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A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9445930" data-attributes="member: 6915329"><p>Different issue, another monster template from <em>Neverwinter Nights</em>. This time, it’s a <strong>spirit of the woods</strong>, a nature spirit capable of embodying itself in an animal it possesses. There’s nothing particularly forest-y about it, which is good, I think—you should be able to get nature spirits in any biome. Because of that, I’m changing the name to spirit of the wilds. Honestly, I think that this sort of spirit should be more common in D&D, at least in settings that aren’t as high-tech as most D&D-typical genres. Animal spirits and “king animals” are fairly common in myth, after all.</p><p></p><p>The template has the dreaded “can cast spells as a Xth-level <caster class>” problem, without any hint as to what sort of spells it normally likes to use. <em>Sigh…</em></p><p></p><p>The spirit of the wild template is limited to beasts. However, it makes sense that there should be “bestial monstrosity” (griffons, etc.) and plant-based spirits of the wild as well, so feel free to bend the rules a bit. I did.</p><p></p><p>(You’ll notice that this template has the Legends & Lore, Behaviors, etc. tables. I’m only going to do this on templates that effectively make a brand new creature, not one that simply modifies an existing creature.)</p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px"><strong>Spirit of the Wild (Template)</strong></span></span></p><p>The Lost Horrors of Neverwinter, Dragon Magazine #303</p><p>Creature by Clifford Horowitz; art by Mike Sass and Todd Granier</p><p></p><p>A force of nature with great knowledge and power, a spirit of the wilds is an entity that exemplifies a type of animal. They resemble ghostly animals, usually larger and more magnificent than normal animals, and they glow with a dim firelight that reflects their moods. They protect an area of natural land and the animals and plants native to it. Like many spirits, they can be mollified with offerings, although they do not consider themselves bound by such gifts—if the gift-giver, thinking that act of giving the gift will absolve it of any wrongdoing, proves hostile to the spirit’s domain, the spirit of the wild will attack.</p><p></p><p>--</p><p></p><p>“Spirit of the wild” is a template that can be placed on any beast. It regains all of the statistics of the base creature except as noted below.</p><p></p><p><strong><em>Type.</em></strong> The spirit of the wild’s type is celestial (fey).</p><p></p><p><strong><em>Ability Scores.</em></strong> The spirit of the wild’s Strength and Dexterity scores both increase by +4 (maximum of 30), its Constitution, Intelligence, Wisdom, and Charisma scores becomes 18 (+4), unless they’re already higher. Recalculate its hit points.</p><p></p><p><strong><em>Speed.</em></strong> All of the spirit of the wild’s movements increase by 10 feet.</p><p></p><p><strong><em>Skills.</em></strong> The spirit of the wild gains proficiency and a d6 expertise die in Nature, and also gains proficiency in Intimidation and Persuasion.</p><p></p><p><strong><em>Resistances.</em></strong> The spirit of the woods is resistant to nonmagical damage</p><p></p><p><strong><em>Immunities.</em></strong> The spirit of the wild is immune to poison damage and the poisoned condition.</p><p></p><p><strong><em>Senses.</em></strong> The spirit of the wild gains darkvision to 60 feet.</p><p></p><p><strong><em>Languages.</em></strong> The spirit of the wild can communicate with animals. In addition, the spirit of the wild can speak Druidic and Sylvan.</p><p></p><p><strong><em>Ethereal Sight.</em></strong> The spirit of the wild can see into both the Material Plane and Ethereal Plane.</p><p></p><p><strong><em>Monarch of Beast and Plant.</em></strong> The spirit of the wild gains a +d8 expertise die on Intimidation and Persuasion checks made against beasts and plants.</p><p></p><p><strong><em>Spellcasting.</em></strong> The spirit is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC = 8 + the creature’s PB + 4; spell attack bonus = the base creature’s PB +4). It prepares spells as a 7th-level druid, and can prepare 3 cantrips and 11 spells: four 1st-level spells, three 2nd-level spells, three 3rd-level spells, and one 4th-level spell. It requires no material components when it casts a druid spell.</p><p></p><p><strong><em>Unearthly Glow.</em></strong> The spirit of the wilds sheds dim light to a radius of 10 feet. It can extinguish this glow at will (no action required by it).</p><p></p><p><strong><em>Bonus Action: Ethereal Jaunt.</em></strong> The spirit of the wild magically shifts from the Material Plane to the Ethereal Plane or vice versa.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Legends and Lore</span></span></strong></p><p>With an Arcana or Nature check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> A spirit of the wilds is a force of nature and paragon animal spirit. They are powerful protectors who embody the will of the land.</p><p></p><p><strong>DC 15.</strong> As a nature spirit, spirits of the wilds can be mollified—at least somewhat—with offerings made to it.</p><p></p><p><strong>DC 20.</strong> Spirits of the wild exist primarily in the Ethereal Plane, but manifest in the Material world frequently to patrol. Animals and plant creatures act as its eyes and ears and report any incursion or sign of interference.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Signs</span></span></strong></p><p>1. The feeling of being watched; with a DC 15 Perception check, animals are observing the party.</p><p>2. The area feels foreboding and off-limits to any creature that is not a beast, fey, or plant.</p><p>3. Unusually lush plant-life that moves to form a path to or away from the heart of the spirit’s domain.</p><p>4. A shrine with markings in Druidic that reveal the spirit’s existence and suggest an offering.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Behavior</span></span></strong></p><p>1. Has heard of recent trespassers who have harmed the wilderness in some way; will attack the party on sight.</p><p>2. Aiding an injured animal.</p><p>3. Approaches the party and asks for their assistance</p><p>4. Patrolling; will send animals to watch the party and report back.</p><p>5. Hostile to hunters and fire-users.</p><p>6. In battle with a demon.</p><p></p><p>--</p><p></p><p>The following uses an owlbear as the base creature.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Owlbear Spirit of the Wild</span></span></strong></p><p><strong>Large celestial (fey); Challenge 3 (700 XP)</strong></p><p><strong>AC</strong> 13 (natural armor)</p><p><strong>HP</strong> 59 (7d12+21; bloodied 29)</p><p><strong>Speed</strong> 50 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 22 (+6) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 18 (+4) <strong>WIS</strong> 18 (+4) <strong>CHA</strong> 18 (+4)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 16</p><p><strong>Skills</strong> Intimidation +6, Nature +6 (+1d6), Persuasion + 6, Perception +6, Stealth +6</p><p><strong>Damage Resistances</strong> nonmagical damage</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 60 ft.</p><p><strong>Languages</strong> Druidic, Sylvan</p><p></p><p><strong><em>Keen Sight and Smell.</em></strong> The owlbear spirit has advantage on Perception checks that rely on sight or smell.</p><p></p><p><strong><em>Ethereal Sight.</em></strong> The owlbear spirit can see into both the Material Plane and Ethereal Plane.</p><p></p><p><strong><em>Monarch of Beast and Plant.</em></strong> The owlbear spirit gains a +d8 expertise die on Intimidation and Persuasion checks made against beasts and plants.</p><p></p><p><strong><em>Speak With Animals.</em></strong> The owlbear spirit can speak with animals.</p><p></p><p><strong><em>Spellcasting.</em></strong> The owlbear spirit is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared.</p><p></p><p><strong>Cantrips (At will):</strong> <em>druidcraft, resistance</em></p><p><strong>1st-Level (4 slots):</strong> <em>cure wounds, detect poison and disease, fog cloud, purify food and drink</em></p><p><strong>2nd-level (3 slots):</strong> <em>hold person, invigorated strikes, lesser restoration</em></p><p><strong>3rd-Level (3 slots):</strong> <em>dispel magic, plant growth</em></p><p><strong>4th-Level (1 slot):</strong> <em>blight, charm monster</em></p><p></p><p><strong><em>Unearthly Glow.</em></strong> The owlbear spirit sheds dim light to a radius of 10 feet. It can extinguish this glow at will (no action required by it).</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The owlbear spirit attacks with its beak and claws.</p><p></p><p><strong><em>Beak. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>11 (1d10+6) piercing damage</p><p></p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>15 (2d8+6) slashing damage</p><p></p><p><strong><em>Blight (4th-Level; V, Concentration).</em></strong> The owlbear spirit targets a living creature or plant within 30 feet, draining moisture and vitality from it. The target must make a DC 14 Constitution saving throw, taking 26 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies.</p><p></p><p><strong><em>Charm Monster (4th-Level; V, S).</em></strong> A creature the owlbear spirit can see must make a DC 14 Wisdom saving throw or be charmed by the owlbear spirit for 1 hour. If the owlbear spirit or its companions are fighting the target, it has advantage on its saving throw.</p><p></p><p><strong><em>Fog Cloud (1st-Level; V, S, Concentration).</em></strong> The owlbear spirit creates a 20-foot radius, heavily-obscured sphere of fog centered on a point it can see within 120 feet. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour). It lasts for 1 hour.</p><p></p><p><strong><em>Hold Person (2nd-Level; V, Concentration).</em></strong> One humanoid the owlbear spirit can see within 60 feet must make a DC 14 Wisdom saving throw or be paralyzed for 1 minute. It may repeat the saving throw at the end of each of its turns, ending the effect on a success.</p><p></p><p><strong><em>Invigorated Strikes (2nd-Level; V, S, Concentration).</em></strong> For 10 minutes, the target deals an additional 1d4 damage when it deals damage with an unarmed strike or natural weapon.</p><p></p><p><strong><em>Plant Growth (3rd-Level; V, S).</em></strong> Plants in a 100-foot radius sphere centered on a point within 120 feet rapidly grow. Movement through the area costs 4 feet of movement for every foot traveled. The plants last for one day. The owlbear spirit doesn’t require the presence of pre-existing plants.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Ethereal Jaunt.</em></strong> The owlbear spirit magically shifts from the Material Plane to the Ethereal Plane or vice versa.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9445930, member: 6915329"] Different issue, another monster template from [I]Neverwinter Nights[/I]. This time, it’s a [B]spirit of the woods[/B], a nature spirit capable of embodying itself in an animal it possesses. There’s nothing particularly forest-y about it, which is good, I think—you should be able to get nature spirits in any biome. Because of that, I’m changing the name to spirit of the wilds. Honestly, I think that this sort of spirit should be more common in D&D, at least in settings that aren’t as high-tech as most D&D-typical genres. Animal spirits and “king animals” are fairly common in myth, after all. The template has the dreaded “can cast spells as a Xth-level <caster class>” problem, without any hint as to what sort of spells it normally likes to use. [I]Sigh…[/I] The spirit of the wild template is limited to beasts. However, it makes sense that there should be “bestial monstrosity” (griffons, etc.) and plant-based spirits of the wild as well, so feel free to bend the rules a bit. I did. (You’ll notice that this template has the Legends & Lore, Behaviors, etc. tables. I’m only going to do this on templates that effectively make a brand new creature, not one that simply modifies an existing creature.) [COLOR=rgb(41, 105, 176)][SIZE=6][B]Spirit of the Wild (Template)[/B][/SIZE][/COLOR] The Lost Horrors of Neverwinter, Dragon Magazine #303 Creature by Clifford Horowitz; art by Mike Sass and Todd Granier A force of nature with great knowledge and power, a spirit of the wilds is an entity that exemplifies a type of animal. They resemble ghostly animals, usually larger and more magnificent than normal animals, and they glow with a dim firelight that reflects their moods. They protect an area of natural land and the animals and plants native to it. Like many spirits, they can be mollified with offerings, although they do not consider themselves bound by such gifts—if the gift-giver, thinking that act of giving the gift will absolve it of any wrongdoing, proves hostile to the spirit’s domain, the spirit of the wild will attack. -- “Spirit of the wild” is a template that can be placed on any beast. It regains all of the statistics of the base creature except as noted below. [B][I]Type.[/I][/B] The spirit of the wild’s type is celestial (fey). [B][I]Ability Scores.[/I][/B] The spirit of the wild’s Strength and Dexterity scores both increase by +4 (maximum of 30), its Constitution, Intelligence, Wisdom, and Charisma scores becomes 18 (+4), unless they’re already higher. Recalculate its hit points. [B][I]Speed.[/I][/B] All of the spirit of the wild’s movements increase by 10 feet. [B][I]Skills.[/I][/B] The spirit of the wild gains proficiency and a d6 expertise die in Nature, and also gains proficiency in Intimidation and Persuasion. [B][I]Resistances.[/I][/B] The spirit of the woods is resistant to nonmagical damage [B][I]Immunities.[/I][/B] The spirit of the wild is immune to poison damage and the poisoned condition. [B][I]Senses.[/I][/B] The spirit of the wild gains darkvision to 60 feet. [B][I]Languages.[/I][/B] The spirit of the wild can communicate with animals. In addition, the spirit of the wild can speak Druidic and Sylvan. [B][I]Ethereal Sight.[/I][/B] The spirit of the wild can see into both the Material Plane and Ethereal Plane. [B][I]Monarch of Beast and Plant.[/I][/B] The spirit of the wild gains a +d8 expertise die on Intimidation and Persuasion checks made against beasts and plants. [B][I]Spellcasting.[/I][/B] The spirit is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC = 8 + the creature’s PB + 4; spell attack bonus = the base creature’s PB +4). It prepares spells as a 7th-level druid, and can prepare 3 cantrips and 11 spells: four 1st-level spells, three 2nd-level spells, three 3rd-level spells, and one 4th-level spell. It requires no material components when it casts a druid spell. [B][I]Unearthly Glow.[/I][/B] The spirit of the wilds sheds dim light to a radius of 10 feet. It can extinguish this glow at will (no action required by it). [B][I]Bonus Action: Ethereal Jaunt.[/I][/B] The spirit of the wild magically shifts from the Material Plane to the Ethereal Plane or vice versa. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Legends and Lore[/SIZE][/COLOR][/B] With an Arcana or Nature check, the characters can learn the following: [B]DC 10.[/B] A spirit of the wilds is a force of nature and paragon animal spirit. They are powerful protectors who embody the will of the land. [B]DC 15.[/B] As a nature spirit, spirits of the wilds can be mollified—at least somewhat—with offerings made to it. [B]DC 20.[/B] Spirits of the wild exist primarily in the Ethereal Plane, but manifest in the Material world frequently to patrol. Animals and plant creatures act as its eyes and ears and report any incursion or sign of interference. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Signs[/SIZE][/COLOR][/B] 1. The feeling of being watched; with a DC 15 Perception check, animals are observing the party. 2. The area feels foreboding and off-limits to any creature that is not a beast, fey, or plant. 3. Unusually lush plant-life that moves to form a path to or away from the heart of the spirit’s domain. 4. A shrine with markings in Druidic that reveal the spirit’s existence and suggest an offering. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Behavior[/SIZE][/COLOR][/B] 1. Has heard of recent trespassers who have harmed the wilderness in some way; will attack the party on sight. 2. Aiding an injured animal. 3. Approaches the party and asks for their assistance 4. Patrolling; will send animals to watch the party and report back. 5. Hostile to hunters and fire-users. 6. In battle with a demon. -- The following uses an owlbear as the base creature. [B][COLOR=rgb(41, 105, 176)][SIZE=7]Owlbear Spirit of the Wild[/SIZE][/COLOR] Large celestial (fey); Challenge 3 (700 XP) AC[/B] 13 (natural armor) [B]HP[/B] 59 (7d12+21; bloodied 29) [B]Speed[/B] 50 ft., climb 30 ft. [B]STR[/B] 22 (+6) [B]DEX[/B] 16 (+3) [B]CON[/B] 18 (+4) [B]INT[/B] 18 (+4) [B]WIS[/B] 18 (+4) [B]CHA[/B] 18 (+4) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 16 [B]Skills[/B] Intimidation +6, Nature +6 (+1d6), Persuasion + 6, Perception +6, Stealth +6 [B]Damage Resistances[/B] nonmagical damage [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] poisoned [B]Senses[/B] darkvision 60 ft. [B]Languages[/B] Druidic, Sylvan [B][I]Keen Sight and Smell.[/I][/B] The owlbear spirit has advantage on Perception checks that rely on sight or smell. [B][I]Ethereal Sight.[/I][/B] The owlbear spirit can see into both the Material Plane and Ethereal Plane. [B][I]Monarch of Beast and Plant.[/I][/B] The owlbear spirit gains a +d8 expertise die on Intimidation and Persuasion checks made against beasts and plants. [B][I]Speak With Animals.[/I][/B] The owlbear spirit can speak with animals. [B][I]Spellcasting.[/I][/B] The owlbear spirit is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared. [B]Cantrips (At will):[/B] [I]druidcraft, resistance[/I] [B]1st-Level (4 slots):[/B] [I]cure wounds, detect poison and disease, fog cloud, purify food and drink[/I] [B]2nd-level (3 slots):[/B] [I]hold person, invigorated strikes, lesser restoration[/I] [B]3rd-Level (3 slots):[/B] [I]dispel magic, plant growth[/I] [B]4th-Level (1 slot):[/B] [I]blight, charm monster[/I] [B][I]Unearthly Glow.[/I][/B] The owlbear spirit sheds dim light to a radius of 10 feet. It can extinguish this glow at will (no action required by it). [B][U]Actions[/U] [I]Multiattack.[/I][/B] The owlbear spirit attacks with its beak and claws. [B][I]Beak. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]11 (1d10+6) piercing damage [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]15 (2d8+6) slashing damage [B][I]Blight (4th-Level; V, Concentration).[/I][/B] The owlbear spirit targets a living creature or plant within 30 feet, draining moisture and vitality from it. The target must make a DC 14 Constitution saving throw, taking 26 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies. [B][I]Charm Monster (4th-Level; V, S).[/I][/B] A creature the owlbear spirit can see must make a DC 14 Wisdom saving throw or be charmed by the owlbear spirit for 1 hour. If the owlbear spirit or its companions are fighting the target, it has advantage on its saving throw. [B][I]Fog Cloud (1st-Level; V, S, Concentration).[/I][/B] The owlbear spirit creates a 20-foot radius, heavily-obscured sphere of fog centered on a point it can see within 120 feet. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour). It lasts for 1 hour. [B][I]Hold Person (2nd-Level; V, Concentration).[/I][/B] One humanoid the owlbear spirit can see within 60 feet must make a DC 14 Wisdom saving throw or be paralyzed for 1 minute. It may repeat the saving throw at the end of each of its turns, ending the effect on a success. [B][I]Invigorated Strikes (2nd-Level; V, S, Concentration).[/I][/B] For 10 minutes, the target deals an additional 1d4 damage when it deals damage with an unarmed strike or natural weapon. [B][I]Plant Growth (3rd-Level; V, S).[/I][/B] Plants in a 100-foot radius sphere centered on a point within 120 feet rapidly grow. Movement through the area costs 4 feet of movement for every foot traveled. The plants last for one day. The owlbear spirit doesn’t require the presence of pre-existing plants. [B][U]Bonus Actions[/U] [I]Ethereal Jaunt.[/I][/B] The owlbear spirit magically shifts from the Material Plane to the Ethereal Plane or vice versa. [/QUOTE]
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