Dingpot
Dingpots are animated objects created to assist in magical and alchemical research—or simply to help in the kitchen. Often cheerful, dingpots delight in serving up delicious meals, soothing tea, and the occasional magical draught.
Dingpots are animated objects created to assist in magical and alchemical research—or simply to help in the kitchen. Often cheerful, dingpots delight in serving up delicious meals, soothing tea, and the occasional magical draught.
With uncanny patience and fiendish cunning, ultroloths manipulate mortals and their fellow yugoloths alike, seeking to hoard power and spread suffering. These sinister masterminds often work with other yugoloths, but they might compel nearly any creature into their service. If coercion doesn’t work, ultroloths use their eerie eyes and innate magic to hypnotize or charm targets. Ultroloths strive…
Wondrous Item, rare (requires attunement) This Gold Piece has deep scratches on one side. It has 3 charges and regains all expended charges daily at dawn. When you make a D20 Test, you can expend 1 charge to replace the d20 roll with a coin flip. On heads, the roll is treated as a 20 (though you don’t score a Critical Hit with an attack roll or activate any other effects which trigger on the…
Urevian is a phistophilus, or contract devil. These bureaucrats of Hell are rarely found outside the infernal courts, and then almost always to pursue potential contracts, tempting mortals to sell their souls in exchange for achieving their worldly desires. While other contract devils pride themselves on airtight clauses, hidden meanings, and steep penalties to gain the upper hand, Urevian…
Boggarts in Lorwyn are born into communal warrens where laws and hierarchies are considered suggestions. The oldest and most powerful boggarts, known as “aunties,” serve as respected leaders who keep the peace. Lorwyn boggarts value sharing knowledge and past experiences with their communities. Many are willing to brave great dangers in pursuit of new experiences, and adventurers are common.…
Lorwyn kithkin live in pastoral villages called clachans and welcome outsiders into their communities. These kithkin collect their cultural heritage in a tome called the Book of Kith and Kin. They also often entertain many superstitions, particularly related to Lorwyn’s incarnations of nature.
The horns of Lorwyn elves are stubby like a goat’s or curved like a ram’s, but always ridged. Their pointed ears are long and slender. In Lorwyn, elves value beauty above all, though what any given elf deems beautiful can seem arbitrary. Some Lorwyn elves assume authority over the land’s other peoples, using their fallen empire to support their claims. These elves blame the fall of their empire…
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the…
Wondrous Item, very rare (requires attunement) This set of six-sided dice is indistinguishable from nonmagical dice. While attuned to the dice, you gain the following benefits. Luck. The dice have 6 charges and regain 1d6 charges daily at dawn. When you fail a D20 Test, you can expend 1 charge to reroll the test if you don’t have the Incapacitated condition. You must use the new roll. Loaded.…
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change…
Type: Heavy Armor Cost: 1,500 GP Weight: 65 lbs Armor Class: 18 Strength: 15 Stealth: Disadvantage Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Wield the Power that Killed the Gods Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls to mortal worshippers through lucid dreams and terrible whispers. The Eldritch Domain empowers the followers of the unknown and distant forces of chaos, divine entities of eldritch oblivion, and dead gods. Level 3:…
Type: Tool Cost: 1 SP Weight: -- Ability: Wisdom Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
Known for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast events in the worst possible light to mislead their masters into following the imps’…
Armor (ring mail), very rare You have a +2 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
When magical energy becomes dangerously unstable, it sometimes animates into an eldritch eddy: an uncontrolled whirlwind of Evocation magic that crackles with fire and lightning. Eldritch eddies typically arise where magic use is heavy and irresponsible, such as near a fanatical mage’s sanctum, a workshop that churns out magic items, or a library where undertrained scribes work with Spell Scrolls…
When magical energy becomes dangerously unstable, it sometimes animates into an eldritch eddy: an uncontrolled whirlwind of Evocation magic that crackles with fire and lightning. Eldritch eddies typically arise where magic use is heavy and irresponsible, such as near a fanatical mage’s sanctum, a workshop that churns out magic items, or a library where undertrained scribes work with Spell Scrolls…
Weapon, uncommon This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.
You touch a Tiny, nonmagical object, infusing it with a portion of your own luck for the duration. While another creature carries the object, that creature has Advantage on D20 Tests, and you have Disadvantage on D20 Tests. Available For: Bard (Legacy), Paladin (Legacy), Ranger (Legacy), Warlock (Legacy), Bard, Paladin, Ranger, Warlock, Druid - Circle of Wicker, Druid (Legacy) - Circle of Wicker…
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if…
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinbound…
Weapon, uncommon This magic ammunition is made by the elder Clerics of nature and hunting deities. Attack rolls made with this ammunition deal no damage on a hit. When you hit a creature other than yourself with the ammunition, the target regains Hit Points equal to 2d4 plus your Dexterity and Wisdom modifiers (minimum +1). If the target is an ally, you have Advantage on the attack roll. Once it…
Level 4 Divination (Cleric, Druid, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (incense worth 25+ GP, which the spell consumes) Duration: Instantaneous This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or…
This monster is part of the The Crooked Moon Part Two: Monsters & Adventure Campaign. You can unlock it by purchasing the book in our marketplace.