot be used to build muscle | Brewed |
| Popper Seed | Tropical Forests | Small plants with large, liquid filled, seed pods. | Deadens most pain for 1d6 hours. | Ingested |
| Spine-Bush | Tropical Forests | Bush with many wide pointed leaves. | Resistance to Acid for 1 minute. | Applied |
| Mint Fruit | Tropical Forests | Large green fruit with almost minty flesh | Cures Cackle Fever | Applied |
| Fool's Cotton | Tropical Forests | Cotton like plant that has very weak fibers, useless for weaving. | Cures sight rot after 1d4 hours. | Brewed |
| Lilac | Tropical Forests | Long stalks that grow small purple buds. | Cures sewer plague after 1d4 hours. | Ingested |
The Shattered Lands
Much could be said on the mystery of what, or even why Argonath is. The simplest explanation also raises the most questions. Imagine a vast quilt, made of all different pieces of fabric with all their hues and patterns, laid out across a bed. It'd look disjointed and messy, but it works all the same. If you look long enough you might even see a a method to the madness. Argonath is much the same in it's own way. Shattered refers to the many fragments of disjointed land that are bunched up together, acting as one continuous landmass. Each piece of land, referred to as shards, comes from somewhere else, another material plane, or another reality. They are not all from the same world, and the shards reflect this.
This patchwork nature creates pockets of isolated and interspersed civilization and mystery. There are many settlements, partial cities, and ruins that have been sucked into Argonath from elsewhere, their people brought along for the ride. It is actually unique among the Shattered Lands that the people of Seantala have come here through a portal, to a segment of land that is not from their doomed home world. It is a testament to the skill of their mages maintaining it to have been able to perform such a feat.
There is no known edge to Argonath, at least that has been explored. Nor is it known how long some of these places have been here. Millenia old ruins look no newer for being transported to this strange place as part of a shard. Perhaps there are answers to be discovered in the far flung edges of this land. However, for now Holmgard's goal is to build their new home and give their refugee survivors a fresh start.
Exploration
In order for Holmgard to survive, it must venture out into the unknown of the broken lands that surround their new home. The map of the shattered lands should start as shrouded, leaving only the hex containing Holmgard itself visible. From this point, the Vanguard themselves will fulfill their role of exploring this place hex by hex, and region by region. The world will reveal itself with each successful mission as more and more of the Shattered Lands become known and mapped.
Recovering Resources and loot
A large reason for the Vanguard to go out to the various regions around Holmgard is to mark the resources around for retrieval, while also gaining a boon of their own with whatever treasures may exist in all the forgotten and hidden places across the map. Each Mission out into the Shattered Lands is meant to reward players and characters in kind.
Loot. While any particular place is going to have some very random amount of equipment and treasure, simply using the tables in the Dungeon Master's Guide, or 'rule of thumb' is unlikely to give a fully satisfying result. This is especially true with how frequently Vanguard may find themselves going on adventures and getting into fights with people who have stuff to take. Here is a system that can be used for determining a fairly equitable 'loot per mission'. Understand that these numbers expect low level players. As characters rise to level 5 or higher, such numbers will require adjustment.
-
Each mission will have a certain amount of ‘loot points’ for you to build a loot pool. Each mission will have 4 points. Particularly Hard missions add 1 point. You do not need to use all of the points. What exact items make up the loot should use some amount of randomness.
-
Consumable magic items like potions can give out x2 for the same LP spent.
-
Dynamic resources (Wood, Stone, Metal, Food) represent some amount of that resource present on the mission that should be easy to get now that the Expedition knows it’s there and it’s been made safe by the players.
-
1 LP: 50gp of gold or 100gp of treasure items and equipment, common magic item
-
2 LP: Holmgard Resource (wood, stone, metal, food)
-
3 LP: Uncommon magic item
-
5 LP: Rare magic item
Resources. The resources that are found on missions, rocks, iron, or wood, don't have to be amounts the Vanguard carry back. Instead, these represent some large amount, say a cart or few carts full. What the Vanguard are doing by fighting things in the area is securing it for workers from Holmgard to come back after they leave to chop down some trees, gather large surface rocks, or even collect the food left behind.
When it comes to temporary bonuses to rolls, such as guidance and enhance ability, remember that the roll represents effort over an hour in time. Anything with a duration less than an hour likely should not apply to the roll. However, someone else can use their own survival proficiency to help with the roll.
Succeeding on the roll means that the Vanguard part has successfully navigated through the new area towards whatever destination may be of interest there without complications. Failure would not mean they don't arrive, but likely means something about the enviroment they're exploring proves to be an extra obstacle. Below is a table with the DC Modifiers for each Biome, and a suggested effect of failure. However, any number of different things could happen. The important part is just to make sure they are mechanically relevant.
Weather
The nature of Argonath is a strange one, especially when it comes to weather. While the cycle of day and night seem to be continuous across all shards, the particular patterns of weather across them are not. This can mean some unexpected problems or boons when it comes to trying to get things done outside and around Holmgard. Below is a list of possible weather effects, and even special weather events. The chance presented applies mostly to a temperate climate like the one that Holmgard finds itself in. This table could be used to keep the weather around the town dynamic and up to chance. However, it can also be used to help fill in the different weathers that might be happening in other shards as well.
Normal Weather
| Chance | Type | Effect |
|---|---|---|
| 1-35 | Clear Skies | +2 to survival checks made for navigation in the Shard. |
| 36-50 | Partially Cloudy | No special effect |
| 51-60 | Thick Fog | Visibility is limited to 100ft |
| 61-70 | Rain | -2 to survival checks made for navigation in the Shard. |
| 71-80 | Heavy Rain | Things do not instantly burn when set on fire, resistance to any source of fire damage. Also -2 to survival checks made for navigation in the Shard. |
| 81-90 | Thunderstorm | Disadvantage to all survival checks. |
| 91-98 | Snow | Disadvantage to checks related to hearing and tracking. |
| 99-100 | Snow Storm | Disadvantage to survival checks, make checks every hour for cold based exhaustion. |
Special Weather
Not all weather in such a place is as normal as rain or snow. With the uniquely magical nature of the Shattered lands, more fantastical events are also possible, often accompanying more normal weather. Perhaps a cloudless day is enhanced by strange flashes of energy in the sky high above, signaling a planar storm, or maybe a heavy rain is accompanied by extra deliciousness in the food enjoyed around the cozy fire, bringing a diet deluge along with it. These events are rarer, but can really change up what's going on. As with regular weather, stepping into a different shard may find a party encountering a special weather event localized entirely to that shard.
Special Weather Events
| D20 | Type | Effect |
|---|---|---|
| 1 | Planar Storm | Planar magic doesn’t work, such as teleportation and summoning spells. |
| 2 | Diet Drought | All diet points from food eaten is halved. |
| 4-5 | Diet Deluge | All diet points from food eaten are doubled. |
| 5-6 | Vox Gale | All effects that cause you to gain fat cause you to gain 1 additional pound for every 10 from a single effect. |
| 7 | Magnetic Anomaly | All attacks with metal weapons and ammo have a -2 to hit and metal armor of any kind gives -1 ac than normal. |
| 8 | Winds of Peace | Any effect that would cause damage to a creature causes 2 less. |
| 9 | Mana Tide | All Spell DCs are 1 higher than normal, and all spell attack and damage rolls add +1 to attack and damage. |
| 10 | Sorcery Storm | All Spell Dcs are 1 less than normal, all spell attack and damage rolls subtract -1 from attack and damage. |
| 11-12 | Currents of Corruption | All saves against gaining corruption points are at disadvantage. Corruption takes two weeks to reduce instead of a week. |
| 13 | Mystic fog | Divination magics come out as cloudy, leaving any magical sense or scrying only have a vision distance of 10 ft. |
| 14 | Surge of Purity | All saves against gaining corruption are made with advantage. Corruption only takes 48 hours to reduce instead of a week. |
| 15 | Gaze of Talos | weapon attacks are +1, damage from weapon attacks are +2 |
| 16-17 | Harvest of Chauntea | Any effect that creates food creates one additional pound of food for every 5 pounds. |
| 18 | Lipomantic Storm | Each time a spell is cast, there is a 1 in 20 chance of activating a lipomantic surge as per the Carveborne Sorcerer Subclass. Each activation of this allows 1 reroll of the d100 effect at the DMs discretion. |
| 19 | Wild Magic Storm | Each time a spell is cast, there is a 1 in 20 chance of activating a Wild Magic Surge as per the Wildmagic Sorcerer Subclass. |
| 20 | Chocolate Rain | While outside, any food eaten or weight gained is doubled under the deluge. |
Biomes
With the Shatterlands being made up of so many disparate locales, these places often are very different from each other. Each Shard can be its own unique place with strange fauna, flora, and whatever structures it may possess. However, for the sake simplicity and categorization, most shards fall into one of 22 different biomes. These make up the bulk of anywhere that might be explored, and so included with each is a description, a list of possible monsters one might encounter there, and a depiction of what such a biome might look like. They are also broken down into Woodlands, Barren, Aquatic, and Exotic environments.
For standard randomized weather, roll a d100 to determine the new weather effect. Roll a d6+1 to determine the length of that weather event in days. Finally, Roll a d20, with an even result meaning a special weather event occurs if one hasn't happened during the last weather change. It will last half as long as the regular weather event.
Woodlands
Boreal
Also known as Taigas, Boreal Forests are typically located near the arctic regions of most worlds and are as such marked by very cold climates. Aside from a few rare months a year, the ground will be covered by snow, making traversal difficult for unprepared travelers.
Evergreen trees like firs and pines thrive in these biomes. Large, thick-furred creatures and those able to burrow down and hibernate also find great success here. Explorers should beware of stumbling upon the den of a sleeping beast…
In their native worlds, nights in Boreal Forests are illuminated by auroras dancing across the sky. While these biomes may no longer be in their near polar locations, it’s possible that they may have brought some of that magic with them to Argonath.
Example Creatures
| CR | Name |
|---|---|
| 1/4 | Elk |
| 1/2 | Ice Mephit |
| 1 | Brown Bear |
| 2 | Polar Bear |
| 3 | Winter Wolf |
| 6 | Mammoth |
| 6 | Young White Dragon |
| 8 | Frost Giant |
| 12 | Everlasting One |
| 20 | Ancient White Dragon |
Jungle
Jungles and Rainforests are typically located in the tropical regions of their native worlds. The leaves of the Jungle’s massive trees typically obscure the sky above completely, casting shade or even darkness on the forest floor below, greatly limiting visibility.
Plant life here is exceptionally thick with vines, moss, and fungi, all of which can make for precarious navigation. Jungles boast some of the greatest biodiversity of all biomes, and therefore are home to all manner of strange and unique creatures.
Typical Jungles experience Dry and Wet seasons. During wet seasons, torrential rainfall can deposit exceptional quantities of water in very short time spans. Regardless of season, however, the air in the Jungle will usually be hot and humid.
Example Creatures
| CR | Name |
|---|---|
| 1/8 | Stuffed Stirge |
| 1/8 | Poisonous Snake |
| 1/4 | Velociraptor |
| 3 | Flail Snail |
| 3 | Giant Scorpion |
| 4 | Yuan-ti Bloatfang |
| 5 | Troll |
| 6 | Cyclops |
| 7 | Giant Ape |
| 8 | Tyrannosaurus Rex |
Temperate
Temperate forests consist of either broadleaf trees in more moderate climates, evergreen in harsher climates, or some mixture of the two. Forests dominated by broadleaf trees like oak and maple will show much variation with the seasons, with their leaves changing color in the fall and falling before winter.
These biomes have distinct warm and cool seasons, with average rainfall dispersed throughout the year. The canopy is typically not thick enough to fully obscure the sky above, leaving the ground below shaded but not in total darkness. The light that shines through the treetops also allows many green plants and smaller trees to flourish along the ground level.
Example Creatures
| CR | Name |
|---|---|
| 1/4 | Boar |
| 1/4 | Wolf |
| 1 | Brown Bear |
| 1 | Dire Wolf |
| 2 | Giant Boar |
| 2 | Giant Elk |
| 3 | Feast Vine |
| 5 | Sloth Sloth |
| 5 | Troll |
| 15 | Adult Green Dragon |
Swamp
Swamps are forests that occur in a low lying, moist environment. The land is largely dominated by rivers, streams, or large pools of stagnant water. Trees with wide sprawling roots and moss covered branches thrive in these wetlands, and many types of fungus can be found on the fallen and decaying plant matter that litters the ground.
Swamps typically have humid and damp climates, with either plentiful rainfall or ample sources of water flowing into the region. The ground will also tend to be soft and spongy, or just outright muddy. Passage through swamps without some means of navigating the waters can be very treacherous.
Swamps with waters that sit stagnant and still will often take on a more rank and unpleasant nature. The air will be more humid as more water vapor lingers at the surface, and creatures that feed or flourish on rot will be more prevalent.
Example Creatures
| CR | Name |
|---|---|
| 1/8 | Giant Rat |
| 1/4 | Giant Frog |
| 1/2 | Crocodile |
| 2 | Giant Constrictor Snake |
| 3 | Green Hag |
| 3 | Wight |
| 5 | Giant Crocodile |
| 5 | Banderhobb |
| 8 | Corpse Flower |
| 21 | Ancient Black Dragon |
Barren
Deserts
Deserts are dry, open expanses dominated by sand dunes and barren rock. Hot days and freezing nights are common, and rainfall is very much a rarity. Occasional oasis can be found dotting the deserts, which can offer respite and resources to those crossing these lands, but there are also many creatures and plants that have adapted to the conditions of the desert.
Passing through deserts will typically require much in the way of preparation. And provisions and water that travelers will need will need to be brought along, as scavenging or foraging will be challenging.
Example Creatures
| CR | Name |
|---|---|
| 1/8 | Camel |
| 1/2 | Dust Mephit |
| 2 | Gnoll Pack Lord |
| 3 | Giant Scorpion |
| 3 | Mummy |
| 5 | Air Elemental |
| 10 | Summer Eladrin |
| 11 | Roc |
| 15 | Purple Worm |
| 17 | Androsphinx |
Craglands
Craglands are similar to deserts in that they are hot, arid environments, and the two often share a lot of overlap. Where the two differ, however, is in the terrain. Instead of the shifting sands of the desert, craglands are typically covered by hard packed, stony terrain.
The sedimentary rock that makes up the bulk of the terrain here is subject to rather extreme erosion, causing deep crevasses to be carved into the land. The erosion can be caused either by ancient and long dried streams, or by sheer wind force wearing down the rock over the eons.
Conditions within the deep crevasses may be very different from the rest of the biome. Consider what may lie in a deep, isolated pocket in the craglands. Perhaps moisture has accumulated to form a sort of a rocky oasis, or perhaps a civilization has cropped up using the crags to avoid the hostile conditions above. Caves will also be a very common part of the landscape.
Example Creatures
| CR | Name |
|---|---|
| 3 | Manticore |
| 5 | Bulette |
| 5 | Earth Elemental |
| 5 | Lode Stone |
| 6 | Wyvern |
| 7 | Rage Elemental |
| 10 | Guardian Naga |
| 11 | Efreeti |
| 16 | Pheonix |
| 24 | Ancient Red Dragon |
Savannah
Savannahs are arid biomes that get enough rainfall for a variety of plant life to take hold and hold the soil firm and prevent desertification. The plants that do well in these biomes tend to be hardy grasses and shrubs that can survive on small amounts of water and warm climates. Trees tend to be spread far from each other so as not to compete for each others’ water. They are typically tall and thin, with a wide umbrella of leaves.
Water sources can be found here, albeit often with difficulty and far from each other. These water sources will be a prize resource for any local fauna and any travelers passing through.
With abundant plant life and water being much easier to find than in other arid environments, large herbivores roam these lands, as do the creatures that hunt them. Travelers should beware prowling carnivores when settling down to rest for the evening.
Example Creatures
| CR | Name |
|---|---|
| 1/2 | Giant Wasp |
| 2 | Ankheg |
| 2 | Aurochs |
| 2 | Rhinoceros |
| 3 | Ogre Chain Brute |
| 4 | Elephant |
| 5 | Gorgon |
| 6 | Hobgoblin |
| 10 | Stone Golem |
| 23 | Elder Tempest |
Steppes
The rolling grasslands of the steppes are a lush expanse of hilly, green terrain. Typically steppes are devoid of any sort of forestation, and are dominated by grasses. Weather conditions are usually mild, with occasional rain and thunderstorms rolling through the lands to nourish the local plant life.
In areas where there are larger or denser collections of hills, creatures and people can find shelter from the wide open sight lines of the plains. Adventurers should be wary of poking their heads into these pockets of shelter, as there’s no telling what lies within.
Overall, travel through the steppes is quick and efficient, with little in the way of natural barriers to prevent passage. As a result, the use of horses and other riding animals is a fairly common means of rapid traversal of the Steppes.
Example Creatures
| CR | Name |
|---|---|
| 1 | Harpy |
| 3 | Phase Spider |
| 4 | Meat Man |
| 4 | Ettin |
| 4 | Werebear |
| 5 | Hill Giant |
| 6 | Chimera |
| 7 | Stone Giant |
| 13 | Dire Troll |
| 24 | Ancient Gold Dragon |
Mountain
Any creature or civilization that makes a home in the mountains does so with great difficulty or extensive adaptation. The steep slopes of mountain terrain are difficult to traverse for those not accustomed to climbing, and in more rocky mountain terrain, travelers will often find themselves contending with vertical cliff faces or drop offs. Available paths to navigate between, around, or over mountains tend to be narrow and winding, and, unless extensively maintained by natives, exceptionally treacherous.
Mountains in more temperate climates and with milder slopes can be covered in forests and trees, but in harsher climates and with steeper slopes, any vegetation or trees will have a very difficult time clinging to the mountains, leaving their slopes barren and rocky. Depending on the composition and climate of the mountains, travelers will need to take heed to avoid and navigate around rock falls, avalanches, and mudslides that can prove fatal when caught in or difficult to navigate around.
For mountains that reach great height, the air will be much colder and thinner near the summits. Unprepared travelers in these conditions will find themselves struggling to stay warm and even breathe.
Example Creatures
| CR | Name |
|---|---|
| 1/8 | Kobold |
| 1/2 | Giant Goat |
| 1 | Giant Eagle |
| 2 | Griffon |
| 4 | Ogre Battering Ram |
| 6 | Annis Hag |
| 10 | Stone Giant Dreamwalker |
| 11 | Cloud Giant Smiling One |
| 11 | Mountain Dryad |
| 23 | Ancient Silver Dragon |
Aquatic
Archipelago
In any sufficiently large body of water, chains or clusters of islands can form, providing a place for terrestrial life to take hold in an otherwise aquatic environment. These islands can form through several different means, which will affect their shape and nature greatly.
Volcanic islands form when magma erupts from the seabed, cools, and over time, builds upon itself until it breaks the water’s surface, forming an island. Soil on these islands is typically very fertile, and dense jungles will form upon them.
Other kinds of islands can form when a mountainous region is flooded. The low lying areas are overtaken by water and only the high peaks of the hills or mountains are left to stand over the water’s surface. This process can happen whenever a river is blocked through either natural means or by a construction blocking the flow.
Because the islands are separated from each other by an expanse of water, they will typically diverge from each other in unique ways. Life that flourishes on one island may be rare on another. When traveling through an archipelago, adventurers may find that no two islands are remotely alike.
Example Creatures
| CR | Name |
|---|---|
| 0 | Crab |
| 1/8 | Crab, Giant |
| 2 | Sahuagin Priestess |
| 2 | Sea Hag |
| 4 | Stuffing Siren |
| 5 | Water Elemental |
| 8 | Hydra |
| 11 | Marid |
| 17 | Nagpa |
| 23 | Ancient Blue Dragon |
Inland Lake/Sea
The shoreline around these areas are covered in shells and driftwood. They’re brought there by lapping waves cresting on the beaches of the areas surrounding huge bodies of open water. Some are simply large lakes, filled with freshwater fish, often fed into by rivers from other areas and regions. They make for good food gathering. Other times, the zone is much larger, salty, part of an open ocean or sea that runs deep beneath the water’s surface. The waves are stronger too, and often hide monstrous sea creatures just waiting for someone to try to cross in a less sea worthy boat.
Any adventure that goes to this place is likely to be about monster hunting, or trying to dive deep to find sunken ruins in the depths. Either way, even simply trying to cross such a region will require some kind of floating transport to make it to the other side.
Example Creatures
| CR | Name |
|---|---|
| 1/8 | Dolphin |
| 1 | Sea Spawn |
| 2 | Plesiosaurus |
| 3 | Deep Scion |
| 5 | Deluge Elemental |
| 5 | Giant Shark |
| 5 | Sahaugin Baron |
| 11 | Morkoth |
| 17 | Dragon Turtle |
| 23 | Kraken |
Exotic
Floating Ocean Islands
Large cliffs flank these lands as there is a sheer drop down into a calm and empty sea. There is nothing of interest in these seas, small schools of fish and such. What is of real interest is the archipelago floating in the air. Suspended in the air are floating islands, tropical and temperate in nature, powerful air magics keep the islands floating.
These lands are full of strong breezes to assist the flying creatures to soar through the lands with ease. Traveling between islands can prove a bit difficult to the typical adventurer, but with a bit of cunning (or have a flying ship built). What lay on these islands are unknown and mysterious, untouched by most who would wander these lands.
Example Creatures
| CR | Name |
|---|---|
| 0 | Hawk |
| 1 | Giant Eagle |
| 2 | Quetzalcoatlus |
| 3 | Manticore |
| 5 | Cotton Candy Elemental |
| 6 | Wyvern |
| 9 | Cloud Giant |
| 11 | Djinni |
| 13 | Beholder |
| 16 | Adult Blue Dragon |
Volcanic
Fragmented sheats of barely cooled obsidian and rock float like massive jutting icebergs over a sea of smoldering magma. Some of the land is cool enough to stand on, but that doesn’t make it comfortable. In some places, the semi cooled earth forms miniature volcanoes, ready to burst with molten lava at any given moment.
Adventures here require travelers to consider how they’ll traverse any gaps in the obsidian landscape, and how they’ll remain at a comfortable temperature amongst terrain hot enough to boil water.
The creatures here are either fiery in nature, or very attuned to fire itself, with some creatures that make nests in melted rock, while others like some devils or demons may simply enjoy the respite given by their immunity to the harsh landscape.
Example Creatures
| CR | Name |
|---|---|
| 1 | Fire Snake |
| 4 | Flameskull |
| 5 | Fire Elemental |
| 5 | Salamander |
| 7 | Fire Elemental Myrmidon |
| 9 | Fire Giant |
| 11 | Efreeti |
| 11 | Fire Giant Pyromancer |
| 16 | Hellfire Engine |
| 24 | Ancient Gold Dragon |
Fey Woods
These places look often quite similar to any other forest, yet the touch of the strange is undeniable. Trees grow in chaotic directions and shapes with whatever whim seems to grip them, with their colors drifting more towards fantastical shades than whatever a normal forest may call for. Sometimes mushrooms will grow as tall as the trees, with all manner of strange creature calling them home. Even the grass below shifts and changes. Here, all things are touched with life and whimsy.
The forest is filled with tricksters and fae of all sorts, just looking for people to make deals with, play pranks on, or use to entertain them for an afternoon. Traversing such a place carries challenges beyond just what the denizens do though. Sometimes, walking through puts you in a different place than you expect, paths loop back on themselves, or walking far enough that you should have reached the edge finds you less than halfway there. Be careful what you take for granted here.
Example Creatures
| CR | Name |
|---|---|
| 1/4 | Blink Dog |
| 1/4 | Pixie |
| 1/2 | Brownie |
| 1/2 | Feeder Fairy |
| 1/2 | Satyr |
| 1 | Dryad |
| 3 | Displacer Feast |
| 3 | Overgrowth Dryad |
| 3 | Redcap |
| 10 | Spring Eladrin |
Ice Fields
The land of an Ice Field isn’t simply cold, but completely frozen through. Instead of dirt underfoot, one is faced with giving snow. If you dig down into the snow, you find ice. Only once you dig through dozens of feet of that might you find rock. The same is true of the mountains and hills that exist here, covered in many layers of hardened ice, long buried. Some places even have completely translucent spires with nothing but frozen water, piercing up towards the sky.
Going any distance here without strong protection from the cold is folly, as even starting a fire could easily melt water that will simply put it out again if you’re not careful. Bring your own food, for it will be rare to find any here. That’s not to say there isn’t any of course. The creatures that make ice fields their home are hearty creatures bound to the frozen world around them.
Example Creatures
| CR | Name |
|---|---|
| 1/2 | Gnoll Hunter |
| 3 | Yeti |
| 5 | Revenant |
| 5 | Werebear |
| 9 | Abominable Yeti |
| 19 | Frost Salamander |
| 10 | Winter Eladrin |
| 13 | Adult White Dragon |
| 14 | Cake Goliath |
| 20 | Nightwalker |
Dark Forest
Towering trees and near constant rainfall makes this land seem like the typical temperate rainforest. Yet the trees are pitch black, an oddity of the land. In truth the trees are not pitch, but instead absorb every ounce of sunlight that comes into contact with them, so specialized to absorb the sun's light.
The under canopy if these lands are darker than most caves, with only creatures most specialized into surviving in such environments being able to thrive where they cannot see. The only light one may see in these lands are that of fungal glow or the light of flame. Light is both a blessing and a curse here, as while you may be able to see now, everything can see you as well.
Many fearsome creatures lurk in these conditions, skulking for a meal, and ready to combat nearly anything they come into contact with, as finding another in such dark environments are rare indeed.
Example Creatures
| CR | Name |
|---|---|
| 1/4 | Panther |
| 1/4 | Drow |
| 1 | Widened Shadow |
| 2 | Will-o-the-Feasts |
| 3 | Displacer Beast |
| 5 | Troll |
| 8 | Lipo Treant |
| 11 | Mountain Dryad |
| 13 | Fatty Corruptor |
Overland Sea
Brilliant corals shining in the sun, seagrass swaying in the tide, and fish swimming overhead. All sights that would be found in the ocean, though not a drop of water can be found. An entire sea, full of every creature that could inhabit it, all flying around as if they were swimming.
These lands come from a unique intersection of elemental air and water, which allows for native creatures with an affinity to swim to move freely in the air as if in the water. Creatures' behavior down here seem no different than that of the actual sea, fish school, sharks hunt, and corals soak up the sun.
Adventurers diving into this slice of ocean above the water will find that they can breathe in this fresh air, but cannot swim around like the fish can. Creatures who are from here however cannot leave, as if they try to leave the threshold of the environment, gravity returns to them, as they gasp for breath, if they need water to breathe.
Adventurers beware, as there are still sections of these lands which share the ocean's dangers, where the sun doesn’t reach as well, and many dangers lurk behind the rocks. Even in the sunny reefs hold dangers, as threats can loom overhead all the more readily.
Example Creatures
| CR | Name |
|---|---|
| 1/8 | Giant Crab |
| 1/8 | Merfolk |
| 1/2 | Sahuagin |
| 1 | Swarm of Quippers |
| 2 | Sea Hag |
| 5 | Giant Shark |
| 10 | Aboleth |
| 13 | Storm Giant |
| 20 | Leviathan |
Storm Mountains
Rising mountains taller than many other peaks and surrounded by constant gray cloud cover. The Storm Mountains are never calm, with constant bad weather, winds threatening to rip you from cliff faces, and powerful natives that will do the work that the clouds didn’t. Not to say that all is a death trap here, strange magical places exist in all kinds of nooks and crannies.
Prepare for an arduous climb no matter what part of the Mountains you try to get to, facing the environment itself to make the journey. Like other mountains, the climate may vary, with some becoming constant blizzards whipping snow into the air, while others have damp woods always threatening landslides.
Example Creatures
| CR | Name |
|---|---|
| 1 | Hippogriff |
| 2 | Saber-toothed Tiger |
| 6 | Duergar Warlord |
| 9 | Clay Golem |
| 9 | Cloud Giant |
| 9 | Fatling Giant |
| 11 | Cloud Giant Smiling One |
| 14 | Fire Giant Dreadnought |
| 16 | Adult Silver Dragon |
| 16 | Storm Giant Quintessent |
Dead Lands
A landscape permeated with Necromancy, negative energy, and death. Dead Lands are areas where undead roam in hordes, ruins of long destroyed towns sit haunted in the middle of husks of woods long since abandoned of life.
The nature of what is here is dependent on where the original piece of land came from. Some are chunks of land permeated with negative energy that trap creatures wandering in from other biomes, turning them into monsters that then stalk the hills. Others may be from worlds that fell to necromancy long ago, bringing with them great works of undead in the form of bone factories and endless graveyards. Of course, the old masters of such places may have come with, and more than one Lich is likely to have a home here.
Example Creatures
| CR | Name |
|---|---|
| 1/4 | Skelecane |
| 3 | Will-o-the-Feast |
| 5 | Corruptor Zombie |
| 5 | Overweighting Presence |
| 6 | Bodak |
| 8 | Hungering Revenant |
| 13 | Vampire |
| 14 | Death Tyrant |
| 17 | Death Knight |
| 21 | Lich |
Swarm Lands
A roiling gray landscape that looks almost devoid of plant life covers the hills ahead. This is the Swarm Lands. Vast swarms of small insects fill the skies, while larger bugs lurch heavily across massive rocks that sit exposed on top of the ground. Deep twisting tunnels created by burrowing types scar the terrain, while mountains naked of topsoil stick up like angry pillars towards the skies.
The swarms devour almost any spare biomatter, incorporating it into themselves, meaning that quite often the bugs fight each other to further their own growth. It’s a dangerous place to be, filled with alien life. Journey here carefully.
Example Creatures
| CR | Name |
|---|---|
| 1 | Giant Spider |
| 3 | Giant Scorpion |
| 3 | Phase Spider |
| 5 | Tlincalli |
| 5 | Umber Hulk |
| 6 | Chasme |
| 6 | Drider |
| 11 | Remorhaz |
| 13 | Neothelid |
| 15 | Purple Worm |
Candy Land
Through means of lipomancy, or simply one of the stranger worlds that have been placed into Argonath, the Candy Lands are strange lands filled with sweets. It looks like a typical landscape of fields and forests found in temperate inland environments, save for the fact that every aspect of the area is made entirely of candies and sweets. Trees made from chocolate, plants with a minty glaze, stones that crack open to reveal a nougat center. This edibility extends to every aspect of the land, including its creatures.
Mundane creatures can be found here, except they are wholly made of sweets, such as chocolate bunnies or cake cows. The people who live here seem unbothered by it all, and simply live their lives in symbiosis with the delicious lands. No one quite knows what would happen if a particularly ravenous adventurer would take it upon themselves to devour the lands though…
Example Creatures
| CR | Name |
|---|---|
| 1/8 | Gumdrop Gremlin |
| 1/4 | Skelecane |
| 3 | Jumbo Gremlin |
| 4 | Chocolate Guard |
| 5 | Gummy Wyrm |
| 7 | Cake Myrmidon |
| 8 | Zombrie Horde |
| 14 | Cake Goliath |
The Princess is not without plans for this, as she understands her aunt well enough, as well as the weakened state she suffers through being cut off from the rest of the resources the Candy Kingdom could provide her. She is far outnumbered by those of the lower class, and should the party be able to rally the people against the queen, they would be able to dethrone her and get Beth back onto the throne. They would need the support of the people of Twizzelton, who are being taxed heavily by knights influenced with New Magics of Enchantment. Then get the word from Alexandertorte of military support. Next would be undermining the noble supporters of the Empress, to withdraw support for her once the revolution begins. Once everything would be set in place, she would have the party take on the task of defeating her aunt, and restoring her to the throne. Should the party accept, Beth will be pleased, and urge them on with the utmost of optimism and glee.
Beth herself is a patient, kind woman, a gentle soul who means no harm. She is rather useless when it comes to matters of violence, but is a good orator, and has a sound mind for leadership. She is generally unsure of herself, but is quick to gain confidence as her role becomes more of a necessity. One of the greatest flaws is that the princess has a hard time controlling herself with food from the outside worlds. She can handle the flavours of chocolate squash and sugar beets, but those flavours of savoury, sour, salty, bitter, she can’t get enough of! She especially adores savoury breads and meats, glutting herself with near abandon if provided with them. She may be a bit meek, but with gentle assurances she could be let loose, though her outfits may grow a bit tighter.
The town is being taxed heavily by the capital, with a particularly cruel force of tax collectors arriving to either take food, goods, coins, or at times prisoners for the Empresses experiments. Muffintop will try to explain that they are not bad people, the head tax collector being her own sister, Lady Turnover. Since the takeover by Stavia, she had been taken to the capital, and when she returned she was wholly devoted to the tyrant and holds no care for the people she grew up with all her life. She suspects that there may be some kind of magic at play, and advises the party to try and handle the group with less than lethal tactics.
Tax Collector Turnover is a Diet Duelist, a knight specialized in stealing others' mass to empower their own strikes. The helm she wears causes her to be Charmed and under the direct command of the Empress. Removing the helm causes the magic to surge, causing others nearby to make a DC 15 Wisdom saving throw or be compelled by the helm to wear it and serve under the command of the Empress, but ends the charm on the Tax Collector. Turnover will arrive hoping for taxes from the town, but may be convinced to join the party for a meal or other feasible excuse of treatment for someone of her
status, which may prove to
give the party an
upper hand in their
combat.
When the
Tax Collector is
defeated she will
come to a short while
later, confused and
befuddled at what
had happened to her,
expressing no knowledge
of anything that had
happened. She will be
particularly surprised
at any gained weight she
experienced during her
time charmed. She
expresses remorse for
what she does, and seeks
to regain favor with her town
and sister for what she had
done, standing firm with the party
in their endeavors.
With the town mostly free, some
taxes are to be taken still so as to not
draw the ire and attention of the capital, the
Mayor will offer to house the Princess. She can
ensure she is not identified by masquerading her as a common sodamaid, while still lavishing her in the care a proper princess should have, as well as a hefty heaping of country hospitality. She assures the party she will be safe, and can be a source of idle weight gain from the Princess who now has no worries on food availability and enjoys a far cozier life in the town rather than out in the woods.
Although a lot of the fighting is obscured amidst the roiling hills and the enchanted mists, the conflict has currently reached a stalemate, with each side looking for openings to weaken the other, whilst preserving their own strength. The Kobold war machine endures and refines with riches and souls born from beneath the earth, whilst the sea elves continue to replenish and regrow with support from beneath the tides.
From strategic fortifications, the current acting leader of the Sea Elves, Daeliah, seeks to protect all of their land and to strike at her foe with guile. The Kobolds, lead by the cunning dragoness, Yrsyth, have launched repeated offensives over the last few years. Despite a lot of turmoil and setbacks, the kobold’s efforts are paying off, and the dragoness seeks to gather her precious prize: to pry open the magically-shielded tower and take its riches for herself. Will this gambit succeed? Or will it be just another turning point?
Despite her pride and arrogance, Yrsyth is not invincible. The sea elves have proven this on quite a few occasions, with valour and tenacity. Her kobolds remain loyal, and despite the dragoness’ mastery of elemental magic and lipomancy, it falters in comparison to what the elves can bring. Beneath the facade of devotion, there are those amidst her ranks who seek respite from conflict. Will these hidden hopes surface, or will they be buried beneath rubble or flab?
Of course, neither side could expect a new faction mad enough to venture through the chaotic planes of Argonath. But would they be friends or foes? Each faction can make for strong allies and provide suitable rewards and each will test the will of the Vanguard repeatedly. Could this conflict end with the slaying of a great beast? Or will it be through negotiations, as history has borne witness time and again? And what of the vanquished and scarred?
There are many actors who take part in this war, willingly or otherwise. Each with their own motivations and desires. Many go on to be mostly unknown, but there are some who rise to great renown and who become defining names in history. Many tales can be spun, some true, some fabulous or unbelievable, for different eyes will see different shades.
PART VII
Enemies in Excess

Adipose Abberations
Eldritch Feeder
Medium Aberration, Lawful Evil
- Armor Class 16 (Natural Armor)
- Hit Points 90 (12d8+36)
- Speed 30 ft, 30 ft Swim
- Bulk Limit 125/250/375, Ave Weight 120 lbs. (100 lbs base), Stomach Capacity 5 lbs.
STR DEX CON INT WIS CHA 9 (-1) 10 (+0) 16 (+3) 19 (+4) 11 (+0) 5 (-3)
- Damage Resistances psychic
- Senses passive Perception 10
- Languages Deep Speech
- Challenge 4 (1100 XP)
- Hunger Sense. The Eldritch Feeder can sense and detect any creature that has not eaten to its stomach capacity up to 120 ft. The Feeder also knows the stomach capacity of any creature within this range.
Actions
Multiattack. The Feeder makes two psionic grab attacks. If the feeder is grappling a creature they can replace a grab attack with a Feeding Tendril
Psionic Grasp. Melee Weapon Attack: +6, reach 10 ft., one target. 14 (4d4+4) psychic damage. The target is grappled (Escape DC 14). The feeder can have two creatures grappled in this way.
Feeding Tendril. The Feeder administers a strange mixture of hormones that cause the target to grow dazed and sluggish, unwilling to fight back. One creature grappled by the Feeder must succeed on a DC 13 constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target has 2d4 lbs of fatty food added to their stomach at the start of their turn. The target may remake the save at the end of its turn, ending on a success or when they fall unconscious from overstuffing damage.
Eldritch Feeder
Strangers to this world, these invaders from beyond the stars come as a force subservient to those of greater power. These drones follow the command of those greater than them, with a specialty in subduing and incapacitating others with psionic assaults and copious amounts of food. Their tendrils contain a strange mixture of chemicals that, when ingested, causes a target to fill up with food from nowhere. Once their target is properly subdued, they may haul back whatever quarry they find for their masters needs.
Fatkeeper
Medium Aberration, Lawful Evil
- Armor Class 15 (Natural Armor)
- Hit Points 108 (28d8)
- Speed 0 ft., 30 ft. fly (hover)
- Bulk limit 80/160/240, Avg Weight 90 lbs. (90 lbs. base), Stomach Capacity 2 lbs.
STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 10 (+0) 20 (+5) 18 (+4) 16 (+4)
- Saving Throws Dex +9, Wis +8, Cha +7
- Skills Arcana +9, Insight +8, Investigation +9, Persuasion +7, Stealth +8
- Damage Resistances force; bludgeoning, piercing, and slashing from non-magical attacks
- Damage Immunities psychic
- Condition Immunities charmed
- Senses passive Perception 14
- Languages Can speak telepathically (60 ft), but only understands Deep Speech
- Challenge 9 (5000 XP)
*Magic Resistance The Fatkeeper has advantage on saving throws against spells and other magical effects.
Telekinetic The Fatkeeper is always under the effects of the Telekinesis spell, being able to use it without concentration. Due to the psionic nature of this effect, it is unaffected by effects or spells that would nullify magic (Such as Dispel Magic or Anti-Magic Field). Additionally, its fly speed is not reduced if it is Immobile.
Telekinetic Feeder The Fatkeeper can use its Telepathy to force feed creatures within range, so long as it has food in reach. They use Intelligence (Arcana) to calculate how much they can force feed in a single action.
Psionic Caster The Fatkeeper’s spellcasting ability is Intelligence (Spell Save DC 17, +9 to hit with spell attacks). It can innately cast the following spells with only Verbal components. Additionally it cannot be halted from magic canceling effects (Such as Counterspell, Anti-magic field, dispel magic):
- At Will: Calm Emotions, Detect Thoughts
- 3/day each: Abyssal Stomach, Fat Surge
- 1/day each: Create Fatty Food and Drink
Actions
Multiattack. The Fatkeeper can make two Telekinesis actions and or psionic beam attacks
Subduing Beam (Recharge 6). The Fatkeeper launches a beam of subduing energies, lulling a target into a peaceful rest, to be either fattened, fed, or otherwise moved. A target must succeed a DC 17 Wisdom saving throw or be knocked Unconscious for the next minute. A creature can be woken up by another creature by taking an action to shake them awake,or if they take damage (from a source other than overstuffing).
Telekinesis. The Fatkeeper uses an effect from Telekinesis.
Psionic Beam. Ranged Weapon Attack: +9, range 30 ft., one target. Hit: 17 (5d6) psychic damage.
Fatkeeper
From beyond the stars are the aberrations, unknown in their intentions and unfathomable in their intent. The horrific Mindflayers, the baleful beholders, the abhorrent aboleths. This strange creature counts itself among the many from beyond the stars, brought on a ship that sails the skies. What does it want from those of Argonath? To harvest their minds for food, to enslave them as thralls, or simply to obliterate them? None of those, in truth. Its alien mind finds a unique form of contempt for mortals. It simply finds them adorable, and seeks to collect the finest specimens as pets. It has a rather trivial understanding of any of the prime materials that make up this land, and thus its care for the humanoids it keeps is rather poor. The main way that it manifests this is in its poor portion control for its newfound pets. It doesn’t seem to mind how fat it's pets get, as it finds them all cuter for it. Now it spends time collecting humanoids to keep; a new two tonne addition to its collection.
Burdensome Beasts
Giga Dodo
Large Beast, Unaligned
- Armor Class 14 (Natural Armor)
- Hit Points 66 (7d10+28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 18 (+4) 1 (-5) 5 (-3) 10 (+0)
- Damage Resistances slashing, piercing, and bludgeoning damage from non-magical attacks
- Damage Immunities psychic
- Senses passive Perception 7
- Challenge 3 (700 XP)
Regenerative Due to the lipomantic energies they’ve been steeped in, they regenerate at a rapid pace. At the start of their turn they regain 3d10+4 hp.
Scramble! Whenever the Dodo is hit, it uses its reaction to move up to its movement in a random direction
Actions
Beak Melee Weapon Attack: +5, reach 5 ft., one target. 10 (2d6+3) bludgeoning damage.
Giga Dodo
Large flightless birds found throughout the lands. These birds have been blessed with unique lipomantic energies which protect them from many mundane threats. Without worry from a majority of predation, they are rather dull and seem unafraid of creatures smaller than or equal to them in size. People tend to use these creatures much akin to chickens, harvesting their eggs and (with some difficulty) harvesting their meat. They taste quite delicious, their meat being fatty and easy to cook.
Gummy Bat Swarm
Medium swarm of tiny beasts, unaligned
- Armor Class 12 (Natural Armor)
- Hit Points 26 (6d8)
- Speed 10ft, fly 40ft
STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
- Damage Vulnerabilities fire
- Damage Resistances lightning, bludgeoning, piercing, slashing
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses blindsight 60 ft., passive Perception 8
- Challenge 1 (200 XP)
Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.
Food Composition The gummy bat swarm is made of a fattening magical substance. Any creature that hits it with a bite attack eats 1d4 pounds of food, doubled on a critical hit.
Actions
Bites. Melee Weapon Attack: +3, reach 0 ft., one target. Hit: 10 (4d4) piercing damage.
Bites (half health). Melee Weapon Attack: +3, reach 0 ft., one target. Hit: 5 (2d4) piercing damage.
Merge. The gummy bats flock against one creature within its space, attempting to merge their fattening substance into them. The target makes a DC 11 Dexterity saving throw, on a failure they fatten 4d10lbs as the little jellies turn into fat. On a success they fatten half as much. In either case the swarm loses 3d4 hitpoints.
Merge (half health). The gummy bats flock against one creature within its space, attempting to merge their fattening substance into them. The target makes a DC 11 Dexterity saving throw, on a failure they fatten 2d10lbs as the little jellies turn into fat. On a success they fatten half as much. In either case the swarm loses 2d4 hitpoints.
Gummy Bat Swarm
Beasts of sweets, these bats form a horde of gummy doom that flitter through the air and seek out empty bellies. Much like all Gummy creatures, these beasts have the inexplicable urge to add to their foes their own mass, to make them grow fat and heavy. To what ends is still unknown, yet they are notably well suited to their task. This swarm of bats works as a unified team, but with enough effort they may be dispersed.
Primal Shrimp
Medium Beast, Unaligned
- Armor Class 14 (Natural Armor)
- Hit Points 19 (3d8+6)
- Speed 20 ft, 30 ft swim
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 1 (-5) 10 (+0) 7 (-2)
- Senses passive Perception 10
- Challenge 1/2 (100 XP)
- Speedy Retreat While in the water, the Primal Shrimp can Dash as a Bonus Action.
Actions
Multiattack. The Primal Shrimp can make two Pinch attacks.
Thundersnap Ranged Weapon Attack: +4, range 30 ft., one target. Hit: 7 (2d6) Thunder damage. Range is doubled if the Shrimp is underwater.
Pinch Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 5 (1d6+2) Bludgeoning damage.
Primal Shrimp
Rising from the depth, these creatures are fearsome in their demeanor, though delicious in their flavor. The Primal Shrimp are territorial and feisty, but not the worst to take out. A delicacy in any culture where they can be found, so long as they can actually manage to take them down. Their propensity to stay out of reach and use attacks from range makes them a slippery target. Keeping them from fleeing in the water and striking them hard and fast is the easiest way to make a lovely meal.
The primal shrimp looks like your typical shrimp, thought with a more lobster like body when on land. It has two claws, one being far larger, full of muscles pulled tight until it pulls the trigger to release its devastating snap. Its shell ranges from pink to iridescent blue.
Primal Boar
Huge Beast, unaligned
- Armor Class 15 (Natural Armor)
- Hit Points 180 (11d12+66)
- Speed 50 ft.
STR DEX CON INT WIS CHA 23 (+6) 11 (+0) 22 (+6) 4 (-3) 14 (+2) 6 (-2)
- Saving Throws Str+9, Con+9
- Skills Athletics +9, Perception +5
- Senses passive Perception 15
- Challenge 8 (3900 XP)
Primal Relentlessness If the boar takes 30 damage or less that would reduce it to 0 hit points, it is set to 30 points instead. After this ability is used, the boar must take a Short or Long Rest before using it again.
Primal Fury Filled with ancient power, the Primal Boar's blood boils over when challenged to battle. After receiving damage from any source, the Boar is immune to being charmed, sleep effects, or points of exhaustion from any source, and will attack anything it perceives as a possible threat until either it wins, dies, or it takes a short rest.
Actions
Multiattack. The Primal Boar makes 2 Tusk attack and one Hoof Attack.
Tusk Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 20 (4d6+6) Slashing damage.
Hoof Melee Weapon Attack: +6, reach 5 ft., one target. Hit: 13 (3d6+3) Slashing damage.
Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 21 (6d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Primal Boar
In the deep old growth forests full of ancient boughs and primordial nature, some creatures grow beyond the limits they normally would, taking on truly monumental proportions. Shaking the earth with each great step, and covered in moss and lichen grown over long decades, the Primal Boar is a mighty example of this in full effect. This prideful creature chases down anything that challenge it to a fight, too possessed of ancient rage to ever back down. It's epic size and strength is what has allowed it to make good on threats.
The Primal Boar is a regular boar taken to huge proportions. It possesses a body that replaces the normal browns and grays of regular kin with forest greens that match it's surroundings. Small plants have found purchase in growing atop the stony hide of this beast where the dirt has clung over a life measured in centuries. yet you would not dismiss it as a hill as it's booming steps approached you, for the full power of nature within it has also given this creature glowing yellow eyes that demand deference.
Primal Tiger
huge Beast, Unaligned
- Armor Class 16 (Natural Armor)
- Hit Points 133 (14d12+42)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 8 (-8)
- Saving Throws Dex +7
- Skills Perception +5, Stealth +6
- Damage Resistances Thunder
- Damage Immunities Lightning
- Senses Darkvision 120 ft, passive Perception 15
- Languages Can understand Auran
- Challenge 8 (3900 XP)
Keen Smell The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
Actions
Multiattack. The Primal Tiger may make three attacks: One with its bite, and two with its claws.
Bite Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) lightning damage.
Claw Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage plus 3 (1d6) lightning damage.
Lightning Lunge (Recharge 5-6). As an action, the Tiger takes the disengage action and cloaks itself in lightning that harms any in its path, breaking any restrain or grapple it is effected by. If the Tiger moves within 5 ft of a creature before the end of its turn, they must succeed a DC 15 Dexterity saving throw or take 2d6 lightning damage.
Thundering Roar (Recharge 6). The Primal Tiger lets out a roar that booms like thunder, intimidating and harming those around it. Every creature within 30 ft of the Primal Tiger must make a DC 15 Constitution saving throw, or take 9d6 Thunder Damage.
Primal Tiger
Lurking through the darks of many jungles and forested areas, a true specimen of predation exists. Clad in constant lightning, storms are often forming around their domains. Movement shrouded by the claps of thunder, the Primal Tiger shows true bestial fury. Lightning to shock foes as they rush through the woods, they are vicious in their disposal of foes.
The Primal Tiger looks in physique similar to a normal tiger, except it is far larger with more defines muscles. Its body looks pitch black, however, with a flash of lightning, or activating its own lightning powers, the bright white stripes appear in full force, jagged like bolts of lightning raining down.
Primal Wolf
huge Beast, Unaligned
- Armor Class 14 (Natural Armor)
- Hit Points 95 (10d12+30)
- Speed 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 9 (-1)
- Skills Perception +4, Stealth +5
- Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from non-magical weapons
- Senses Darkvision 60 ft, passive Perception 14
- Challenge 7 (2900 XP)
- Keen Smell The Primal Wolf has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The Primal Tiger may make three attacks: One with its bite, and two with its claws.
Bite Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage plus 9 (2d8) necrotic damage.
Claw Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage plus 9 (2d8) necrotic damage.
Remembrance Howl (Recharge 6). The Primal Wolf lets out a howl which resonates with necrotic energies. They are able to summon 2d4 wolves or 1d4 dire wolves within 30 ft of themselves. These wolves are considered Undead. The Wolf can only summon in this way one at a time. If they use this ability the existing wolves fade away and new ones appear.
Terror Howl (Recharge 5-6). The Primal Wolf lets out a howl that fills the hearts of even the most stalwart adventurer with dread. All creatures that are not wolves within 30 ft of the wolf must make a DC 13 Wisdom saving throw. On a failed save, a creature becomes frightened of the wolf for the next minute. A target may remake the save at the end of their turn, ending the effect on a success. Succeeding the save makes a creature immune to the effect for the next 24 hours.
Primal Wolf
Cloaked in a shroud of death, the Primal wolf is the apex of the pack. Howling at the moon the remembrances of wolves past return to fight on and support their pack from beyond the grave. This wolf is a great tactician, being able to bring down foes far larger than it with a nearly unending horde of the undead.
The Primal Wolf is a massive wolf, though not entirely domineering in its physique. It is a little more wispy than a beast of its caliber would suggest, with long white fur that flows effortlessly in the breeze.
Swarm of Bloat Wasps
Medium swarm of tiny beasts, unaligned
- Armor Class 12 (Natural Armor)
- Hit Points 22 (5d8)
- Speed 5ft, fly 30ft
STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
- Damage Resistances lightning, bludgeoning, piercing, slashing
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses blindsight 10 ft., passive Perception 8
- Challenge 1/2 (100 XP)
- Swarm he swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
When below half HP, the swarm only does 1d4 piercing damage
- Food Composition The gummy bat swarm is made of a fattening magical substance. Any creature that hits it with a bite attack eats 1d4 pounds of food, doubled on a critical hit.
Actions
Bites. Melee Weapon Attack: +3, reach 0 ft., one target. Hit: 10 (2d4) piercing damage. The target bloats for five times the damage dealt.
Bites (half health). Melee Weapon Attack: +3, reach 0 ft., one target. Hit: 5 (1d4) piercing damage. The target bloats for five times the damage dealt.
Swarm of Bloat Wasps
What's worse than a few bloat wasps? When they begin to swarm together. The likely result of hitting the wrong hive, then bloating venom filled bugs are even more dangerous in groups. Often the results of their carnage are poor farmers who stumbled into the wrong part of the woods near their house, and are felt bulging and groaning in some field somewhere, hoping that the swarm doesn't come back.
Calorific Constructs
Edible Swarm
Large Swarm of Tiny Constructs, unaligned
- Armor Class 12 (natural armor)
- Hit Points 32 (5d10+5)
- Speed 20 ft., 30 ft. fly.
STR DEX CON INT WIS CHA 3 (-4) 12 (+1) 12 (+1) 1 (-5) 7 (-2) 1 (-5)
- Damage Resistances Bludgeoning, Piercing, Slashing
- Condition Immunities charmed, frightened, grappled, exhaustion, paralyzed, petrified, poisoned, prone, stunned
- Senses Blindsight 10 ft., passive Perception 8
- Languages -
- Challenge 1 (200 XP)
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny Insect. The swarm can’t regain hit points or gain temporary hit points.
Edible. The swarm counts as Fatty food, and can be eaten as if it were a source of food. Whenever the swarm is consumed it loses an amount of weight equal to the amount eaten.
Hot Chocolate. When the Swarm is hit with Fire damage the food it is composed of begins to melt and grow gooey, lasting until the end of its next turn. The Swarm gains +1 to its AC. Additionally, whenever the Swarm feeds a creature while in this state, it deals an equal amount of fire damage.
Actions
Multiattack. The Swarm can make two Feed attacks.
Feed. Melee Weapon Attack: +4, reach 0 ft., one target. Hit: 4 (1d8) lbs of fatty food. When the swarm is reduced to half its hitpoints the damage is reduced to 1d6 lbs of fatty food..
Edible Swarm
A strange amalgam of foods in the shape of flying insects. They are derived from a variety of sources, an animate snack spell gone wrong, lipomancy seeping into mundane food, a naturally occurring form of life in unique biomes, or the byproduct of some stranger stronger creature. Nonetheless, this swarm is on the attack and it is a bit more than a snack. They seek out hungry bellies to fill, and follow their own whims or the whims of whatever controls it. Tiny alone but mighty in its swarm, these chocolate beetles fly off to their next quarry.
Inductron MK.1
Large Construct, unaligned
- Armor Class 16 (natural armor)
- Hit Points 90 (12d10+24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 10 (0)
- Skills Athletics +6
- Damage Vulnerabilities lightning
- Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical attacks
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
- Senses passive Perception 12
- Languages -
- Challenge 3 (700 XP)
Warm Milk I. When a target is filled to its base stomach capacity and has the Inductron’s milk in its stomach, it must make a DC 10 Constitution Saving Throw or fall Unconscious for the next 1d4 hours.
Warm Milk II. When a target is filled to its stomach limit including an eating check, and has the Inductron’s milk in its stomach, it must make a DC 14 Constitution Saving Throw or fall Unconscious for the next 1d4 hours, and is considered Lactating for the next 24 hours, producing at the end of each short and long rest as if done so intentionally. Lesser Restoration can end this effect.
Warm Milk III. When a target takes damage from overeating and has the Inductron’s milk in its stomach, it must make a DC 18 Constitution Saving Throw or fall Unconscious for the next 1d4 hours, and is considered Lactating for the next week, producing at the end of each short and long rest as if done so intentionally. Lesser Restoration can end this effect.
Actions
Multiattack. The Inductron MK. 1 can make two tube feed attacks, 2 pump attacks, or one tube feed and one pump attack.
Tube Feed. Melee Weapon Attack: +6, reach 10 ft., one target. Hit: 3 (1d6) lbs of fatty food. On hit, a creature is grappled by the Inductron MK. 1 (escape DC 14). The Inductron may grapple two targets this way.
Pump Ranged weapon attack: A grappled target must make a DC 14 Constitution Saving throw. On a failure they are fed 1d6 lbs of fatty food, they lactate an equivalent number of pints of milk, and they cannot speak or make verbal components of spells. On a successful save they only eat half the amount..
Inductron MK. 1
The first version of the Inductron model designed by the engineers at the Whitewater Academy. Their purpose is to encourage production in their cows, as well as retrieving and processing the milk. Due to an inexplicable bug, the Inductrons are prone to bouts of agitation and will treat people the same way.
Sea Elf Golem
Large Construct, unaligned
- Armor Class 17 (natural armor)
- Hit Points 178 (17d10+58)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
- Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non magical attacks not made with adamantine weapons; lipomantic attacks
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
- Senses passive Perception 10
- Languages Understands Common, Elven and Aquan, but cannot speak
- Challenge 10 (5900 XP)
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Aeromantic Grip. The golem can grapple up to two targets at once. At the start of their turn, a grappled target expands for three times the result of 8d8.
Aerostasis If the golem’s attack reduces a target to 0 HP, or it would burst as a result of failing a save against over-taxing, the target is instead stabilized and is expanded or contracted to be at least at their Overtaxed limit +100 lbs of air pressure. The target is unconscious and stable.
Actions
Multiattack. The Golem makes 2 slam attacks.
Slam. Melee Weapon Attack: +10, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. On hit, target expands for three times the damage dealt and is grappled (escape DC 16).
Sea Elf Golem
This large golem is an earlier, more “crude” design made by Kailene the Shimmering, when she was experimenting with trapping elemental energy into crystals. Her older designs have, of course, been refined over time as she tried to mix lipomantic and elemental energies alike. Nowadays, this model serves as a stalwart guardian of the sea elves of Mistvale, and a harbinger of destruction for their enemies.
Sea Elf Magen
Medium Construct, unaligned
- Armor Class 16 (natural armor)
- Hit Points 51 (6d8+24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 7 (-2)
- Damage Immunities poison; lipomantic attacks
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
- Senses passive Perception 10
- Languages Understands Common, Elven and Aquan, but cannot speak
- Challenge 3 (700 XP)
Actions
Multiattack. The Magen attacks twice with its trident, or makes one Lipomantic Bolt attack
Trident. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage plus 3 (1d6) lightning damage. Target fattens for twice the total damage dealt.
Lipomantic Bolt Ranged weapon attack: +4, 60 ft range, one target. Hit: 7 (2d6) lightning damage. Target fattens for double the damage dealt.
Sea Elf Magen
One of the sea elves’ more recent attempts at combating the kobold scourge, their magus and arcanists have created and improved upon their automatons and golems, meant to be used as fodder. The loss of even 1 elf life for a hundred kobolds is seen as a tragedy and it is hoped that these sleek and sturdy figures, draped in padded clothing and metal, will turn the tide in this war of attrition. These constructs, however, are not smart, and require guidance from a trained Magus to lead them.
In truth, they are Demos Magen, a construct of magical origin, with its crafting process perfected through a combination of Transmutation, Conjuration and Lipomancy. This creature’s design is a closely guarded secret, known only to Kailene the Shimmering and those who receive her teaching. Those who have witnessed them die will note how they seem to just wilt into nothing, with their suits and armor being the only thing left behind.
Soup Golem
Large Construct, Unaligned
- Armor Class 17 (natural armor)
- Hit Points 171 (18d10 + 72)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4)
- Saving Throws Str +7
- Skills Athletics +10
- Damage Resistances Piercing, Slashing
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned
- Senses Darkvision 60 ft, passive Perception 10
- Languages -
- Challenge 7 (2900 XP)
Immutable Form. The Golem is immune to any spell or effects that would alter its form.
Magic Resistance. The Golem has advantage on saving throws against spells and magical effects.
Serve Hot. The Soup within the golem is kept hot and ready to serve. If the Golem takes 10 or more cold damage at one time, this cools the soup, and any fire damage dealt by the Golem is halved until the end of its next turn. However if the Golem takes 10 or more fire damage at one time, it undoes this reduction. Additionally, fire damage dealt by the golem is always nonlethal.
Soup of The Day. Each soup golem is created around a different type of soup or stew. All feeding damage done by the golem is either slimming, average, or fatty food, which should be informed by the type of soup inside. The type a golem has is static and does not change.
Loose Lid. With mostly liquid inside, it’s bad news if it falls over. If the golem is knocked prone, it immediately loses 30 hit points as the soup spills out. Any creature currently in the pot is immediately freed.
Actions
Multiattack. The Golem can make two attacks with any combination of Soup Throw and Slam attacks, and add to the pot if it doesn't have one inside already.
Slam. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Soup Throw. Ranged Weapon Attack: +7, range 20/40 ft., one target. Hit: 5 (2d4) fire damage plus 9 (2d4+4) feeding damage.
Serve (Recharge 5-6). The Golem opens up its top and uses its ladle to hurl a big wave of soup out in a 30ft cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d4 fire damage and 6d4 feeding damage on a failed save, or half as much damage on a successful one.
Add to The Pot. The Golem makes a grapple check against an adjacent medium or smaller creature. If it succeeds, the Golem picks them up and puts them in the soup pot where they take 3d4 fire damage and 3d4 feeding damage (escape DC 15). While inside, the creature is considered grappled, blinded, and takes the same damage again at the end of each of their turns. The Golem may only have one creature grappled in this way at a time, and if the creature inside becomes unconscious it will eject them from the pot.
Soup Golem
A massive Iron Pot trundling along on smaller bucket legs, its plated oven mitts wield a huge Ladle that looks sturdy and well used. The Soup Golem is just as the name would imply, a Golem filled up with soup that it seems programmed to feed to anyone it can get its mitts on. Perhaps the result of some hungry artificer who liked to produce their worst ideas, it looks barely functional at times. It might even fall apart on its own given enough time. While likely not intended originally as a dangerous creature though, the Soup Golem is quite the threat to anyone with an empty stomach.
Softened Celestials
Examiner
Medium Celestial, Lawful Good
- Armor Class 17 (natural armor)
- Hit Points 136 (16d8 + 64)
- Speed 30 ft., fly 60 ft.
- Bulk limit 360/720/1080, Avg Weight 150 lbs. (130 lbs. base), Stomach Capacity 6 lbs.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
- Saving Throws Wis +9, Cha +9
- Skills Insight +9, Investigation +7, Perception +9
- Damage Vulnerabilities Fattening
- Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, exhaustion, frightened
- Senses darkvision 120 ft., passive Perception 19
- Languages all, telepathy 120 ft.
- Challenge 10 (5900 XP)
Divine Awareness. The Examiner knows if it hears a lie.
Magic Resistance. The Examiner has advantage on saving throws against spells and other magical effects.
Spear of Purification. The Examiner has advantage on any attacks made against creatures who have at least 1 point of corruption. When they hit a creature, the target loses one point of corruption.
Innate Spellcasting. The Examiner's spellcasting ability is Charisma (spell save DC 17). The Examiner can innately cast the following spells, requiring only verbal components:
- At will: detect evil and good, immobilize person, misty step
- 1/day each: commune, scrying, weighty retaliation
Weight of Pleasure. The hefty punishments the Examiner doles out are for others, and not themself. However, if they were to for one reason another experience fattening to themselves as they force onto others, the Examiner might begin to change their tune. If fattened past their second bulk limit, the Examiner becomes enamored by their flabby size. However, this causes them to lose their angelic power. They become unable to use any abilities and special qualities aside from their spear if they still have it. They keep their wings, but lose their fly speed. While in this state, the Examiner will continue to either be mesmerized by their own fat, other fat creatures around them, and a desire to experience even more. After one minute in this state, they vanish back to heaven to be judged for their failure.
Actions
Multiattack. The Examiner makes two melee attacks.
Celestial Spear. Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage plus 13 (3d8) radiant damage. The creature fattens equal to double the damage dealt by the attack.
Weight of Sin (Recharge 6). The Examiner targets up to three creatures it can see within 60 ft of it, forcing them to swell up with fat equal to their wrongs. Each target makes a DC 16 Wisdom save, avoiding the effect on a success. If they fail, the target fattens equal to their character level or CR, multiplied by 20. Evil or chaotic creatures fatten for twice the amount, while chaotic evil creatures fatten for three times the amount. Additionally, the creature may not take any hostile action against the Examiner until the start of the Examiner’s next turn.
Examiner
In the vaulted halls of the seven heavens, not all crimes are absolute. It is believed that many mortals simply do not understand the gravity of the wrongs they commit onto others. And so it is the duty of Examiner angels to find such creatures and study their sins. The weight of their transgressions is measured, and applied to the creature. As the weight of those examined rises to equal their wrongdoings, they are left to carry that burden and learn from it. Of course, such a system relies on the fattening mortals to see this as a punishment. Yet, how could it be seen as anything else?
Party Archon
Medium Celestial, Chaotic Good
- Armor Class 19 (Magical Breastplate)
- Hit Points 120 (16d8+48)
- Speed 30 ft., fly 60 ft.
- Bulk limit 360/720/1080, Avg Weight 160 lbs. (130 lbs. base), Stomach Capacity 15 lbs.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 17 (+3) 14 (+2) 16 (+3) 20 (+5)
- Saving Throws Con +7, Wis +7, Cha +9
- Skills Animal Handling +7, Athletics +9, Eating +11, Intimidation +9, Nature +6, Perception +7, Persuasion +9, Religion +6, Survival +7
- Damage Resistances poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 17
- Languages all, telepathy 60 ft.
- Challenge 10 (5900 XP)
Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.
Getting Chunky. Used to having a bit of pudge, the Party Archon uses whatever size she finds herself at to her great advantage.
While over her first bulk limit, she starts to let loose, and can use her guzzle action in place of an attack instead of an action, but her fly speed drops by 20ft.
While over her second bulk limit, she starts throwing her weight around, losing her dexterity bonus to AC, but gains advantage on strength saves and checks, as well as resistance to all bludgeoning, piercing, and slashing damage.
While over her third bulk limit, she truly becomes a hedonistic hotty, losing her immunity to being charmed, fly speed, and Radiant Bolt ability. However, the archon’s spear converts to a magical shish kebab, and does stuffing damage as fatty food instead of bludgeoning, and she gains resistance to all damage.
Innate Spellcasting. The archon's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The archon’s can innately cast the following spells, requiring no material components:
- At Will: detect evil and good, bless, spare the dying, doubled digestion
- 3/day each: branding smite, healing word, warding bond, Thunderous Smite, abyssal stomach
- 1/day each: haste, death ward, freedom of movement, revivify
Actions
Multiattack. The party archon makes two melee attacks. Alternatively, it can use its Radiant Bolt twice.
Rune Spear. Melee Weapon Attack: +10, reach 10 ft., one target. Hit: 11 (1d10+6) piercing damage.
Radiant Bolt. Ranged Weapon Attack: +7, Range 60 ft Hit: 10 (3d6) radiant damage.
Create Potion of Healing (3/Day). The mead archon touches a container containing 1 pint of alcohol and turns it into a potion of healing. If the potion is not consumed within 24 hours, it reverts back to its original form.
Guzzle (Recharge 3-6). The party Archon has a drinking horn at her side that looks small, but magically carries 5 gallons of divine mead inside. She drinks a pint of alcohol and chooses one of the following effects:
- Guzzle(1). The archon belches fire in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 24 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- Guzzle(2). The Archon makes a melee attack. If it hits, creatures have advantage to hit the target until the start of the Archon’s next turn.
- Guzzle(3). The archon regains 30 hit points.
Party Archon
Not all of the Celestial host hail from the austere halls of heaven. Some angelic beings are more aligned to the impulsive, chaotic side, while still upholding their battle for good. Hailing from Ysgard, Party Archons are passionate warriors that carry that same fervor into everything. When not earning glory through foe slaying, these Archons congregate in the Valiant Hall, drinking, eating, and brawling. Such creatures may appear to assist valiant fighters in need, and then join them in celebrating after. Their endless centuries of drinking and fighting mean they are just as often lithe Muscular warriors as they are softened by feasting, or most likely somewhere in between.
Prosperity Angel
Medium Celestial, neutral good
- Armor Class 16 (natural armor)
- Hit Points 153 (18d8+72)
- Speed 30 ft., fly 60 ft.
- Bulk limit 300/600/900, Avg Weight 240 lbs. (130 lbs. base), Stomach Capacity 10 lbs.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 18 (+4) 16 (+3) 18 (+4) 20 (+5)
- Saving Throws Con +8, Wis +8, Cha +9
- Skills Acrobatics +13, Animal Handling +8, Eating +8, Nature +7, Perception +8, Persuasion +9, Religion +7, Survival +8
- Damage Resistances radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 18
- Languages All, Telepathy 120 ft.
- Challenge 10 (5900 XP)
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Aura of Vitality. At the start of each of the angel’s turns, the angel and each good-aligned creature that the angel chooses within 30 feet of it regains 5 hp. This also deals 5 points of radiant damage to any undead within 30 ft at the same time. If the angel takes necrotic damage, this trait doesn’t function at the start of the angel’s next turn.
Cleansing. Prosperity Angels passively cleanse the land around them of being soiled or help it recover from being enervated of all life. Given enough time, the land will recover, and also become bountiful and abundant with life and crops. This extends to people as well. Those that spend at least a short rest within 100 ft of the angel find themselves cured of poison, and have any corruption reduced by 1. Such creatures also gain a number of diet points equal to their stomach capacity.
Innate Spellcasting. The angel’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:
- At Will: detect evil and good, bless, feed, speak with animals, doubled digestion
- 3/day each: Hold Person, detect thoughts, healing word, cure wounds, restoration, abyssal stomach
- 1/day each: create fattening food and drink, Plant Growth, Animate Snacks, Narce’s Sympathy Gain (1 Week)
Actions
Multiattack. The Prosperity Angel makes two Bountiful Gift or two Asset Slam attacks.
Bountiful Gift. Ranged Weapon Attack: +9, range 60, one target. Hit: 10 (2d4+5) fatty food damage. A gift of a good meal delivered directly to your mouth.
Asset Slam. Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage. The Angel uses her prodigious assets to assault a foe. As she grows in size, the effects of this attack also change.
Asset Slam (Burdened). Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. The Angel uses her prodigious assets to assault a foe. As she grows in size, the effects of this attack also change. The target also fattens equal to double damage dealt.
Asset Slam (Impeded). Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 18 (3d8+5) bludgeoning damage. The target also fattens equal to double damage dealt. The Angel can no longer use multiattack with this attack, but any target struck must succeed on a DC 17 Wisdom save or become Ravenous until the end of their next turn.
Asset Slam (Immobile). Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 23 (4d8+5) bludgeoning damage. The target also fattens equal to double damage dealt. The Angel can no longer use multiattack with this attack, but may choose to grapple a struck creature (Escape DC 17), a creature grappled in this way is considered restrained as well. The Angel cannot grapple more than one creature this way at a time.
Calmness. The Angel targets one humanoid it can see within 30 ft. of it. If the target can see the angel, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the angel. The charmed target regards the angel as a trusted friend to be heeded and protected, as well as accepting any food offered to them. Additionally, the creature is overwhelmed with a sense of inner peace, unable to perform hostile actions unless attacked, and finding themselves looking to lounge and eat available food. If the angel, or one of the angel’s companions attacks the target the effect ends. Otherwise, the effect lasts 24 hours or until the angel is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Prosperity Angel
While many angelic beings are called to battle by either duty or purpose, there are many ways in which celestial light may shine. For those mortals who stave off starvation in brutal winters, hold out hope in desperate sieges, or simply receive blessings from their divine patrons, they may receive help in the form of a Prosperity Angel. These blessed beings come to bring plenty to the mundane world, that they themselves embody with burgeoning curves and a soft touch. Though don’t think that they’ve no place in a battle. Abundance can be used as a weapon as well, giving their foes their just desserts. A Prosperity Angel may avoid killing a mortal by simply leaving them too soft and cuddly to fight back.
Expansive Elementals
Honey Weird
Small Construct, Chaotic Neutral
- Armor Class 12 (Natural Armor)
- Hit Points 13 (2d6+6)
- Speed 25 ft.
- Bulk limit 75/150/225, Avg Weight 100 lbs. (20 lbs. base), Stomach Capacity 5 lbs.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 14 (+2)
- Damage Immunities Poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses Darkvision 60 ft, Passive perception 10
- Languages Common, Terran
- Challenge 1/4 (700 XP)
Passive Feeder. When the Honey Weird is grappling a creature, that creature is fed 1d4 lbs of fatty food.
Actions
Sweetheart Hug. Melee Weapon Attack: +4, reach 5 ft., one target. On Hit: Target is fed 4 (1d4+2) lbs of Fatty Food. Additionally, the target is grappled (Escape DC 10), except the target may move as normal, bringing the Slime along with them.
Honey Weird
Some of the most basic of food constructs, the Honey Weirds are ultimately big sweethearts who are easy to mass produce but difficult to actually use in any meaningful way outside of a portable source of feeding. Their squishy bodies are only suited for diminutive forms, and their lackluster intellect dissuades entrusting them with any task that requires a greater than zero degree of effort from their part. What they lack strength and intellect they make up for in heart, loving energy, and complete adoration to anything and everything. And how do they show their love? Force feeding people honey of course!
Ice Cream Weird
Medium Elemental, Chaotic Neutral
- Armor Class 16 (natural armor)
- Hit Points 95 (9d8+45)
- Speed 30 ft.
- Bulk limit 190/380/570, Avg Weight 100 lbs. (0 lbs. base)
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 20 (+5) 8 (-1) 10 (+0) 8 (-1)
- Damage Resistances Cold, Force; Bludgeoning, Piercing and Slashing damage from non-magical attacks
- Damage Immunities Poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses Darkvision 60 ft, Passive perception 10
- Languages Common, Auran, Aquan
- Challenge 5 (1800 XP)
Lipomantic Conversion. Any food the Weird eats is converted into lbs of fat and any weight the Weird possesses is made up of edible ice cream fatty food that is used by its attacks.
Ice Cream Headache. Whenever a creature would take Overstuffing damage while having eaten any of the Weird's ice cream they must make a DC 13 Constitution saving throw. On a failed save they are stunned until the end of their turn. Additionally, if they are concentrating on any spells or effects, they lose concentration.
Soft Served. At the start of a creature's turn while grappled by the weird, they are automatically force fed 2d4 lbs of food.
Actions
Multiattack. The Weird can make two attacks, or use its Ice Cream Cone.
Lactose Lash. Melee Weapon Attack: +7, reach 10 ft., one target. Hit: 15 (2d10+4) cold damage. On hit, the target is grappled (Escape DC 15). The Ice Cream Weird can only grapple two creatures in this way.
Feed. Melee Attack: +7, reach 5 ft., one target. Hit: 7 (2d6) fatty food. Can only target creatures the weird is grappling.
ice Cream Weird
Cold and indifferent eyes gaze upon all those who face these frigid guardians. Designed as constructs to follow orders they are precise and direct in their actions, often taking things very literally. They tend to be cold and brash with their statements, and have a calculated approach to dispatching enemies, though their techniques often utilize overfilling them to knock them unconscious.
Lacticite Elemental
Large elemental, neutral
- 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 Vulnerabilities Thunder
- Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Damage Immunities Poison
- Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
- Senses Darkvision 60 Ft., Tremorsense 60 Ft., passive Perception 10
- Languages Terran
- Challenge 5 (1800 XP)
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Lacticite Aura. The Lacticite Elemental counts as Lacticite Ore, following the same rules for Lacticite Ore.
Lacticite Disguise. While not moving, the Lacticite Elemental is indistinguishable from Lacticite Ore deposits.
Actions
Multiattack. The elemental makes two Lacticite slam attacks.
Lacticite Slam. Melee Weapon Attack: +10, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. Target lactates twice the amount of damage as milk within their chest.
Lactitice Elemental
Made of the same strange milky metal ore that powers magical milk weaponry of the Yesun, these elemental spirits often patrol around such deposits. They are very much like earth elementals, being their cousins, but both more fragile, and more dangerous for to one's ability to control their breasts.
Marshmallow Weird
Medium Elemental, Chaotic Neutral
- Armor Class 14 (natural armor)
- Hit Points 90 (12d8+36)
- Speed 30 ft.
- Bulk limit 170/340/510, Avg Weight 100 lbs. (30 lbs. base)
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 2 (-4) 10 (+0) 8 (-1)
- Damage Resistances Fire, Force; Bludgeoning, Piecing and Slashing from nonmagical attacks
- Damage Immunities Poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses Darkvision 60 ft, Passive perception 10
- Languages Draconic, Common
- Challenge 5 (1800 XP)
Lipomantic Conversion. Any food the Weird eats is converted into lbs of fat and any weight the Weird possesses is made up of edible marshmallow fatty food that is used by its attacks.
Heated Expansion. Whenever the Weird is hit by Fire Damage, it expands to a size larger. When the Weird reaches size Gargantuan, it explodes with Lipomantic energy, every creature within 30 ft of the Weird must make a DC 13 Dexterity saving throw. On a failed save, the creature gains 15d10 lbs of fat. Its Bulk scales with the size it is.
Marshmallow Expansion. Whenever a creature has food from the Weird in its stomach, any time they take fire damage causes the food to expand by 1d8 lbs.
Actions
Multiattack. The Weird can make two toasty touch attacks or one force feed attack.
Force Feed. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 4 (1d8) Fatty Food. For each size above medium the weird is, the target eats another 1d8 fatty food.
Toasty Touch. Melee Attack: +7, reach 5 ft., one target. Hit: 1 fire damage. For each size above medium the weird is, the damage is 1 higher.
Marshmallow Weird
Warm and caring, though a bit airy in the head, the Marshmallow Weirds are strange confluences of pyromantic energies of fire and warmth and the high calorie hi-jinx of lipomantic magics. Created by mages, they often have a singular mind about getting tasks done. Often times that mind is dedicated to the thought of "make people big" and "make people fat", while entertaining additional orders that fall within the purview of those intentions. The particular fluffy mix of sticky marshmallow is highly reactive to heat, expanding greatly in the presence of any source of signifigant warmth. They utilize this to double the size of meals already ingested by their foes in their pursuit of making them big and round. Of course, mages worry on what happens should two decide to try and mutually warm one another up.
Voxurite Elemental Myrmidon
Large elemental, neutral
- Armor Class 18 (vox plate armor)
- Hit Points 127 (17d8+51)
- Speed 40 ft.
- Bulk limit 720/1440/2160, Avg Weight 1300 lbs. (800 lbs. base), Stomach Capacity 20 lbs.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 20 (+5)
- Saving Throws Str +9, Wis +7, Cha +8
- Skills Arcana +6, Athletics +9, Insight +7, Perception +7, Persuasion +11
- Damage Vulnerabilities Attacks made with Cold Iron weapons
- Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
- Damage Immunities poison
- Condition Immunities paralyzed, petrified, poisoned, prone, charmed
- Senses darkvision 60 ft., passive Perception 10
- Languages Terran, one language of its creator's choice
- Challenge 7 (2900 XP)
Vox Touch. At the start of the Voxturite Elemental Myrmidon’s turn, any creature grappled by it fattens for 5d10 pounds.
Vox Eruption. Upon reaching 0 hit points, the Voxturite Elemental Myrmidon explodes into lipomantic charged shards. Creatures within a 20 ft radius of the explosion must make a DC 15 dexterity saving throw or fatten for 2d100 pounds or half on a successful saving throw. The Voxturite forming this Myrmidon becomes inert after this explosion.
Actions
Multiattack. The myrmidon makes two Vox Fist attacks.
Vox Fist. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 11 (2d6+4) force damage and the target is grappled (DC 14 escape) if the Voxturite elemental myrmidon has a free hand. Target fattens for twice the amount of damage dealt.
Vox Punch (Recharge 5-6). The myrmidon makes one Vox Fist attack. On a hit, the target takes an extra 22 (4d10) force damage and fattens for twice the amount. The target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is grappled by the Myrmidon, it is no longer grappled and knocked back 30 ft.
Voxturite Elemental Myrmidon
Combination of a lipomantic elemental and the same rituals to create any other elemental Myrmidon. However certainly the kind of mage to create one of these must have surely be even more crazed. The combination of an earth elemental with the fattening power of Voxturite ore is a truly dangerous combination to waistline and adventurer alike.
Flabby Fae
Eridanus Spirit
Medium Fey, Chaotic Neutral
- Armor Class 16 (natural armor)
- Hit Points 112 (15d8+45)
- Speed 30 ft, 60 ft swim
- Bulk limit 130/260/390, Avg Weight 130 lbs. (100 lbs. base), Stomach Capacity 5 lbs.
- Pressure limit 160/320/480
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 18 (+4)
- Damage Resistances Acid, Cold, Fire; Bludgeoning, Piercing and Slashing from non-magical attacks
- Senses Darkvision 60ft, PP 11
- Languages Sylvan, Aquan
- Challenge 6 (2300 XP)
Fluid Form. While in water, the spirit can Dash, Disengage, or Dodge as a bonus action.
Aquatic Movement. While in water, the spirit can Dash, Disengage, or Dodge as a bonus action.
Bloating Magics. When the spirit deals damage with spells that do not normally cause a target to bloat, they bloat with water for five times the damage dealt.
Innate Spellcasting. The Eridanus Spirit’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Eridanus Spirit can innately cast the following spells, requiring no components:
- At Will: Drenching Mote, Shape Water
- 3/day each: Weather Ball, Wall of Water
Actions
Bloating Strike. Melee Weapon Attack: +6, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. The target bloats for 4 times the damage dealt.
Eridanus Spirit
Rivers have always been a place of great importance and beauty. Rivers flow from great mountain peaks, bringing water down to the lowlands, where it merges back into the sea in the great cycle of water. Drawn to the beauty of such systems are fey with a particular affection for the water, and a protective nature of their rivers. Tending to hold territory for great stretches of river, these spirits bloat those who trespass, delighting in watching sloshing forms struggle to escape, on occasion keeping some as delightful playthings. While humanoid in form, they are as fluid as the rivers they live in, being able to weave in and out of combat with all the swiftness of a rapid.
Fruity Dryad
Medium fey, neutral
- Armor Class 13 (natural armor)
- Hit Points 65 (108+10)
- Speed 30 ft
- Bulk limit 120/240/360, Avg Weight 130 lbs. (90 lbs. base), Stomach Capacity 4 lbs.
- Pressure limit 130/260/390
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 18 (+4)
- Skills Perception +4, Stealth +3
- Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from non-magical attacks
- Damage Immunities cold, poison
- Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses darkvision 60 ft., tremor sense 60 ft., passive Perception 22
- Languages Sylvan, Elven
- Challenge 3 (700 XP)
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger
Actions
Multiattack. The Dryad makes two Vine Whip attacks
Vine Whip. Melee Weapon Attack: +6, reach 15 ft., one target. Hit: 11 (2d6+4) piercing damage. Target bloats for double the damage with fruit juice.
Song of Swelling. The Dryad lets out a magical song, causing swelling in those it affects. A target that can hear the dryad, who is within 60 ft of the dryad must make a DC 14 Constitution Saving throw or bloat with 1d100*2 lbs of fruit juice, or half as much on a successful save.
Fruity Dryad
Through the forests of the endless wilds, a song can be found through the wind and between the trees. Lush forests with heavy rainfall breeds a unique form of Dryad. Saturated with the magic of water, these Dryads hone the power of pressure to their own gain. Vain and adoring of humanity, they seek eternal companionship. Many seek out charms and enchantment to catch their prey. These sing out an enchanting song, which bloat out hapless humans with fruity juice, to be kept in their groves, juiced to sustain the dryads and to keep them captive.
Grapebomber
Small fey, chaotic neutral
- Armor Class 8
- Hit Points 28 (8d6)
- Speed 40 ft.
STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 10 (+0) 6 (-2) 16 (+3) 6 (-2)
- Saving Throws Dex +6
- Skills Stealth +6
- Damage Vulnerabilities fire
- Damage Resistances poison, acid
- Condition Immunities charmed, exhausted, unconscious
- Senses passive Perception 13
- Languages Understands Sylvan but cannot speak it
- Challenge 3 (700 XP)
Cunning Action. On each of its turns, the grapebomber can use a bonus action to take the Dash, Disengage, or Hide action.
Ambusher. In the first round of combat, the grapebomber has advantage on attack rolls against any creature it has surprised.
Sneak Attack (1/turn). The grapebomber deals an extra 3 (1d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the grapebomber that isn't incapacitated.
Natural Camouflage. A grapebomber has advantage on Dexterity (Stealth) checks made in the forest. Creatures who attack a target that cannot see them have advantage on their attack roll.
Actions
Multiattack. The grapebomber can use its grape pelter action three times.
Grape Pelter. Ranged Weapon Attack: +6, range 60 ft., one target. Hit: 6 (1d4+4) acid damage. The target bloats with grape juice for an amount equal to four times the damage dealt.
Grapebomber
Of the fey, it is known that they’re crafty, and often times annoying. The grapebomber fits that description to a T. A highly territorial creature, it exists in places teeming with vegetation. Areas which have likely never been visited by a person before. There, they make their cottages. Out of dirt mounds on the floor, or by carving out tree trunks. Any and all intruders are repelled with an, often unexpected, barrage of enchanted grapes, that explode into a blast of acidic fluids on impact.
Great Mother
Large fey, chaotic neutral
- Armor Class 17 (natural armor)
- Hit Points 204 (24d10+72)
- Speed 40 ft.
- Bulk limit 720/1440/2160, Avg Weight 1300 lbs. (800 lbs. base), Stomach Capacity 20 lbs.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 20 (+5)
- Saving Throws Str +9, Wis +7, Cha +8
- Skills Arcana +6, Athletics +9, Eating +7, Insight +7, Perception +7, Persuasion +11
- Damage Vulnerabilities Attacks made with Cold Iron weapons
- Damage Resistances poison; bludgeoning, piercing and slashing from nonmagical attacks
- Condition Immunities charmed, paralyzed, poisoned
- Senses darkvision 120 ft., passive Perception 17
- Languages Common, Druidic, Elven, Sylvan, Terran
- Challenge 12 (8400 XP)
Magic Resistance. The Great Mother has advantage on saving throws against spells and other magical effects.
Loving Softness. A beacon of loving energy, the Great Mother creates extra comforting weight in all those around her. Any weight gain caused directly by the Great Mother is doubled. However, she herself is subject to this effect, and any weight gain involving dice the Mother experiences is quadrupled.
Matronly Mass. As the Great Mother fattens, her ministrations only become harder to resist. While over her impeded bulk limit, all DCs for her abilities and spells increase by +2. Additionally, any hug attacks she makes are made with advantage, while any attempts to escape being grounded by her are made with disadvantage.
Innate Spellcasting. The Great Mother’s innate spellcasting ability is Charisma (spell save DC 15, +9 to hit with spell attacks). The Great Mother can innately cast the following spells, requiring no components:
- At Will: Light, Mending, Dancing Lights, druidcraft, goodberry, Abyssal Stomach, Doubled Digestion (24 hrs)
- 3/day each: Weighty Retaliation, Resize, Immobilize Person, Sunlight Salve, Feed (3rd level), Revivify, Plant Growth
- 1/day each: Expanding Edict, Fatnap, Grand Capacity, Create Fattening Food and Drink, Inertia Rush, Dispel Magic, Greater Restoration
Actions
Multiattack. The Great Mother can make two attacks with any combination of Hug and Lecture attacks.
Hug. Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 15 (3d6+5) bludgeoning damage. Target fattens for double damage taken. This attack is non-lethal in all contexts.
Lecture. Ranged Attack: +9, range 60, one target. Hit: 12 (3d4+5) Psychic damage. Target fattens for double damage taken. The target fattens equal to double the damage dealt. This attack is non-lethal in all contexts.
Grounded. Deciding that someone in particular is in need of some punishment, the Great Mother can use her movement to enter the spaces of large or smaller creatures. When she stops, she goes prone on top of any creatures within her space who then make a Dexterity Saving throw (DC 15) to avoid being sat on. A creature that succeeds on this save is forced to move out of the Great Mother’s space. Any creatures that fail this save fall prone and are restrained (escape DC 16) until the Great Mother moves. While restrained in this way, creatures had disadvantage on saves to any spells cast on them by the Great Mother.
Mother's Care. The Great Mother targets one humanoid that she can see within 30 feet of her. If the target can see the Great Mother, it must succeed on a DC 15 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected so that she can in turn protect and nurture the creature. Although the target isn't under her control, it takes the Great Mother’s requests or actions in the most favorable way it can.
In addition, a humanoid affected by this is overtaken with a desire to let the Great Mother take care of them, accepting her actions to feed and fatten them. Any eating checks made to overeat are considered to have rolled a 20.
Each time the Great Mother or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect allows another save every 24 hours or until the Great Mother dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the effect for the next 24 hours.
The Great Mother can have as many creatures under the effect as she likes, but must wait 24 hours before using the ability again if she successfully charms a target for the first time.
Great Mother
Fey are strange creatures with even stranger whims. Their interactions with mortals can prove equally difficult to fathom what they want. Some are more straightforward in their desire, if still clearly otherworldly in their actions. Great Mothers are a particular type of fey that see themselves as caretakers of nature, and especially mortal charges that come their way. This care isn’t always in the best interest of their mortal charges though, and more about what the fey thinks they need. Often this involves making sure her mortal play things are well taken care of and spoiled rotten with excess. This inevitably results in them growing soft and complacent in her care, just the way she wants them to be.
Hungering Humanoids
Candy Enforcer
Medium Humanoid (Candy-folk), Any Alignment
- Armor Class 18 (Plate)
- Hit Points 120 (16d8+48)
- Speed 30 ft.
- Bulk limit 170/340/510, Avg Weight 150 lbs. (110 lbs. base), Stomach Capacity 8 lbs.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 12 (+1) 16 (+3) 12 (+1)
- Saving Throws Str +7, Con +6
- Skills Intimidation +4, Perception +6
- Senses passive Perception 16
- Languages Common
- Challenge 6 (2300 XP)
Combat Maneuvers The Enforcer has access to various maneuvers which allow them to excel in combat. When they land an attack they can use these maneuvers 5 times in total, and can only use a single maneuver per attack.
Tripping Attack. When the Enforcer hits a creature with a weapon attack, it may expend one maneuver to attempt to knock the target down. Add 1d10 to the damage roll, and if the target is Large or smaller, it must make a DC 14 Strength Saving Throw. On a failed save, they are knocked prone
Disarming Attack. When the enforcer hits a creature with a weapon attack, it can expend one maneuver to attempt to disarm the target, forcing it to drop one item of your choice that it is holding. You add 1d10 to the attacks damage roll, and the target must make a DC 14 Strength saving throw. On a failed save, it drops the object. The object lands at its feet.
Actions
Multiattack. The Enforcer may make two attacks on its turn
Sugar Spray (Recharge 6). The Enforcer sprays sugar into the eyes of their foe to blind them and make them vulnerable. A target within 15 ft of the Enforcer must make a DC 14 Constitution saving throw or become blinded for the next minute. A creature may remake the save at the end of their turn.
Pirulín Baton. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.
Feast. Melee Weapon Attack: +7, range 5 ft, one target. Hit: Target is fed 7 (1d6+4) lbs of fatty food.
Bonus Actions
Enforcers Command. As a bonus action, the Enforcer can command a unit under their command to perform their duty. The enforcer may select one creature within 30 ft that can see and hear it, and grants it advantage on its next attack roll.
Reactions
Ripost When a creature misses the Enforcer with a Melee attack, the Enforcer can use its reaction and expend one maneuver to make a melee weapon attack against that creature. If you hit, add 1d10 to the attacks damage roll.
Candy Enforcer
The Candy Lands are a peaceful place of little strife, most of the time. Yet even the most docile of kingdoms still require means of law. These enforcers are the Candy Lands best and brightest, sturdy in fist and stalwart in resolve. They never strive to kill, simply knock lawbreakers unconscious, or leaving them too full to resist. A master of tactics and maneuvers, they know just how to change the battlefield to their benefit.
Demolitionist Ranger
Medium Humanoid, Any Alignment
- Armor Class 16 (Studded Leather)
- Hit Points 135 (18d8+54)
- Speed 30 ft.
- Bulk limit 140/280/420, Avg Weight 150 lbs. (110 lbs. base), Stomach Capacity 9 lbs.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 8 (-1)
- Saving Throws Str +5, Dex +8
- Skills Acrobatics +8, Perception +7, Survival +7
- Senses passive Perception 17
- Languages Any two languages
- Challenge 8 (3900 XP)
Stabilizing Shot. The Demolitionist Ranger may sacrifice all its movement at the start of its turn, adding their Wisdom Modifier to damage rolls until it moves or is moved.
Actions
Multiattack. The Ranger may make two attacks on its turn
Fat Gas Canister (Recharge 6). The Ranger chooses a point within 100 ft of themself. They fire a great-arrow at that point, which releases a fattening gas in a 30 ft radius sphere for the next minute. When a creature enters the gases area for the first time on a turn or starts its turn there, they must make a DC 15 Constitution saving throw. On a failed save, they take 6d6 poison damage and gain twice as much in lbs of fat, half as much on a successful save..
Great-Arrow. Ranged Weapon Attack: +8, reach 150/600, one target. Hit: 11 (2d6+4) piercing damage. This attack deals double damage to structures.
Blubber Bolt. Ranged Weapon Attack: +8, range 150/600 ft, one target. Hit: Target gains 28 (8d6) lbs of fat.
Bonus Actons
Locked On. As a bonus action, the Ranger can designate a target as the target of its attention. While marked, the creature takes an additional 1d6 damage, and fattens for double the amount it normally would from effects originating from the ranger
Grapple Shot. As a bonus action, the Ranger can move quickly across the battlefield. They can move 60 ft to a location they can see, so long as there is a surface they can see to grapple onto it. They cannot use this ability if they are impeded or higher.
Demolitionist Ranger
The crack of a tensed bow, and the shattering of the environment around them. These rangers are designed to be large, in charge, and destructive. Their surefooted stance allows them to hunker down and launch arrows far greater than most would be able to wield, striking down buildings and foes alike. Skilled in utilizing lipomancy to their benefit, they can impede their foes with lipomantic magics. Can’t hide behind cover if it's left to splinters, can’t hide behind those splinters if they’re wider than their cover.
Diet Duelist
Medium Humanoid, Any Alignment
- Armor Class 16 (Breast Plate)
- Hit Points 105 (14d8+42)
- Speed 30 ft.
- Bulk limit 170/340/510, Avg Weight 150 lbs. (110 lbs. base), Stomach Capacity 5 lbs.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Str +7, Con +6
- Skills Athletics +7, Insight +3, Perception +3
- Senses passive Perception 13
- Languages Any two languages
- Challenge 6 (2300 XP)
Slimming Strike (1/turn) When the duelist hits with an attack, the duelist employs an ancient technique of their knight school to use an enemy's bulk against them. The target must make a DC 14 Strength Saving Throw. On a failed save, the target slims for 5d10 lbs, and the Duelist gains that much in bulk, gains +2 to its hit bonus and damage, and gains 2d6 temporary hit points until the end of the duelist’s next turn. If the target is burdened, this bonus lasts for two turns and the temporary hit points gained becomes 3d6. If the target is impeded or higher, the bonus lasts for three turns and the temporary hit points gained becomes 4d6.
Actions
Multiattack. The Enforcer may make two attacks on its turn
Longsword. Melee Weapon Attack: +7, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.
Reactions
Parry The Duelist gains +2 to its armor class until the start of its next turn
Lipomantic Deflection The Duelist repels lipomantic effects, being able to counter any spells or effects that would cause it to gain or lose weight, be fed food, or otherwise change its current bulk
Diet Duelist
Fat is power, a fact that many have learned through their time in Argonath. The duelists seem keenly aware, having learned a unique style of swordsmanship which allows them to draw strength from their opponents. This unique ability does come with the downside that they take on this weight, a vicious balance between keeping themselves armored and gaining the weight that gives them strength.
Flash Kick
Medium Humanoid, Any Alignment
- Armor Class 16 (Natural Armor)
- Hit Points 63 (14d8)
- Speed 40 ft.
- Bulk limit 120/240/360, Avg Weight 120 lbs. (110 lbs. base), Stomach Capacity 2 lbs.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 10 (+0) 10 (+0) 16 (+3) 10 (+0)
- Saving Throws Str +4, Dex +6
- Skills Acrobatics +6, Athletics +4, Performance +2
- Senses passive Perception 13
- Languages Any one language
- Challenge 4 (2300 XP)
Restricted Moveset. Due to the agile nature of their fighting style, they cannot access some of their moves if their limbs are thickened with fat. If the Flash Kick is Impeded or above, they cannot perform their Stun Kick or Axe Kick moves; additionally, they gain access to their Butt Slam attack
Actions
Multiattack. The Flash Kick can make two attacks, and can substitute one of these attacks with a Stun Kick or Buttslam
Stun Kick (Recharge 6). The Flash Kick thrusts upwards with a surprise strike against their opponents jaw, the sudden strike causing them to stagger. A creature must succeed on a DC 14 Constitution saving throw or becomes Stunned until the end of their turn.
Axe Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. On hit: 14 (3d6+4) Bludgeoning damage
Sweep Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. On hit: 7 (1d6+4) bludgeoning damage. The target must make a DC 15 Strength Saving Throw or be knocked Prone.
Butt Slam (Impeded or above only). Using their newfound bulk, they try to use their weight to crush their opponents. A prone target must succeed a DC 15 Dexterity saving throw or take 3d6+4 bludgeoning damage, half as much on a successful save.
Flash Kick
Martial artists skilled in using their legs as their deadliest weapons. Swift kicks from high and low, disables and strikes hard at their foes. Yet, these swift agile fighters do have some minor downsides to their swift styles, as it requires a rather sleek physique to pull off. Adding weight to their legs slows their movements and makes them grow sluggish. If they are too thick in the thigh, they are clever enough to consider alternative means of attack
Flux Striker
Medium Humanoid, Any Alignment
- Armor Class 15 (Natural Armor)
- Hit Points 119 (14d8+46)
- Speed 40 ft.
- Bulk limit 160/320/480, Avg Weight 140 lbs. (110 lbs. base), Stomach Capacity 9 lbs.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
- Saving Throws Str +5, Con +7
- Skills Athletics +5, Perception +4
- Damage Resistances Bludgeoning, Piercing, or Slashing damage from non-magical attacks
- Senses passive Perception 14
- Languages Any one language
- Challenge 8 (3900 XP)
Actions
Multiattack. The Flux Striker can make 3 attacks
Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. On hit: 7 (1d6+4) Bludgeoning damage. Target fattens for double the damage.
Bonus Actions
Strike The Flux Striker may make an extra attack if it makes a Strike attack on its turn.
Lipomantic Slam. At the end of its turn, the Flux Striker can use its Bonus Action to prepare a massive blast of lipomancy. On its next turn the first hit fattens the target for an additional 20d10 lbs. If they cannot hit an attack by the end of its next turn, the Flux striker gains that weight instead.
Reactions
Retaliatory Strike. When the Flux Striker is hit by an attack, it can use its reaction to make an attack on a creature within range.
Flux Striker
Unique brawlers, the Flux Strikers utilize lipomancy in their strikes to fatten their opponents. Tough and stretchy skin makes them hard to damage, yet fat sticks to their figures all the same. Their arms can extend out further than most would anticipate, making it difficult to escape a brawl with these Fleshbound foes. They can utilize their innate lipomantic abilities to charge a greater strike against their foes, yet should they not find a way to release their blubbery blow, the energies would be released back onto their own figures.
Gingerbread Knight
Small Humanoid (Candy-folk), Lawful Neutral
- Armor Class 18 (Chain Mail and Shield)
- Hit Points 13 (3d6+3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 12 (+1) 10 (+0) 6 (-2) 10 (+0)
- Damage Immunities Poison
- Senses passive Perception 8
- Languages Common
- Challenge 1/2 (100 XP)
Food Composition. The knight is made of gingerbread. Any creature that hits the knight with a bite attack eats 1d4 pounds of fatty food, doubled on a critical hit.
Fragile Defenses. The gingerbread knight’s AC lowers by 4 if it falls below 7HP.
Lipomantic Form. Any magic or effect that would feed or cause the knight to gain weight instead makes it recover 1/10th of that amount as HP, rounded up.
Actions
Candy Sword. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage plus the target is fed 4 (1d4+2) lbs of fatty food. If this attack is a critical hit, the fragile sword breaks, forcing the target and anyone within 5 ft. of them to roll a DC 11 Dexterity Saving Throw to avoid eating 1d4+2 lbs of fatty food.
Unarmed Strike. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 3 (3) Bludgeoning damage.
Gingerbread Knight
The gingerbread knights are most adapted to life in the candy lands. They have a very black-and-white morality system, never showing an ounce of flexibility.
Gingerbread Officer
Medium Humanoid (Candy-folk), Lawful Neutral
- Armor Class 18 (Plate)
- Hit Points 32 (5d8+10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 10 (+0) 6 (-2) 10 (+0)
- Damage Immunities Poison
- Senses passive Perception 8
- Languages Common
- Challenge 2 (450 XP)
Food Composition. The knight is made of gingerbread. Any creature that hits the knight with a bite attack eats 1d4 pounds of fatty food, doubled on a critical hit.
Fragile Defenses. The gingerbread knight’s AC lowers by 4 if it falls below 17HP.
Lipomantic Form. Any magic or effect that would feed or cause the knight to gain weight instead makes it recover 1/10th of that amount as HP, rounded up.
Actions
Multiattack The officer makes two attacks on its turn.
Candy Sword. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus the target is fed 5 (1d4+3) lbs of fatty food. If this attack is a critical hit, the fragile sword breaks, forcing the target and anyone within 5 ft. of them to roll a DC 11 Dexterity Saving Throw to avoid eating 1d4+3 lbs of fatty food.
Unarmed Strike. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 4 (4) Bludgeoning damage.
Officer’s Command. The officer can command an ally that can understand one of its languages (can’t be another gingerbread officer) into action. The ally immediately performs a single weapon attack and gains +2 temporary AC until the start of the officer’s next turn.
Gingerbread Knight
In charge of armies of gingerbread knights stands the officer. While they seem to hold themselves stronger and more confident, their morality and inflexibility is the exact same.
Girth Devotee
Medium Humanoid, Any Alignment
- Armor Class 10 (Clothing)
- Hit Points 9 (2d8)
- Speed 30 ft.
- Bulk limit 100/200/300, Avg Weight 110 lbs. (110 lbs. base), Stomach Capacity 2 lbs.
- Pressure limit 100/200/300/400
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+4) 10 (+0) 14 (+2) 11 (+0)
- Skills Medicine +4, Religion +2
- Senses passive Perception 12
- Languages Common, Primordial
- Challenge 1/4 (50 XP)
Spellcasting. The Girth Devotee’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Devotee has the following cleric spells prepared:
- Cantrip (at will): Exhalation, Rimwind, Thaumaturgy
- 1st level (3 slots): Cure Wounds, Depressurize, Pump
Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. On hit: 3 (1d6) Bludgeoning damage.
Girth Devotee
These novice students of the Girth domain channel expansive energies into their spells to bolster allies and hamper foes.
Gluttonous Grenadier
Medium Humanoid, Any Alignment
- Armor Class 15 (Leather)
- Hit Points 91 (12d8+28)
- Speed 30 ft.
- Bulk limit 130/260/390, Avg Weight 140 lbs. (110 lbs. base), Stomach Capacity 8 lbs.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 10 (+0)
- Saving Throws Con +6, Int +7
- Skills Perception +4
- Senses passive Perception 14
- Languages Any two language
- Challenge 6 (2300 XP)
Unveiling Goggles. The Grenadier does not suffer any penalties from Light Obscurement or Heavy Obscurement
Spellcasting. The Gluttonous Grenadier is a 9th level Artificer. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The Grenadier has the following spells prepared:
- Cantrip (At Will): Flabshock, Thunderclap
- 1st (4 slots): Feed, Chaotic Corpulence, Feather Fall
- 2nd (3 slots): Asset Barrier, Weighty Ward, Blur
- 3rd (2 slots): Overabundance, Fly, Dispel Magic
Actions
Multiattack. The Grenadier can make two attacks on its turn.
Gas Grenade (Recharge 5-6). The Gluttonous Grenadier tosses a grenade of various effects. Pick one from: Hungering Gas, Obscuring Gas, or Fattening Gas. Only one of each of these can be active at a time, the effect ending if it's reapplied elsewhere.
- Hungering Gas. The Grenadier launches a grenade full of a unique blend of magics which makes those hit ravenously hungry. The Grenadier chooses one creature within 60 ft of it, and has them make a DC 14 Wisdom saving throw or become Ravenous. They may remake this save at the end of their turn.
- Obscuring Gas. The Grenadier throws a grenade full of obscuring smoke. At a point within 60 ft of the Grenadier a 10 ft radius sphere of smoke appears, which counts as Heavy Obscurement. The gas lingers at that location for a minute, or until a source of wind blows it away.
- Fattening Gas. The Grenadier unleashes a grenade full of agitated Voxturite. At a point within 60 ft of the Grenadier a 20 ft radius sphere of fattening gas appears. Any creature that enters the gas for the first time or starts its turn there must make a DC 15 constitution saving throw or gain 4d10 lbs of fat, half as much on a successful save. The gas lingers at that location for a minute, or until a source of wind blows it away.
Voxturite Shrapnel Bomb. Ranged Weapon Attack: +7 to hit, Range 20/60 ft, one target. On Hit: 10 (1d12+4) Piercing damage, target fattening for double the damage dealt.
Reactions
Assisting Brilliance (4/day). In a flash of genius the Grenadier provides assistance to allies under fire. The Grenadier can grant +4 to any saving throw another creature makes within 30 ft of it.
Gluttonous Grenadier
Gas dissipates as a lone figure marches through the miasma of enchanted air. A grenadier, unique in their kind, specialized in making bombs and explosives of the fattening variety. Tossing hazardous orbs to their enemies to control the battlefield. Yet through it all they march through mist and gas alike, unfazed, unaffected, unafraid.
Goblin Slammer
Small Humanoid (Goblin), Any Alignment
- Armor Class 12 (Skimpy Leather)
- Hit Points 26 (4d6+12)
- Speed 30 ft.
- Bulk limit 150/300/450, Avg Weight 420 lbs. (40 lbs. base), Stomach Capacity 7 lbs.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
- Senses passive Perception 11
- Languages Common, Goblin
- Challenge 1 (200 XP)
Cushioned Fall. If the Slammer falls 10 or more feet onto a target, they deal an additional 2d6 bludgeoning damage and ignore any fall damage. Additionally, if they are Impeded or above, the target must succeed a DC 12 Constitution saving throw or be Stunned until the end of their next turn.
Actions
Bubble Butt Bump. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. On hit: 6 (1d6+3) Bludgeoning damage. Target must make a DC 11 Strength Saving Throw to resist being knocked Prone.
Goblin Slammer
Goblins are known for their sneaky habits, ambushes and surprise attacks to make up for their lacking size. One habit taught by their cousin the Bugbear was to drop down from above. Many are occupied with the treats on the ground and they ignore what lurks above. So, goblins happily dropped from trees and cliffs onto their enemies with daggers drawn and cries readied. That was until Bertha “The Wide Hip” went on a raid with the other goblins. The sheer mass of her ass caused the branch she sat on to snap under her. The rest of the raiding party assumed that the gig was up, until they found that she accidentally landed on this caravan's heavily armored guard, and the weight of her sizable ass caused him to be knocked out in a moment! From there, a new tactic was born, to bring along the heftiest among them to knock the daylights out of those they wish by landing on them. So far, it’s been successful
Harvest Berserker
Medium Humanoid, Any Chaotic Alignment
- Armor Class 13 (Hide)
- Hit Points 67 (9d8+27)
- Speed 30 ft.
- Bulk limit 165/330/495, Avg Weight 150 lbs. (110 lbs. base), Stomach Capacity 5 lbs.
- Pressure limit 145/290/435/580
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
- Senses passive Perception 10
- Languages Any One Language
- Challenge 2 (450 XP)
Reckless. At the start of its turn, the harvest berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Thorn Spear. Melee Weapon Attack or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 20/60, one target. On hit: Target bloats for 41 (5d12+9) lbs of juice.
Grassaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. On Hit: 9 (1d12+3) Slashing damage. Target Bloats for three times the damage dealt.
Bonus Actions
Tools of the Harvest. As a bonus action, the Harvest Berserker may summon their Thorn Spear. The weapon can be dismissed as a free action, and disappears if the wielder is incapacitated or killed.
Harvest Berserker
Lurking in the wilds, these berserkers make use of their intense connection to the land around them to threaten the wellbeing and waistlines of those who trespass in their domain by filling them beyond their limits with juice from their spears and axes.
Harvest Warrior
Medium Humanoid, Any Alignment
- Armor Class 12 (Hide)
- Hit Points 11 (2d8+2)
- Speed 30 ft.
- Bulk limit 125/250/375, Avg Weight 130 lbs. (110 lbs. base), Stomach Capacity 3 lbs.
- Pressure limit 115/230/345/460
STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1)
- Senses passive Perception 10
- Languages Any One Language
- Challenge 1/8 (25 XP)
Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Thorn Spear. Melee Weapon Attack or Ranged Weapon Attack: +1 to hit, reach 5 ft. or 20/60, one target. On hit: Target bloats for 22 (3d12+3) lbs of juice.
Bonus Actions
Tools of the Harvest. As a bonus action, the Harvest Berserker may summon their Thorn Spear. The weapon can be dismissed as a free action, and disappears if the wielder is incapacitated or killed.
Harvest Warrior
These warriors make use of their unique blessing to immobilize their foes, preferring to capture them instead of kill. Immobilized foes are then taken back to their camp, where they can be used for the good of the tribe.
Candied Kobold
Small Humanoid (Kobold), Lawful Evil
- Armor Class 13 (Natural Armor)
- Hit Points 22 (4d6+8)
- Speed 30 ft.
- Bulk limit 75/112/150, Avg Weight 50 lbs. (40 lbs. base), Stomach Capacity 4 lbs.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
- Senses Darkvision 60 ft., passive Perception 10
- Languages Common, Draconic
- Challenge 1 (200 XP)
Delicious. A creature has disadvantage on checks made to resist eating the Candied Kobold, and Advantage on checks made to eat the Kobold.
Actions
Calorite Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. On hit: 5 (1d4+3) Piercing damage, and is fed an amount of fatty food equal to damage dealt.
Be Swallowed. The Kobold attempts to be eaten by a target by leaping into their mouths and working their way into the targets belly. The target must make a Constitution Saving Throw DC 12 to resist eating the Kobold. While eaten this way, the Kobold counts as 1/10th of their total weight in super fatty food (3 DP).
Candied Kobold
A strange confluence of lipomantic energies suffuse certain populations of Kobolds, leading to an interesting alteration to their physiology. Their scales crystalize into sweet sugary shards, as they become oh so delicious and rather calorie dense. They also gain the uncanny ability to regenerate back at their nests, but only should they be consumed whole by other sapient creatures. They don’t question it, instead seeking out creatures to swallow them whole to incapacitate and fatten them up. Once a target is fattened off their numerous figures, they bring them over to their leader to join their own wondrous form.
Kobold Warrior
Small Humanoid (Kobold), Chaotic Neutral
- Armor Class 17 (Chain Shirt & Shield)
- Hit Points 22 (4d6+6)
- Speed 30 ft.
- Bulk limit 110/220/330 (starts with 10 Bulk), Avg Weight 45 lbs. (25 lbs. base), Stomach Capacity 2 lbs.
- Flex limit 125/250/375 (starts with 10 Flex).
- Pressure limit 135/270/405.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
- Skills Perception +2, Stealth +4
- Sensesdarkvision 60 ft., Passive Perception 12
- Languages Common, Undercommon, Draconic
- Challenge 1 (200 XP)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Formation Tactics. The kobold has advantage on saving throws or checks against being Charmed, Frightened, Grappled or Restrained while it is within 5 feet of another kobold.
Actions
Voxturite Shortspear. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If hit, the target fattens for twice the damage dealt.
Voxturite Shortspear (throw). Ranged Weapon Attack: +4, range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage. If hit, the target fattens for twice the damage dealt.
Kobold Warrior
These kobolds are unlike the usual ones adventurers and heroes have fought. To many, a kobold is weak and scrawny. These however, come from a different breed. Standing a few inches taller than an average kobold, their physique is sturdier, if a little chubby. Well fed and well armed, hardened by years of toiling happily underground, the kobolds of Yrsyth’s army are battle-ready and well-disciplined. They make for a most excellent fighting force.
Kobold Champion
Small Humanoid (Kobold), Chaotic Neutral
- Armor Class 17 (Chain Shirt & Shield)
- Hit Points 34 (6d6+12)
- Speed 30 ft.
- Bulk limit 130/260/390 (starts with 20 Bulk), Avg Weight 65 lbs. (25 lbs. base), Stomach Capacity 3 lbs.
- Flex limit 145/290/435 (starts with 20 Flex).
- Pressure limit 135/270/405.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
- Saving Throws Str +2, Con +4
- Skills Athletics +2, Perception +2, Stealth +4
- Sensesdarkvision 60 ft., Passive Perception 12
- Languages Common, Undercommon, Draconic
- Challenge 2 (450 XP)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Formation Tactics. The kobold has advantage on saving throws or checks against being Charmed, Frightened, Grappled or Restrained while it is within 5 feet of another kobold.
Actions
Multiattack. The kobold champion may perform 2 attacks.
Voxturite Handaxe. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. If hit, the target fattens for twice the damage dealt.
Voxturite Handaxe (throw). Ranged Weapon Attack: +4, range 20/60 ft., one target. Hit: 5 (1d6+2) slashing damage. If hit, the target fattens for twice the damage dealt.
Kobold Champion
For a kobold to survive through a few years of constant conflict is no small achievement! These grizzled veterans serve as elites and, rarely, even as commanders. They are better equipped than their usual counterparts, but they do not have access to any real enchanted gear, due to how greedy their mistress is.
Kobold Shaman
Small Humanoid (Kobold), Lawful Evil
- Armor Class 12 (15 with Mage Armor)
- Hit Points 28 (5d6+10)
- Speed 30 ft.
- Bulk limit 130/260/390 (starts with 70 Bulk), Avg Weight 105 lbs. (25 lbs. base), Stomach Capacity 4 lbs.
- Flex limit 135/270/405 (starts with 10 Flex).
- Pressure limit 145/290/435.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 13 (+1) 10 (+0) 16 (+3)
- Saving Throws Wis +2, Cha +5
- Skills Arcana +3, Eating +4, Perception +2
- Sensesdarkvision 60 ft., Passive Perception 12
- Languages Common, Undercommon, Draconic
- Challenge 2 (450 XP)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting. The kobold shaman is a 5th level spellcaster. Charisma is her spellcasting ability (+5 to spell attack and Spell DC of 13). She has the following spells prepared:
- Cantrips (at will): Firebolt (2d10), Steam Blast (2d10), Mage Hand, Prestidigitation
- 1st level (4 slots): Mage Armor, Feed, Steaming Hands, Burning Hands, Cure Wounds
- 2nd level (3 slots): Invisibility, Lesser Restoration, Heat Beam, Scorching Ray
- 3rd level (2 slots): Abyssal Stomach, Hypnotic Hunger
Actions
Staff. Melee Weapon Attack: +3, reach 5 ft, one target. Hit: 5 (1d8+1) bludgeoning damage.
Touch of Sloth. Melee Spell Attack: +5, reach 5 ft., one target. Hit: 9 (2d8) psychic damage. If hit, the target fattens for twice the damage dealt and cannot take a reaction until the start of their next turn. The target then must make a DC13 Wisdom save or gain 1 point of corruption.
Kobold Shaman
Acting as spiritual leaders for the kobolds, and as political officers for Yrsyth, the kobold shamans seek to emulate her in all aspects. The most notable traits are greed, gluttony, ruthlessness and pretentiousness. These individuals are naturally gifted in the ways of magic and are groomed to serve their mistress zealously. They are rewarded for their devotion with lots of treats and delicacies. The fatter the shaman, the more prestigious they are.
Kobold Crafter
Small Humanoid (Kobold), Chaotic Neutral
- Armor Class 14 (Studded Leather Armor)
- Hit Points 56 (10d6+20)
- Speed 30 ft.
- Bulk limit 120/240/360, Avg Weight 95 (25 base), Stomach Capacity 4 lbs.
- Pressure limit 145/290/435.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 16 (+3) 12 (+1) 10 (+0)
- Saving Throws Con +4, Int +5
- Skills Arcana +5, Eating +4,Insight +3, Investigation +5, Perception +3, Stealth +4
- Sensesdarkvision 60 ft., Passive Perception 13
- Languages Common, Undercommon, Draconic
- Challenge 4 (1100 XP)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tinkering. The kobold crafter works with whatever she has at hand, with volatile results. At the start of its turn, roll a 1d6 to determine which effect the Kobold Crafter has available (reroll results with no uses remaining):
- 1 Flabby Toxin (3 charges)
- 2 Expanding Spore Bomb (2 charges)
- 3 Cracked Elemental Air Crystal (2 charges)
- 4 Sticky Syrup Trap (2 charges)
- 5 Dragon's Rage Potion (1 charge)
- 6 Healing Lard Potion (2 charges)
Actions
Voxturite Dagger. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. The target fattens for twice the damage dealt.
Light Crossbow. Ranged Weapon Attack: +4, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.
Flabby Toxin. The Kobold Crafter makes a Dagger or Crossbow attack. If it hits, the target takes 2d8 additional poison damage and fattens for twice the poison damage dealt and are poisoned until the start of the Kobold Crafter’s next turn, unless they succeed on a DC 14 Constitution saving throw, taking just half the damage and fattening instead on a success.
Expanding Spore Bomb. The Kobold Crafter lobs an improvised grenade at a point within 30 ft. A cloud of spores fills a 10 foot sphere around the point of impact. creatures caught in the blast must make a DC 14 Constitution saving throw or lose concentration on any spell they were maintaining, and expand for 3d10. On a success, they are unaffected. Creatures who do not need to breathe automatically succeed on this save.
Cracked Elemental Air Crystal. The Kobold Crafter may hurl a crystal charged with elemental air at a point within 30 ft. The crystal shatters on impact. Creatures within 10 feet of the point of impact must make a DC 14 Dexterity saving throw. On a failure, they take 3d8 thunder damage, expand for twice the damage dealt. On a success, they take only half as much damage and expansion. This will disperse smoke and fog which can be dispersed by strong wind.
Dragon’s Rage Potion. The Kobold Crafter has a friendly target next to her (or itself) consume a potion. This potion causes the consumer to fall into a state of frenzy for 1 minute and gain 10 temporary hit points. Whilst in this state, the affected target can perform an additional Action during its turn. This Action can be used only to take the Attack Action (only one attack is performed, regardless of how many attacks the affected target has), or to take the Dash Action. This effect does not stack with similar effects, like Haste. The affected target cannot cast or concentrate on any spells in this state. If there are no enemies within reach, the affected target must attack the nearest creature.
Bonus Actions
Sticky Syrup Trap. As a Bonus Action, the Kobold Crafter hurls a large jug filled with sticky syrup at a point within 30 ft. The syrup covers a 10 foot square centered on the point of impact. This effect lasts for 1 minute. creatures caught in the initial blast or who move through the affected area must make a DC 14 Strength save or become grappled. Those caught may use their Action to attempt a Strength check (DC 14) to break out of it, or eat their way out by consuming 3lbs of syrup (fatty food).
Healing Lard Potion. As a Bonus Action, the Kobold Crafter can have a friendly target within 5 feet of herself (including itself) consume a potion of Healing Lard, causing them to heal for 3d4+3 hitpoints and fatten for twice the amount healed.
Kobold Crafter
Serving as alchemists, trap-makers and engineers for the kobold war machine, these kobolds are cunning beyond their years. They are not mere apprentices, but masters of their craft. They will always have at least a handful of kobold apprentices or auxiliaries to assist them with carrying out preparations. They are generously rewarded for their efforts… and it’s showing on their waistlines.
Mad Lipologist
Medium Humanoid, Any Alignment
- Armor Class 15 (Studded Leather)
- Hit Points 105 (14d8+42)
- Speed 30 ft.
- Bulk limit 140/280/420, Avg Weight 120 lbs. (110 lbs. base), Stomach Capacity 8 lbs.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 16 (+3) 18 (+4) 10 (+0) 10 (+0)
- Saving Throws Dex +6, Con +7
- Skills Arcana +7, Investigation +7
- Damage Resistances Acid, Poison
- Senses passive Perception 10
- Languages Any two language
- Challenge 7 (2900 XP)
Unstable Brew. The Mad Lipologists brew is… Unstable, to say the least. Whenever the Lipologist would fall unconscious or incapacitated through being knocked unconsious, or dying, their chemicals go off in a strange blast of alchemy. All creatures within 10 ft of the Lipologist must make a DC 15 Constitution saving throw or gain 10d10 lbs of fat, half as much on a successful saving throw.
Actions
Fattening Mist Vial (1/day). The Mad Lipologist can toss a vial of strange lipomantic mixtures at a spot within 30 ft of it. The vial then shatters, causing a gaseous mix of lipomantic materials to enter the air in a 30 ft radius sphere for the next minute. Any creature that enters the mist or starts its turn within this mist must make a DC 15 Constitution saving throw or gain 5d10 lbs of fat, half as much on a successful save.
Bloating Mixture Vial. Ranged Weapon Attack: +7 to hit, Range 30/60 ft, one target. Hit: 14 (3d6+4) Acid damage, target fattening for double the damage dealt.
Vial of Instant Food. Melee Weapon Attack: +7 to hit, Range 5 ft., one target. On hit: Target is fed 9 (2d8) lbs of fatty food. Additionally, target must make a DC 15 Constitution Saving Throw, the effect ending on a successful save. On a failed save, the creature has an additional 1d8 lbs of fatty food added to their stomach at the start of their turn. The target remakes the save at the end of their turns, ending the effect on a successful save.
Embolding Tonic The Mad Lipologist chooses a willing creature within a 5ft range. This creature gains advantage on attack rolls for the next minute, as well as resistance to bludgeoning, slashing, or piercing damage, other than overeating damage. Additionally, the target has disadvantage on saving throws to resist eating food, creatures have advantage on checks made to feed the creature food, and the creature gains 2d10 lbs of fat at the start of the emboldened creatures turn
Healing Lard Potion The Made Lipologist drinks a Healing Lard potion, regaining 5d4+5 Hit Points, and gaining twice as much health regained as lbs of fat.
Mad Lipologist
Lipomancy is a delicious new form of magic, and some seem to have a keen interest in it. Some become fascinated at the power it holds, while others adore the look of fat figures. Either way, this Artificer has focused all their energies into making their opponents as big and wide as possible. Their boons could be made non-fattening… But where’s the fun in that?
Lesser Lipomancer
Medium Humanoid, Any Alignment
- Armor Class 11 (Clothing (14 with Mage Armor))
- Hit Points 52 (7d8+21)
- Speed 30 ft.
- Bulk limit 120/240/360, Avg Weight 190 lbs. (110 lbs. base), Stomach Capacity 5 lbs.
STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 16 (+3) 16 (+3) 12 (+1) 14 (+2)
- Saving Throws Int +5, Wis +3
- Skills Arcana +5, Investigation +5
- Senses passive Perception 10
- Languages Any two language
- Challenge 3 (2300 XP)
Brainy Fatty. The Lesser Lipomancer replaces their Strength with Intelligence when calculating Bulk limits
Spellcasting. The Gluttonous Grenadier is a 5th level Wizard. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Lipomancer has the following spells prepared in their spellbook:
- Cantrip (At Will): Flabshock, Light. Firebolt
- 1st (4 slots): Feed, Resize, Insult Physique, Mage Armor
- 2nd (3 slots): Immobilize Person, Enlarge/Reduce, Misty Step
- 3rd (2 slots): Abyssal Stomach, Dispel Magic
Actions
Voxturite Dagger. Melee Weapon Attack: +3 to hit, Range 5 ft, one target. On Hit: 3 (1d4+1) Piercing damage, target fattening for double the damage dealt.
Lesser Lipomancer
Fat is power, the bare essentials of why so many are drawn to Lipomancy. The call to use their own mass, as well as the mass of others, for their own gain brings forth those with interest in magic but no way to channel it. The lipomancer is one of the prime ways that this form of magic is shown in the lands.
Salad Savant
Medium Humanoid, Any Alignment
- Armor Class 15 (Skimpy Leather)
- Hit Points 91 (14d8+24)
- Speed 30 ft.
- Bulk limit 150/300/450, Avg Weight 115 lbs. (110 lbs. base), Stomach Capacity 4 lbs.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 14 (+2)
- Saving Throws Dex +7
- Skills Acrobatics +7, Athletics +6, Insight +6, Intimidation +5
- Senses passive Perception 13
- Languages Any two languages
- Challenge 5 (1800 XP)
Nimble Movement. The Salad Savant can Dash or Disengage as a Bonus Action
Slippery Slope into Hedonism If the savant exceeds its burdened bulk limit, it gains disadvantage on checks and saves to resist being force fed, and creatures have advantage to force feed it
Slimming Celery The Salad Savant has 5 portions of Slimming Celery. Whenever a creature consumes this Celery they lose 2d20 lbs of fat.
Actions
Multiattack. The Savant may make two attacks on its turn
Thorned Whip. Melee Weapon Attack: +7, reach 15 ft., one target. Hit: 8 (1d8+4) Piercing damage. Additionally, the target is grappled (Escape DC 14). The Savant can pull the creature up to 10 ft closer with the same action.
Force Feed. Melee Weapon Attack: +6 to hit, 5 ft, one target. On hit: Target is fed 9 (2d8) lbs of slimming food. Alternatively, the Savant can feed the target a portion of Slimming Celery.
Diet Duelist
Lipomancy is such an inelegant form of magic, and fat is ever so unsightly. These warriors have elected that someone should force these fatties to enjoy their veggies. Utilizing a whip to grab onto foes, and a balanced meal of leafy greens and hearty vegetables, they are enforcing a meal plan that would be best for the newfound inhabitants of Argonath. Their reluctance to enjoy indulgence does leave them vulnerable to succumbing to the very thing they fight.
Snack Slinger
Medium Humanoid, Any Alignment
- Armor Class 12 (Leather)
- Hit Points 22 (4d8+4)
- Speed 30 ft.
- Bulk limit 130/260/390, Avg Weight 130 lbs. (110 lbs. base), Stomach Capacity 3 lbs.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
- Skills Athletics +4
- Senses passive Perception 10
- Languages Any one language
- Challenge 1/2 (100 XP)
Nimble Escape. The Snack Slinger can Hide or Disengage as a Bonus Action
Food Pouch The Snack Slinger has a sack filled with 20 lbs of food. The food can be of any quality..
Actions
Force Feed. Melee Weapon Attack: +4, reach 5 ft., one target. On Hit: Target is fed 3 (1d6) lbs of food.
Club. Melee Weapon Attack: +4 to hit, 5 ft, one target. On hit: 5 (1d6+2) bludgeoning damage.
Snack Slinger
With the introduction of lipomancy, many have sought to use this few found power to their advantage. However, not everyone is quite so lucky as to have the awesome power of magic on their side. They supplement this by simply doing in manually, by cramming faces full of food
Snack Slinger Leader
Medium Humanoid, Any Alignment
- Armor Class 13 (Studded Leather)
- Hit Points 58 (8d8+16)
- Speed 30 ft.
- Bulk limit 150/300/450, Avg Weight 160 lbs. (110 lbs. base), Stomach Capacity 3 lbs.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 14 (+2) 10 (+0) 14 (+2)
- Saving Throws Str +5, Dex +3
- Senses passive Perception 10
- Languages Any two languages
- Challenge 2 (450 XP)
Food Pouch The Snack Slinger has a sack filled with 20 lbs of food. The food can be of any quality.
Actions
Multiattack The Feeder Leader can make two attacks
Call to Feed (Recharge 6) The Feeder Leader selects two creatures within 30 ft of them that can see and hear them. For the next minute these creatures have advantage on any checks made to force feed another creature.
Force Feed. Melee Weapon Attack: +5, reach 5 ft., one target. On Hit: Target is fed 3 (1d6) lbs of food.
Club. Melee Weapon Attack: +5 to hit, 5 ft, one target. On hit: 6 (1d6+3) bludgeoning damage.
Snack Slinger
A force of personality and the skill to back up any claim is needed when striving to organize the unruly. The newfound feeders are such a group that do need someone to get their act together. Skilled in the ways of cramming food into the mouths of others, they excel at teaching others the fine craft of filling bellies.
Temujin Warrior
Medium Humanoid (Cowfolk), Any Alignment
- Armor Class 14 (Natural Armor)
- Hit Points 58 (9d8+18)
- Speed 30 ft.
- Bulk limit 150/300/450, Avg Weight 160 lbs. (110 lbs. base), Stomach Capacity 6 lbs.
- Milk limit 16/32/48
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
- Saving Throws Str +5, Con +4
- Skills Athletics +5, Eating +4, Survival +3
- Senses Darkvision 60 ft, passive Perception 11
- Languages Auðumblan
- Challenge 3 (700 XP)
Valiant Gut. Whenever the Temujin Warrior’s stomach capacity is filled by half or more, it gains 5 hp at the end of its turn and advantage on saves against the frightened condition. If any of the food or drink filling the Temujin Warrior is milk, it is immune to the Frightened condition instead.
Headlong Rush. Whenever the Temujin Warrior moves 20 ft or more as part of its movement, it can make one Lacti-cite Axe attack as a bonus action.
Actions
Multiattack The Temujin Warrior can make two attacks
Lacti-cite Axe. Melee Weapon Attack: +5, reach 5 ft., one target. On Hit: 7 (1d8+3) Slashing plus 3 (1d6) cold damage. Target lactates milk equal to damage dealt.
Lacti-cite Throwing Axe. Ranged Weapon Attack: +5 to hit, 5 ft, one target. On hit: 6 (1d6+3) bludgeoning damage plus 3 (1d6) cold damage. Target lactates milk equal to damage dealt.
Temujin Warrior
The Temujin are a tribe of stalwart warrior Auðumbla that have proven themselves to be the ‘Superior’ tribe in terms of physical prowess upon the Steppes. Most warriors have passed their rites into adulthood and now seek to prove themselves. Most are perhaps a little too headstrong for their own good.
All are gifted their most important object: A weapon forged from lacticite, a strange duo-tone metal that has a chillingly milk edge. The method of creating such weapons is not known to the Vanguard as of now, but the Temujin seem to prize them above all else.
Sea Elf Murmillo
Medium Humanoid (Sea Elf), Lawful Neutral
- Armor Class 16 (Breastplate)
- Hit Points 56 (8d8+16)
- Speed 30 ft., 30 ft. swim
- Bulk limit 145/290/435 (starts with 20 Bulk), Avg Weight 130 lbs. (90 lbs. base), Stomach Capacity 6 lbs.
- Flex limit 145/290/435 (starts with 20 Flex).
- Pressure limit 140/280/420.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 11 (+0)
- Saving Throws Str +4, Con +4
- Skills Athletics +4, Perception +3, Stealth +4
- Sensesdarkvision 60 ft., Passive Perception 14
- Languages Common, Elven and Aquan
- Challenge 3 (700 XP)
Amphibious. The sea elf can breathe air and water.
Fey Ancestry. The sea elf has advantage on saving throws against being charmed, and magic can't put the sea elf to sleep.
Actions
Multiattack. The murmillo can make 2 melee attacks.
Elven Lance. Melee Weapon Attack: +4, reach 10 ft., one target. Hit: 7 (1d10+2) slashing damage.
Reactions
Parry. As a reaction to being hit by a weapon attack, the Murmillo can attempt to deflect the attack, increasing their AC by +2 against that single attack, potentially turning it into a miss.
Sea Elf Murmillo
The Murmillo, or “Fish”, is the basic infantry of the sea elves. Each of them is a well-trained warrior, capable of holding their own in a fight. They are named after the scale armor they wear and for their graceful movement, reminding someone of a school of fish as they move. Each of them seek to prove themselves and fight either seeking glory, or vengeance.
Sea Elf Myrmidon
Medium Humanoid (Sea Elf), Lawful Neutral
- Armor Class 17 (Half-Plate)
- Hit Points 65 (10d8+20)
- Speed 30 ft., 30 ft. swim
- Bulk limit 150/300/450 (starts with 20 Bulk), Avg Weight 130 lbs. (90 lbs. base), Stomach Capacity 6 lbs.
- Flex limit 155/310/465 (starts with 20 Flex).
- Pressure limit 145/290/435.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1)
- Saving Throws Str +5, Con +4
- Skills Athletics +5, Insight +3, Investigation +4, Perception +3, Stealth +4
- Sensesdarkvision 60 ft., Passive Perception 14
- Languages Common, Elven and Aquan
- Challenge 4 (1100 XP)
Amphibious. The sea elf can breathe air and water.
Fey Ancestry. The sea elf has advantage on saving throws against being charmed, and magic can't put the sea elf to sleep.
Actions
Multiattack. The myrmidon can make 2 melee attacks.
Elven Blade. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.
Lipomantic Jolt. Ranged Spell Attack: +5, range 60 ft., one target. Hit: 9 (2d8) lightning damage. If hit, the target fattens for twice the damage dealt.
Lipomantic Kinesis (1/day). As an action, the myrmidon begins to chant a spell meant to protect herself and her allies within 15 feet, centered around the myrmidon. Until the start of the myrmidon’s next turn, all targets within the area of effect of this ability, of the myrmidon’s choosing (including herself) will gain resistance to any damage they take. However, all the damage resisted gets redirected to the myrmidon, causing her to swell with fat. She Fattens equal to five times the damage she prevents. This effect ends early if the myrmidon is incapacitated or immobilized.
Reactions
Magical Deflection. As a reaction to being hit by an attack, the myrmidon can attempt to deflect it, raising her AC by +3 against that single attack, potentially turning it into a miss.
Sea Elf Myrmidon
The most seasoned of the sea elves, every single one of the myrmidons are brave to a fault and aspire for mastery of warfare. Their combat prowess is further developed with a bit of magic and the knowledge to lead their comrades.
Sea Elf Kataskopos
Medium Humanoid (Sea Elf), True Neutral
- Armor Class 15 (Studded Leather Armor)
- Hit Points 49 (7d8+14)
- Speed 30 ft., 30 ft. swim
- Bulk limit 130/260/390 (starts with 10 Bulk), Avg Weight 120 lbs. (90 lbs. base), Stomach Capacity 4 lbs.
- Flex limit 140/280/420 (starts with 20 Flex).
- Pressure limit 150/300/450.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 12 (+1)
- Saving Throws Dex +5, Int +2
- Skills Athletics +3, Insight +4, Investigation +2, Perception +4, Stealth +5
- Sensesdarkvision 60 ft., Passive Perception 14
- Languages Common, Elven and Aquan
- Challenge 3 (700 XP)
Amphibious. The sea elf can breathe air and water.
Fey Ancestry. The sea elf has advantage on saving throws against being charmed, and magic can't put the sea elf to sleep.
Actions
Multiattack. The kataskopos can make 1 attack with their elven dagger. They can also make 1 ranged attack with their Hand Crossbow as an Action or as a Bonus action, but not both. They can fire the Hand Crossbow without penalty in melee.
Elven Dagger. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. The Kataskopos is nimble enough to fire this in melee without penalty.
Sneak Attack (1/turn). The kataskopos deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kataskopos that isn't incapacitated and it doesn't have disadvantage on the attack roll.
Bonus Actions
Cunning Action. As a bonus action, the Kataskopos may Dash, Disengage or Hide.
Reactions
Quick Reflex. If the Kataskopos is hit by an attack or they fail on a Dexterity saving throw, they can use their reaction to halve the damage they take from the triggering attack, spell or effect. If they succeed on a Dexterity Saving Throw, they may use their reaction to instead take no damage, instead of half damage from that spell or effect.
Sea Elf Kataskopos
Acting as spies, scouts and saboteurs, these sea elves have the daunting task of being the eyes and ears of their faction, as well as the hand in the dark, helping to prevent the next tragedy from unfolding. Cunning and uncompromising, they will do whatever it takes to defend their homeland.
Sea Elf Magus
Medium Humanoid (Sea Elf), True Neutral
- Armor Class 12 (15 with Mage Armor)
- Hit Points 67 (9d8+27)
- Speed 30 ft., 30 ft. swim
- Bulk limit 140/280/420 (starts with 120 Bulk), Avg Weight 220 lbs. (90 lbs. base), Stomach Capacity 8 lbs.
- Flex limit 125/250/375 (starts with 10 Flex).
- Pressure limit 145/290/435.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 16 (+3) 18 (+4) 13 (+1) 11 (+0)
- Saving Throws Con +6, Int +7
- Skills Arcana +7, Eating +6, Insight +4, Investigation+7, Perception +4
- Sensesdarkvision 60 ft., Passive Perception 14
- Languages Common, Elven and Aquan
- Challenge 6 (2300 XP)
Amphibious. The sea elf can breathe air and water.
Fey Ancestry. The sea elf has advantage on saving throws against being charmed, and magic can't put the sea elf to sleep.
Spellcasting. The magus is a 9th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The magus has the following spells prepared, requiring no material components to cast them:
- Cantrips (at will): Mending, Prestidigitation, Light, Mage Hand, Flabshock (2d8), Shocking Grasp (2d8)
- 1st level (4 slots): Feed, Cure Wounds, Tango’s Tincture, Detect Magic, Mage Armor, Magic Missiles
- 2nd level (3 slots): Invisibility, Mirror Image, Misty Step
- 3rd level (3 slots): Dispel Magic, Lightning Bolt, Counterspell, Abyssal Stomach
- 4th level (3 slots): Flabling Bolt, Animate Snacks
- 5th level (1 slot): Lipomantic Cascade
Actions
Dagger. Melee Weapon Attack: +5, reach 5 ft. or range 20/60 ft. if thrown, one target. Hit: 4 (1d4+2) piercing damage.
Sea Elf Magus
Ranging from journeyman to experts in their craft, these sea elves have been tutored in the ways of magic by Kailene herself. She is very picky about who she trains. Her training also seems to leave a certain “mark” on them, in the form of plush waistlines. To them, this is a symbol of their status and prowess, which they wear with pride.
Massive Monstrosities
Bloonmantle
Small monstrosity, unaligned
- Armor Class 11 (Natural Armor)
- Hit Points 22 (5d6+5)
- Speed 10 ft., fly 30 ft.
- Bulk N/A
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
- Skills Stealth +3
- Senses Blindsight 60 ft., passive Perception 10
- Languages —
- Challenge 1/2 (100 XP)
Actions
Puff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target creature. Hit: 27 (5d10) expansion damage. The bloonmantle attaches to the target. If the target is Medium or smaller and the bloonmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the bloonmantle is attached in this way. While attached to the target, the bloonmantle can attack no other creature except the target but has advantage on its attack rolls. The bloonmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target. A creature can detach the bloonmantle by making a successful DC 13 Strength check as an action. On its turn, the bloonmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura (1/day). A 15-foot radius of magical darkness extends out from the bloonmantle, moves with it, and spreads around corners. The darkness lasts as long as the bloonmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Gingerbread Monster
Large monstrosity, chaotic neutral
- Armor Class 15 (Natural Armor)
- Hit Points 68 (8d10+24)
- Speed 30 ft.
- Bulk N/A
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 4 (-3) 8 (-1) 4 (-3)
- Damage Vulnerabilities Acid
- Damage Immunities Poison, Psychic
- Senses passive Perception 9
- Languages —
- Challenge 4 (1100 XP)
Food Composition. The gingerbread monster is made of gingerbread. Any creature that hits the gingerbread monster with a bite attack eats 1d4 pounds of fatty food, doubled on a critical hit.
Lipomantic Form. Any magic or effect that would feed or cause the monster to gain weight instead makes it recover 1/10th of that amount as HP.
Regeneration. The gingerbread monster regains 5 HP at the start of its turn. If the monster takes fire or acid damage, this trait doesn’t function at the start of the monster’s next turn.
Actions
Multiattack. The gingerbread monster makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) fatty food damage.
Gingerbread Monster
Having a humanoid shape, but being of a more monstrous physique and mentality, the gingerbread monster is a chaotic force which acts without logic or reason.
Sundae Cerberus
Large monstrosity, neutral evil
- Armor Class 16 (Natural Armor)
- Hit Points 168 (16d10+80)
- Speed 40 ft.
- Bulk N/A
STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 20 (+5) 5 (-3) 14 (+2) 12 (+1)
- Saving Throws Str +10, Wis +6
- Skills Intimidation +5, Investigation +1, Perception +6, Survival +6
- Damage Vulnerabilities Fire
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Cold, Poison
- Condition Immunities Charmed, Frightened
- Senses darkvision 60 ft., passive Perception 16
- Languages Abyssal, Common, Infernal, but cannot speak
- Challenge 10 (5900 XP)
- Proficiency Bonus +4
Devil’s Sight. Magical darkness doesn’t impede the sundae cerberus’ darkvision.
Edible. The sundae cerberus is made of ice cream. Any creature that uses a bite attack against it consumes an amount of fatty food equal to one quarter of the damage dealt.
Multiple Heads. The sundae cerberus has three heads. While it has more than one head, it has advantage on saving throws against being blinded, deafened, and stunned. Whenever the sundae cerberus takes 60 or more damage in a single turn, one of its heads dies. If all its heads die, the sundae cerberus dies.
Magic Resistance. The sundae cerberus has advantage on saving throws against spells and other magical effects.***
Magic Weapons. The sundae cerberus’s attacks are magical.
Actions
Multiattack. The sundae cerberus makes as many attacks as it has heads, but it may replace one attack with a Sticky Shot.
Cursed Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6+6) piercing damage. The target fattens equal to the damage dealt. In addition, the bite corrupts the target. The first time a creature takes damage from the sundae cerberus’s bite in a turn, they gain 1 point of corruption.
Sticky Shot. Ranged Weapon Attack: +8 to hit, range 90 ft., one target. Hit: 14 (3d6+4) bludgeoning damage. On hit, the target must make a DC 16 Strength saving throw or become tangled in sticky taffy, reducing their speed to zero until they break free as an action (Escape DC 16).
Fudge Breath (Recharge 6). The sundae cerberus exhales hot fudge in a 30 ft. cone from each of its heads separately. Each creature in the area must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage and a third as much fatty food damage on a failed save, or half as much on a successful one.
Sundae Cerberus
A beast of legend, a creature of great power. Where there is a cold wind blowing, showing a forbidden place, there are defenders. Sometimes, those defenders are the Sundae Cerberus, a creature of half melted desert, rage, and lipomancy. Their foes are left in a trail of melted fudge, waistlines destroyed, and bellies overstuffed.
Thunderstep Harpy
Medium Monstrosity, Any Alignment
- Armor Class 14 (Natural Armor)
- Hit Points 65 (10d8+20)
- Speed 40 ft.
- Bulk limit 160/320/480, Avg Weight 200 lbs. (90 lbs. base), Stomach Capacity 4 lbs.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 16 (+3)
- Senses passive Perception 12
- Languages Common
- Challenge 3 (700 XP)
Weighty Jumper. The Thunderstep Harpy is an excellent jumper, being able to leap clear over people's heads, often to stomp on them with their rear. Though too great a mass can leave them earthbound. While the Harpy is below Impeded, the harpy can jump 10 feet into the air without taking falling damage. If the Harpy is impeded, they cannot jump with this feature.
Thundering Thighs. The clap of these Harpies thighs are a terrifying (or mesmerizing) sound to behold. When the Harpy moves 20 ft in a straight line all creatures within 30 ft of the Harpy while it moves must make a DC 12 Constitution Saving throw or be stunned until the end of their turn. A successful save makes the creature immune to this effect for 24 hours.
Actions
Multiattack The Thunderstep Harpy can make two Kick attacks
Kick. Melee Weapon Attack: +6, reach 5 ft., one target. On Hit: 11 (2d6+4) Bludgeoning damage
Butt Slam. If the Harpy is 10 ft. above a creature, they can descend on the creature with a great amount of force. The creature must make a DC 13 Dexterity Saving Throw or take 17 (4d6+4) Bludgeoning damage and be knocked Prone. On a successful save they take half the damage.
Thunderstep Harpy
Unique creatures, these Harpy’s are often found in areas with large stretches of space available for them to run. Having lost the ability to fly effectively, they instead rely on their strong legs and thighs to rush through the grassy fields they call home. They’ve developed a unique style of handling foes, using their own weight to crush foes. Unconventional, but they seem to be doing very good for themselves.
Turkatrice
Small monstrosity, unaligned
- Armor Class 11 (Natural Armor)
- Hit Points 27 (6d6+6)
- Speed 20 ft., fly 40 ft.
- Bulk N/A
STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 12 (+1) 2 (-4) 13 (+1) 5 (-3)
- Senses Darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 1/2 (100 XP)
Turkey Stuffing. If the turkatrice puts a target creature to sleep and no hostile creatures are nearby, it can feed itself to the target creature over the course of a minute. When it does so, it’s equivalent to twice its remaining health in fatty food. If this would cause the target to eat over their capacity, the target creature still rolls an overeating check but takes no overstuffing damage if their total capacity is exceeded.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. The target must succeed a DC 11 Constitution saving throw against being put to sleep by the sleep-inducing compounds found in turkey. On a failed save, the creature begins to fall asleep: they suffer the effects of the poisoned condition, can either more or take an action but not both, and can’t take bonus actions or reactions. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is magically put to sleep for 1 hour. They can be woken up with the Lesser Restoration or Greater Restoration spells, and wake up after taking damage.
Turkatrice
The cockatrice is a disgusting, terrifying abomination capable of turning anything unfortunate enough to have run into its path into stone in the terrifying process of petrification. The turkitrice isn’t dissimilar - in mannerism, anyway, beating its cooked wings and jumping frantically at anything it perceives as a target. Rather than a grotesque lizard-bird-bat thing, the turkatrice is a plump, golden-browned turkey seemingly always just cooked to perfection and delightfully seasoned. Additionally, rather than petrifying a target to make them easy pickings, the turkatrice puts them to sleep. It is rarely seen by the victim when they wake, its presence either replaced with the weight of a heavy meal in their belly or the aftermath of such a meal on it.
Overflowing Oozes
Belly Jelly
Small Ooze, Unaligned
- Armor Class 13
- Hit Points 22 (3d8+9)
- Speed 45 ft., climb 15 ft..
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 16 (+3) 1 (-4) 6 (-2) 1 (-4)
- Damage Vulnerabilities Cold
- Damage Resistances bludgeoning
- Damage Immunities acid, poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 1/2 (100 XP)
Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Gut Filler. The jelly takes an unusually long time to digest, occupying space in a creature’s stomach until they complete a long rest and is not removed by magical effects that instantly digest food. If the Jelly keeps a creature’s stomach stretched beyond their base capacity for eight hours or more, the creature’s stomach capacity increases by 1. If the jelly's mass is enough to keep the creature's stomach stretched to double its base capacity, its capacity increases by 2. And so forth in multiples of the creature's base stomach capacity.
Actions
Down The Hatch. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 7 (1d8+3) acid damage. The jelly launches itself at its target's mouth! On a hit, the target consumes 2d4 pounds of food. For each pound eaten, reduce the jelly’s hit points and hit point maximum by 2.
Belly Jelly
Little balls of edible goop with a particular wobbling spring in their step that one might find familiar to a bouncy ball. Yet don't let their springy texture fool you, they're no rubber. These little things are known for a want to find tight places and fill them up, due to their original purpose for opening up cracks in rocks. Instead, these little lost suckers find themselves wandering around until some unfortunate adventure finds their tummy is even easier to fill.
Bubble Slime
Medium Ooze, Chaotic Neutral
- Armor Class 15 (natural armor)
- Hit Points 85 (9d8+45)
- Speed 30 ft, 30 ft swim
- Bulk limit 180/360/540, Avg Weight 100 lbs. (100 lbs. base), Stomach Cap 10 lbs.
- Pressure limit 160/320/480
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 20 (+5) 8 (-1) 10 (+0) 7 (-2)
- Saving Throws Dex +4, Con +8
- Skills Athletics +6
- Damage Resistances Fire, Thunder; Bludgeoning, Piercing, and Slashing
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
- Senses blindsight 20 ft., passive Perception 10
- Languages Common, Aquan
- Challenge 5 (1800 XP)
Bubble Form. Being a creature formed nearly entirely from bubbles, inflation hardly seems to affect it.The Bubble slime ignores the disadvantages of the Stretched and Taut condition until it is Ballooned.
Actions
Multiattack. The Bubble Slime can make two bubble beam attacks
Bubble Blow (Recharge 5-6). The Slime begins to blow a massive magical bubble. It creates a 40 ft radius sphere centered on itself. Whenever a creature enters the sphere for the first time, or starts its turn in it, they must make a DC 13 Constitution saving throw. On a failed saving throw they expand with 6d6*4 lbs of air, half as much on a successful save. The Bubble is sturdy and attempts to contain those within. The bubble has 30 hit points and an AC of 10. It requires an action to make a DC 13 Strength saving throw to escape. If the Bubble Slime uses this ability again within the area of the bubble, it expands out to another 20 ft.
Bubble Beam. Ranged Weapon Attack: +8, reach 10 ft., one target. Hit: 11 (2d10) cold damage. Target expands for four times the damage dealt.
Puffer's Kiss. If the Bubble slime is above any of its pressure limits, and is grappling a target, it can transfer up to 160 lbs of pressure from itself onto the grappled target. It cannot go below 0 pressure.
Bubble Slime
Slimes of a greater magnitude, these oozes are often constructed from areas of high natural magical energies, granting them an edge over other slimes in terms of intelligence, though not in their sigleminded persistence of motivation. These bubble slimes are defensive of their territories, and their greatest way to defend themselves is to utilize the mystical foam of bubbles they are constructed from to inflate their foes to helpless spheres. Fussy when it comes to cleanliness, these slimes often spend long hours tidying up their domains. Some mages are able to contract these slimes to clean their towers or dungeons, though should the slime sort out the greatest source of mess is the mage themselves, that is a new kind of mess all on its own.
Jam Jelly
Medium ooze, unaligned
- Armor Class 8
- Hit Points 30 (4d8+12)
- Speed 15 ft
STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 16 (+3) 2 (-4) 6 (-2) 1 (-5)
- Damage Resistances Acid, Cold, Fire
- Damage Immunities cold, poison
- Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone
- Senses Blindsight 60ft (Blind beyond the radius), Passive Perception 8
- Languages -
- Challenge 1/2 (100 XP)
Amorphous. The jam jelly can move through a space as narrow as 1 inch wide without squeezing.
Food Composition. The jam jelly is made of sweet jelly (flavor differs from one to another). Any creature that hits the jelly with a bite attack eats 1d4 pounds of fatty food.
Prone to Splitting. Large and bigger jam jellies have immunity to slashing and lightning damage. However, when a large or bigger jam jelly is hit by slashing or lightning damage, it splits into two if it has at least 2 HP. Each new jelly is one size smaller than the original, as they revert back to their initial form. The smaller jellies' new max HP is half of the original’s max HP rounded down, and each of their current HPs is equal to half the current HP of the original rounded down.
Actions
Multiattack. The dryad makes 2 slam attacks.
Combine (Large or Smaller). The jam jelly targets another jam jelly of its same size within 5 ft. of itself. The two jellies fuse together, creating a new jelly that’s one size bigger than they originally were, leaving no trace behind of their initial forms. The max HP of the new jelly is equal to the sum of the two initial jellies’ max HP, and the current HP of the new jelly is equal to the sum of the two initial jellies’ current HP plus 10, as together, they can mend some of the damage each of them took.
Pseudopod. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 1d6 lbs fatty food. This attack has an additional +1 to hit, and 1d6 more bludgeoning and feeding damage for each size the Jelly is above Medium.
Engulf. The jam jelly moves up to its speed. While doing so, it can enter the space of creatures that are at least one size smaller than it. Whenever the jelly enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a success, the creature can choose to be pushed 5 ft. back or to the side of the jelly. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the jelly enters the creature’s space, and the creature is forced to eat 3 (1d6) pounds of fatty food. The creature can’t breathe, is restrained, and is forced to eat 7 (2d6) pounds of fatty food at the start of each of the jelly’s turns. When the jelly moves, the engulfed creature moves along with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 ft. of the jelly.
Jam Jelly
A creature made by mages of ages ago, they were originally intended as just a form of food, that was made in hopes of ending the famine of a civilization. They work as intended, being able to maintain their quality as tasty healthy food in any environment, but also, they can move, so that, if trained, they’d be able to serve masters who themselves can’t move.
As part of a flaw in their creation, they, more than any other ooze, found a quick and easy way to combine themselves. The positive is that big enough, they became capable of protecting themselves, and even their masters, however, a big jelly finds desire not only to feed others, but to consume them, as well.
They come together in different sizes, and can range from green to yellow, in terms of color. They completely lack sentience and are incapable of making strategies, but just being big seems to be effective most of the time.
Plush Plants
Blueberry Vines
Large plant, unaligned
- Armor Class 13 (natural armor)
- Hit Points 60 (7d10+24)
- Speed 5 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 9 (-1)
- Skills Stealth +5
- Damage Resistances Cold
- Damage Immunities Lightning
- Condition Immunities Prone, Restrained, Charmed
- Senses passive Perception 11, blindsight 30 ft.
- Languages —
- Challenge 3 (700 XP)
False Appearance. While the Blueberry Vines are motionless, it is indistinguishable from regular underbrush and vines.
Traversable Form. Being made of a loose collection of vines, the Blueberry Vines may occupy the space of any creature. Additionally, other creatures may occupy its space. It can also move through any space at least one square wide without squeezing. While animated, the Blueberry Vines count as difficult terrain.
Actions
Multiattack. The Blueberry Vines can make two melee attacks: two slams, two bloats, or one slam and one bloat.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage. On a hit, the Blueberry Vines may attempt to grapple the target if it isn’t already grappling 2 or more creatures. The grappled target is restrained until the grapple ends.
Bloat. The Blueberry Vines stick a thick hose-like vine into a grappled creature’s mouth and squirt juice down their throat. The grappled creature is forcefully bloated with 8d12 lbs of juice, or half as much on a successful DC 13 Dexterity save. A creature that fails this dexterity save cannot form vocal spell components on their turn or communicate verbally as a leathery vine is firmly wedged in their mouth, preventing speech. The Blueberry Vines will continue to do this to any grappled creature until the first time they pass their third inflation limit.
Blueberry Vines
Lurking on the forest floor and blending in with tangles of vegetation are these strange vines that seek to immobilize unwary passerby with a torrent of juice.
Bo-Vine
Huge plant, unaligned
- Armor Class 13 (natural armor)
- Hit Points 123 (13d12+39)
- Speed 20 ft.
STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 16 (+3) 3 (-4) 12 (+1) 11 (+0)
- Saving Throws Str +7, Con+6
- Skills Athletics +10, Stealth +4
- Damage Resistances Nonmagical Bludgeoning and Piercing damage, Poison, Cold
- Condition Immunities Prone, Restrained, Charmed
- Senses passive Perception 11, tremor sense 60 ft.
- Languages —
- Challenge 6 (2300 XP)
- Proficiency Bonus 3
Hazardous Internals. When cut, the milky sap spills out of the Bo-Vine’s wound and surrounds it. When suffering slashing damage, a 5 ft. area around the Bo-Vine becomes difficult terrain for creatures other than itself.
Camouflage. The Bo-Vine is indistinguishable from the ground while not moving.
Vines. The Bo-Vine can grapple up to four creatures of medium size or large at any one time.
Potent Poison. If the Bo-Vine causes a creature to surpass their Overfull limit, teh creature must make a DC 14 Constitution saving throw. On a failure, the creature fattens for an amount equal to the milk they current hold with the gain focused entirely in their breasts, and they are poisoned until they either complete a short rest or empty their breasts of milk.
Actions
Multiattack. The Bo-Vine can make three Milk Vine or Lactic-needle attacks. If the Bo-Vine is grappling a creature, it can replace any of these attacks with Milk Pump targeting the grappled creature.
Milk Vine. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (3d6+4) piercing damage. A huge or smaller creature struck by the Milk Vine is also grappled (escape DC 14), and lactates equal to the damage dealt.
Lactic-Needle. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 9 (2d4+4) piercing damage. The target lactates pints of milk equal to the damage dealt.
Milk Pump. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: Target is fed 7 (1d6+4) lbs of fatty food.
Bo-Vine
Rudimentary lifeform of hardened vines and lactation-inducing sap. Dangerous. Beware.
Feast Twig
Small plant, unaligned
- Armor Class 10 (natural armor)
- Hit Points 7 (2d6)
- Speed 10 ft., climb 10 ft..
STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 10 (+0) 2 (-4) 11 (+0) 8 (-1)
- Skills Stealth +3
- Damage Resistances Cold
- Damage Immunities Lightning
- Senses passive Perception 10, blindsight 30 ft.
- Languages —
- Challenge 1/4 (50 XP)
- Proficiency Bonus 3
False Appearance. While the Feast Twig is motionless, it is indistinguishable from a regular singular vine.
Special Sap. Anyone fed past their regular capacity by the twig must make a DC 12 Constitution save to not fall into a food coma for the next 1d4 hours (or until their stomach empties from digestion). If the creature passes this save, but then is still fed to the point where the twig stops on their own, the creature must succeed a DC 15 Constitution save to not fall asleep for the next 1d4 hours. The twig has a limited amount of this special sap, running dry if it uses more than 15 lbs of it.
Actions
Multiattack. The Feat Twig makes two attacks: one grab and, if it hits, one feed against the grabbed target.
Grab. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 12). The Twig can only have one target grappled at a time. The grappled target cannot form vocal spell components on their turn or communicate verbally as the twig is firmly wedged in their mouth, preventing speech. No more than 3 twigs can be grappling a single target at the same time.
Feed. The Feast Twig squirts super calorie rich sap down their grappled target’s throat. The grappled creature is forcefed 1d4 lbs of super fatty (3 DP) food, or half as much on a successful DC 12 Constitution save. The Feast Twig will continue to do this to the grappled creature until the first time they take damage from overeating, where it will then stop and release the creature.
Feast Twig
Before growing into the large Feast Vines, there is a stage in this plant monster’s life where it is significantly smaller. Accustomed to living in the trees, twirling around their branches and attacking from above, the Feast Twigs aim to feed just like their older counterparts, using a much more limited set of tactics.
Feast Vines (Rewritten)
Large plant, unaligned
- Armor Class 13 (natural armor)
- Hit Points 60 (7d10+24)
- Speed 5 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 9 (-1)
- Skills Stealth +5
- Damage Resistances Cold
- Damage Immunities Lightning
- Condition Immunities Prone, Restrained, Charmed
- Senses passive Perception 10, blindsight 30 ft.
- Languages —
- Challenge 3 (700 XP)
False Appearance. While the Feast Vines are motionless, it is indistinguishable from regular underbrush and vines.
Traversable Form. Being made of a loose collection of vines, the Feast Vines may occupy the space of any creature .Additionally, other creatures may occupy its space. It can also move through any space at least one square wide without squeezing. While animated, the Feast Vines count as difficult terrain.
Stuffed Slumber. The Feast Vines will continue to feed any grappled creature until the first time they take damage from overeating, where it will then stop and release the creature unless they are still resisting or harming the vines.
Special Sap. A creature that is fed sap by the Feast Vines will find its stomach capacity temporarily increased by the special properties of it. If the Feast Vines force a creature to make an eating check for overstuffing capacity, they make that roll at advantage.
Special Sap II. In addition to increasing the stomach size of its victims, the sap contains mild sleep-inducing compounds. Anyone fed past the point of their regular capacity by the vines must make a DC 14 Constitution save to not fall into a food coma-like state for the next 1d4 hours (or until their stomach empties from digestion). Damage does not awaken them on its own, but lesser restoration or any effect that awakens sleeping creatures will.
Special Sap III. If the creature passes the save for Special Sap II but then is still fed to the point where the vines stop on their own, the creature must make a second DC 18 Constitution save to not fall asleep for the next 1d4 hours (or until their stomach empties from digestion). Damage does not awaken them on its own, but lesser restoration or any effect that awakesns sleeping creatures will.
Actions
Multiattack. The Feast Vines can make two melee attacks: two slams, two feeds, or one slam and one feed.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) bludgeoning damage. A hit creature is grappled (escape DC 15). A grappled target is restrained. The Feast Vines can only grapple 2 creatures of medium size or smaller, or 1 creature of size large.
Feed. The Feast Vines stick a thick, hose-like end of a vine into a grappled creature's mouth and squirt super calorie rich sap down their throat. The grappled creature is forcefed 2d4+3 lbs of super fatty (3 DP) food, or half as much on a successful DC 13 Dexterity save. A creature that fails this dexterity save cannot form vocal spell components on their turn or communicate verbally as a leathery vine is firmly wedged in their mouth, preventing speech.
Pumpkinhead
Small plant, any chaotic alignment
- Armor Class 14 (natural armor)
- Hit Points 55 (10d6+20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 14 (+2) 17 (+3) 10 (+0) 14 (+2)
- Saving Throws Dex +5
- Skills Acrobatics +5
- Damage Vulnerabilities Cold, Poison, Necrotic
- Condition Immunities Blinded, Deafened, Exhausted, Frightened, Unconscious
- Senses passive Perception 10, darkvision 60 ft.
- Languages Sylvan, Abyssal
- Challenge 3 (700 XP)
Slippery. The Pumpkinhead has advantage on rolls made to resist the grappled or restrained conditions.
Quick Witted. After succeeding at a roll made to resist the grappled or restrained conditions, the Pumpkinhead can cast a single cantrip as a bonus action.
Twitchy Runner. The Pumpkinhead does not provoke attacks of opportunity when it moves out of an enemy’s reach.
Spellcasting. The Pumpkinhead is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It knows the following spells: Cantrips (at will): Bloat swam, Vileroot 1st Level (4 slots): Bloating snare, Expansion bolt 2nd Level (3 slots): Red mist
Actions
Seed Spit. Ranged Weapon Attack: +5 to hit, range 45 ft., one target. Hit: 10 (2d6+3) piercing damage. If the Pumpkinhead hits an enemy with this attack, they swell up with an amount of juice equal to four times the damage dealt.
Pumpkinhead
It is unknown exactly how this creature came to be. Rumors tell of a pumpkin patch. Not here, nor there, but elsewhere. A place where the gourds uproot themselves and amble around, imitating animals, and people. Eating one another, building societies and cultures, planting their seeds upon death for the sake of a new generation. This one's a mystery even to them, and a severe pain as well.
Unappealing Undead
Bronze Guardians
Strange constructions of Bronze and Bone, these Skeletons have been covered in a protective layer of pure bronze. Their purpose is unclear, outside of their normal role in defending ancient tombs of some lost civilization. What's strange is the small amount of Lipomancy imbued in their construction, allowing them to drain weight from would be invaders to then attack them even more strongly. While not much of a threat on their own, they're very dangerous in a group. Besides, this small weight magic implies something about the type of person the tomb builders expected to show up.
Bronze Archer
Medium Undead, Lawful Evil
- Armor Class 14 (Bronze Skin)
- Hit Points 30 (5d8+10)
- Speed 30 ft
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
- Skills Athletics +3, Perception +3
- Damage Vulnerabilities bludgeoning
- Damage Immunities necrotic, poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 3 (700 XP)
- Heavy Shot. The Bronze Arrows of the Archer are heavy in their foes, and a creature who takes damage from their Bronze Bow attack has their movement halved, unless they use an object interaction to remove the arrow.
Actions
Multiattack. The Bronze Archercan make a second attack if its first shot hits
Bronze Bow. Ranged Weapon Attack: +5, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage plus 3 (1d6) Weight Loss damage. The Target loses 1d6 lbs of bulk, and the Bronze Archer can use its Empowered Shot on its next attack.
Empowered Shot. Melee Weapon Attack: +5, one target. Hit: 7 (1d8+3) piercing damage. The target makes a DC 13 Wisdom save, losing their reaction until the start of their next turn on a failure.
This particular variety uses a Bow, able to strike foes with heavy bronze arrows before they can ever get close.
Bronze Skeleton
Medium Undead, Lawful Evil
- Armor Class 16 (Bronze Skin)
- Hit Points 30 (5d8+10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
- Skills Athletics +5, Perception +2
- Damage Vulnerabilities bludgeoning
- Damage Immunities necrotic, poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages —
- Challenge 3 (700 XP)
Phalanx Defense. When the Bronze Skeleton is adjacent to at least one other Bronze Skeleton, it can form a Phalanx in one direction. Any creature that moves into an adjacent square provokes an attack of opportunity that the Skeleton can make with its reaction.
Actions
Multiattack. The Bronze Skeleton can make a second attack if it’s first hits.
Spear. Melee Weapon Attack: +5, one target. Hit: 6 (1d6+3) piercing damage plus 3 (1d6) weight loss damage. The Target loses 1d6 lbs of bulk
Empowered Spear. Melee Weapon Attack: +5,one target. Hit: 6 (1d6+3) piercing damage plus 2 (1d3) force damage. This attack is only usable after a successful spear attack.
Shield Slam. Melee Weapon Attack: +5,one target. Hit: 5 (1d3+3) bludgeoning damage. If the Skeleton is adjacent to one other Bronze Skeleton, the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked back 5 feet.
This particular variety uses a phalanx shield and spear, able to stand strong with other Bronze Skeletons.
Clumsy Carouser
Medium undead, chaotic evil
- Armor Class 14
- Hit Points 45 (6d8+18)
- Speed 25 ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 17 (+3) 8 (-1) 10 (+0) 6 (-2)
- Languages Common
- Challenge 3 (700 XP)
***The Masquerade. *** When the Masquerade is active, the carouser is indistinguishable from a drunken bar patron. Its alignment is Neutral, and it is considered to be a humanoid.
Undead Fortitude. If damage reduces the carouser to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the carouser drops to 1 hit point instead.
Character Break. If the carouser breaks the Masquerade, regardless of the circumstances, the carouser gains access to his Inebriating Odour feature.
Inebriating Odour. This feature only takes effect if the carouser has broken the Masquerade, as the dizzying smell of cheap moonshine begins to emanate from them. All non-undead creatures that enter, start their turn in, or pass, a 10 ft. radius area around the carouser must pass a DC12 Constitution save or fatten by 2d6 Lbs, and gain one level of exhaustion if the target has 2 or less. At the end of each of the target’s turns, they fatten for 2d6 Lbs per level of exhaustion.
(Variant) Juicy Garden. Sometimes berries grow differently, the variation being called Snowberry Dryads, and cause a target to Bloat with berry juice instead of gain weight when the goodberry surge is triggered.
Actions
Multiattack. The carouser can make any two actions.
Punch. Melee Weapon Attack: +5, one target. Hit: 6 (1d6+3) bludgeoning damage.
Tankard Toss. Ranged Weapon Attack: +2, range 30 ft., one target. Hit: 5 (1d10) force damage.
Imbibe (3/Day). The Clumsy Carouser cannot take this action if it has taken the Tankard toss action this turn. The carouser regains [[2d4]] HP, and its next attack gains a +2 bonus to both the attack and damage rolls.
Clumsy Carouser
All know the Masquerade as what it is. An endless feast, of which there is no equal on this land or any other. Yet, even though many travel to the manor, not all are permitted in. Some, even, are turned away rather violently. Killed, to make an example to the others that’d think of butting their way in. So it is they come here. To a lonely tavern, in an abandoned town. Cheap liquor, in quantities enough to draw their never ending sorrow, the only thing that can sate them anymore.

Contributors
Listed below, in no particular order, are the names or usernames of every content creator whose work went into creating this document who wanted to have their name listed.
Deator, Banjo, Mango, Alias, Versusme, Zho, Ya Boi Jerry, MP, LonewolfAndrei, The Gungis, WulfesHeafod, Dilflover69, Doc
The Server
Come check us all out at the Discord Server that started it all. Argonath was the Biggest game going for sure, but others are going on, and you could even start your own in a community of like minded TTRPG players!
Retrofeed https://discord.gg/6jqXr68C2D
The Map
A link to the full map image as created by Deator using Inkarnate: https://cdn.discordapp.com/attachments/802297096643936287/968999677842300968/unknown.png
Artists
All Art used within the book is done with permission from the Artists who made it. You can find their work at the links below, and we encourage you to support their work!
Alias
Twitter: https://twitter.com/Pseudonym4Alias
Appears: p17, p35
ChunkerChunks
Twitter: https://twitter.com/ChunkerChunks
Appears: p45
Mango
Twitter: https://twitter.com/fatty_fruit
Appears: p2, p14, p21, p24, p29, p50, p51, p66, p67, p107, p108, p109, p111, p178
Proto
Twitter: https://twitter.com/ExponentialMass
Appears: p2, p4, p5, p9, p39, p53, p56, p58, p64, p120
Rosa*
Tumblr: https://rosallorart.tumblr.com
Appears: p2, p26, p43, p68
*They are not a fat kink artist.
VetroWolf
Twitter: https://x.com/vetrowolf?s=21
Appears: p2, p42
Zinthings*
Linktree: https://linktr.ee/zinthings
Appears: p2, p33, p47, p55
*They are not a fat kink artist.