PDF Version Monster Mounts

Total Page:16

File Type:pdf, Size:1020Kb

PDF Version Monster Mounts These golems were made by a long deceased creator, and now await a suitable person to be its master. If the character can find, or has in their possession, the control amulet for the Certain creatures and monsters are willing to become mounts golem, they will become the earth golem's new master. As long for your character. Each creature has its own reason for being as the rider controls the amulet and is alive, the golem will a mount and you will have to do more than just visit your local serve the rider flawlessly. vendor and buy one of these exotic creatures. Earth golem mounts walk on two legs, but severely hunched over, so that their hands drag along the ground in front of them. As they were designed to primarily be mounts, they are Exotic Mounts featured here are not the average of their kind, created with a indentation in their back so that a rider of but special creatures that are not as independent as their medium size may fit comfortably on them. counterparts. When using these creatures as your mounts, Earth Golems are the most resilient of all the creature they do not act independently, but rather rely on the mounts, but have very limited attacks and offensive abilities. character's commands. They can head slam one creature within 5ft. Exotic Mounts require the potential rider to enter into some Shunned by other ogres and all giants, these ogres have sort of arrangement with them. Some may need to be bonded adapted to survive by serving as a mount for creatures they to the rider, others may bargain for food and shelter and some can enter into an agreement with. While incredibly stupid as may require weekly payment in gold for their services. Below all ogres are, the ogre mount will not be tricked into working are the basic rules for entering into an agreement with each for less than what he deems as a fair trade. This is usually an type of Exotic Mount. amount of gold and/or a number of semi precious gems to be given to the ogre weekly. The riding ogre learned at an early Agreement and/or Frequency of age what a fair amount is and will not work for anything else Creature Type Payment Payment ever. Earth Golem Bonding Amulet None required Riding ogres have special riding seats or harnesses that allow a creature to ride on it's shoulders. Only characters of Owlbear Food and Shelter Daily small or smaller may ride an ogre due to the construction and Gold or other set up of the harness. It is usually of simple leather and rope Riding Ogre Weekly Valuables construction, with straps going underneath its armpits and along the shoulders of the ogre, to keep the small seat Warforged Treated with Respect Regular Basis fastened to the straps in place. A character sits in the seat and Charger slides their legs through two holes that are in the seat. The harness is set high enough on the ogre's shoulders that the character may easily see over the top of its head. Per the agreement made with each exotic mount, it will have Riding ogres never learned to swing a club effectively or the ability to attack the rider's foes in battle. As an bonus how to throw a javelin. They can, however, slam into creatures action, the rider can use simple one or two word verbal with their fists for almost as much damage as a greatclub commands such as "attack" or "charge" to have the creature would. Riding ogres also carry large pouches on their belts use one of its attacks or abilities. filled with rocks that the ogre can throw at an assigned target. The exotic mount works off of the rider's initiative. For each Ogres will stop obeying all commands given by the rider if it different type of action the rider wants the exotic mount to takes damage of more than 50% of its total hit points and will take, a different command must be given. If no commands are fly into a rage. The rider will have no control over who the given to the exotic mount on that turn, it will follow ogre attacks and cannot control its movement. The ogre commands as a standard mount. mount will attack the creature that hit it last, and move on to the next creature if it's original target is killed while still raging. When the rage ends, the riding ogre will be exhausted and unable to move or attack for the next round. There are many reasons that the rider and mount may decide If the rider breaks the contract by not following the agreed to terminate their agreement. Sometimes it may end upon terms, the rider must make a DC 15 Persuasion peacefully and each party goes it separate way, other times it (Charisma) check. If the rider succeeds, he will calm the ogre can end in conflict and bloodshed. and convince him to maintain the contract with the promise If a rider does not honor his end of the agreement based on that it will receive two times the normal payment the following the terms set, they may have to convince the exotic mount to week. Failure will result in the ogre mount attacking the rider remain in service and/or not attack them. A rider will have to the first time it dismounts after failure of payment. For each make a Persuasion (Charisma) check each time they break week the rider tries to withhold payment, it is +5 to the DC. the agreement, on a successful roll the exotic mount will agree to stay and serve. On a fail, the exotic mount may abandon the rider or attack them, depending on the creature. (See Below) Exotic Mounts, V1 - By Dump Stat Adventures | Find more content at DumpStatAdventures.com It has been said that in the untamed wilds, owlbears can be trained to serve as mounts. If a player is lucky enough to come across one of these creatures, the character can make a DC Large Giant, chaotic neutral 16 Animal Handling (Wisdom) check to convince the owlbear mount to serve them. If the character attempts this check Armor Class 11 (hide armor) while presenting food to the creature, they make the check Hit Points 59 (7d10 + 21) with advantage. Speed 40 ft. Owlbear mounts are ridden by sitting on their backs and using their fur/feathers to guide them. These mounts have STR DEX CON INT WIS CHA been trained to move with an uncanny grace as not to throw the rider off, even in battle. Due to this, the owlbear mount 19 (+4) 8 (-1) 16 (+3) 4 (-4) 7 (-2) 7 (-2) loses its ability to multiattack, as its first priority is not losing their rider. They have, however, been trained to let loose with Senses Darkvision 60 Ft., passive Perception 8 an ear piercing screech upon command. This screech has the Languages Common, Giant potential to frighten all creatures within 30 ft. that have not Challenge 3 (700 XP) heard it before. While they cannot speak, the owlbear mount will understand most one word commands spoken in Ogre Rage. If the ogre's hit points are reduced to half common. of its Hit Point Maximum or less during battle, it will As long as an owlbear mount is fed daily and not mistreated, fly into a rage as a reaction and immediately attack it will willingly serve the character until its death. If the the creature that hit it last. While raging, the ogre has character attempts to abandon the owlbear mount, it will advantage on Strength checks and Strength saving follow them for 2-7 days (1d6+1) after which it will wander throws, can make two slam attacks per round and has its movement speed doubled. The ogre's rage back into the forest. lasts for 3 rounds. When the rage ends, the ogre may not move or attack next round. As long as the rider has the specific ogre saddle, he Leftover from their time as indentured servants in Karrnath will remain on the ogre during the rage. If not, the and Thrane, these specialized warforged were left to wander rider must make a DC 15 Strength saving throw at the lands of Eberron in search of someone to serve. Not the beginning of each round the rage lasts. intelligent enough as other warforged to utilize their own free will, they have never understood why the others of their kind Actions sought to become independent from their masters. Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one The warforged charger appears like a normal warforged, target. Hit: 13 (2d8+4) bludgeoning damage. except that it walks and runs by using both its arms and legs. It has a saddle built into it, as they were designed primarily to Rocks. Ranged Weapon Attack: +6 to hit, range be used on the battlefield. Their feet and hands are similar to 30/120 ft., one target. Hit: 11 (2d6+4) bludgeoning that of an ape or gorilla, and it has two metal spikes damage. protruding from its head, like that of a bull. When the warforged charges and is able to gore its target, it may trample it as it runs by. The warforged charger can also use one of it's arms to stomp on a creature if commanded to do so. While not intelligent enough to understand the concept of free will, the warforged charger craves the respect its masters in Karrnath and Thrane never showed them.
Recommended publications
  • 309810-Sample.Pdf
    Sample file Slaad Timing An adventure for 4-6 5th level adventurers Special Thanks Jeff Borders Bradley Barger ProDnD Rosemary Callahan-Gray Editing Cartography Writer Layout Saga Mackenzie Jeff Ellis Insta - @sagamackenzie Robert Tarr Olobosk Contents Adventure Background 2 Chapter 2: Capital Building17 Overview 2 Stationary Rooms 18 Personalizing the Adventure 2 6a. Waiting Room 18 Factions3 6b. Guided Tour Starting Room 18 Cultists3 6c. Gallery of Great Slaadi 19 Fey Merchant3 6d. Smoking Room 19 Holy Warriors 4 6f. Kitchen 20 Heretics 4 6e. Mail Room 20 Slaadi 5 6g. Prison 21 Limbo Puddles 6 Random Rooms 21 Prologue 7 6h. Trapped Treasure Room 22 Chapter 1: City Square 8 6j. False Boss Room Entrance 23 1. Park 9 6i. Body Double Room 23 2. Church 10 6k. The Ritual Chamber 24 3. Library 11 AppendixA:Monsters 25 4. Crystal Mines 13 Appendix B: Magic Items 28 5. Curiositys Shack 15 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. ThisSample work contains material that is copyright Wizards of the Coast and/or other authors. Such material is usedfile with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Robert Tarr and published under the Community Content Agreement for Dungeon Masters Guild. 1 Adventure Background A local toad-worshipping cult recently learned of the slaadi and how these toad-like aliens can transform them into something similar to the creature they deify.Mortem Muerte,adeath slaad from the Ever- Changing Chaos of Limbo, sees the cult’s obsession with the slaadi as an opportunity to invade the Material Plane.
    [Show full text]
  • DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
    Ancient Wurm Patron DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All othSampleer original material in this work is copyright [2019 ] by fileTyler Hayes and published under the Community Content Agreement for Dungeon Masters Guild. Dragons are jealous creatures, guarding their hoards and knowledge from all comers. Some few among the metallics are benevolent enough to aid those in need, but never at the expense of their own wealth. Scions of ancient wisdom and powers that near godhood in some worlds, dragons have been the centerpiece of any tale of glory or magic. Yet, there comes a time, even for dragons, when it is beneficial to split their power. Perhaps to empower a minion to act on their behalf, sowing discord among their enemies. Perhaps to protect their own lineage among the mortals, when a line fails to produce a sorcerer. Maybe they are willing to give a fraction of themselves for reasons beyond mortal ken, as they approach their twilight years and begun to understand the motivations of gods. None can truly know the motivations of a dragon, but there are a few individuals out there that benefit from their power, forming binding pacts with their scaled patrons.
    [Show full text]
  • Session Zero 8: on the Conversion and Creation of Adventures for Dungeon World
    Session Zero 8: On the conversion and creation of adventures for Dungeon World Sample file Brian Holland – January 2019 Everything in Session Zero is designed to be used with Dungeon World by Sage LaTorra and Adam Koebel. Session Zero by Brian Holland Session Zero is possible thanks to my patrons, and especially my contributing patrons: Marius Salsbury, Bryen Alperin, David LaFreniere and Stefan Albrecht Art Credits: Cover Template: Dean Spencer Interior and Cover Art: From OldBookIllustrations.com Session Zero inspired by: The Discern Realities Podcast by Jason Cordova and David LaFreniere Plundergrounds zine by Ray Otus Sword Breaker zine by Logan Howard This issue inspired by: 20 Dungeon Starters & The Perilous Wilds: Lampblack and Brimstone Logan Howard, when using the words “Essential Elements” which started me down this rabbit hole “Because 2 Method” by Johnn Four of Role Playing Tips 7-3-1 Technique by Jason Cordova On the Cover: Arrival at Sharn Originally painted by Harry Clark and titled The Prince Inquires, I like this piece for a version of Sharn from the Eberron Setting. As you'll see mentioned throughout, the method I use doesn't care about the fine details of a published setting or adventure, only the broadSample strokes, allowing you to make them your own! file NOTE: Wizards of the Coast owns the Copyright on Eberron, Greyhawk and Ravenloft and all aspects of them, and Disney owns the Copyright on Star Wars. They are used herein only as examples of my conversion method. I claim no ownership of them! Introduction: 4 Essential Elements: 6 Eberron Essential Elements: 7 Adventure Backstory: 8 The Secret Forge Backstory: 9 Establishing Questions: 10 The Secret Forge Establishing Questions: 11 Sprites: 12 The Secret Forge Sprites: 14 Thoughts on the SZ8 Method: 16 Adventures The Slaughterings: 18 The Mad Plan: 22 SampleA Plea For Help: 26 file Links: 30 Summary: 32 (Back) Introduction How much information do you need to run an adventure in Dungeon World? I have all 15 of the D&D 3.5 Eberron Books.
    [Show full text]
  • Iss U E 2 1 3 | a P R IL 2 0
    ISSUE 213 | APRIL 2013 A Dungeons & Dragons® Roleplaying Game Supplement CONTENTS 1 TEH TOMB OF 29 TE H DREAD PIRATE OWLBEAR PIRATES! BraXIS By Christopher Perkins By Jeffrey Ludwig I hope you like owlbears, pirates, and Avast, ye hearties! Storm the island deathtraps, ’cause this issue’s full of them! stronghold of the dread pirate Braxis and the sunken caves of his sea devil allies. A D&D adventure for characters of levels 4–6. 2 OWL BEAR RUN By Christopher Perkins and Steve Townshend 68 TOMB OF HORRORS Every year, two wizards in neighboring By Gary Gygax towns host a competition. This year, it’s an Welcome to the dungeon that has killed owlbear race over the mountain. Will your more adventurers than all other dungeons owlbear be the first to cross the finish line? combined. Let’s see if your D&D Next An off-the-beaten-path D&D® adventure characters fare any better! This adventure for characters of levels 4–6. is designed for D&D Next characters of levels 10–14 and includes 4th Edition conversion guidelines for characters of levels 14–16. ABOUT THE COVER: Map? Check. Wagon? Check. Supplies? Check. Owlbear? Check. LET THE RACE BEGIN! Jason Juta depicts intrepid heroes racing over the mountain in true medieval fashion in this month’s feature illustration for “Owlbear Run.” EDITORIAL 213 DUNGEON April 2013 The Tomb of Senior Producer Christopher Perkins Producers Greg Bilsland, Steve Winter Managing Editors Miranda Horner, Kim Mohan Owlbear Pirates! Development and Editing Lead Jeremy Crawford By Christopher Perkins Developer Chris Sims Senior Creative Director Jon Schindehette This issue was a lot of fun to cobble together, mostly Last but not least, we have something special for because I’m a sucker for owlbears, pirates, and killer D&D® Insider subscribers this month: a faithful adap- Art Director Kate Irwin dungeons, and this month we have all three.
    [Show full text]
  • Exploring Eberron
    Sample file CREDITS Lead Designer: Keith Baker Producer: Wayne Chang Additional Designers: Will Brolley, Laura Hirsbrunner, Wayne Chang Playtesters: Alex D’Amico, Andrew Bishkinskyi, Anne Goblin Language Consultants: Don Bassingthwaite, Gregersen, Colin Marriott, Dorius Alyre ir’Korran, Jarrod Taylor Imogen Gingell, Jarrod Taylor, Joseph Meehan, Kristian Serrano, Patrick Dunning, Sadie Lowry, Steve Fidler, Editor: Laura Hirsbrunner Tim Hirsbrunner Sensitivity Readers: Gabriel Hicks, Anne Gregersen, Special Thanks from Keith: Thanks to Jennifer Ellis for her Imogen Gingell endless inspiration, and to Jeremy Crawford, Christopher Perkins, Bill Slavicsek, James Wyatt, and the many others Art Director: Wayne Chang who made Eberron the world it is today. Layout Designer: Laura Hirsbrunner Graphic Designers: Cody Faulk, Darrin Scott Special Thanks from Wayne: Thanks to all the friends and fans, your enthusiasm along this journey was Cover Illustrator: Thomas Bourdon scintillating! Thank you, most of all, to Abigail, Gabriel, Cartographer: Marco “MA4PS” Bernardini and Joanne, patiently waiting for their father and Interior Illustrators: Benjamin Hubel, Carolina Cesario, husband to return from the depths of Eberron. Dante Ezio Cifaldi, David Auden Nash, Ekaterina Yastrubetskaya, James Austin, Juho Huttunen, Júlio Disclaimer: Linear time is an illusion. This book, published in the Unseen Azevedo, Katerina Poliakova, Kelly Brown, Kristóf Citadel of Xoriat, contains secrets that weren’t meant to be revealed for centuries. By reading it now, you are
    [Show full text]
  • Races of Eberron
    UNEARTHED ARCANA Races of Eberron This document presents versions of several races from the D&D world of Eberron: Hidden People changelings, kalashtar, shifters, and warforged. Changelings are spread across Khorvaire. For more information about that world, see Wherever humans can be found, there are Wayfinder’s Guide to Eberron, available on the changelings; the question is whether their Dungeon Masters Guild (dmsguild.com). presence is known. Changelings are born to one of three paths. A This Is Playtest Content few are born and raised in stable communities, The material here is presented for playtesting and to where changelings are true to their nature and spark your imagination. These game mechanics are in deal openly with the people around them. Some draft form, usable in your campaign but not refined by are orphans, raised by other races, who find final game design and editing. They aren’t officially part their way in the world without ever knowing of the game and aren’t permitted in D&D Adventurers another like themselves. Still others are part of League events. the nomadic changeling clans spread across the If we decide to make this material official, it will be Five Nations who keep their true nature hidden refined based on your feedback, and then it will appear from the single-skins. Some of these clans in a D&D book. maintain safe havens in major cities and communities, but most prefer to wander, Changelings following the unpredictable path of the Traveler. Long ago there was a woman named Jes, and she In creating a changeling adventurer, consider had one hundred children.
    [Show full text]
  • Warforged Are Tireless Physically, They Are Still Subject to Mental Fatigue, Just As Other Races Are
    IT IS IMPORTANT TO NOTE THAT although warforged are tireless physically, they are still subject to mental fatigue, just as other races are. Too much time spent concentrating on the same mental task is wearying to them, and this is one of the primary motivations behind their wish to change tasks every few hours — to keep their minds occupied. — Doctor, A Guide to Warforged Physiology Born to Fight The Warforged were made to ight in The War, and they continue to fulill their purpose with distinction. They ight iercely and usually without remorse, displaying adaptability impossible for mindless constructs. Now that the war has ended, the Warforged seek to adapt to life in this era of relative peace. Some have settled easily into new roles as artisans or laborers, while others wander as adventurers or even continue ighting in The War despite the return of peace. Built as mindless machines to ight in The War, the Warforged developed sentience as a side effect of the arcane Warforged experiments that sought to make them the ultimate weapons of destruction. With each successive model that emerged The technology used to create warforged began with the from the creation forges, the warforged evolved until they methods used to create mindless constructs. Although true became a new kind of creature — living constructs. sentience was a goal, there was little thought given to what Warforged are renowned for their combat prowess, their the effects of sentience would be or how to best prepare size, and their single-minded focus. They make steadfast those minds for their new existence.
    [Show full text]
  • Campaign Standards Version 4.0 February 13, 2008
    Campaign Standards Version 4.0 February 13, 2008 Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. This WIZARD OF THE COAST® game product contains no Open Game Content. This work may be reproduced for personal use or in its entirety for use at RPGA-sanctioned events. To learn more about the Open Gaming License and the d20 SYSTEM® License, please visit www.wizards.com/d20. This product use material from the v.3.5 revision. This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga. DUNGEONS & DRAGONS, D&D, D&D REWARDS, D&D CAMPAIGNS, DUNGEON MASTER, EBERRON, DM’S MARK, XEN’DRIK EXPEDITIONS, COVENANT OF LIGHT, HERALD-LEVEL, RPGA, d20, d20 SYSTEM, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual and their respective logos are trademarks owned by Wizards of the Coast, Inc., in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
    [Show full text]
  • Waterdeep: Dragon Heist™ to the Eberron Campaign Setting for DUNGEON & DRAGONS 5Th Edition Version 1.8 Sample File
    A Conversion Guide for Waterdeep: Dragon Heist™ to the Eberron Campaign Setting for DUNGEON & DRAGONS 5th edition Version 1.8 Sample file i Table of Contents Introduction 1 App. A. Districts of Sharn……24 Main Adversaries…………………..…….2 App. B. Organizations and Factions in Sharn………………………27 Organizations and Factions...3 App. C. Character Conversion Introduction and Chapter One Examples…………………………………………28 Characters and NPCs………………………………………4 App. D. Non-Player Locations……………………………………………………….5 Characters………………………….………38 Chapter Two App. E. DM Tips for the Characters and NPCs………………………………………6 Alexandrian Remix……………….…… Locations……………………………………………………….8 40 Version 1.8 Chapter Three Created by Characters and NPCs………………………………………9 Collin D. Freeman Locations……………………………………………………..10 Special thanks to Justin Alexander Chapter Four Interior Art Characters and NPCs……………………………………11 All artwork presented in this conversion guide is provided by Location Spring…………………………………………...13 Wizards of the Coast from the DMs Guild Creator Resource. Most illustrations are from the Eberron Guild Creation Location Summer………………………………………...13 Resources. Location Autumn…………………………………………14 Location Winter…………………………………………..14 Chapters Five, Six, Seven, and Eight Characters and NPCs……………………………………15 Locations…………………………………………………….16 Characters, Monsters, and Races by Alphabetical Order, First Name…………………………………….17 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express writtenSample permission of Wizards of the Coast.
    [Show full text]
  • Monster Manual III
    Greater Siege Crab . 157 Siege Crab . 156 Greater Ssvaklor . 166 Skindancer . 158 Contents Grimweird . .75 Slaughterstone Behemoth . 159 Introduction . .4 Grisgol . .76 Slaughterstone Eviscerator . 160 Reading the Entries . .4 Gulgar . .78 Snowfl ake Ooze . .161 Statistics Block . .4 Hangman Golem . .69 Spellwarped Creature . .162 Monsters A to Z . .8 Harpoon Spider . .80 Spellwarped Ettin . .162 Alchemical Golem . .66 Harssaf . .82 Splinterwaif . 164 Ambush Drake . .8 Horrifi c Vasuthant . 183 Ssvaklor . 166 Ancient Night Twist . .111 Infernal Confl agration Ooze . .31 Stonesinger . 168 Ironclad Mauler . .84 Summoning Ooze . .169 Arcane Ooze . .9 CONTENTS Armand . .10 Justicator . .85 Susurrus . 170 OF TABLE Astral Stalker . .12 Kenku . .86 Swamp Strider Swarm . 171 Avalancher . .13 Knell Beetle . .88 Ten-Headed Terror . 155 Battlebriar . .14 Lesser Bonedrinker . .19 Thorn . 172 Bearhound . .16 Lesser Knell Beetle . .89 Topiary Guardian . 173 Boar Topiary Guardian . .174 Lhosk . .90 Alternative Topiary Guardians . .175 Boneclaw . .17 Lion Topiary Guardian . .174 Triceratops Topiary Guardian . .174 Bonedrinker . .18 Living Blasphemy . .93 Trilloch . .176 Brood Keeper . .20 Living Spell . .91 Troll, Cave . 177 Brood Keeper Larva Swarm . .21 Lizardfolk, Blackscale . .95 Troll, Crystalline . 178 Cadaver Collector . .22 Lizardfolk, Poison Dusk . .96 Troll, Forest . 179 Changeling . .24 Lumi . .98 Troll, Mountain . 180 Charnel Hound . .26 Lurking Strangler . 100 Troll, War . 181 Chelicera . .27 Mastodon . 101 Vasuthant . 182 Chilling Fog . .92 Mindshredder . 102 Vermin Lord . 184 Chraal . .28 Mindshredder Larva . 102 Visilight . 186 Chrysalis . 122 Mindshredder Warrior . 103 Voidmind Creature . 187 Cinder Swarm . .29 Mindshredder Zenthal . 104 Voidmind Grimlock . 187 Confl agration Ooze . .30 Mivilorn . 106 Warbound Impaler (Lesser Battlebriar) . .15 Deathshrieker . .32 Mud Golem .
    [Show full text]
  • Eberron: the Second Mourning
    Eberron: The Second Mourning e begin a journey into a world of draconic prophecies, a land of harnessed magic, a city of Your Character in the W towers stretching into the sky, and people World ravaged by war. Begin your journey by reading the introduction to Eberron: Rising from the Last War. Your character is a brave adventurer willing to The more you read from chapters 1, 2, and 3 of this explore the heights and depths of Sharn before book, the more you will enjoy our campaign. making your way into the Mournland. You seek to In this campaign we will use character options from travel with your band of companions, in the D&D Player’s Handbook, Eberron: Rising from the cooperation, to prevent the second Mourning. Last War, and Xanathar’s Guide to Everything. Tier 1: The City of Towers Campaign Summary The first part of our adventure begins in Sharn, the It’s been four years since the Mourning, the day Cyre City of Towers. It’s a place of magic, with skycoaches was wiped clean from the map leaving a gray haunted circling mile-high towers and mystic forges toiling hellscape in the center of Khorvaire. No one knows endlessly in the bowels. It’s a place of adventure and what caused the Mourning or whether it can be used intrigue. See Chapter 3 of Eberron: Rising of the Last again. While many seek the answer to these War for details of Sharn. questions, for both good and ill, our group of brave adventurers seek to uncover the threat and prevent the Second Mourning.
    [Show full text]
  • DUNGEONS & DRAGONS, D&D, Wizards
    DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. ASamplell other original material in this work is copyright 2019 by Braeden Mills and published u nder tfilehe Community Content Agreement for Dungeon Masters Guild. Circle of the Deep ruids who are members of the Circle of the Deep are aware that the observable world Abyssal Understanding contains only a fraction of all life in the world. Starting at 6th level, you begin to develop a connection to the The rest lie in wait, deep below the surface of creatures of the depths. You may cast Speak With Animals the ocean where the light does not penetrate. without expending a spell slot or having the spell prepared, These druids devote their life to uncovering provided that the creature you speak to has a swim speed. In Dthese subterranean secrets. They seek to addition, you have advantage on Persuasion checks made uncover the vast secrets that this realm holds, training their against these creatures in an effort to make them follow your bodies and abilities to eventually go beyond any known orders. You may use this feature a number of times equal to domain into the depths below. your Wisdom modifier (minimum of 1 use), after which you can’t use it again until you finish a short or long rest.
    [Show full text]