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 rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
The Wicker Man that looks over Rowan’s Rise ignites, and Adela Druskenvald is sacrificed alongside more innocents. The Crooked Man possesses the blazing titan and tries to put an end to the characters in the name of the Crooked Queen. They must destroy The Wicker Man to annihilate the spirit of The Crooked Man once and for all. Use the Wicker's Vigil map for combat in this area.
Medium Humanoid (Elf), Chaotic Evil AC 13 Initiative +3 (13) HP 52 (8d8+16) Speed 40 ft.
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.
Coming out ahead, whether in games of chance or in life-or-death contention, fills you with resolve and vigor. You gain the following benefits. Bet Big. If you don't already have it, you gain Heroic Inspiration whenever you succeed on an ability check made against another creature, when you reduce a creature to 0 Hit Points, or when a creature fails a saving throw you forced it to make. If, in…
Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by…
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.
Fenrikyn are warped worgs and winter wolves, altered by the influence of Fenris, the Great Wolf. Fenrikyn roam the cold forests and the hills of the Northlands, devouring all that they encounter. Generally solitary, fenrikyn have been known to gather into small packs or to take over a pack of wolves or worgs. Though they despise most living things, they reserve their greatest enmity for…
General Feat (Prerequisite: Level 4+) You have learned a certain number of the secrets and techniques of the Ashbound druidic order. You gain the following benefits. Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20. Ashbound Proficiency. You gain proficiency in the Intimidation skill. Arcane Enmity. When a creature you can see casts a spell, you have…
Origin Feat You have seen death many times, up close and personal, and sometimes at your own hand. These experiences have affected you deeply, teaching you about life and death. You gain the following benefits. One Last Breath. If you have two Death Saving Throw failures, you have Advantage on Death Saving Throws until you are no longer at 0 Hit Points. Recuperation. When you spend a Hit Point…
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an…
| 1d6 | Destination |
|---|---|
| 1–2 | Pine Barrens (area F2) |
| 3–4 | Infested Outcrop (area F3) … |
Chosen by Lucian T. Moreman I’ve done me fair share of minin’ while studyin’ subterranean geology. When our rogue suggested some spelunkin’ to explore further into the cave systems that the locals lived in, I thought it’d be a nice break from the dangers of the forest we’d been trekkin’ through for the last month – a bit of peace ’n’ quiet and no giant dinos tryin’ to eat us. How wrong I was… As…
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in…
Wondrous Item, varies The following are additional feather token options: Raven (Uncommon). You can use a Magic action to throw this black token into the air. You can see and hear through the token for one hour. The token disappears afterwards or if the distance between you and it exceeds 1 mile. The bird has the statistics of a raven. Snowy Owl (Uncommon). You can use a Magic action to wave…
Wondrous Item, varies 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…
Wondrous Item, varies 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…
Potion, uncommon Vitae, blood from within a Kindred, has powerful properties that are passed on when imbibed by a non-Kindred. A single Blood Point can be stored in a drinkable vessel for up to 48 hours without alchemical treatment. When you drink this potion, you gain the following effects. Increased Strength and Speed: Your Strength score increases by 2, and your Speed increases by 5 feet for 1…
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your…
| 1d6 | Destination |
|---|---|
| 1–2 | Oozing Ravine (area F6) |
| 3–4 | Stinking Quagmire (area F7) … |
Lily pays 50gp for the pest control job, and a 300gp bonus for clearing the Ankhegs. Ianna is handy and, if the party are willing to wait, she can make a quiver of 20 Ammunition +1 arrows from Ankheg antennae and a Breastplate +1 from an Ankheg carapace.
Small Dragon, unaligned AC 11 Initiative +1 (11) HP 27 (5d6 + 10) Speed 30 ft., climb 30 ft., swim 20 ft.
The youngest Limukin are omnivorous and possess natural hunting skills. This makes them remarkably crafty and formidable compared to other humanoids of a similar age. Their innate predatory tendencies inspire them to construct traps and snares, as well as craft simple weapons such as slingshots. With these tools, they hunt small prey, but can easily use them to defend their kinlin’s territory.…
Medium Beast (Pseudosuchid), Unaligned AC 11 (Scales) Initiative +2 (12) HP 29 (5d8 + 9) Speed 30 ft.
| 1d20 | Female | Male | Neutral | Last Name |
|---|---|---|---|---|
| 1 | Abigail | Abraham | Addison | Benson |
| 2 | Alice | Caleb | Ashleigh | Chambers … |
Groundling stalkers enjoy ambushing and murdering foes from afar with their crossbows. Stalkers rarely maintain the element of surprise for long, as they roar in bloodthirsty delight when they strike.
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