Creatures by Challenge Rating
| Challenge Rating | Creature |
|---|---|
| 1/4 | Dandelion Dragon |
| 1/2 | Clematis Dragon โฆ |
| Challenge Rating | Creature |
|---|---|
| 1/4 | Dandelion Dragon |
| 1/2 | Clematis Dragon โฆ |
Type: Gemstone Cost: 5,000 GP Weight: -- A blue white, canary, pink, brown, or blue gemstone worth 5000 gold pieces.
Weapon (shortsword), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject hasโฆ
Dark Bargains weave Druskenvaldโs essence into the characters who dare to strike them. These ancient agreements bind the land, its magical energies, its creatures.. and you. The effects bring boon and bane alike. It may be best for some sinister characters to offer their bargains plainly, letting the lurking curses reveal themselves only when the time is right. Beware your entry into theseโฆ
You can include an optional colour and hyphened extras if you so desire:
Weapon (glaive), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage onโฆ
Weapon (club), very rare (requires attunement by a Dragonborn) These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weaponโs rarity, and it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, youโฆ
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rivalโs minions to sow chaos and confusion. Secret. Ketgrinn canโt resist a puzzle or riddle, and a difficult one can send a ketgrinnโs mindโฆ
The skalds donโt admit to knowing stories of the first giantkin, but few giantkin care about or dwell on their origin. Descended from giants and smaller species in equal measure, they know they must walk their own path in lands where some look upon their ancestry with disfavor. Actions alone will forge their legacy. Giantkin primarily inhabit communities on the fringes of giant-held territoriesโฆ
| 1d100 | Magic Item |
|---|---|
| 01-07 | Candle of the Deep |
| 08-26 | Mystery Key โฆ |
Weapon (shortsword), very rare (requires attunement by a Dragonborn) These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weaponโs rarity, and it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon,โฆ
Staff, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Absorption. While holding the staff, you have Advantage on saving throws against spells. In addition, you can take aโฆ
Armor (double mail), uncommon Metal armor made of songsteel rings like a bell or chime when it clangs against an object. When wearing the armor, you can call out to Volund as a Bonus Action. Until the end of your next turn, you take 5 less damage from all attacks that hit you. Once you use this feature, you must finish a Long Rest before you can use it again. Also called tvifold brynja, the ringsโฆ
Weapon (shortbow), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantageโฆ
Ankylier Karls are the lowest members of Ankylier society, fulfilling menial tasks and hard labour. Karls are not generally treated with much respect, but are paid appropriately for their efforts by their Ankylier bosses. This allows for wealth to not necessarily be a reflection of social status within Ankylier society. Through an exceptional work ethic or extensive experience, Karls will beโฆ
Characters earn an advancement towards their next level. If they decline the advancement, they also do not earn any treasure but are still eligible to earn marks of prestige or other non-treasure rewards.
Weapon (shortsword), legendary (requires attunement by a Dragonborn) These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weaponโs rarity, and it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon,โฆ
Armor (ring mail), legendary You have a +3 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.
Weapon (shortsword), rare (requires attunement by a Dragonborn) These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weaponโs rarity, and it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, youโฆ
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take theโฆ
Weapon (sickle), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage onโฆ
Khurfel is an urdefhan war champion who leads the largest and most active group of adversaries the characters will face in the Abomination Vaults. His confrontation with the characters is inevitable, because he refuses to give up the Emerald Fulcrum Lens while he lives. Khurfel has long experienced blood visions of the future, and he knows a confrontation with surface dwellers is inevitable.โฆ
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, thatโฆ
Weapon (greatclub), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantageโฆ
| Investment | Item Rarity |
|---|---|
| 150 GP | Common |
| 600 GP | Uncommon โฆ |
Weapon, very rare This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing itsโฆ
Weapon (club), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.โฆ
Weapon (greatsword), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject hasโฆ
Weapon (morningstar), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, thatโฆ
This content is part of the The Field Guide to Floral Dragons. You can unlock it by purchasing the book in our marketplace.