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<blockquote data-quote="Faolyn" data-source="post: 8706893" data-attributes="member: 6915329"><p>Now starts Creature Catalog 1, published in Dragon #89. This was a pull-out section containing 29(!) new creatures. Some of them (especially those created by Ed Greenwood) went on to bigger and better things in later editions (well, mostly in 2e), but a lot more faded into obscurity. Two more Creature Catalogs would be published soon after, in issues 94 and 101, and then three more articles much, <em>much</em> later for 3e. I’m sure I’ll get there eventually! For those keeping score, the dark naga (created by Ed Greenwood) debuted in this article.</p><p></p><p>The first creature is the <strong>calygraunt</strong>, which would in later editions be called the feystag. Which, I have to admit, it a lot easier to spell. I can<em>not</em> begin to count how many times I transposed the <em>a</em>’s and <em>u</em>’s.</p><p></p><p>[ATTACH=full]255424[/ATTACH]</p><p><span style="font-size: 15px">Artist: Roger Raupp</span></p><p></p><p>Their illustration in 2e's Monstrous Compendium Annual Appendix 1 is far more catlike:</p><p></p><p>[ATTACH=full]255425[/ATTACH]</p><p><span style="font-size: 15px">Artist: Tony Diterlizzi</span></p><p></p><p>They're fey; they're likely quite varied in shape.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px">Calygraunt (Feystag)</span></span></strong></p><p>Creature Catalog, Dragon Magazine #89</p><p>Created by Ed Greenwood</p><p></p><p>Also called feystags, calygraunt resemble cat-like hares, or possibly hare-like cats. They stand on two legs, although they can easily drop to all fours to run quickly. They have a pair of antlers and are often confused for jackalopes. They’re larger and <em>far </em>more intelligent than those creatures, however. Not counting their ears, calygraunts can reach four feet in height. Mostly vegetarian, they prefer herbs (especially mint), moss, and mistletoe, although they will sometimes each insects or cooked meats other creatures prepare for them.</p><p></p><p><strong><em>Magic-Born.</em></strong> Calygraunts are created when a spellcaster’s desire to learn and control great and greater magic grows to obsessive levels. As a result, they can be frequently found near the lair of liches. Most calygraunts stay in such an area for long—they either quickly get as far away as they can or they get killed by the lich. Before they do so, though, they can cause a lot of havoc because of their singular ability to recognize and control magic items from afar and their love of stealing these items.</p><p></p><p><strong><em>Magic-Lovers. </em></strong>Calygraunts are completely fascinated by magic items. It doesn’t matter the type of item or its level of power. To them, the simplest magical trinkets are as important and as amazing as the most powerful of magic items. They collect magic items and are often willing to trade away older ones they’ve used a lot for newer ones they’ve never seen before.</p><p></p><p><strong><em>Solitary Wanderers.</em></strong> Most calygraunt constantly wander, calling no place home. They love nothing more than discovery and are always seeking out new places to explore. They love their solitude, although rarely one will find a romantic partner to travel with (who may or may not be another calygraunt). In these cases, they mate for life; if their partner has children, they often will adopt those children as their own. While they do enjoy parties—a calygraunt is often a welcome guest of a satyr revelry—and being social, they very quickly get tired of other people. So much do these creatures otherwise love their solitude that they often leave traps behind them to discourage followers.</p><p></p><p><strong><em>Putting Down Roots.</em></strong> On rare occasions, a calygraunt loses the desire to wander. These are often individuals who have suffered from some great injury or trauma, have lost their partner, or have suffered a curse from one of the magic items they stole. They often dwell in the borderlands between the Feywild and the mortal world, and commonly set up shop as magic dealers, sages, and hedge mages for hire.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or Nature check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Calygraunts are also known as feystags. They are animal-like fey that have a passion of magic items of all types.</p><p></p><p><strong>DC 15.</strong> Calygraunts have the ability to control other people’s magic items from afar.</p><p></p><p><strong>DC 20.</strong> As they are highly knowledgeable about magic items, calygraunts are often willing to sell information about items brought to them.</p><p></p><p><strong><span style="font-size: 18px">Monster Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Feywild, Forest, Hills, Laboratory, Urban</p><p></p><p><strong>CR 1-2</strong> 1 calygraunt; 1 calygraunt and its mate: another calygraunt, a dryad, satyr, or forest gnome scout.</p><p><strong><em>Treasure:</em></strong> <em>amber wings, bag of holding, chime of opening, skeleton key</em></p><p></p><p><strong>CR 3-4</strong> 1 calygraunt hedge mage; 1 calygraunt and its mate: a centaur, minstrel, or druid.</p><p><strong><em>Treasure:</em></strong> <em>feather token (tree), hat of disguise, pipes of haunting, wand of magic missiles</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. One of the character’s magic items suddenly activates.</p><p>2. When the characters wake up, they realize one common magic item they own is missing. In its place is another common magic item that is functional but clearly well-used.</p><p>3. A posted sign offering to buy magic items, along with the location of the buyer.</p><p>4. A spellcaster’s minions approaches the party, asking if they’ve seen the calygraunt. They offer a substantial bounty for the calygraunt’s head and the return of the items it stole.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1-2. Sketching or painting the scenery.</p><p>3. Playing with a minor magic item.</p><p>4. Taking a nap under a tree.</p><p>5. Stalking the characters and learning about their magic.</p><p>6. On the run from a spellcaster’s minions.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Analup, Bruxo, Galdur, Jadu, Kiama, Ramil, Zinta</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Calygraunt (Feystag)</span></span></strong></p><p><strong>Medium fey</strong></p><p>Challenge 1 (200 XP)</p><p><strong>AC</strong> 13</p><p><strong>HP</strong> 22 (4d8+4)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 9 (-1) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 13 (+1)</p><p><strong>INT</strong> 15 (+2) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 15 (+3)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 13</p><p><strong>Skills</strong> Arcana +4 (<em>+1d6</em>), Perception +3, Sleight of Hand +5, Stealth +5 (<em>+1d4</em>)</p><p><strong>Saves</strong> Int +4, Wis +3, Cha +4</p><p><strong>Condition Immunities</strong> charmed, frightened, rattled</p><p><strong>Senses</strong> darkvision 60 ft., truesight 10 ft., passive Perception 13</p><p><strong>Languages</strong> Common, Sylvan</p><p><strong><em>Magic Resistance. </em></strong>The calygraunt has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Magically Shielded. </em></strong>The calygraunt can’t be targeted by any divination magic or perceived through magical scrying sensors.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The calygraunt makes two attacks with its claws.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d4+3) slashing damage.</p><p><strong><em>Fey Walker.</em></strong> The calygraunt magically shifts from the Material Plane to the Feywild or vice versa. It can bring up to one willing creature with it.</p><p><strong><em>Take Over (Recharge 5-6).</em></strong> The calygraunt attempts to take control of a ring, rod, staff, wand, or wondrous item that it can see within 30 feet of it that it has previously identified using its Identify Item trait. The item must have to be activated to be used. The calygraunt must make a DC 10 Charisma check, versus the owner’s Charisma if the owner is attuned to the item.</p><p> If the calygraunt succeeds, it can immediately use the item. If the item requires attunement, the attunement to the original owner ends and the calygraunt becomes instantly attuned. It can be attuned to any number of magic items and can use items regardless of attunement requirements of heritage or class. On a failure, the calygraunt can’t try to control the object again for 24 hours.</p><p><strong><em>Use Magic Item.</em></strong> The calygraunt uses an item to which it is attuned, as long as it is within 30 feet of the item, by using a mental command; this uses up the appropriate number of uses per day or charges. The calygraunt can use any of the item’s functions, but unless it is using or holding the item the way it is intended to be used, it can’t aim the effects. For instance, a wand will randomly target a creature, including the calygraunt, within its range. If the item has multiple abilities, the function that is activated will be chosen randomly unless the calygraunt is holding or wearing the item.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Identify Item.</em></strong> The calygraunt chooses an item it can see within 30 feet of it. The calygraunt immediately knows if the item is magical or not. It can then make an Arcana check. The DC is as follows: common item: DC 10; uncommon item: DC 12; rare item: DC 14; very rare item: DC 16; legendary item: DC 18. If another creature is attuned to the item, the calygraunt has disadvantage on this roll.</p><p> On a success, the calygraunt learns the item’s magical properties, how to use them, whether it requires attunement and is currently attuned, how many charges it has, and what spells were used to create it. The calygraunt can’t detect or identify artifacts in this manner. On a failure, the calygraunt can’t try to identify the object again for 24 hours.</p><p><strong><em>Runner.</em></strong> If the calygraunt drops to all fours, it can take the Dash action as a bonus action. It can’t carry any objects in its hands while using this ability</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Retaliative Spark of Magic.</em></strong> If the calygraunt takes damage from a weapon or spell attack that originated within 30 feet of it, and if the calygraunt is attuned to at least one magic item that is also within 30 feet of it, then magic sparks from the attuned magic item and strikes the creature who inflicted the damage on it. That creature must make a DC 13 Dexterity check or take 7 (2d6) force damage.</p><p> At the Narrator’s discretion, if the item inflicts a different type of damage, such as a <em>wand of fireballs </em>that inflicts fire damage, then the damage is of that different type and not force damage.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Calygraunts try to remain in hiding and activate magic items they see, and then escape in the confusion.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Variant: Calygraunt Hedge Mage</span></span></strong></p><p>Some calygraunts truly study the magic that makes up the items they covet and end up learning a handful of spells. Like wizards and clerics, they can choose to prepare different spells each day and use spell slots to cast them. Unlike any type of humanoid spellcasters, they aren’t limited to a single class’s spell list. The Narrator can assign a calygraunt any spell they wish, and each one may also have one or more rare spells as well. The calygraunt has no spellbook; instead, it learns their spells from the items they have owned over the years, and can switch out which spells they have prepared through meditation.</p><p></p><p>The feystag hedge mage is CR 3 (750 XP) and has 55 (10d8+10; bloodied 28) hit points. Its Intelligence is 16 (+3) and its Charisma is 18 (+4).</p><p></p><p><strong><em>Spellcasting.</em></strong> The feystag hedge mage is a 5th level spellcaster. Its spellcasting trait is Charisma (spell save DC 14, +6 to hit with spell attacks.). It has the following spells prepared:</p><p></p><p>Cantrips (At Will): <em>dancing lights, druidcraft, prestidigitation, vicious mockery</em></p><p>1st-level (4 slots): <em>animal friendship, augury, magic missile</em></p><p>2nd-level (3 slots): <em>detect thoughts, fly</em></p><p>3rd level (2 slots): <em>major image</em></p><p></p><p>It also gains the following action:</p><p></p><p><strong><em>Magic Missile (1st-Level; V, S).</em></strong> Three glowing arrows fly from the mage simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4+1) force damage.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8706893, member: 6915329"] Now starts Creature Catalog 1, published in Dragon #89. This was a pull-out section containing 29(!) new creatures. Some of them (especially those created by Ed Greenwood) went on to bigger and better things in later editions (well, mostly in 2e), but a lot more faded into obscurity. Two more Creature Catalogs would be published soon after, in issues 94 and 101, and then three more articles much, [I]much[/I] later for 3e. I’m sure I’ll get there eventually! For those keeping score, the dark naga (created by Ed Greenwood) debuted in this article. The first creature is the [B]calygraunt[/B], which would in later editions be called the feystag. Which, I have to admit, it a lot easier to spell. I can[I]not[/I] begin to count how many times I transposed the [I]a[/I]’s and [I]u[/I]’s. [ATTACH type="full" alt="1658866072149.png"]255424[/ATTACH] [SIZE=4]Artist: Roger Raupp[/SIZE] Their illustration in 2e's Monstrous Compendium Annual Appendix 1 is far more catlike: [ATTACH type="full" alt="1658866144118.png"]255425[/ATTACH] [SIZE=4]Artist: Tony Diterlizzi[/SIZE] They're fey; they're likely quite varied in shape. [B][COLOR=rgb(65, 168, 95)][SIZE=6]Calygraunt (Feystag)[/SIZE][/COLOR][/B] Creature Catalog, Dragon Magazine #89 Created by Ed Greenwood Also called feystags, calygraunt resemble cat-like hares, or possibly hare-like cats. They stand on two legs, although they can easily drop to all fours to run quickly. They have a pair of antlers and are often confused for jackalopes. They’re larger and [I]far [/I]more intelligent than those creatures, however. Not counting their ears, calygraunts can reach four feet in height. Mostly vegetarian, they prefer herbs (especially mint), moss, and mistletoe, although they will sometimes each insects or cooked meats other creatures prepare for them. [B][I]Magic-Born.[/I][/B] Calygraunts are created when a spellcaster’s desire to learn and control great and greater magic grows to obsessive levels. As a result, they can be frequently found near the lair of liches. Most calygraunts stay in such an area for long—they either quickly get as far away as they can or they get killed by the lich. Before they do so, though, they can cause a lot of havoc because of their singular ability to recognize and control magic items from afar and their love of stealing these items. [B][I]Magic-Lovers. [/I][/B]Calygraunts are completely fascinated by magic items. It doesn’t matter the type of item or its level of power. To them, the simplest magical trinkets are as important and as amazing as the most powerful of magic items. They collect magic items and are often willing to trade away older ones they’ve used a lot for newer ones they’ve never seen before. [B][I]Solitary Wanderers.[/I][/B] Most calygraunt constantly wander, calling no place home. They love nothing more than discovery and are always seeking out new places to explore. They love their solitude, although rarely one will find a romantic partner to travel with (who may or may not be another calygraunt). In these cases, they mate for life; if their partner has children, they often will adopt those children as their own. While they do enjoy parties—a calygraunt is often a welcome guest of a satyr revelry—and being social, they very quickly get tired of other people. So much do these creatures otherwise love their solitude that they often leave traps behind them to discourage followers. [B][I]Putting Down Roots.[/I][/B] On rare occasions, a calygraunt loses the desire to wander. These are often individuals who have suffered from some great injury or trauma, have lost their partner, or have suffered a curse from one of the magic items they stole. They often dwell in the borderlands between the Feywild and the mortal world, and commonly set up shop as magic dealers, sages, and hedge mages for hire. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or Nature check, the characters can learn the following: [B]DC 10.[/B] Calygraunts are also known as feystags. They are animal-like fey that have a passion of magic items of all types. [B]DC 15.[/B] Calygraunts have the ability to control other people’s magic items from afar. [B]DC 20.[/B] As they are highly knowledgeable about magic items, calygraunts are often willing to sell information about items brought to them. [B][SIZE=5]Monster Encounters[/SIZE] [I]Terrain:[/I][/B] Feywild, Forest, Hills, Laboratory, Urban [B]CR 1-2[/B] 1 calygraunt; 1 calygraunt and its mate: another calygraunt, a dryad, satyr, or forest gnome scout. [B][I]Treasure:[/I][/B] [I]amber wings, bag of holding, chime of opening, skeleton key[/I] [B]CR 3-4[/B] 1 calygraunt hedge mage; 1 calygraunt and its mate: a centaur, minstrel, or druid. [B][I]Treasure:[/I][/B] [I]feather token (tree), hat of disguise, pipes of haunting, wand of magic missiles[/I] [B][SIZE=5]Signs[/SIZE][/B] 1. One of the character’s magic items suddenly activates. 2. When the characters wake up, they realize one common magic item they own is missing. In its place is another common magic item that is functional but clearly well-used. 3. A posted sign offering to buy magic items, along with the location of the buyer. 4. A spellcaster’s minions approaches the party, asking if they’ve seen the calygraunt. They offer a substantial bounty for the calygraunt’s head and the return of the items it stole. [B][SIZE=5]Behavior[/SIZE][/B] 1-2. Sketching or painting the scenery. 3. Playing with a minor magic item. 4. Taking a nap under a tree. 5. Stalking the characters and learning about their magic. 6. On the run from a spellcaster’s minions. [B][SIZE=5]Names[/SIZE][/B] Analup, Bruxo, Galdur, Jadu, Kiama, Ramil, Zinta [B][COLOR=rgb(65, 168, 95)][SIZE=7]Calygraunt (Feystag)[/SIZE][/COLOR] Medium fey[/B] Challenge 1 (200 XP) [B]AC[/B] 13 [B]HP[/B] 22 (4d8+4) [B]Speed[/B] 40 ft. [B]STR[/B] 9 (-1) [B]DEX[/B] 16 (+3) [B]CON[/B] 13 (+1) [B]INT[/B] 15 (+2) [B]WIS[/B] 12 (+1) [B]CHA[/B] 15 (+3) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 13 [B]Skills[/B] Arcana +4 ([I]+1d6[/I]), Perception +3, Sleight of Hand +5, Stealth +5 ([I]+1d4[/I]) [B]Saves[/B] Int +4, Wis +3, Cha +4 [B]Condition Immunities[/B] charmed, frightened, rattled [B]Senses[/B] darkvision 60 ft., truesight 10 ft., passive Perception 13 [B]Languages[/B] Common, Sylvan [B][I]Magic Resistance. [/I][/B]The calygraunt has advantage on saving throws against spells and other magical effects. [B][I]Magically Shielded. [/I][/B]The calygraunt can’t be targeted by any divination magic or perceived through magical scrying sensors. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The calygraunt makes two attacks with its claws. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d4+3) slashing damage. [B][I]Fey Walker.[/I][/B] The calygraunt magically shifts from the Material Plane to the Feywild or vice versa. It can bring up to one willing creature with it. [B][I]Take Over (Recharge 5-6).[/I][/B] The calygraunt attempts to take control of a ring, rod, staff, wand, or wondrous item that it can see within 30 feet of it that it has previously identified using its Identify Item trait. The item must have to be activated to be used. The calygraunt must make a DC 10 Charisma check, versus the owner’s Charisma if the owner is attuned to the item. If the calygraunt succeeds, it can immediately use the item. If the item requires attunement, the attunement to the original owner ends and the calygraunt becomes instantly attuned. It can be attuned to any number of magic items and can use items regardless of attunement requirements of heritage or class. On a failure, the calygraunt can’t try to control the object again for 24 hours. [B][I]Use Magic Item.[/I][/B] The calygraunt uses an item to which it is attuned, as long as it is within 30 feet of the item, by using a mental command; this uses up the appropriate number of uses per day or charges. The calygraunt can use any of the item’s functions, but unless it is using or holding the item the way it is intended to be used, it can’t aim the effects. For instance, a wand will randomly target a creature, including the calygraunt, within its range. If the item has multiple abilities, the function that is activated will be chosen randomly unless the calygraunt is holding or wearing the item. [B][U]Bonus Actions[/U] [I]Identify Item.[/I][/B] The calygraunt chooses an item it can see within 30 feet of it. The calygraunt immediately knows if the item is magical or not. It can then make an Arcana check. The DC is as follows: common item: DC 10; uncommon item: DC 12; rare item: DC 14; very rare item: DC 16; legendary item: DC 18. If another creature is attuned to the item, the calygraunt has disadvantage on this roll. On a success, the calygraunt learns the item’s magical properties, how to use them, whether it requires attunement and is currently attuned, how many charges it has, and what spells were used to create it. The calygraunt can’t detect or identify artifacts in this manner. On a failure, the calygraunt can’t try to identify the object again for 24 hours. [B][I]Runner.[/I][/B] If the calygraunt drops to all fours, it can take the Dash action as a bonus action. It can’t carry any objects in its hands while using this ability [B][U]Reactions[/U] [I]Retaliative Spark of Magic.[/I][/B] If the calygraunt takes damage from a weapon or spell attack that originated within 30 feet of it, and if the calygraunt is attuned to at least one magic item that is also within 30 feet of it, then magic sparks from the attuned magic item and strikes the creature who inflicted the damage on it. That creature must make a DC 13 Dexterity check or take 7 (2d6) force damage. At the Narrator’s discretion, if the item inflicts a different type of damage, such as a [I]wand of fireballs [/I]that inflicts fire damage, then the damage is of that different type and not force damage. [B][SIZE=5]Combat[/SIZE][/B] Calygraunts try to remain in hiding and activate magic items they see, and then escape in the confusion. [B][COLOR=rgb(65, 168, 95)][SIZE=5]Variant: Calygraunt Hedge Mage[/SIZE][/COLOR][/B] Some calygraunts truly study the magic that makes up the items they covet and end up learning a handful of spells. Like wizards and clerics, they can choose to prepare different spells each day and use spell slots to cast them. Unlike any type of humanoid spellcasters, they aren’t limited to a single class’s spell list. The Narrator can assign a calygraunt any spell they wish, and each one may also have one or more rare spells as well. The calygraunt has no spellbook; instead, it learns their spells from the items they have owned over the years, and can switch out which spells they have prepared through meditation. The feystag hedge mage is CR 3 (750 XP) and has 55 (10d8+10; bloodied 28) hit points. Its Intelligence is 16 (+3) and its Charisma is 18 (+4). [B][I]Spellcasting.[/I][/B] The feystag hedge mage is a 5th level spellcaster. Its spellcasting trait is Charisma (spell save DC 14, +6 to hit with spell attacks.). It has the following spells prepared: Cantrips (At Will): [I]dancing lights, druidcraft, prestidigitation, vicious mockery[/I] 1st-level (4 slots): [I]animal friendship, augury, magic missile[/I] 2nd-level (3 slots): [I]detect thoughts, fly[/I] 3rd level (2 slots): [I]major image[/I] It also gains the following action: [B][I]Magic Missile (1st-Level; V, S).[/I][/B] Three glowing arrows fly from the mage simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4+1) force damage. [/QUOTE]
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