Decks of the Four Courts
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CREDITS THE ANKOU.............................. 3 Produced by: Realmwarp Media LLC BROONIE .................................. 4 Writing and Design: Jason Miscia BLUECAP .................................. 5 Editing: Ryan Langr Layout: Darren Kenny CU-SITH.................................... 6 (created using Fallen Camelot InDesign Template by Anne Gregersen.) THE DARK FOOL ...................... 7 Cover Art: Public Domain Art curated by Rick Hershey EARTH DRAGON ....................... 8 Interior Art: HefestusCave, Jeshields, Purple FACHAN..................................... 9 Duck Games, Brett Neufield Jacob Blackmon, LDP Design, WPX, Kanaevamon, Public Domain GRINDYLOW............................ 10 art by Arthur Rackham, Public Domain art by Joseph Wolf, Public Domain art by Bret Blevins LANTERN MAN........................ 11 LEANAN SIDHE ....................... 12 To interact with Cities of Myth: Fallen Camelot producer Realmwarp Media, and to keep THE NUCKELAVEE .................. 12 informed of new products, please follow us on Twitter or Facebook, or subscribe to our SALAMANDER ......................... 14 newsletter, which includes product deals and exclusive sales! SKRAT..................................... 15 Pick up Cities of Myth: Fallen Camelot here! SPRIGGAN............................... 16 SWAN MAIDEN ........................ 17 SYLPH..................................... 18 WATER LEAPER ...................... 19 Sample file 2 Elements of Albion THE ANKOU Legendary Resistance (3/Day). If the ankou fails a saving throw, they can choose to succeed instead. "When the Ankou comes, he will not go away empty." Reaper Man. When the ankou has determined what - Irish Proverb souls must be collected, they know the distance and direction of its targets. The targets have disadvantage on The Ankou serves Death. He often appears as an adult any skill checks when attempting to hide or misdirect the man, wearing a black robe and a large hat that shrouds ankou. his face. In some stories he appears as a shadow atop a Regeneration. The ankou regains 10 hit points at the rickety cart, or a black stag. He is said to frequent start of its turn. If the ankou takes radiant damage, this graveyards, silently collecting the souls of the dead. trait doesn’t function at the start of its next turn. The Those who approach the Ankou risk looking into his Ankou’s body is destroyed only if it starts its turn with 0 eyes. Mortals that do this will find only aether staring hit points and doesn’t regenerate. back at them. Those who are of weak will, having seen the void, fall to the ground dead. The Ankou adds these Rejuvenation. If its body is destroyed, the ankou returns souls to his collection, bringing them to the realm of in 1d6 days. Death. The Darkness Calling (3/Day). As an action, the ankou can cast the finger of death spell. Its spellcasting ability is Wisdom (DC 20) for this feature. THE FIRST AND THE LAST Turn Immunity. The ankou is immune to the effects of One story says that the Ankou was the first person to die. turn undead. Upon rising up as a revenant he hunted down Death itself, determined to take revenge. But killing Death proved impossible to achieve. Rather than destroy the ACTIONS revenant, Death took him as a servant tasked with collecting souls. Only when the final person has met Grave Touch. Melee spell attack: +12 to hit, reach 5 ft., their end will the Ankou’s work be done. one target. Hit: 14 (4d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for one minute. The target can repeat the ANKOU saving throw at the end of its turns, ending the effect on Medium undead, embodies balance and death. itself on a success. Armor Class 17 (natural armor) Hit Points 135 (18d8+54) LEGENDARY ACTIONS Speed30 ft. The ankou can take 3 legendary actions, choosing from STR DEX CON INT WIS CHA the options below. Only one legendary action option can be used at a time and only at the end of another creature’s 151(+0) 16 (+3) 16 (+3) 15 (+2) 20 (+5) 16 (+3) turn. The ankou regains spent legendary actions at the start of its turn. Saving Throws Con +10, Int +9, Wis +12 Teleport.The ankou can teleport to an unoccupied space Skills Insight +12, Investigation +9, Perception +12 they can see within 60 feet. Damage Resistances necrotic, psychic Unstoppable. The ankou can move up to their speed, Damage Immunities acid, cold, fire, lightning, poison; ignoring difficult terrain and without provoking an bludgeoning, piercing, and slashing from nonmagical attack of opportunity. attacks Gaze of the Void (Cost 2 Actions). The Ankou fixes Condition Immunities charmed, exhaustion, their gaze on a single creature within 10 feet of it. The frightened, paralyzed, poisoned target must succeed on a DC 20 Wisdom saving throw. Senses truesightSample 120 ft., passive Perception 22 On a failure, the creature diesfile instantly. On a successful Languages Celestial, Common, Dwarvish, Draconic, save, the target gains 2 levels of exhaustion. Elvish, Giant, Infernal, Sylvan Challenge 21 (33,000 XP) The Ankou 3 BROONIE BROONIE Wizened and small, broonies are an earthy type of fae Small fae (daylight), strives for balance and knowledge. who are happiest when performing domestic tasks. Armor Class 14 (leather armor) Though they are sometimes employed by more Hit Points 13 (3d6+3) powerful fae, broonies actually prefer to find mortals whose homes could benefit from their presence. A Speed30ft. broonie will often work while the residents sleep or, if they are needed during waking hours, will turn STR DEX CON INT WIS CHA invisible and work secretly. So long as the mortals regularly leave an offering of food, a broonie will stay 9 (-1) 16 (+3) 12 (+1) 13 (+1) 12 (+1) 11 (+0) loyal and see that the home prospers. Skills Acrobatics +5, Insight +3, Stealth +7 Damage Resistances bludgeoning, piercing, and RESPECT THE HELP slashing from nonmagical attacks that aren’t cold iron. Failure to provide offerings will cause broonies to feel insulted. The will leave the offending household, Damage Vulnerabilities cold iron though not without making a huge mess first. In a Senses darkvision 60 ft., passive Perception 11 house that also has other servants, a broonie will tease Languages Common, Sylvan lazy ones until they mend their ways. If the servants are Challenge 1 (200 XP) unfairly treated or dismissed, however, the broonie will torment the household until the servants are brought back and treated well. Should a broonie become angry, Invisibility (4/Day). The broonie can use a bonus they can move beyond pranks and curse the house. action to become invisible at will. This lasts for the The mortals will then suffer misfortune until the end of duration of an hour, unless the broonie ends it sooner their days. or is killed. ACTIONS Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. Bad Luck Curse. Melee Spell Attack: The broonie can cast bestow curse at will. The target must make a DC 12 Wisdom save, or be cursed with disadvantage on all ability checks, saves, and skill checks. If the target makes the save, they are immune to this feature for 24 hours. The curse lasts until removed. Sample file 4 Broonie BLUECAP BLUECAP Despite having a similar name to redcaps, the fae known Small fae (daylight), pursues balance and growth. as bluecaps are generally quite peaceful. These small, Armor Class 13 (natural armor) humanlike creatures all wear woven caps of cerulean Hit Points 45 (6d6 + 24) blue. They can also briefly take the form of small blue flames. Bluecaps inhabit caverns and mines, often Speed 25 ft. watching over miners and forewarning them of mine collapses. Bluecaps abhor violence and will only fight to STR DEX CON INT WIS CHA defend themselves. 16 (+3) 14 (+2) 18 (+4) 10 (+0) 13 (+1) 10 (+0) WILL WORK FOR ORE Skills Athletics +5, Perception +3, Survival +3 Bluecaps are hard workers and are willing to work as Condition Immunities paralyzed, petrified, poisoned miners for fair pay. They have no interest in coins, Damage Immunities poison preferring a comparable portion of whatever ore they are Damage Resistances bludgeoning, piercing, and slashing mining. Bluecaps will not accept more or less than this, from nonmagical attacks that aren’t cold iron. only desiring what is their fair share. Should the miners try to cheat the bluecaps, they will face retaliation in the Damage Vulnerabilities cold iron form of pranks. These pranks are never intended to cause Senses darkvision 120 ft., passive Perception 13, physical harm, but slighted bluecaps can cause enough tremorsense 60 ft. disruption to set back a mining operation for weeks. Languages Common, Sylvan Challenge 3 (700 XP) Hefty Worker. The bluecap is considered a Medium sized creature for grappling and Strength (Athletics) checks. Little Light of Mine (2/Day). As a bonus action, the bluecap can transform into a small blue flame. It casts a soft light in a 30-foot radius, but no heat. The bluecap retains its movement speed in this form and gains the benefits of the etherealness spell. This lasts for 30 minutes or until the bluecap chooses to end the transformation. Meld into Stone. The bluecap can cast the meld into stone spell on itself at will. ACTIONS Multiattack. The bluecap makes two attacks with its pickaxe. Pickaxe. Melee Weapon Attack: +5 to hit, range 5 ft., one Sampletarget.Hit: 7 (1d8 + 3) piercingfile damage. Blue Cap 5 CU-SITH Keen Hearing and Smell. The cu-sith has advantage on Wisdom (Perception) checks that rely on hearing or Cu-sith are often referred to as “black dogs” by the smell. common folk, if they refer to them at all. Speaking of a Aura of Fear.A creature that starts its turn within 10 feet cu-sith is rumored to attract their attention.