Kulindadromeus
Small Beast (Neornithischian), Unaligned AC 12 (Scales and Protofeathers) Initiative +3 (13) HP 7 (1d6 + 4) Speed 25 ft.
Small Beast (Neornithischian), Unaligned AC 12 (Scales and Protofeathers) Initiative +3 (13) HP 7 (1d6 + 4) Speed 25 ft.
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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 be…
Small Beast (Pterosaur), Unaligned AC 12 (Downy Skin) Initiative +3 (13) HP 6 (1d6 + 3) Speed 5 ft., fly 30 ft.
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…
Large Beast (Therapod), Unaligned AC 15 (Thick Feathery Coat) Initiative +5 (15) HP 88 (9d10 + 43) Speed 50 ft.
Multiattack. Keldar makes two attacks using Longsword or Handaxe in any combination. She can replace one of her attacks with a use of Spellcasting. Longsword. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Thunder damage. Handaxe. Melee or Ranged Attack: +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 6 (1d6 + 3) Slashing damage plus 5 (2d4) Thunder…
Wondrous Item, rare This long key, studded with tiny Siberys dragonshards, can only be used by a creature with the Mark of Hospitality. You can take a Magic action to trace the outline of a door in the air with the key and cast Mordenkainen’s Magnificent Mansion without requiring Material components. The spell ends after 24 hours or when you use the key to lock the door and dismiss the effect; at…
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your…
The keep’s residents and visitors store their most valuable belongings and savings in the bank. When the characters arrive at the bank, read the following boxed text aloud: This one-story bank sports a teller’s window with a drop-down counter. A bespectacled halfling woman in a silk tabard sits behind the glass. Outside, a bored human guard stands watch. The banker, Quink, relies on the keep’s…
Channel the Might of Dragon Gods While dragons are the foremost worshipers of the Dragon Domain, the draconic deities accept the worship of any who crave wealth or power. Clerics of the Dragon Domain, often considered cultists, can channel the power and aspect of dragons, unleashing fearsome elemental magic and manifesting the awe-inspiring presence of an ancient wyrm. The principal gods of the…
Pentadrones oversee and protect contingents of lesser modrons. They’re quick to call lengthy meetings with other modrons when making decisions. Modrons Beings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse. Modrons are parts of a vast…
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