Iry
Legend
This is just a list of creepy and atmospheric things to add to your game. Most of them are not intended to be serious threats, but to play with the expectations and emotions of your party.
Digestive Ooze - Any living creature tricked into eating flakes of this ooze must make a DC11 Constitution save. Failure causes the ooze to survive and begin devouring all food the creature eats until it starves to death.
Slobberjaw - Make a DC12 Constitution save after suffering the bite of a ghoul, ghast, zombie, or similar ravenous creature. The character begins to hunger for the flesh of others and salivate uncontrollably. This passes after a short rest.
Whisperwood - Characters must make a DC13 Intelligence saving throw while traveling through this forest. The forest will begin to whisper secrets known by anyone who fails this check, hoping that these revelations bring misery to travelers beneath their boughs.
Festering Eggs - A monster plants a cluster of eggs beneath your flesh, requiring a DC14 Medicine check or 10 points of surgery damage to remove them. The eggs begin to rupture during your next long rest and cause dozens of skittering and biting insects to dart across you before escaping. You do not benefit from this long rest.
Mortal Wound - Make a DC15 Intelligence save. The next time this character takes damage, describe it as a hideous wound such as an amputation, compound fracture, or similar debilitating injury. It looks and feels completely real until the illusion fades at the end of their next turn
Fearmonger - Make a DC16 Wisdom save. Several minutes after you fail you notice a shadowy figure leering at you from a distant doorway or window. If you ignore this figure twice it goes away and nothing happens. If you react with fear or suspicion twice the figure runs screaming at you and deals 4d10 psychic damage before vanishing.
Mindworm - Make a DC17 Intelligence save. Several minutes after you fail you ignore the result of any Insight skill check and believe the target is acting suspicious or hiding something. You can repeat this saving throw at the end of each long rest.
Stonewarp - Make a DC18 Constitution save. All natural and crafted materials made of stone within 20 feet of you begin to ooze and melt. After 10 minutes in the same location the stone become a swamp of difficult terrain. After 1 hour in the same location the stone collapses completely.
Bloat Fever - A plot disease carried by demons or undead, causing them to appear bloated and full of gas. If their bodies are not burned, any living creature that eats this flesh becomes chaotic evil and will begin to hunt down other animals and even humanoids for pleasure instead of just food.
Corpselight - Four shining lights of various colors hang around a creature and follow it. After a creature dies they move to the next nearest living creature and hover around it. Each of them has 1 HP and can only be hurt by Force damage. If a creature does not die after 1d6 days they grow bored and leave in search of new creatures in the hopes of causing their death.
Bell Wraith - This creature has the stats of a wraith but resembles a small lost child. The sounds of tickling bells and faint sobbing follows the wraith around. Anyone who scores a 20 or higher on a Perception check loses the ability to hear anything but the bells and sobbing until their next short rest.
Trickster - A creature that exists only as a reflection of you in a suitable surface. It cannot speak but understands all languages and can play charades. It will lead you to a hidden treasure nearby that is always guarded by savage monsters or deadly traps, rewarding your curiosity and indulging its malicious nature at the same time.
Digestive Ooze - Any living creature tricked into eating flakes of this ooze must make a DC11 Constitution save. Failure causes the ooze to survive and begin devouring all food the creature eats until it starves to death.
Slobberjaw - Make a DC12 Constitution save after suffering the bite of a ghoul, ghast, zombie, or similar ravenous creature. The character begins to hunger for the flesh of others and salivate uncontrollably. This passes after a short rest.
Whisperwood - Characters must make a DC13 Intelligence saving throw while traveling through this forest. The forest will begin to whisper secrets known by anyone who fails this check, hoping that these revelations bring misery to travelers beneath their boughs.
Festering Eggs - A monster plants a cluster of eggs beneath your flesh, requiring a DC14 Medicine check or 10 points of surgery damage to remove them. The eggs begin to rupture during your next long rest and cause dozens of skittering and biting insects to dart across you before escaping. You do not benefit from this long rest.
Mortal Wound - Make a DC15 Intelligence save. The next time this character takes damage, describe it as a hideous wound such as an amputation, compound fracture, or similar debilitating injury. It looks and feels completely real until the illusion fades at the end of their next turn
Fearmonger - Make a DC16 Wisdom save. Several minutes after you fail you notice a shadowy figure leering at you from a distant doorway or window. If you ignore this figure twice it goes away and nothing happens. If you react with fear or suspicion twice the figure runs screaming at you and deals 4d10 psychic damage before vanishing.
Mindworm - Make a DC17 Intelligence save. Several minutes after you fail you ignore the result of any Insight skill check and believe the target is acting suspicious or hiding something. You can repeat this saving throw at the end of each long rest.
Stonewarp - Make a DC18 Constitution save. All natural and crafted materials made of stone within 20 feet of you begin to ooze and melt. After 10 minutes in the same location the stone become a swamp of difficult terrain. After 1 hour in the same location the stone collapses completely.
Bloat Fever - A plot disease carried by demons or undead, causing them to appear bloated and full of gas. If their bodies are not burned, any living creature that eats this flesh becomes chaotic evil and will begin to hunt down other animals and even humanoids for pleasure instead of just food.
Corpselight - Four shining lights of various colors hang around a creature and follow it. After a creature dies they move to the next nearest living creature and hover around it. Each of them has 1 HP and can only be hurt by Force damage. If a creature does not die after 1d6 days they grow bored and leave in search of new creatures in the hopes of causing their death.
Bell Wraith - This creature has the stats of a wraith but resembles a small lost child. The sounds of tickling bells and faint sobbing follows the wraith around. Anyone who scores a 20 or higher on a Perception check loses the ability to hear anything but the bells and sobbing until their next short rest.
Trickster - A creature that exists only as a reflection of you in a suitable surface. It cannot speak but understands all languages and can play charades. It will lead you to a hidden treasure nearby that is always guarded by savage monsters or deadly traps, rewarding your curiosity and indulging its malicious nature at the same time.
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