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[Dragonlance Homebrew] Alternate Timeline: Hourglass in the Sky
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<blockquote data-quote="Libertad" data-source="post: 9765573" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/uwMYetU.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 522px" /></p><p></p><p><a href="https://olliejoet.artstation.com/projects/e0kKBb" target="_blank"><em>Pestilence: Four Saurians of the Apocalypse by Ollie Titley</em></a></p><p></p><p><strong>Moonfallen</strong> are monsters that lived on Krynn's three moons. Starting with the death of Solinari, the destruction of these celestial bodies brought new horrors to the regions of Ansalon upon which they fell. Sealed ages ago and largely forgotten, Moonfallen pose a dangerous element of the unknown to anyone making first contact with them.</p><p></p><p>As an element for Dungeon Masters, monsters ordinarily not part of the Dragonlance setting can be easily imported this way, with their previously-unknown nature given a ready-made explanation for being sealed horrors from Krynn's antiquity. Beyond the immediate dangers they have towards the PCs and adventuring types, a monster chosen to be Moonfallen should have a nature or ability that deems it an existential threat to nearby civilizations. There's a reason that the Gods of Magic chose to seal them away in the three moons away from Krynn and not other monsters.</p><p></p><p>A <em>Despoiling Voice</em> is a marble statue construct portraying a tall, athletic, elven male. Cracked veins mar its otherwise exquisite surface, from which constantly exudes a gray, smoggy smoke. Whenever the Despoiling Voice opens its mouth, it emits a droning vibration that sounds like a symphony of voices singing in an archaic Elven dialect. The few words that can be heard are analogies for gardening and pest removal, such as "Chislev's pruning," "blossoms after winter," and "entangled roots." Although non-damaging, this voice renders living creatures of certain races who can hear it to become sterile and incapable of reproduction The Despoiling Voice can also defend itself with strong, stonelike fists and a louder screech that can rend and destroy creatures and objects.</p><p></p><p>The Despoiling Voices were created by a Silvanesti of House Royal during the Age of Might, who saw certain races as an affront to the Gods of Light and sought to find "humane" methods of reducing their numbers. A plot was hatched to create animated magic statues with beautiful voices that carried the subtle ability to sterilize targeted groups who listened to them. They were donated to various kingdoms and tribes as supposed goodwill gestures.</p><p></p><p>The Silvanesti creator was tried and executed in Solamnia once the constructs' purposes were discovered. Clerics and monks of Shinare traveled the lands, discretely buying up Despoiling Voices wherever they could be found so as to not tip off too many people as to their true purpose and thus see them turned into weapons. Then, Red and White Robe wizards transported them to the surface of the moons via intricate teleportation spells.</p><p></p><p><strong>Despoiling Voice</strong></p><p><em>Medium Construct, Unaligned</em></p><p><strong>AC</strong> 18 (natural armor) <strong>Initiative</strong> +3 (13)</p><p><strong>HP</strong> 67 (9d8+27)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="font-family: 'Arial'">Ability</span></td><td><span style="font-family: 'Arial'">Score</span></td><td><span style="font-family: 'Arial'">Modifier</span></td><td><span style="font-family: 'Arial'">Save</span></td></tr><tr><td><span style="font-family: 'Arial'">STR</span></td><td><span style="font-family: 'Arial'">18</span></td><td><span style="font-family: 'Arial'">+4</span></td><td><span style="font-family: 'Arial'">+4</span></td></tr><tr><td><span style="font-family: 'Arial'">DEX</span></td><td><span style="font-family: 'Arial'">16</span></td><td><span style="font-family: 'Arial'">+3</span></td><td><span style="font-family: 'Arial'">+3</span></td></tr><tr><td><span style="font-family: 'Arial'">CON</span></td><td><span style="font-family: 'Arial'">17</span></td><td><span style="font-family: 'Arial'">+3</span></td><td><span style="font-family: 'Arial'">+3</span></td></tr><tr><td><span style="font-family: 'Arial'">INT</span></td><td><span style="font-family: 'Arial'">4</span></td><td><span style="font-family: 'Arial'">-3</span></td><td><span style="font-family: 'Arial'">-3</span></td></tr><tr><td><span style="font-family: 'Arial'">WIS</span></td><td><span style="font-family: 'Arial'">8</span></td><td><span style="font-family: 'Arial'">-1</span></td><td><span style="font-family: 'Arial'">-1</span></td></tr><tr><td><span style="font-family: 'Arial'">CHA</span></td><td><span style="font-family: 'Arial'">20</span></td><td><span style="font-family: 'Arial'">+5</span></td><td><span style="font-family: 'Arial'">+5</span></td></tr></table><p><strong>Skills</strong> Performance +7</p><p><strong>Immunities</strong> Necrotic, Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned</p><p><strong>Senses</strong> Darkvision 60 ft.; Passive Perception 9</p><p><strong>Languages</strong> Elven</p><p><strong>CR</strong> 4 (XP 1,100; PB +2)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Magic Resistance.</strong> The Despoiling Voice has Advantage on saving throws against spells and other magical effects.</p><p></p><p><strong>Song of Decline.</strong> Via the proper command word, the Despoiling Voice can sing indefinitely, with the same command word to make it stop. Any living non-elven creature who listens to a cumulative 24 hours of music from one or more Despoiling Voices becomes incapable of reproduction. A Paladin's Lay on Hands, Lesser Restoration, Greater Restoration, Heal, Regenerate, or Wish can cure this affliction.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The Despoiling voice makes two Stony Fist attacks.</p><p></p><p><strong>Stony Fists.</strong> Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d8+4) bludgeoning damage.</p><p></p><p><strong>Salt the Fields.</strong> The Despoiling Voice begins singing, audible up to 300 feet away and thrice that with ideal acoustics. Constitution Saving Throw: DC 15, all living creatures and objects within 20 feet. Failure: 15 (3d8) thunder damage, and if non-elven then the creature is rendered incapable of reproduction. Lesser Restoration, Restoration, Regenerate, or Wish can cure this affliction. Success: half damage, and the creature isn't sterilized.</p><p></p><p></p><p></p><p>A <em>Living Lake</em> is a human-sized insect with a black carapace and pulsating gossamer sac on its back. The sac is a portal to the Elemental Plane of Water, and when agitated the creature can make this sac burst, causing torrents of water to quickly flood the area. The sac is self-repairing, but the damage the Living Lake can cause can be immense far beyond that which it inflicts in combat. They were made by the marid as mobile portals to serve as an extraplanar invasion force during the Age of Dreams. Initially invading the sea elven kingdoms of the Dimernesti and Dargonesti, a joint effort between them and the Wizards of High Sorcery countered the marid's invasion plans, sealing away their monstrous creations.</p><p></p><p><strong>Living Lake</strong></p><p><em>Medium Monstrosity, Unaligned</em></p><p><strong>AC</strong> 16 <strong>Initiative</strong> +3 (13)</p><p><strong>HP</strong> 160 (20d8+60)</p><p><strong>Speed</strong> 30 ft., Swim 60 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="font-family: 'Arial'">Ability</span></td><td><span style="font-family: 'Arial'">Score</span></td><td><span style="font-family: 'Arial'">Modifier</span></td><td><span style="font-family: 'Arial'">Save</span></td></tr><tr><td><span style="font-family: 'Arial'">STR</span></td><td><span style="font-family: 'Arial'">20</span></td><td><span style="font-family: 'Arial'">+5</span></td><td><span style="font-family: 'Arial'">+5</span></td></tr><tr><td><span style="font-family: 'Arial'">DEX</span></td><td><span style="font-family: 'Arial'">17</span></td><td><span style="font-family: 'Arial'">+3</span></td><td><span style="font-family: 'Arial'">+6</span></td></tr><tr><td><span style="font-family: 'Arial'">CON</span></td><td><span style="font-family: 'Arial'">14</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+5</span></td></tr><tr><td><span style="font-family: 'Arial'">INT</span></td><td><span style="font-family: 'Arial'">3</span></td><td><span style="font-family: 'Arial'">-4</span></td><td><span style="font-family: 'Arial'">-4</span></td></tr><tr><td><span style="font-family: 'Arial'">WIS</span></td><td><span style="font-family: 'Arial'">13</span></td><td><span style="font-family: 'Arial'">+1</span></td><td><span style="font-family: 'Arial'">+1</span></td></tr><tr><td><span style="font-family: 'Arial'">CHA</span></td><td><span style="font-family: 'Arial'">4</span></td><td><span style="font-family: 'Arial'">-3</span></td><td><span style="font-family: 'Arial'">-3</span></td></tr></table><p></p><p><strong>Skills</strong> Perception +5</p><p><strong>Resistances</strong> Bludgeoning, Cold, Fire</p><p><strong>Senses</strong> Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 14</p><p><strong>Languages</strong> None</p><p><strong>CR</strong> 9 (XP 5,000; PB +4)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Extremophile.</strong> The Living Lake can breathe underwater, and is immune to environmental hazards related to pressure and temperature.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The Living Lake makes three Mandibles attacks.</p><p></p><p><strong>Mandibles.</strong> Melee Attack Roll: +9, reach 5 ft. Hit: 16 (2d10+5) piercing damage.</p><p></p><p><strong>Tidal Rupture.</strong> The Living Lake can rupture the sac on its back, opening a portal to the Elemental Plane of Water. This has the effects of the Tsunami spell, save that its originating point is the Living Lake, which is immune to the damage and forced movement of the spell. The water level in a 1,000 foot radius rises by 1 foot for every round the Living Lake concentrates on the spell. 2 to 3 feet is treated as difficult terrain for any Medium or smaller creature without a Swim speed. Once the spell ends, the water level lasts until natural causes alter it. A creature who moves through the Living Lake's space while it is concentrating on the spell can enter the Elemental Plane of Water via a contested Athletics check.</p><p></p><p></p><p></p><p>A <em>Malignant Sickness</em> is a sapient ooze made up of spores containing highly contagious diseases. It was one of Morgion's most dangerous creations in the Age of Dreams, sealed away in the moon of Solinari to prevent it from wreaking havoc on Krynn again.</p><p></p><p><strong>Malignant Sickness</strong></p><p><em>Medium Swarm of Tiny Oozes, Neutral Evil</em></p><p><strong>AC</strong> 13 <strong>Initiative</strong> +3 (13)</p><p><strong>HP</strong> 112 (14d8+42)</p><p><strong>Speed</strong> Fly 30 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="font-family: 'Arial'">Ability</span></td><td><span style="font-family: 'Arial'">Score</span></td><td><span style="font-family: 'Arial'">Modifier</span></td><td><span style="font-family: 'Arial'">Save</span></td></tr><tr><td><span style="font-family: 'Arial'">STR</span></td><td><span style="font-family: 'Arial'">15</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+2</span></td></tr><tr><td><span style="font-family: 'Arial'">DEX</span></td><td><span style="font-family: 'Arial'">16</span></td><td><span style="font-family: 'Arial'">+3</span></td><td><span style="font-family: 'Arial'">+3</span></td></tr><tr><td><span style="font-family: 'Arial'">CON</span></td><td><span style="font-family: 'Arial'">17</span></td><td><span style="font-family: 'Arial'">+3</span></td><td><span style="font-family: 'Arial'">+3</span></td></tr><tr><td><span style="font-family: 'Arial'">INT</span></td><td><span style="font-family: 'Arial'">5</span></td><td><span style="font-family: 'Arial'">-3</span></td><td><span style="font-family: 'Arial'">-3</span></td></tr><tr><td><span style="font-family: 'Arial'">WIS</span></td><td><span style="font-family: 'Arial'">11</span></td><td><span style="font-family: 'Arial'">+0</span></td><td><span style="font-family: 'Arial'">+0</span></td></tr><tr><td><span style="font-family: 'Arial'">CHA</span></td><td><span style="font-family: 'Arial'">1</span></td><td><span style="font-family: 'Arial'">-5</span></td><td><span style="font-family: 'Arial'">-5</span></td></tr></table><p><strong>Skills</strong> Stealth +6</p><p><strong>Resistances</strong> Acid, Bludgeoning, Piercing, Slashing</p><p><strong>Immunities</strong> Necrotic, Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned</p><p><strong>Senses</strong> Blindsight 60 ft., Passive Perception 10</p><p><strong>Languages</strong> None</p><p><strong>CR</strong> 7 (XP 2,900; PB +3)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Amorphous.</strong> The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.</p><p></p><p><strong>Engineered Plague.</strong> Any living creature who makes physical contact with the Malignant Sickness is targeted by the Contagion spell, save that they do not take any necrotic damage on a failed save. Any other creature the affected touches for the spell's duration must also make a DC 14 Constitution save or be similarly infected. If a creature fails all 3 saves, then they will die at the end of the 7 day duration, turning into a Malignant Sickness. A creature can be treated at any point during the duration via a DC 16 Wisdom (Medicine) check and hour of work, 20 hit points' worth of a Paladin's Lay on Hands ability, Greater Restoration, Heal, or Wish.</p><p></p><p><strong>Swarm.</strong> The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Envelop.</strong> Melee Attack Roll: +6, reach 5 ft. Hit: 30 (6d8) Necrotic Damage, or 15 (3d8) necrotic damage if the swarm is Bloodied. If the target is a living creature, it risks exposure as per the Engineered Plague trait.</p><p></p><p></p><p></p><p><em>Parasite Fortress</em> is a mile-long worm-like creature that was trapped beneath the crust of Nuitari. It crawls across the land, emitting an enchantingly sweet aroma that attracts living creatures for miles. Upon making contact with the monster's flesh, it exudes a sticky substance that coats the hangers-on, drying to envelop them in hard pods. The monster feeds off of the creatures by absorbing their nutrients directly into its flesh as it travels, eventually sloughing off the pods which leave behind only dried husks. It was accidentally created by a wizard of Lunitari who experimented with creating nightmarish creatures in a supposedly safe environment. One day, his dream was given form in the Ethereal Plane, and it made its way through the Border Ethereal onto Krynn.</p><p></p><p>Given its sheer size, the Parasite Fortress is less a creature and more an environmental hazard. The aroma has the effects of the Suggestion spell (DC 15). with the command "follow the source of the smell and touch it." A creature who successfully makes the save is immune to the effect for 24 hours.</p><p></p><p>A sticky residue quickly covers a creature for every round it maintains contact with the Parasite Fortress. During the first round, a creature must succeed on a DC 15 Strength save or become Restrained. The save must be repeated on the second round, and failing it again causes the creature to become Paralyzed. If not removed by the third round, the creature is fully encased within a pod. Another creature can attempt to free a stuck creature before it is encased in a pod via a DC 15 Strength (Athletics) check or dealing 1d8 fire or slashing damage to the creature.</p><p></p><p>A creature encased within a pod has the Unconscious condition, losing 2d4 hit points per day it remains within the pod. Upon reaching 0 hit points the pod drops off, leaving a desiccated corpse behind. A pod encasing a creature is treated as an object, and has 17 AC and 18 hit points, and is immune to poison and psychic damage and resistant to acid, piercing, and slashing damage.</p><p></p><p>The Parasite Fortress is Unaligned, has an Intelligence of 7, Wisdom of 12, Charisma of 3, and has a +7 Proficiency Bonus which it applies to mental saving throws. It is incapable of language, but creatures who engage it telepathically receive only instinctual desires to travel and consume.</p><p></p><p>Beyond the monster itself, many scavenging animals, monsters, and necromancers follow the Parasite Fortress in its wake, seeking to exploit the many corpses it leaves behind for their own use. While outwardly impervious to most attacks, the Parasite Fortress is still mortal. Traveling inside its body to find and kill its heart is one method; another might be corralling one or more other titanic creatures, such as the Tarrasque* or a Blob of Annihilation, to battle it.</p><p></p><p>*Which is a good candidate for a Moonfallen creature all its own!</p><p></p><p><img src="https://i.imgur.com/xMt9Brs.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 456px" /></p><p></p><p><a href="https://greenedera.com/portfolio/5425/" target="_blank"><em>Raistlin's Shadow, by Elena Zambelli</em></a></p><p></p><p><strong>Raistlin the Magegod</strong> is the most dangerous being in Krynn. If the world is to be saved, he must be defeated.</p><p></p><p><strong>Raistlin the Magegod</strong></p><p><em>Medium Humanoid (Wizard), Neutral Evil</em></p><p><strong>AC</strong> 21 <strong>Initiative</strong> +16 (26)</p><p><strong>HP</strong> 400 (40d8+200)</p><p><strong>Speed</strong> 60 ft., Fly 90 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="font-family: 'Arial'">Ability</span></td><td><span style="font-family: 'Arial'">Score</span></td><td><span style="font-family: 'Arial'">Modifier</span></td><td><span style="font-family: 'Arial'">Save</span></td></tr><tr><td><span style="font-family: 'Arial'">STR</span></td><td><span style="font-family: 'Arial'">14</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+2</span></td></tr><tr><td><span style="font-family: 'Arial'">DEX</span></td><td><span style="font-family: 'Arial'">18</span></td><td><span style="font-family: 'Arial'">+4</span></td><td><span style="font-family: 'Arial'">+4</span></td></tr><tr><td><span style="font-family: 'Arial'">CON</span></td><td><span style="font-family: 'Arial'">20</span></td><td><span style="font-family: 'Arial'">+5</span></td><td><span style="font-family: 'Arial'">+13</span></td></tr><tr><td><span style="font-family: 'Arial'">INT</span></td><td><span style="font-family: 'Arial'">30</span></td><td><span style="font-family: 'Arial'">+10</span></td><td><span style="font-family: 'Arial'">+18</span></td></tr><tr><td><span style="font-family: 'Arial'">WIS</span></td><td><span style="font-family: 'Arial'">22</span></td><td><span style="font-family: 'Arial'">+6</span></td><td><span style="font-family: 'Arial'">+14</span></td></tr><tr><td><span style="font-family: 'Arial'">CHA</span></td><td><span style="font-family: 'Arial'">18</span></td><td><span style="font-family: 'Arial'">+4</span></td><td><span style="font-family: 'Arial'">+12</span></td></tr></table><p><strong>Skills</strong> Arcana +26, History +26, Insight +14, Perception +14, Religion +14</p><p><strong>Resistances</strong> Fire, Force, Necrotic, Radiant</p><p><strong>Immunities</strong> Charmed, Frightened, Paralyzed, Stunned</p><p><strong>Senses </strong>Darkvision 120 ft., Truesight 120 ft.; Passive Perception 24</p><p><strong>Languages</strong> All</p><p><strong>CR</strong> 26 (XP 90,000; PB +8)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Legendary Resistance (4/Day).</strong> If Raistlin fails a saving throw, he can choose to succeed instead.</p><p></p><p><strong>Magic Resistance.</strong> Raistlin has Advantage on saving throws against spells and other magical effects.</p><p></p><p><strong>Master of Past and Present.</strong> Raistlin is immune to the Slow spell, natural and magical aging, and does not need to eat, sleep, or breath.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> Raistlin makes three Temporal Rend attacks.</p><p></p><p><strong>Temporal Rend.</strong> Melee or Ranged Attack Roll: +18, reach 10 ft. or range 300 ft. Hit: 25 (3d8+10) force damage. If the target is a creature, it must make a DC 24 Constitution saving throw or suffer disadvantage on Dexterity ability checks and saving throws until the end of its next turn.</p><p></p><p><strong>Arcane Cataclysm (Recharge 5-6).</strong> Dexterity Saving Throw: DC 26, each creature in a 60 foot cone. Failure: 60 (10d10) force damage, and until the end of their next turn has disadvantage on the next saving throw they make. Success: Half damage.</p><p></p><p><strong>Arcane Mastery (3/Day).</strong> Raistlin has foreseen the need for a particular spell. He casts an 8th-level or lower spell from any class' spell list, requiring no Material components and using Intelligence as the spellcasting ability (spell attack modifier +18, spell save DC 26).</p><p></p><p><strong>Spellcasting.</strong> Raistlin casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell attack modifier +18, spell save DC 26):</p><p></p><p><strong>At Will:</strong> Arcane Eye, Detect Magic, Dispel Magic (level 7), Fireball, Mage Hand, Prestidigitation, Thaumaturgy</p><p></p><p><strong>2/Day Each:</strong> Dimension Door, Slow, Thunder Step</p><p></p><p><strong>1/Day Each:</strong> Banishment, Forcecage, Globe of Invulnerability, Meteor Swarm</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Spurn the Sword.</strong> Raistlin defensively emits kinetic waves upon being hit by an attack. The attacker must make a DC 24 Strength (Athletics) or Dexterity (Acrobatics) check, taking 2d8 force damage and pushed 20 feet away on a failure, half damage and remains in place on a success.</p><p></p><p><strong>Counterspell (3/Day).</strong> Raistlin undoes the magical foundations being willed into existence by a creature he can see casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher Raistlin makes an Intelligence check (DC 10 plus the spell's level). On a successful check, the spell fails and has no effect.</p><p></p><p><strong>Legendary Actions</strong></p><p></p><p>Legendary Action Uses: 3. Immediately after another creature's turn, Raistlin can expend a use to take one of the following actions. Raistlin regains all expended uses at the start of each of his turns.</p><p></p><p><strong>Attack.</strong> Raistlin makes one Temporal Rend attack.</p><p></p><p><strong>Cosmic Fire.</strong> Raistlin uses Spellcasting to cast Fireball. Raistlin can't take this action again until the start of his next turn.</p><p></p><p><strong>Temporal Movement.</strong> Raistlin teleports up to half his speed to a point that he can see without provoking opportunity attacks.</p><p></p><p></p><p></p><p></p><p><strong>Raistlinites</strong> are believers in the declarations of Ivel Batavos, that the only way mortals can survive the end of the world is being revived by a lightstorm. To this end, they seek to hasten mass death and destruction across Ansalon, organizing into mobile warbands and independent cells to sabotage societies from within. Operating outside the hierarchies of churches and the Wizards of High Sorcery, they share magical resources and training among themselves, focusing on destructive spells.</p><p></p><p>Existing NPC stat blocks can be used to represent a wide variety of cultists, albeit with some more magical touches. Your rank-and-file cannon fodder Bandit might know a few damaging cantrips and offensive 1st-level spells, while a propagandist might use the Noble stat block but can cast Charm Person or Enthrall. The Archpriest and Cultist Hierophant stat blocks can easily emulate their leader, Ivel Batavos, as well as other high-ranking members. The Questing Knight and Bandit Crime Lord stat blocks can represent the more physically-oriented senior leadership.</p><p></p><p>Below are more original stat blocks, representing Tier 2 NPCs with supernatural powers in line with specialized tactics.</p><p></p><p><em>Harvesters</em> are melee combatants who make use of arcane magic to mimic the damaging effects of magestorms, generating deadly auras and residual terrain that lingers wherever they step for battlefield control. Their favored method is to go into a crowded population center incognito before unleashing their powers, capable of killing swathes of people in seconds.</p><p></p><p><strong>Harvester</strong></p><p><em>Medium or Small Humanoid (Warlock), Neutral Evil</em></p><p><strong>AC</strong> 17 (scale mail, shield) <strong>Initiative</strong> +1 (11)</p><p><strong>HP</strong> 96 (16d8+16)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="font-family: 'Arial'">Ability</span></td><td><span style="font-family: 'Arial'">Score</span></td><td><span style="font-family: 'Arial'">Modifier</span></td><td><span style="font-family: 'Arial'">Save</span></td></tr><tr><td><span style="font-family: 'Arial'">STR</span></td><td><span style="font-family: 'Arial'">16</span></td><td><span style="font-family: 'Arial'">+3</span></td><td><span style="font-family: 'Arial'">+6</span></td></tr><tr><td><span style="font-family: 'Arial'">DEX</span></td><td><span style="font-family: 'Arial'">13</span></td><td><span style="font-family: 'Arial'">+1</span></td><td><span style="font-family: 'Arial'">+1</span></td></tr><tr><td><span style="font-family: 'Arial'">CON</span></td><td><span style="font-family: 'Arial'">12</span></td><td><span style="font-family: 'Arial'">+1</span></td><td><span style="font-family: 'Arial'">+4</span></td></tr><tr><td><span style="font-family: 'Arial'">INT</span></td><td><span style="font-family: 'Arial'">10</span></td><td><span style="font-family: 'Arial'">0</span></td><td><span style="font-family: 'Arial'">0</span></td></tr><tr><td><span style="font-family: 'Arial'">WIS</span></td><td><span style="font-family: 'Arial'">14</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+2</span></td></tr><tr><td><span style="font-family: 'Arial'">CHA</span></td><td><span style="font-family: 'Arial'">14</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+2</span></td></tr></table><p></p><p><strong>Skills</strong> Arcana +3, Athletics +6, Perception +5, Stealth +4</p><p><strong>Gear</strong> Scale Mail, Shield, Battleaxe</p><p><strong>Senses</strong> Passive Perception 15</p><p><strong>Languages</strong> Common plus one other</p><p><strong>CR</strong> 6 (XP 2,300; PB +3)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Warcaster.</strong> A Harvester doesn't need a free hand to cast spells.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The Harvester makes two Battleaxe attacks.</p><p></p><p><strong>Battleaxe.</strong> Melee Attack Roll: +6, reach 5 ft. Hit 8 (1d8+3) slashing damage plus 5 (1d8) force damage.</p><p></p><p><strong>Spellcasting.</strong> The Harvester casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):</p><p></p><p><strong>At Will:</strong> Blade Ward, Eldritch Blast (5th level, 2d10 damage)</p><p></p><p><strong>1/Day:</strong> Fireball</p><p></p><p><strong>Bonus Action</strong></p><p><strong></strong></p><p><strong>Ruinous Stride.</strong> The Harvester takes the Dash action, turning every square they pass through into difficult terrain. This doesn't provoke opportunity attacks. Until the end of the Raistlinite Harvester's next turn, any creature who passes through the ground in the affected squares takes 5 (1d8) force damage.</p><p></p><p><em>Iconoclasts</em> are those who resent the gods and everything they stand for, eager to aid Raistlin in bringing about the end of the world. Making use of relics and consumable potions, their powers make a mockery of true clerics.</p><p></p><p><strong>Iconoclast</strong></p><p><em>Medium or Small Humanoid (Cleric), Neutral Evil</em></p><p><strong>AC</strong> 15 (chain shirt, shield) <strong>Initiative</strong> +0 (10)</p><p><strong>HP</strong> 91 (13d8+26)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="font-family: 'Arial'">Ability</span></td><td><span style="font-family: 'Arial'">Score</span></td><td><span style="font-family: 'Arial'">Modifier</span></td><td><span style="font-family: 'Arial'">Save</span></td></tr><tr><td><span style="font-family: 'Arial'">STR</span></td><td><span style="font-family: 'Arial'">13</span></td><td><span style="font-family: 'Arial'">+1</span></td><td><span style="font-family: 'Arial'">+1</span></td></tr><tr><td><span style="font-family: 'Arial'">DEX</span></td><td><span style="font-family: 'Arial'">11</span></td><td><span style="font-family: 'Arial'">+0</span></td><td><span style="font-family: 'Arial'">+0</span></td></tr><tr><td><span style="font-family: 'Arial'">CON</span></td><td><span style="font-family: 'Arial'">15</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+5</span></td></tr><tr><td><span style="font-family: 'Arial'">INT</span></td><td><span style="font-family: 'Arial'">12</span></td><td><span style="font-family: 'Arial'">+1</span></td><td><span style="font-family: 'Arial'">+1</span></td></tr><tr><td><span style="font-family: 'Arial'">WIS</span></td><td><span style="font-family: 'Arial'">16</span></td><td><span style="font-family: 'Arial'">+3</span></td><td><span style="font-family: 'Arial'">+6</span></td></tr><tr><td><span style="font-family: 'Arial'">CHA</span></td><td><span style="font-family: 'Arial'">13</span></td><td><span style="font-family: 'Arial'">+1</span></td><td><span style="font-family: 'Arial'">+4</span></td></tr></table><p><strong>Skills</strong> Insight +6, Intimidation +4, Perception +6, Religion +4</p><p><strong>Gear</strong> chain shirt, shield</p><p><strong>Senses</strong> Passive Perception 16</p><p><strong>Languages</strong> Common plus two others</p><p><strong>CR</strong> 5 (XP 1,800; PB +3)</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The Iconoclast makes two Offensive Relic attacks.</p><p></p><p><strong>Assembled Relics (2/Day).</strong> The Iconoclast creates and Utilizes a magic item of Common or Uncommon rarity, using Wisdom as their spellcasting ability (spell attack modifier +6, save DC 14). The item becomes nonmagical after a single use.</p><p></p><p><strong>Offensive Relic.</strong> Melee or Ranged Attack Roll: +6, reach 5 ft. or range 60 ft. Hit 13 (2d8+3) necrotic or radiant damage.</p><p></p><p><strong>Spellcasting.</strong> The Iconoclast casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell attack modifier +6, spell save DC 14):</p><p></p><p><strong>At Will:</strong> Detect Magic, Sacred Flame (5th level, 2d8 damage), Thaumaturgy</p><p></p><p><strong>2/Day Each:</strong> Dispel Magic, Glyph of Warding, Spirit Guardians</p><p></p><p><em>Phoenixcrests</em> use magic to enact pseudo-healing upon themselves and allies, transferring spirits into conjured forms to make them "born anew." They can thus bring people back from the dead, but only for a limited time and in monstrous forms devoid of higher reasoning.</p><p></p><p><strong>Phoenixcrest</strong></p><p><em>Medium or Small Humanoid (Wizard), Neutral Evil</em></p><p><strong>AC</strong> 18 (half plate) <strong>Initiative</strong> +1 (11)</p><p><strong>HP</strong> 105 (15d8+30)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="font-family: 'Arial'">Ability</span></td><td><span style="font-family: 'Arial'">Score</span></td><td><span style="font-family: 'Arial'">Modifier</span></td><td><span style="font-family: 'Arial'">Save</span></td></tr><tr><td><span style="font-family: 'Arial'">STR</span></td><td><span style="font-family: 'Arial'">14</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+2</span></td></tr><tr><td><span style="font-family: 'Arial'">DEX</span></td><td><span style="font-family: 'Arial'">13</span></td><td><span style="font-family: 'Arial'">+1</span></td><td><span style="font-family: 'Arial'">+1</span></td></tr><tr><td><span style="font-family: 'Arial'">CON</span></td><td><span style="font-family: 'Arial'">15</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+2</span></td></tr><tr><td><span style="font-family: 'Arial'">INT</span></td><td><span style="font-family: 'Arial'">19</span></td><td><span style="font-family: 'Arial'">+4</span></td><td><span style="font-family: 'Arial'">+7</span></td></tr><tr><td><span style="font-family: 'Arial'">WIS</span></td><td><span style="font-family: 'Arial'">14</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+5</span></td></tr><tr><td><span style="font-family: 'Arial'">CHA</span></td><td><span style="font-family: 'Arial'">10</span></td><td><span style="font-family: 'Arial'">0</span></td><td><span style="font-family: 'Arial'">0</span></td></tr></table><p><strong>Skills</strong> Arcana +7, Medicine +5, Nature +7, Religion +7</p><p><strong>Gear</strong> half plate, healer's kit</p><p><strong>Senses</strong> Passive Perception 12</p><p><strong>Languages</strong> Common plus three others</p><p><strong>CR</strong> 7 (XP 2,900; PB +3)</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The Phoenixcrest makes two Parasitic Healing attacks.</p><p></p><p><strong>Parasitic Healing.</strong> Melee or Ranged Attack Roll: +7, reach 5 ft. or range 120 ft. Hit: 16 (2d10+4) necrotic damage, and one creature within 30 feet of the Phoenixcrest's choice gains temporary hit points equal to half the damage dealt.</p><p></p><p><strong>Fraudulent Resurrection (1/Day).</strong> The Phoenixcrest targets the corpse of a single creature within 60 feet. The corpse comes back to life, albeit warped into an unrecognizable creature. This has the same effect as the Polymorph spell, but doesn't require concentration and the creature is loyal to the Phoenixcrest. The creature turns back into a corpse of its original type when the spell ends.</p><p></p><p><strong>Spellcasting.</strong> The Phoenixcrest casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell attack modifier +6, spell save DC 15):</p><p></p><p><strong>At Will:</strong> Toll the Dead, Word of Radiance</p><p></p><p><strong>3/Day Each:</strong> Command (level 2 version), False Life (level 2 version), Sanctuary</p><p></p><p><strong>1/Day Each:</strong> Feign Death, Vampiric Touch</p><p></p><p><em>Windhawks</em> make use of mundane and magical long-distance communication to share intelligence across great distances. They mostly serve a noncombatant capacity in warbands and cells, prioritizing escape and evasion should their plots be exposed. Windhawks are typically recruited from thieves' guilds, former Dragonarmy and Whitestone scouting units, and librarian scribes, all of whom know a thing or two about ciphers and espionage.</p><p></p><p><strong>Windhawk</strong></p><p><em>Medium or Small Humanoid (Ranger), Neutral Evil</em></p><p><strong>AC</strong> 16 (studded leather) <strong>Initiative</strong> +4 (14)</p><p><strong>HP</strong> 72 (12d8+12)</p><p><strong>Speed</strong> 40 ft., Climb 40 ft., Swim 40 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="font-family: 'Arial'">Ability</span></td><td><span style="font-family: 'Arial'">Score</span></td><td><span style="font-family: 'Arial'">Modifier</span></td><td><span style="font-family: 'Arial'">Stats</span></td></tr><tr><td><span style="font-family: 'Arial'">STR</span></td><td><span style="font-family: 'Arial'">14</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+5</span></td></tr><tr><td><span style="font-family: 'Arial'">DEX</span></td><td><span style="font-family: 'Arial'">18</span></td><td><span style="font-family: 'Arial'">+4</span></td><td><span style="font-family: 'Arial'">+7</span></td></tr><tr><td><span style="font-family: 'Arial'">CON</span></td><td><span style="font-family: 'Arial'">13</span></td><td><span style="font-family: 'Arial'">+1</span></td><td><span style="font-family: 'Arial'">+1</span></td></tr><tr><td><span style="font-family: 'Arial'">INT</span></td><td><span style="font-family: 'Arial'">15</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+2</span></td></tr><tr><td><span style="font-family: 'Arial'">WIS</span></td><td><span style="font-family: 'Arial'">14</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+2</span></td></tr><tr><td><span style="font-family: 'Arial'">CHA</span></td><td><span style="font-family: 'Arial'">8</span></td><td><span style="font-family: 'Arial'">-1</span></td><td><span style="font-family: 'Arial'">-1</span></td></tr></table><p><strong>Skills</strong> Acrobatics +7, Athletics +6, Perception +5, Stealth +7, Survival +5</p><p><strong>Gear</strong> Studded Leather, Longbow, Shortsword</p><p><strong>Senses</strong> Darkvision 60 ft., Passive Perception 15</p><p><strong>Languages</strong> Common, Thieves' Cant, plus two others</p><p><strong>CR</strong> 5 (XP 1,800; PB +3)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Evasion.</strong> If the Windhawk is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, they instead takes no damage if they succeed on the save and only half damage if they fail. The Windhark can't use this trait if they have the Incapacitated condition.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The Windhawk makes three attacks, using longbow or shortsword in any combination.</p><p></p><p><strong>Longbow.</strong> Ranged Attack Roll: +7, range 150/600 ft. Hit: 14 (2d10+4) piercing damage.</p><p></p><p><strong>Shortsword.</strong> Melee Attack Roll: +7, reach 5 ft. Hit 12 (2d6+4) piercing damage.</p><p></p><p><strong>Spellcasting.</strong> The Windhawk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell attack modifier +5, spell save DC 13):</p><p></p><p><strong>At Will:</strong> Guidance, Message, Prestidigitation</p><p></p><p><strong>2/Day Each:</strong> Cordon of Arrows, Spike Growth</p><p></p><p><strong>1/Day Each:</strong> Pass Without Trace, Sending</p></blockquote><p></p>
[QUOTE="Libertad, post: 9765573, member: 6750502"] [IMG width="522px"]https://i.imgur.com/uwMYetU.jpeg[/IMG] [URL='https://olliejoet.artstation.com/projects/e0kKBb'][I]Pestilence: Four Saurians of the Apocalypse by Ollie Titley[/I][/URL] [B]Moonfallen[/B] are monsters that lived on Krynn's three moons. Starting with the death of Solinari, the destruction of these celestial bodies brought new horrors to the regions of Ansalon upon which they fell. Sealed ages ago and largely forgotten, Moonfallen pose a dangerous element of the unknown to anyone making first contact with them. As an element for Dungeon Masters, monsters ordinarily not part of the Dragonlance setting can be easily imported this way, with their previously-unknown nature given a ready-made explanation for being sealed horrors from Krynn's antiquity. Beyond the immediate dangers they have towards the PCs and adventuring types, a monster chosen to be Moonfallen should have a nature or ability that deems it an existential threat to nearby civilizations. There's a reason that the Gods of Magic chose to seal them away in the three moons away from Krynn and not other monsters. A [I]Despoiling Voice[/I] is a marble statue construct portraying a tall, athletic, elven male. Cracked veins mar its otherwise exquisite surface, from which constantly exudes a gray, smoggy smoke. Whenever the Despoiling Voice opens its mouth, it emits a droning vibration that sounds like a symphony of voices singing in an archaic Elven dialect. The few words that can be heard are analogies for gardening and pest removal, such as "Chislev's pruning," "blossoms after winter," and "entangled roots." Although non-damaging, this voice renders living creatures of certain races who can hear it to become sterile and incapable of reproduction The Despoiling Voice can also defend itself with strong, stonelike fists and a louder screech that can rend and destroy creatures and objects. The Despoiling Voices were created by a Silvanesti of House Royal during the Age of Might, who saw certain races as an affront to the Gods of Light and sought to find "humane" methods of reducing their numbers. A plot was hatched to create animated magic statues with beautiful voices that carried the subtle ability to sterilize targeted groups who listened to them. They were donated to various kingdoms and tribes as supposed goodwill gestures. The Silvanesti creator was tried and executed in Solamnia once the constructs' purposes were discovered. Clerics and monks of Shinare traveled the lands, discretely buying up Despoiling Voices wherever they could be found so as to not tip off too many people as to their true purpose and thus see them turned into weapons. Then, Red and White Robe wizards transported them to the surface of the moons via intricate teleportation spells. [B]Despoiling Voice[/B] [I]Medium Construct, Unaligned[/I] [B]AC[/B] 18 (natural armor) [B]Initiative[/B] +3 (13) [B]HP[/B] 67 (9d8+27) [B]Speed[/B] 30 ft. [TABLE width="468pt"] [TR] [td][FONT=Arial]Ability[/FONT][/td][td][FONT=Arial]Score[/FONT][/td][td][FONT=Arial]Modifier[/FONT][/td][td][FONT=Arial]Save[/FONT][/td] [/TR] [TR] [td][FONT=Arial]STR[/FONT][/td][td][FONT=Arial]18[/FONT][/td][td][FONT=Arial]+4[/FONT][/td][td][FONT=Arial]+4[/FONT][/td] [/TR] [TR] [td][FONT=Arial]DEX[/FONT][/td][td][FONT=Arial]16[/FONT][/td][td][FONT=Arial]+3[/FONT][/td][td][FONT=Arial]+3[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CON[/FONT][/td][td][FONT=Arial]17[/FONT][/td][td][FONT=Arial]+3[/FONT][/td][td][FONT=Arial]+3[/FONT][/td] [/TR] [TR] [td][FONT=Arial]INT[/FONT][/td][td][FONT=Arial]4[/FONT][/td][td][FONT=Arial]-3[/FONT][/td][td][FONT=Arial]-3[/FONT][/td] [/TR] [TR] [td][FONT=Arial]WIS[/FONT][/td][td][FONT=Arial]8[/FONT][/td][td][FONT=Arial]-1[/FONT][/td][td][FONT=Arial]-1[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CHA[/FONT][/td][td][FONT=Arial]20[/FONT][/td][td][FONT=Arial]+5[/FONT][/td][td][FONT=Arial]+5[/FONT][/td] [/TR] [/TABLE] [B]Skills[/B] Performance +7 [B]Immunities[/B] Necrotic, Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned [B]Senses[/B] Darkvision 60 ft.; Passive Perception 9 [B]Languages[/B] Elven [B]CR[/B] 4 (XP 1,100; PB +2) [B]Traits Magic Resistance.[/B] The Despoiling Voice has Advantage on saving throws against spells and other magical effects. [B]Song of Decline.[/B] Via the proper command word, the Despoiling Voice can sing indefinitely, with the same command word to make it stop. Any living non-elven creature who listens to a cumulative 24 hours of music from one or more Despoiling Voices becomes incapable of reproduction. A Paladin's Lay on Hands, Lesser Restoration, Greater Restoration, Heal, Regenerate, or Wish can cure this affliction. [B]Actions Multiattack.[/B] The Despoiling voice makes two Stony Fist attacks. [B]Stony Fists.[/B] Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d8+4) bludgeoning damage. [B]Salt the Fields.[/B] The Despoiling Voice begins singing, audible up to 300 feet away and thrice that with ideal acoustics. Constitution Saving Throw: DC 15, all living creatures and objects within 20 feet. Failure: 15 (3d8) thunder damage, and if non-elven then the creature is rendered incapable of reproduction. Lesser Restoration, Restoration, Regenerate, or Wish can cure this affliction. Success: half damage, and the creature isn't sterilized. A [I]Living Lake[/I] is a human-sized insect with a black carapace and pulsating gossamer sac on its back. The sac is a portal to the Elemental Plane of Water, and when agitated the creature can make this sac burst, causing torrents of water to quickly flood the area. The sac is self-repairing, but the damage the Living Lake can cause can be immense far beyond that which it inflicts in combat. They were made by the marid as mobile portals to serve as an extraplanar invasion force during the Age of Dreams. Initially invading the sea elven kingdoms of the Dimernesti and Dargonesti, a joint effort between them and the Wizards of High Sorcery countered the marid's invasion plans, sealing away their monstrous creations. [B]Living Lake[/B] [I]Medium Monstrosity, Unaligned[/I] [B]AC[/B] 16 [B]Initiative[/B] +3 (13) [B]HP[/B] 160 (20d8+60) [B]Speed[/B] 30 ft., Swim 60 ft. [TABLE width="468pt"] [TR] [td][FONT=Arial]Ability[/FONT][/td][td][FONT=Arial]Score[/FONT][/td][td][FONT=Arial]Modifier[/FONT][/td][td][FONT=Arial]Save[/FONT][/td] [/TR] [TR] [td][FONT=Arial]STR[/FONT][/td][td][FONT=Arial]20[/FONT][/td][td][FONT=Arial]+5[/FONT][/td][td][FONT=Arial]+5[/FONT][/td] [/TR] [TR] [td][FONT=Arial]DEX[/FONT][/td][td][FONT=Arial]17[/FONT][/td][td][FONT=Arial]+3[/FONT][/td][td][FONT=Arial]+6[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CON[/FONT][/td][td][FONT=Arial]14[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+5[/FONT][/td] [/TR] [TR] [td][FONT=Arial]INT[/FONT][/td][td][FONT=Arial]3[/FONT][/td][td][FONT=Arial]-4[/FONT][/td][td][FONT=Arial]-4[/FONT][/td] [/TR] [TR] [td][FONT=Arial]WIS[/FONT][/td][td][FONT=Arial]13[/FONT][/td][td][FONT=Arial]+1[/FONT][/td][td][FONT=Arial]+1[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CHA[/FONT][/td][td][FONT=Arial]4[/FONT][/td][td][FONT=Arial]-3[/FONT][/td][td][FONT=Arial]-3[/FONT][/td] [/TR] [/TABLE] [B]Skills[/B] Perception +5 [B]Resistances[/B] Bludgeoning, Cold, Fire [B]Senses[/B] Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 14 [B]Languages[/B] None [B]CR[/B] 9 (XP 5,000; PB +4) [B]Traits Extremophile.[/B] The Living Lake can breathe underwater, and is immune to environmental hazards related to pressure and temperature. [B]Actions Multiattack.[/B] The Living Lake makes three Mandibles attacks. [B]Mandibles.[/B] Melee Attack Roll: +9, reach 5 ft. Hit: 16 (2d10+5) piercing damage. [B]Tidal Rupture.[/B] The Living Lake can rupture the sac on its back, opening a portal to the Elemental Plane of Water. This has the effects of the Tsunami spell, save that its originating point is the Living Lake, which is immune to the damage and forced movement of the spell. The water level in a 1,000 foot radius rises by 1 foot for every round the Living Lake concentrates on the spell. 2 to 3 feet is treated as difficult terrain for any Medium or smaller creature without a Swim speed. Once the spell ends, the water level lasts until natural causes alter it. A creature who moves through the Living Lake's space while it is concentrating on the spell can enter the Elemental Plane of Water via a contested Athletics check. A [I]Malignant Sickness[/I] is a sapient ooze made up of spores containing highly contagious diseases. It was one of Morgion's most dangerous creations in the Age of Dreams, sealed away in the moon of Solinari to prevent it from wreaking havoc on Krynn again. [B]Malignant Sickness[/B] [I]Medium Swarm of Tiny Oozes, Neutral Evil[/I] [B]AC[/B] 13 [B]Initiative[/B] +3 (13) [B]HP[/B] 112 (14d8+42) [B]Speed[/B] Fly 30 ft. [TABLE width="468pt"] [TR] [td][FONT=Arial]Ability[/FONT][/td][td][FONT=Arial]Score[/FONT][/td][td][FONT=Arial]Modifier[/FONT][/td][td][FONT=Arial]Save[/FONT][/td] [/TR] [TR] [td][FONT=Arial]STR[/FONT][/td][td][FONT=Arial]15[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+2[/FONT][/td] [/TR] [TR] [td][FONT=Arial]DEX[/FONT][/td][td][FONT=Arial]16[/FONT][/td][td][FONT=Arial]+3[/FONT][/td][td][FONT=Arial]+3[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CON[/FONT][/td][td][FONT=Arial]17[/FONT][/td][td][FONT=Arial]+3[/FONT][/td][td][FONT=Arial]+3[/FONT][/td] [/TR] [TR] [td][FONT=Arial]INT[/FONT][/td][td][FONT=Arial]5[/FONT][/td][td][FONT=Arial]-3[/FONT][/td][td][FONT=Arial]-3[/FONT][/td] [/TR] [TR] [td][FONT=Arial]WIS[/FONT][/td][td][FONT=Arial]11[/FONT][/td][td][FONT=Arial]+0[/FONT][/td][td][FONT=Arial]+0[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CHA[/FONT][/td][td][FONT=Arial]1[/FONT][/td][td][FONT=Arial]-5[/FONT][/td][td][FONT=Arial]-5[/FONT][/td] [/TR] [/TABLE] [B]Skills[/B] Stealth +6 [B]Resistances[/B] Acid, Bludgeoning, Piercing, Slashing [B]Immunities[/B] Necrotic, Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned [B]Senses[/B] Blindsight 60 ft., Passive Perception 10 [B]Languages[/B] None [B]CR[/B] 7 (XP 2,900; PB +3) [B]Traits Amorphous.[/B] The ooze can move through a space as narrow as 1 inch without expending extra movement to do so. [B]Engineered Plague.[/B] Any living creature who makes physical contact with the Malignant Sickness is targeted by the Contagion spell, save that they do not take any necrotic damage on a failed save. Any other creature the affected touches for the spell's duration must also make a DC 14 Constitution save or be similarly infected. If a creature fails all 3 saves, then they will die at the end of the 7 day duration, turning into a Malignant Sickness. A creature can be treated at any point during the duration via a DC 16 Wisdom (Medicine) check and hour of work, 20 hit points' worth of a Paladin's Lay on Hands ability, Greater Restoration, Heal, or Wish. [B]Swarm.[/B] The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points. [B]Actions Envelop.[/B] Melee Attack Roll: +6, reach 5 ft. Hit: 30 (6d8) Necrotic Damage, or 15 (3d8) necrotic damage if the swarm is Bloodied. If the target is a living creature, it risks exposure as per the Engineered Plague trait. [I]Parasite Fortress[/I] is a mile-long worm-like creature that was trapped beneath the crust of Nuitari. It crawls across the land, emitting an enchantingly sweet aroma that attracts living creatures for miles. Upon making contact with the monster's flesh, it exudes a sticky substance that coats the hangers-on, drying to envelop them in hard pods. The monster feeds off of the creatures by absorbing their nutrients directly into its flesh as it travels, eventually sloughing off the pods which leave behind only dried husks. It was accidentally created by a wizard of Lunitari who experimented with creating nightmarish creatures in a supposedly safe environment. One day, his dream was given form in the Ethereal Plane, and it made its way through the Border Ethereal onto Krynn. Given its sheer size, the Parasite Fortress is less a creature and more an environmental hazard. The aroma has the effects of the Suggestion spell (DC 15). with the command "follow the source of the smell and touch it." A creature who successfully makes the save is immune to the effect for 24 hours. A sticky residue quickly covers a creature for every round it maintains contact with the Parasite Fortress. During the first round, a creature must succeed on a DC 15 Strength save or become Restrained. The save must be repeated on the second round, and failing it again causes the creature to become Paralyzed. If not removed by the third round, the creature is fully encased within a pod. Another creature can attempt to free a stuck creature before it is encased in a pod via a DC 15 Strength (Athletics) check or dealing 1d8 fire or slashing damage to the creature. A creature encased within a pod has the Unconscious condition, losing 2d4 hit points per day it remains within the pod. Upon reaching 0 hit points the pod drops off, leaving a desiccated corpse behind. A pod encasing a creature is treated as an object, and has 17 AC and 18 hit points, and is immune to poison and psychic damage and resistant to acid, piercing, and slashing damage. The Parasite Fortress is Unaligned, has an Intelligence of 7, Wisdom of 12, Charisma of 3, and has a +7 Proficiency Bonus which it applies to mental saving throws. It is incapable of language, but creatures who engage it telepathically receive only instinctual desires to travel and consume. Beyond the monster itself, many scavenging animals, monsters, and necromancers follow the Parasite Fortress in its wake, seeking to exploit the many corpses it leaves behind for their own use. While outwardly impervious to most attacks, the Parasite Fortress is still mortal. Traveling inside its body to find and kill its heart is one method; another might be corralling one or more other titanic creatures, such as the Tarrasque* or a Blob of Annihilation, to battle it. *Which is a good candidate for a Moonfallen creature all its own! [IMG width="456px"]https://i.imgur.com/xMt9Brs.jpeg[/IMG] [URL='https://greenedera.com/portfolio/5425/'][I]Raistlin's Shadow, by Elena Zambelli[/I][/URL] [B]Raistlin the Magegod[/B] is the most dangerous being in Krynn. If the world is to be saved, he must be defeated. [B]Raistlin the Magegod[/B] [I]Medium Humanoid (Wizard), Neutral Evil[/I] [B]AC[/B] 21 [B]Initiative[/B] +16 (26) [B]HP[/B] 400 (40d8+200) [B]Speed[/B] 60 ft., Fly 90 ft. [TABLE width="468pt"] [TR] [td][FONT=Arial]Ability[/FONT][/td][td][FONT=Arial]Score[/FONT][/td][td][FONT=Arial]Modifier[/FONT][/td][td][FONT=Arial]Save[/FONT][/td] [/TR] [TR] [td][FONT=Arial]STR[/FONT][/td][td][FONT=Arial]14[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+2[/FONT][/td] [/TR] [TR] [td][FONT=Arial]DEX[/FONT][/td][td][FONT=Arial]18[/FONT][/td][td][FONT=Arial]+4[/FONT][/td][td][FONT=Arial]+4[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CON[/FONT][/td][td][FONT=Arial]20[/FONT][/td][td][FONT=Arial]+5[/FONT][/td][td][FONT=Arial]+13[/FONT][/td] [/TR] [TR] [td][FONT=Arial]INT[/FONT][/td][td][FONT=Arial]30[/FONT][/td][td][FONT=Arial]+10[/FONT][/td][td][FONT=Arial]+18[/FONT][/td] [/TR] [TR] [td][FONT=Arial]WIS[/FONT][/td][td][FONT=Arial]22[/FONT][/td][td][FONT=Arial]+6[/FONT][/td][td][FONT=Arial]+14[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CHA[/FONT][/td][td][FONT=Arial]18[/FONT][/td][td][FONT=Arial]+4[/FONT][/td][td][FONT=Arial]+12[/FONT][/td] [/TR] [/TABLE] [B]Skills[/B] Arcana +26, History +26, Insight +14, Perception +14, Religion +14 [B]Resistances[/B] Fire, Force, Necrotic, Radiant [B]Immunities[/B] Charmed, Frightened, Paralyzed, Stunned [B]Senses [/B]Darkvision 120 ft., Truesight 120 ft.; Passive Perception 24 [B]Languages[/B] All [B]CR[/B] 26 (XP 90,000; PB +8) [B]Traits Legendary Resistance (4/Day).[/B] If Raistlin fails a saving throw, he can choose to succeed instead. [B]Magic Resistance.[/B] Raistlin has Advantage on saving throws against spells and other magical effects. [B]Master of Past and Present.[/B] Raistlin is immune to the Slow spell, natural and magical aging, and does not need to eat, sleep, or breath. [B]Actions Multiattack.[/B] Raistlin makes three Temporal Rend attacks. [B]Temporal Rend.[/B] Melee or Ranged Attack Roll: +18, reach 10 ft. or range 300 ft. Hit: 25 (3d8+10) force damage. If the target is a creature, it must make a DC 24 Constitution saving throw or suffer disadvantage on Dexterity ability checks and saving throws until the end of its next turn. [B]Arcane Cataclysm (Recharge 5-6).[/B] Dexterity Saving Throw: DC 26, each creature in a 60 foot cone. Failure: 60 (10d10) force damage, and until the end of their next turn has disadvantage on the next saving throw they make. Success: Half damage. [B]Arcane Mastery (3/Day).[/B] Raistlin has foreseen the need for a particular spell. He casts an 8th-level or lower spell from any class' spell list, requiring no Material components and using Intelligence as the spellcasting ability (spell attack modifier +18, spell save DC 26). [B]Spellcasting.[/B] Raistlin casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell attack modifier +18, spell save DC 26): [B]At Will:[/B] Arcane Eye, Detect Magic, Dispel Magic (level 7), Fireball, Mage Hand, Prestidigitation, Thaumaturgy [B]2/Day Each:[/B] Dimension Door, Slow, Thunder Step [B]1/Day Each:[/B] Banishment, Forcecage, Globe of Invulnerability, Meteor Swarm [B]Reactions Spurn the Sword.[/B] Raistlin defensively emits kinetic waves upon being hit by an attack. The attacker must make a DC 24 Strength (Athletics) or Dexterity (Acrobatics) check, taking 2d8 force damage and pushed 20 feet away on a failure, half damage and remains in place on a success. [B]Counterspell (3/Day).[/B] Raistlin undoes the magical foundations being willed into existence by a creature he can see casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher Raistlin makes an Intelligence check (DC 10 plus the spell's level). On a successful check, the spell fails and has no effect. [B]Legendary Actions[/B] Legendary Action Uses: 3. Immediately after another creature's turn, Raistlin can expend a use to take one of the following actions. Raistlin regains all expended uses at the start of each of his turns. [B]Attack.[/B] Raistlin makes one Temporal Rend attack. [B]Cosmic Fire.[/B] Raistlin uses Spellcasting to cast Fireball. Raistlin can't take this action again until the start of his next turn. [B]Temporal Movement.[/B] Raistlin teleports up to half his speed to a point that he can see without provoking opportunity attacks. [B]Raistlinites[/B] are believers in the declarations of Ivel Batavos, that the only way mortals can survive the end of the world is being revived by a lightstorm. To this end, they seek to hasten mass death and destruction across Ansalon, organizing into mobile warbands and independent cells to sabotage societies from within. Operating outside the hierarchies of churches and the Wizards of High Sorcery, they share magical resources and training among themselves, focusing on destructive spells. Existing NPC stat blocks can be used to represent a wide variety of cultists, albeit with some more magical touches. Your rank-and-file cannon fodder Bandit might know a few damaging cantrips and offensive 1st-level spells, while a propagandist might use the Noble stat block but can cast Charm Person or Enthrall. The Archpriest and Cultist Hierophant stat blocks can easily emulate their leader, Ivel Batavos, as well as other high-ranking members. The Questing Knight and Bandit Crime Lord stat blocks can represent the more physically-oriented senior leadership. Below are more original stat blocks, representing Tier 2 NPCs with supernatural powers in line with specialized tactics. [I]Harvesters[/I] are melee combatants who make use of arcane magic to mimic the damaging effects of magestorms, generating deadly auras and residual terrain that lingers wherever they step for battlefield control. Their favored method is to go into a crowded population center incognito before unleashing their powers, capable of killing swathes of people in seconds. [B]Harvester[/B] [I]Medium or Small Humanoid (Warlock), Neutral Evil[/I] [B]AC[/B] 17 (scale mail, shield) [B]Initiative[/B] +1 (11) [B]HP[/B] 96 (16d8+16) [B]Speed[/B] 30 ft. [TABLE width="468pt"] [TR] [td][FONT=Arial]Ability[/FONT][/td][td][FONT=Arial]Score[/FONT][/td][td][FONT=Arial]Modifier[/FONT][/td][td][FONT=Arial]Save[/FONT][/td] [/TR] [TR] [td][FONT=Arial]STR[/FONT][/td][td][FONT=Arial]16[/FONT][/td][td][FONT=Arial]+3[/FONT][/td][td][FONT=Arial]+6[/FONT][/td] [/TR] [TR] [td][FONT=Arial]DEX[/FONT][/td][td][FONT=Arial]13[/FONT][/td][td][FONT=Arial]+1[/FONT][/td][td][FONT=Arial]+1[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CON[/FONT][/td][td][FONT=Arial]12[/FONT][/td][td][FONT=Arial]+1[/FONT][/td][td][FONT=Arial]+4[/FONT][/td] [/TR] [TR] [td][FONT=Arial]INT[/FONT][/td][td][FONT=Arial]10[/FONT][/td][td][FONT=Arial]0[/FONT][/td][td][FONT=Arial]0[/FONT][/td] [/TR] [TR] [td][FONT=Arial]WIS[/FONT][/td][td][FONT=Arial]14[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+2[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CHA[/FONT][/td][td][FONT=Arial]14[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+2[/FONT][/td] [/TR] [/TABLE] [B]Skills[/B] Arcana +3, Athletics +6, Perception +5, Stealth +4 [B]Gear[/B] Scale Mail, Shield, Battleaxe [B]Senses[/B] Passive Perception 15 [B]Languages[/B] Common plus one other [B]CR[/B] 6 (XP 2,300; PB +3) [B]Traits Warcaster.[/B] A Harvester doesn't need a free hand to cast spells. [B]Actions Multiattack.[/B] The Harvester makes two Battleaxe attacks. [B]Battleaxe.[/B] Melee Attack Roll: +6, reach 5 ft. Hit 8 (1d8+3) slashing damage plus 5 (1d8) force damage. [B]Spellcasting.[/B] The Harvester casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13): [B]At Will:[/B] Blade Ward, Eldritch Blast (5th level, 2d10 damage) [B]1/Day:[/B] Fireball [B]Bonus Action Ruinous Stride.[/B] The Harvester takes the Dash action, turning every square they pass through into difficult terrain. This doesn't provoke opportunity attacks. Until the end of the Raistlinite Harvester's next turn, any creature who passes through the ground in the affected squares takes 5 (1d8) force damage. [I]Iconoclasts[/I] are those who resent the gods and everything they stand for, eager to aid Raistlin in bringing about the end of the world. Making use of relics and consumable potions, their powers make a mockery of true clerics. [B]Iconoclast[/B] [I]Medium or Small Humanoid (Cleric), Neutral Evil[/I] [B]AC[/B] 15 (chain shirt, shield) [B]Initiative[/B] +0 (10) [B]HP[/B] 91 (13d8+26) [B]Speed[/B] 30 ft. [TABLE width="468pt"] [TR] [td][FONT=Arial]Ability[/FONT][/td][td][FONT=Arial]Score[/FONT][/td][td][FONT=Arial]Modifier[/FONT][/td][td][FONT=Arial]Save[/FONT][/td] [/TR] [TR] [td][FONT=Arial]STR[/FONT][/td][td][FONT=Arial]13[/FONT][/td][td][FONT=Arial]+1[/FONT][/td][td][FONT=Arial]+1[/FONT][/td] [/TR] [TR] [td][FONT=Arial]DEX[/FONT][/td][td][FONT=Arial]11[/FONT][/td][td][FONT=Arial]+0[/FONT][/td][td][FONT=Arial]+0[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CON[/FONT][/td][td][FONT=Arial]15[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+5[/FONT][/td] [/TR] [TR] [td][FONT=Arial]INT[/FONT][/td][td][FONT=Arial]12[/FONT][/td][td][FONT=Arial]+1[/FONT][/td][td][FONT=Arial]+1[/FONT][/td] [/TR] [TR] [td][FONT=Arial]WIS[/FONT][/td][td][FONT=Arial]16[/FONT][/td][td][FONT=Arial]+3[/FONT][/td][td][FONT=Arial]+6[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CHA[/FONT][/td][td][FONT=Arial]13[/FONT][/td][td][FONT=Arial]+1[/FONT][/td][td][FONT=Arial]+4[/FONT][/td] [/TR] [/TABLE] [B]Skills[/B] Insight +6, Intimidation +4, Perception +6, Religion +4 [B]Gear[/B] chain shirt, shield [B]Senses[/B] Passive Perception 16 [B]Languages[/B] Common plus two others [B]CR[/B] 5 (XP 1,800; PB +3) [B]Actions Multiattack.[/B] The Iconoclast makes two Offensive Relic attacks. [B]Assembled Relics (2/Day).[/B] The Iconoclast creates and Utilizes a magic item of Common or Uncommon rarity, using Wisdom as their spellcasting ability (spell attack modifier +6, save DC 14). The item becomes nonmagical after a single use. [B]Offensive Relic.[/B] Melee or Ranged Attack Roll: +6, reach 5 ft. or range 60 ft. Hit 13 (2d8+3) necrotic or radiant damage. [B]Spellcasting.[/B] The Iconoclast casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell attack modifier +6, spell save DC 14): [B]At Will:[/B] Detect Magic, Sacred Flame (5th level, 2d8 damage), Thaumaturgy [B]2/Day Each:[/B] Dispel Magic, Glyph of Warding, Spirit Guardians [I]Phoenixcrests[/I] use magic to enact pseudo-healing upon themselves and allies, transferring spirits into conjured forms to make them "born anew." They can thus bring people back from the dead, but only for a limited time and in monstrous forms devoid of higher reasoning. [B]Phoenixcrest[/B] [I]Medium or Small Humanoid (Wizard), Neutral Evil[/I] [B]AC[/B] 18 (half plate) [B]Initiative[/B] +1 (11) [B]HP[/B] 105 (15d8+30) [B]Speed[/B] 30 ft. [TABLE width="468pt"] [TR] [td][FONT=Arial]Ability[/FONT][/td][td][FONT=Arial]Score[/FONT][/td][td][FONT=Arial]Modifier[/FONT][/td][td][FONT=Arial]Save[/FONT][/td] [/TR] [TR] [td][FONT=Arial]STR[/FONT][/td][td][FONT=Arial]14[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+2[/FONT][/td] [/TR] [TR] [td][FONT=Arial]DEX[/FONT][/td][td][FONT=Arial]13[/FONT][/td][td][FONT=Arial]+1[/FONT][/td][td][FONT=Arial]+1[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CON[/FONT][/td][td][FONT=Arial]15[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+2[/FONT][/td] [/TR] [TR] [td][FONT=Arial]INT[/FONT][/td][td][FONT=Arial]19[/FONT][/td][td][FONT=Arial]+4[/FONT][/td][td][FONT=Arial]+7[/FONT][/td] [/TR] [TR] [td][FONT=Arial]WIS[/FONT][/td][td][FONT=Arial]14[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+5[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CHA[/FONT][/td][td][FONT=Arial]10[/FONT][/td][td][FONT=Arial]0[/FONT][/td][td][FONT=Arial]0[/FONT][/td] [/TR] [/TABLE] [B]Skills[/B] Arcana +7, Medicine +5, Nature +7, Religion +7 [B]Gear[/B] half plate, healer's kit [B]Senses[/B] Passive Perception 12 [B]Languages[/B] Common plus three others [B]CR[/B] 7 (XP 2,900; PB +3) [B]Actions Multiattack.[/B] The Phoenixcrest makes two Parasitic Healing attacks. [B]Parasitic Healing.[/B] Melee or Ranged Attack Roll: +7, reach 5 ft. or range 120 ft. Hit: 16 (2d10+4) necrotic damage, and one creature within 30 feet of the Phoenixcrest's choice gains temporary hit points equal to half the damage dealt. [B]Fraudulent Resurrection (1/Day).[/B] The Phoenixcrest targets the corpse of a single creature within 60 feet. The corpse comes back to life, albeit warped into an unrecognizable creature. This has the same effect as the Polymorph spell, but doesn't require concentration and the creature is loyal to the Phoenixcrest. The creature turns back into a corpse of its original type when the spell ends. [B]Spellcasting.[/B] The Phoenixcrest casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell attack modifier +6, spell save DC 15): [B]At Will:[/B] Toll the Dead, Word of Radiance [B]3/Day Each:[/B] Command (level 2 version), False Life (level 2 version), Sanctuary [B]1/Day Each:[/B] Feign Death, Vampiric Touch [I]Windhawks[/I] make use of mundane and magical long-distance communication to share intelligence across great distances. They mostly serve a noncombatant capacity in warbands and cells, prioritizing escape and evasion should their plots be exposed. Windhawks are typically recruited from thieves' guilds, former Dragonarmy and Whitestone scouting units, and librarian scribes, all of whom know a thing or two about ciphers and espionage. [B]Windhawk[/B] [I]Medium or Small Humanoid (Ranger), Neutral Evil[/I] [B]AC[/B] 16 (studded leather) [B]Initiative[/B] +4 (14) [B]HP[/B] 72 (12d8+12) [B]Speed[/B] 40 ft., Climb 40 ft., Swim 40 ft. [TABLE width="468pt"] [TR] [td][FONT=Arial]Ability[/FONT][/td][td][FONT=Arial]Score[/FONT][/td][td][FONT=Arial]Modifier[/FONT][/td][td][FONT=Arial]Stats[/FONT][/td] [/TR] [TR] [td][FONT=Arial]STR[/FONT][/td][td][FONT=Arial]14[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+5[/FONT][/td] [/TR] [TR] [td][FONT=Arial]DEX[/FONT][/td][td][FONT=Arial]18[/FONT][/td][td][FONT=Arial]+4[/FONT][/td][td][FONT=Arial]+7[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CON[/FONT][/td][td][FONT=Arial]13[/FONT][/td][td][FONT=Arial]+1[/FONT][/td][td][FONT=Arial]+1[/FONT][/td] [/TR] [TR] [td][FONT=Arial]INT[/FONT][/td][td][FONT=Arial]15[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+2[/FONT][/td] [/TR] [TR] [td][FONT=Arial]WIS[/FONT][/td][td][FONT=Arial]14[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+2[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CHA[/FONT][/td][td][FONT=Arial]8[/FONT][/td][td][FONT=Arial]-1[/FONT][/td][td][FONT=Arial]-1[/FONT][/td] [/TR] [/TABLE] [B]Skills[/B] Acrobatics +7, Athletics +6, Perception +5, Stealth +7, Survival +5 [B]Gear[/B] Studded Leather, Longbow, Shortsword [B]Senses[/B] Darkvision 60 ft., Passive Perception 15 [B]Languages[/B] Common, Thieves' Cant, plus two others [B]CR[/B] 5 (XP 1,800; PB +3) [B]Traits Evasion.[/B] If the Windhawk is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, they instead takes no damage if they succeed on the save and only half damage if they fail. The Windhark can't use this trait if they have the Incapacitated condition. [B]Actions Multiattack.[/B] The Windhawk makes three attacks, using longbow or shortsword in any combination. [B]Longbow.[/B] Ranged Attack Roll: +7, range 150/600 ft. Hit: 14 (2d10+4) piercing damage. [B]Shortsword.[/B] Melee Attack Roll: +7, reach 5 ft. Hit 12 (2d6+4) piercing damage. [B]Spellcasting.[/B] The Windhawk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell attack modifier +5, spell save DC 13): [B]At Will:[/B] Guidance, Message, Prestidigitation [B]2/Day Each:[/B] Cordon of Arrows, Spike Growth [B]1/Day Each:[/B] Pass Without Trace, Sending [/QUOTE]
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