Riveborne Battle-Compendium PDF v0.9
Riveborne Battle-Compendium PDF v0.9
Lead Designers: Alanay Cekic, YuTing Liam Yuen A sincere thank you to the 2,265 Kickstarter and
Backerkit backers who played a crucial role in
Writers: Alanay Cekic, Lewis Franklin, Quincy Franklin, bringing this project to life. Your support, patience,
Darren Kenny, Vall Syrene, YuTing Liam Yuen and encouraging words have been invaluable, and
we are truly grateful for the positive impact you’ve
Graphic Designers: Alanay Cekic, Jay Tang, YuTing Liam Yuen had on our creative journey.
ARENA MODE
12 THE CHAMPIONS
68 THE ADVENTURERS OF THE RIVE
238 PRIMAL COMPANIONS
304
Arena Mechanics 14 A’Nexodus, The Primordial of Rives 70 Aquatech240 Charcoal308
Spending Triumph Tokens 20 Giga Mimic, The Protein Overlord 82 Arachne244 Chipper310
Winning an Arena Challenge 21 Raya, The Champion of the Sands 94 Lycan248 Exo312
CONTENTS
Na’ja, The Desert Scourge 154 Vineborne268
42
The Sharkinator, Captain of the Iron Shark 166 Blood Knight 272
CATACLYSM MODE The Executioner, Reaper of Souls 202 Iron Master 284
How To Play Cataclysm Mode 43 Magnetite Dragon, The Monarch of Steel 214 Oath of the Nightflame 288
Primal Boons 46 Dreamholder, The Devourer of Dreams 226 Path of the Wrestler 292
Riveborne has been created to be quick, accessible, and easy to inject into any narrative
campaign, whatever the setting might be. This means less time planning and more time playing while
still being flexible enough for Dungeon Masters to tweak things on the fly or even plan entire side
8 adventures using the realms provided as a jumping-off point. 9
The two game modes also lean into varying styles of player, with the first offering a longer, story-
driven adventure, taking place over many sessions and the second a shorter, combat-focused
experience that can be completed in an evening of play.
WELCOME TO RIVEBORNE
WELCOME TO RIVEBORNE
The first game mode is a narrative-based setting known as the Cataclysm. Rives leading to
otherworldly realms introduce new monsters and environmental events to your roleplaying
campaigns. Players must journey to Rive-infested regions and defeat monstrous champions to close
rifts that, in reality, threaten to tear the world apart. Over time, opportunities arise for players to learn
more about the Rive’s origins and journey to where it all began, culminating in a climactic conflict
with the source of the cataclysms - the great Rivedragon, A’Nexodus.
The second game mode introduces the Colosseum of Dreams, a multiversal gladiatorial arena
where players compete against the champions of various realms to earn the title of Arena Champion.
Combats in this arena are a fast and brutal affair, with each champion having their own strengths,
weaknesses, minions, and challenges to overcome. As bouts wear on, players can garner Triumph
Tokens from the bloodthirsty crowds to change the tide of battle. Rile up the crowd’s support enough,
and they might toss health potions into the area, throw rotten food at enemies, or even introduce
wandering creatures into the fray!
HOW TO USE THIS BOOK
This section governs all the details about how to use each
For newcomers, our user-friendly Habits of Mind
Flowchart system offers structured guidelines for DMs,
aiding them in navigating boss encounters more effectively.
players are familiar with the aforementioned ruleset and creatures that join your side as a potential best friend champion, their origins, personalities, combat specialty, DM This helps in making informed decisions and ensuring
terminologies found therein. and ally, carefully crafted from the remnants of fearsome tips for running encounters, and the Habits of Mind—a user- a smooth gameplay experience. It’s a valuable tool that
Champion boss monsters. Whether seamlessly integrated friendly flowchart system that helps streamline encounters facilitates seamless engagement, maintaining the flow of
This book is broken down into four distinct sections: with Heliana’s Guide to Monster Hunting’s Tamer class, or more effectively and aids DMs in making informed, on-the- the game.
utilized independently, these familiars filled with personality fly decisions about how a champion might act.
GAME MODE: ARENA promise a new experience. Say goodbye to the frustration of reading the boss stat
When writing our champions, our focus was on grasping block in advance and trying to remember every action.
Here, you can find rules for running the combat-based Crafting Primal Companions is a fun alternative to the their Motivations and Goals. This involved defining their With our system, the burden of option paralysis due to an
gladiatorial mode of Riveborne, where characters issue conventional summoning of companions. Picture yesterday’s desires, dreams, and what propelled them. This gave us an overload of action possibilities has become a thing of the
challenges to Arena Champions, test their might against formidable foes transformed into today’s powerful allies— improved understanding of why they made certain choices past.
said champion’s trials, and eventually face them in battle while retaining their distinct traits. These companions are and took specific actions.
to claim their arena title. Eventually, characters will amass here to stay, joining you in your adventures, and growing
enough titles to challenge the great Rivedragon and together with you as the journey continues, giving rise to Equally vital is delving into the champion’s Early Life and
proclaim themselves The Grandmaster. unique new powers and abilities as they develop together Environment. This means exploring their upbringing, family
with you. and origins.
HOW TO PLAY
your campaigns.
ARENA MODE
back to compete against Warriors craving a chance at their ending cycle of multiversal conflict.”
prestigious title - should The Grandmaster deem them fit.
Giga Mimic’s Champion Missions Sir Rainer’s Champion Missions Na’Ja’s Champion Missions The Sinner’s Champion Missions
͡ Mimic Mania. Grapple the Giga Mimic into a ͡ Hey, Stop That. Create two light sources ͡ Tripping The Serpent. Knock Na’Ja prone ͡ Release The Sin. Destroy or remove The
submission in a suitably brutal fashion. during the fight. during the fight. Sinner’s Crucible.
͡ Whack-a-Mimic. Hit the Giga Mimic with a ͡ Fearless. Succeed on the Wisdom check ͡ Spit It Out. Force Na’Ja to regurgitate a ͡ It Is A Mad World. Destroy or remove The
mundane object. after spotting Sir Rainer. creature she has devoured during the fight. Sinner’s mask.
͡ Mimic Purge. Reduce three or more Mimics ͡ Can’t See Me. Exploit his sense of hearing or ͡ Lights Out. Petrify or Blind Na’Ja during the ͡ Prison Break. Save yourself or your allies
to 0 hit points. smell. fight. from the Blasphemous Prison.
+100 +100 +100 +100
18 19
Raya Ashgar’s Champion Missions Blodstadt’s Champion Missions The Sharkinator’s Champion Missions
The Magnetite Dragon’s Champion Missions
͡ Superior Swordsmanship. Dominate Raya ͡ Radiant Reckoning. Use divine magic or ͡ Last Call. Steal the Sharkinator’s Alcoholic
radiant damage against Blodstadt. Beverage or prevent him from using his ͡ Sever The Horns. Destroy one of the
Asghar in a sword fight by disarming his Magnetite Dragon’s Horns.
weapons. ͡ Reality Check. Save your allies from Daytime Drinking.
ARENA MODE / ARENA MISSIONS
Arachiko’s Champion Missions Cale’s Champion Missions Elmrir’s Champion Missions The Dreamholder’s Champion Missions
͡ Art of Enchantment. Successfully charm ͡ What’s all the fuss about? Make it through ͡ Taming Nature. Restrain Elmrir for a single ͡ Lucid Dreaming Mastery. Gain control over
Arachiko during the fight. the combat without being affected by turn using either rope or a physical binding your dreams and confront the Dreamholder
͡ Fiery Spinner. Reduce one or more Spider Dreadful Illusions. spell, such as Entangle. on equal terms.
Swarms to 0 hit points with a fire spell. ͡ Back at ya! Deal damage to Cale by using the ͡ The Grass Mower. Damage the flora and ͡ Just A Dream. Wake up more than two allies
͡ No-Strings-On-Me. Sever the webbing that Corpse Explosion effects. roots Elmrir created. during the fight.
is manipulating your allies. ͡ Burn the Unliving. Reduce one or more Undead ͡ Embracing Nature. Heal by standing in ͡ Emotionally Resilient. Channel positive
+100 +100 Servants to 0 hit points with a fire spell. +100 Elmrir’s Healing Rays ability. +100 emotions. Inspire hope, camaraderie, and
courage among the party.
SPENDING TRIUMPH TOKENS WINNING AN ARENA CHALLENGE
Triumph Tokens earned can be spent in various ways If the Arena Challenge is successfully completed, the CHALLENGING THE GRANDMASTER
within the arena. champions are awarded the prestigious title of Arena
Cost Audience Favor requests Champion. Additionally, one creature among the victors will When a team completes an Arena Challenge and earns
be bestowed with a powerful Primal Boon (see page 42) themselves an Arena Champion title, the title bestowed
THE ARENA VENDOR -50 ͡ Rotten Rejection from the defeated Champion. upon them counts only for the champion they defeated -
The crowd starts booing the opposing thus, defeating a new Arena Champion earns a new, unique
When a creature is recovering after a bout, they can team and throwing rotten fruit at them, With their victory complete, characters are free to keep title. Once players have collected four unique titles, they can
spend their Triumph Tokens to requisition services or items which lasts until the end of the creature’s all items they have purchased within the Arena (excluding choose to issue a challenge to the Grandmaster: A’Nexodus,
from the Arena Vendor, such as magical weapons, healing next turn. legendary items) and to begin a new arena challenge. The Primordial of Rives.
potions, mercenaries, or even resurrections for fallen They can choose from a list of three randomly determined
comrades. The Arena Vendor’s Mystic Stock details the The enemy team has Disadvantage on champions.
available effects and items a creature can request, as well attack rolls, saving throws, and ability BEATING THE GRANDMASTER
as their costs and the number of times that requisition can checks for the duration. Should the characters lose an Arena Challenge while
be used during the Arena Challenge. (see page 23 for The holding an Arena Champion title, each character loses If the challengers best A’Nexodus, the crowd erupts in
Arena Vendor). -100 ͡ Fiery Fanfare one title and one Primal Boon. The Arena Champion that cheers of support. The challengers lose all Arena Champion
A wizard excitedly casts a fireball spell, defeated them gains one of these lost Primal Boons. They titles and instead gain the title of Grand Master.
targeting one random enemy creature in can’t be rechallenged until the characters have defeated a
SEEKING AUDIENCE FAVORS the arena. different Arena Champion and regained at least one title. The Colosseum of Dreams may have been defeated, but
the fun doesn’t have to stop there! Perhaps new missions
During a bout, a combatant can use their Triumph The fireball has a save DC equal to (14 could arise to challenge the new Grandmaster? What
Tokens to request a favor from the crowd. This favor may + the number of completed bouts, if a new Arena Champion rises to challenge them? Or
trigger specific events to alter the battle’s course. minimum of 1). perhaps it is time for your players to create a new group of
20 characters and work towards challenging their old team for 21
Here are the favors you can request from the crowd: -100 ͡ Revival Rhapsody the throne?
A cleric in the crowd casts Mass healing
word spell on the team.
ARENA MODE / SPENDING TRIUMPH TOKENS
ARENA
VENDOR
23
ARENA VENDOR
WEAPONS MARTIAL WEAPON (GREATAXE)
(Requires Attunement)
Properties: Heavy, two-handed Damage: 1d12 slashing
UNCOMMON
MARTIAL WEAPON (WARHAMMER)
(Requires Attunement)
Properties: Versatile (1d10) Damage: 1d8 bludgeoning
UNCOMMON
150 150
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Heaven’s Mark. When you target Celestials with attacks using this weapon, you have an Advantage
on your attack rolls.
THE GIANT
DEMONCLEAVER WARHAMMER
CHAIN OF ASTRAL
DAGGERS RIFTBLADE
CHAIN OF ASTRAL
DAGGERS RIFTBLADE
WEAPONS SIMPLE WEAPON (LIGHT HAMMER)
(Requires Attunement)
Properties: Light, thrown (range 20/60) Damage: 1d6 slashing
UNCOMMON
MARTIAL WEAPON (CROSSBOW, HAND)
(Requires Attunement)
Properties: Ammunition (range 30/120), light, loading Damage: 1d6 piercing
UNCOMMON
150 150
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Hunter’s Aim. When you target Beasts with attacks using this weapon, you have Advantage on your
attack rolls.
150 150
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Unarmed Strikes. Attacks made with this weapon count as Unarmed strikes for the purpose of Dead Man’s Butcher. When you target Undeads with attacks using this weapon, you have
feats and abilities. Advantage on your attack rolls.
Charge. This magical weapon has 3 charges and regains all expended charges at dawn.
͡ Jet-Powered. When you make an attack with the Jet Gauntlet, you can expend a charge to
infuse the attack with jet propulsion, dealing an extra (2d4) bludgeoning damage.
STEAMPOWERED
JET GAUNTLET SAW
VALIANT
DAGGER SCION OF FROST
150
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse of the Lost. On a critical hit, the target must make a DC 13 Wisdom saving throw or become
frightened until the end of their next turn.
REVENANT GHOST
BLADE
BLADES OF
ANGUISH
CONSUMABLES
DRINKING HORN
WONDROUS ITEMS
WONDROUS ITEM
(Requires Attunement) UNCOMMON
Properties: Grenade, one-time use
150
͡ Carrotplosion. You can use an Action to throw this grenade up to 60 feet. Upon impact, it
explodes in a 20-foot radius. Any creature within range must make a DC 14 Dexterity saving
throw or take (6d6) fire damage, or half as much on a successful save.
The grenade is destroyed after use.
VEGGIE
GRENADE
WONDROUS ITEM
(Requires Attunement) UNCOMMON
Properties: Grenade, one-time use
150
͡ Greater Frostwave. You can use an Action to throw this flask up to 60 feet. Upon impact,
it explodes in a 20-foot radius. Any creature within range must make a DC 14 Dexterity saving
38 throw or take (4d6) cold damage and become Frozen. 39
Frozen creatures’ speeds are reduced by 10. They may attempt to break free from this state by
using an Action and succeeding in a DC 14 Strength or Constitution check (their choice), or by
warming themselves up.
FLASK OF The flask is destroyed after use.
ARENA MODE / ARENA VENDOR / WONDROUS ITEMS
WONDROUS ITEM
(Requires Attunement) RARE
Properties: Tool
400
Charge. This magical item has 5 charges and regains all charges daily at dawn.
Starfall. When you use Meteor Strike, you may expend more than one charge. For each additional
charge expended beyond the first, the fireball’s radius increases by 5 feet.
͡ Meteor Strike. You can use an Action to expend a charge and launch a ball of fire from the
Shooting Star toward a point you can see within 60 feet. Upon reaching its destination, the
fireball explodes in a 10-foot radius. Each creature within the area must make a DC 15 Dexterity
saving throw, taking (4d6+6) fire damage on a failed save, or half as much on a successful one.
SHOOTING STAR
PROTECTIVE GEAR
CATACLYSM MODE
This mode follows one or more groups of adventurers as
they journey to close a Rive and is designed to be either Learning The Truth
ran as a brand new adventure, or as a side-quest for your Upon discovering the Rive and defeating its champion,
narrative campaign. In this mode, the Rivedragon A’Nexodus the characters are accosted with flashes of visions from
has unleashed another wave of cosmic energy across the A’Nexodus’s imprisonment, offering hints about the great
multiverse, resulting in Rives appearing all across the world dragon’s location. After discovering more Rives, each has
in which your story is set. These Rives are slowly expanding, the potential to offer players another fragment of A’Nexodus’
merging both connected worlds together, causing story. Once all four flashbacks have been experienced,
widespread, cataclysmic destruction for both. the players can piece together what they have learned,
uncovering that A’Nexodus is responsible for the Rives
Constructing A Narrative threatening to destroy their world and discovering Rives
A Rive can open at any time during a campaign or even leading to the realm of his imprisonment. The players are
before the campaign has started. When you wish to open faced with a choice: Do they destroy the Rivedragon and
a Rive in your games, consider what events might occur to stop the Rives from opening for good, or free the dragon
precede it arrival, or what the initial aftermath might be for and let him exact his revenge on his captors, knowing the
the characters, should they already be in the region when it is ensuing battle will open more Rives across the multiverse?
unleashed, and what champion it may call forth.
This game mode has been intentionally left vague to allow
For example, opening a Rive to the Realm of Storm and Sea Dungeon Masters to expand on it in whatever way they see
while the characters are traveling through a mostly flat fit for their games. Perhaps there is a third choice when
region, they might suddenly find themselves at the mercy facing A’Nexodus? Or perhaps he will already be dead by the
of extreme flash floods, thunderstorms, or even beset by time the players arrive? Feel free to tweak this narrative to
giant tentacled creatures from the depths of the sea when suit your particular play style!
What Is A Rive? Realm Table
A Rive is a mystical tear in the multiverse that binds together
two fixed points in reality, brought about by the Rivedragon
A’Nexodus. Rives are volatile gateways between worlds that 1 The Realm of Cursed Strife
warp the very reality around them, bleeding one world into
the other. If left unchecked, Rives can slowly expand and 2 The Golden Lands
overlap their connected worlds, merging them together in a
catastrophic cascade of death and destruction. 3 The Extraordinary Citadel
In Riveborne, these Rives lead to one of eight different 4 The Realm of Storm and Sea
realms populated by various powerful beings. When a Rive
opens, it calls forth one of these beings to act as its protector
5 The Shadowed Lands
and champion, binding them to the Rive and bolstering their
strength with fragments of A’Nexodus’ Primal Energy.
6 The Realm of Cascading Polarity
CATACLYSM MODE
undead. While their initial thought might be to suspect a much more.
necromancer, speaking with the locals reveals visions of red
mists, cackling laughter, bloody feasts, and shadowy, fanged When a Rive is closed, it unleashes the last of its energy in a
figures lurking betwixt the trunks of coniferous trees, colossal burst of raw magical power called Primal Energy.
suggesting the presence of a Rive in a nearby forest leading This Primal Energy remains as floating iridescent fog for
to the Realm of Cursed Strife. 10 minutes before vanishing or until a character uses their
action to interact with it. If a character interacts with the
When a Rive opens, roll a d8 or choose an option from the fog, they absorb the Rive’s raw energy held within and gain
Realm Table, then choose from the realms’s Champion Table a Primal Boon. In addition, the character and any other
to determine what foe the Rive has called forth to protect it: creature standing within 20 feet of them are assailed by
fractured memories and visions of A’Nexodus’ origin,
offering them insight into the rivedragon’s whereabouts and
history.
PRIMAL BOONS
REALMS OF
CHAMPIONS
51
͡ Undead creatures such as zombies, skeletons, and Within twenty miles of the Rive
ghosts are drawn to the region in droves. Hordes ͡ Open flames turn into nightflames, becoming a pale
of undead flood the region in search of living flesh, blue and emanating more intense heat.
consuming anything and everything they can.
͡ Sentient beings are plagued with nightmarish dreams
1. THE REALM OF CURSED STRIFE ͡ Graveyards become the birthplace of all manners, of
spectral beings, their souls agitated into an ethereal
fury by the red mist afflicting the landscape.
of the Realm of Hunger and wake to find their stomachs
rumbling, regardless of how much they had eaten the
day before.
CHAMPIONS OF THE REALM ͡ Beasts across the region suddenly become rabid and ͡ Flora becomes inedible and chalky, devoid of all color
hungry for living flesh, going so far as to attack smaller and life. If a creature attempts to eat any vegetation,
Blodstadt, Sir Rainer
settlements unprovoked. Herbivorous creatures, such it crumbles into dry ash in their mouths. Settlements
as cattle, quickly turn on their masters, feasting on their within this radius are likely to starve quickly if they
flesh with unbridled enthusiasm. rely heavily on a plant-based diet. Combined with the
52 OVERVIEW CREATURES OF THE REALM ͡ Rivers in the region become stained with blood and accelerated aggression and hunger from the red
53
become poisonous to drink. Any who fall ill to this mist, this might even result in villagers turning on one
The Realm of Cursed Strife is a world beset by fear and All manner of undead creatures, emaciated beasts, and poison slowly transform into ghouls. another for sustenance.
paranoia. Cursed beasts prowl the shadowed moors and cursed beings populate this realm, preying on anyone or
rain-slicked streets. An all-consuming red mist saturates anything they can. Skeletal wolves, malnourished bears, and ͡ Clouds in the sky quickly mask any sunlight, plunging
CHAMPIONS OF THE REALM / THE REALM OF CURSED STRIFE
͡ The environment becomes unbearably hot almost Within twenty miles of the Rive
2. THE GOLDEN LANDS overnight. Crops wither in the intense heat, and water
sources evaporate in a matter of hours unless kept in
underground storage, such as a root cellar.
͡ Creatures magically age by 1 month each day. The
progress of medical conditions/diseases is unaffected.
͡ Water immediately turns to dust unless stored in a
͡ Buildings in the region rapidly erode, their foundations
CHAMPIONS OF THE REALM magically sealed container. Holy water and magical
giving out within a matter of weeks unless carefully liquids, such as Potions of Healing, are unaffected.
Na’ja, Raya Asghar
maintained.
͡ Whenever a creature dies, its body turns to dust after 1
hour. Items, clothing, or magical objects carried by the Within ten miles of the Rive
54 55
OVERVIEW CREATURES OF THE REALM creature are unaffected. ͡ Burrowing creatures, such as purple worms, become
͡ Metal objects that aren’t being worn or carried more frequent and territorial
Named so for the glistening golden shimmer of its The Golden Lands are populated primarily by a race
disintegrate into dust if left on the ground unattended ͡ Structures are slowly eroded into golden dust over the
endless sands, the Golden Lands is a colossal sea of infinite of humanoid creatures known as the G’ra’t - large, lizard-
for longer than 10 minutes. course of one month.
desert, so arid it withers even the hopes and dreams of its like creatures who have adapted to the desert’s harsh
CHAMPIONS OF THE REALM / THE GOLDEN L ANDS
The Extraordinary Citadel is an ever-expanding domain from the ground, linking to each other through networks of
of magical discoveries and failed experiments, represented extensive corridors and packed-together buildings. These
in physical form by the gigantic superstructure covering superstructures quickly consume settlements they pass
the majority of the world. A Rive to this dimension appears over, entombing them to become part of the citadel itself
in a library, book store, or other facility of learning, and driving the population to either flee or become lost in
transforming the location into a magnificent wrestling the dizzying network of expanding architecture.
arena in which the Giga Mimic waits impatiently for new
challengers. Here you can find examples of what might happen
when a region has a Rive leading to The Extraordinary
As the Rives’s influence grows, more of the citadel Citadel:
seeps into the world; colossal spires of marble burst forth
The Realm of Storm and Sea is a vast, lively ocean home Here you can find examples of what might happen when
to drifting sailors, colossal ships, immense sea creatures, a region has a Rive leading to The Realm of Storm and Sea:
and coral-covered flooded mountains.
4. THE REALM OF STORM AND SEA ͡ Coral spreads across any submerged terrain,
transforming the landscape into a colorful display of
shimmering flora and accompanying aquatic life.
Within twenty miles of the Rive
͡ The water is populated by gargantuan shoals of sharks
and other predatory aquatic fauna. Krakens, hydras,
CHAMPIONS OF THE REALM ͡ Creatures in the region rapidly mutate, sprouting aboleths, and other monstrous underwater creatures
The Sharkinator strange fins and gills. might appear in deep water and attack anyone who
͡ The weather in the region becomes clouded and prone crosses their path.
to storms of wind and rain. Deserts might suddenly
become victim to flash floods, while forested regions ͡ The weather is turbulent and wildly unpredictable. Spells
58 59
OVERVIEW CREATURES OF THE REALM such as Druidcraft have no effect on predicting the
face widespread destruction due to extreme winds and
tropical cyclones. weather due to its chaotic nature. Such spells fail upon
Beyond the distant veil of the elemental planes lies an What small spits of land exist above the waves are home being cast.
ancient domain of infinite ocean, its depths too deep to to a spattering of harpies and the occasional settlement, ͡ Shipwrecks appear throughout the region, bringing
navigate, and its waters ever raging from miles-wide tropical populated by gnomes, sea elves, humans, and mechanical with them all manner of undersea creatures, such as
CHAMPIONS OF THE REALM / THE REALM OF STORM AND SEA
͡ At night, dark fog encapsulates any forests, bogs, Within twenty miles of the Rive
The realm of Cascading Polarity is beset by powerful It is a violent, unforgiving landscape dominated by the large
lightning storms and gravitational shifts. Floating and the powerful.
remnants of once beautiful islands occasionally shatter in
these storms, showering those below with fragments of Here you can find examples of what might happen when a
crumbling, flaming debris. region has a Rive leading to The Realm of Cascading Polarity:
͡ Compasses and other magnetic devices are affected by Within twenty miles of the Rive
the sudden magnetic pull from the Rive and gently move ͡ Kobolds and other draconic creatures are extremely
to point in the portal’s direction at all times. commonplace. These creatures cause wanton
͡ Gravitational shifts become a commonplace occurance destruction wherever they go, often taking over nearby
in the region. Creatures might suddenly be able to jump villages and fortifying them against intruders.
6. THE REALM OF CASCADING twice their normal height, while objects might suddenly
become three times as heavy. Metal objects might ͡ Metal objects become magnetic (either. North or South
POLARITY
become extremely magnetic for a brief period. facing). Weapons might become stuck to armour, while
͡ Spells that would alter the law of physics (such as gauntlets may get stuck when gripping door handles or
Reverse Gravity or the Fly spell) might stop working at other items.
random intervals, or completely flip their alignment.
CHAMPIONS OF THE REALM For example, a creature using the Fly spell to move
Magnetite Dragon upward instead moves down. Within ten miles of the Rive
62 ͡ Rocks, stones and small debris often float a few feet 63
͡ The region is beset by powerful lightning storms. These
storms appear completely at random and last around above the ground and orbit larger objects.
OVERVIEW CREATURES OF THE REALM ten minutes at a time. ͡ Water has a magnetic south polarity, causing it to move
͡ Rivers change their flow and begin moving backwards, rapidly away from items of an opposite polarity.
CHAMPIONS OF THE REALM / THE REALM OF CASCADING POL ARIT Y
A Rive leading to the Dreamscape appears in areas of Here you can find examples of what might happen when
concentrated imagination, such as schools, play areas, or a region has a Rive leading to The Dreamscape:
theatres. When a Rive to the Dreamscape opens, it floods
the surrounding area with warping magic, pulling apart
reality at the seams and decimating the local landscape.
͡ Nightmares manifest physical forms, terrorizing local Within twenty miles of the Rive
settlements and feasting on their fear. ͡ Creatures feel perpetually tired, regardless of how
͡ Drawings made by particularly imaginative individuals much sleep they obtain. This drowsiness brings
spring from their pages and come to life, governed by industry to a standstill, transforming entire towns into
their own rules on reality. sleep deprived communes over a matter of weeks.
The Untouched Paradise is a lush, verdant realm of Here you can find examples of what might happen when
untamed wilderness, as beautiful as it is deadly to both a region has a Rive leading to The Untouched Paradise:
travelers and locals alike.
͡ Spiders of all shapes and sizes are drawn to the region Within twenty miles of the Rive
CHAMPIONS OF THE REALM in droves. Cities that have never struggled with spiders ͡ Creatures become prone to bouts of itching, preventing
Cale, Elmrir, Arachiko before find themselves inundated with them, while them from getting a good night’s sleep outside unless
small outlying villages may wake to find their homes near an open fire.
covered entirely in freshly-woven silk.
͡ The landscape becomes Difficult Terrain as knotted
66 ͡ Tropical and deciduous flora grows from every piece vines cascade across every surface, choking out 67
of ground imaginable. If chopped back, the vegetation indigenous plant life.
OVERVIEW CREATURES OF THE REALM regrows at a rapid pace, returning to full maturity after
a week. Lizards and poisonous snakes find home in the
The Untouched Paradise is an infinite realmspace of T h e U nto u c h e d Pa rad i s e i s a v i b ra nt wo r l d o f newly grown greenery, becoming nuisances for the Within ten miles of the Rive
CHAMPIONS OF THE REALM / THE UNTOUCHED PAR ADISE
THE
CHAMPIONS
69
THE CHAMPIONS
“THE PRIMORDIAL OF RIVES”
A’NEXODUS
CR CR CR
9 14 20
Imprisoned in an ancient void for eons, A’Nexodus is a dragon lost to the history
of time. Slowly regaining power, he seeks revenge. Now, he roams through the
fabrics of space and time, leaving behind rives: distortions that rupture reality’s
boundaries. By instinct or desire, these rives beckon powerful monsters to
traverse the borders between universes.
70 71
He wields melee attacks that slip through unseen portals, preferring distance
to unleash powerful blows, and utilizes primal energy to bend reality with radiant
beams. Encroach upon him, and his primordial heart surges, conjuring rives that
transport foes to unforeseen realms. This showdown with the primordial force
promises an enthralling encounter that leaves all exhilarated by its sheer grandeur.
THE CHAMPIONS / A’NEXODUS
exuded an enigmatic strength, while a massive crevice their way—the seekers. Their purpose had been corrupted NARRATIVE COMBAT
resembling a river glowed with pulsating purple light in his by greed and ambition. Instead of protectors, they had
chest. become oppressors, exploiting A’Nexodus’s Primal power SYMBOLIC ARTIFACTS: ͡ A’Nexodus is the master of space and dimension. During
for entertainment and egotistical goals. They reveled in their combat it creates portals to enhance its offensive
A’Nexodus’ wings sliced through the cosmic fabric as he opulence while thriving at the expense of the Rive Dragon’s Scatter artifacts or relics related to A’Nexodus’s past capabilities, but these portals are a two-way street. Players
flew, and his journey led him to countless realms, each filled suffering. across the campaign. These could be items used in his will be able to use these portals as a new movement option.
with wonder and beauty. Yet, he couldn’t shake the feeling imprisonment, remnants of his battles, or symbols of
of being watched. Then, in a realm of ash and fog, disaster A’Nexodus’s resentment festered, and he loathed the his freedom. Each artifact could provide insights into ͡ With strategic portal placement, you can consistently
struck. Nailed to the ground by harpoons, A’Nexodus writhed beings who had imprisoned him. He vowed vengeance, his personality, motives, or weaknesses. For instance, a force players to move and rearrange their party
in pain as he fought to break free. His attackers, members of plotting his escape and the retribution that would follow. fragment of the harpoon that initially wounded him might formation.
the mysterious Order of the Primordial Sentinels, sought to Slowly, he bided his time, regaining his might in secret. reveal vulnerabilities in his scales.
end his threat. A’Nexodus knew that freedom was his ultimate goal, and he ͡ When facing A’Nexodus in his Primal Form, the players
would stop at nothing to reclaim it. can use the Primal Boons they’ve earned throughout the
As waves of harpoons rained down upon him, A’Nexodus EGO-DRIVEN INTERACTION: campaign. These Primal Boons will help end the final battle
defended himself with fury and confusion in his heart. Amidst in style!
the battle, his chest’s power surged, opening a portal to A’Nexodus’s pride is a central aspect. Consider
escape. Injured and fatigued, he dove into it, leaving behind a encounters where players can engage his ego strategically. ͡ If you wish to expand on the planes of the Lair Action, you
72 world of ash and fog for one of golden sands and bright skies. Appealing to his sense of superiority might momentarily are free to add the following options. 73
distract him or open up opportunities for negotiation. ↳ The Ethereal Plane Creatures become ethereal, able
But his respite was short-lived. An enormous airship, to move through objects and creatures as if they were
armed with harpoons and enveloped in perpetual lightning, insubstantial.
pursued him relentlessly. Weakened and unable to escape, UNSTABLE CORE: ↳ Negative Energy Plane Creatures are plagued by
THE CHAMPIONS / A’NEXODUS / ORIGINS
GRAVITY-DEFYING ENCOUNTER:
͡ Mysterious Stoic. Despite his undeniable presence, A’Nexodus is a reserved and enigmatic figure. He guards his
thoughts and emotions closely, making it challenging to know him truly. His solitude and inherent privacy add layers
of mystery to his persona.
A’NEXODUS’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ If the Lair Actions: Plane Shift is active
↳ Transport to a different Plane (DM Tips)
CR
9
A’NEXODUS ACTIONS ACTIONS+ PRIMAL FORM
THE PRIMORDIAL Multiattack. A’Nexodus makes two Claw attacks and one Multiattack+. A’Nexodus makes two Rive Cleave attacks.
OF RIVES Tail attack. When A’Nexodus activates its Primal form, its current hit point
Rive Cleave. Melee Weapon Attack: +10 to hit, reach 15 ft., total resets to 200 hit points, and it clears any and all status
Gargantuan monstrosity, Claw. Melee weapon attack: +10 to hit, reach 10 ft., one one target. Hit: 10 (2d6 + 6) slashing damage. A’Nexodus’s effects. Additionally, A’Nexodus can now use the options in the
Unaligned target. Hit: 10 (2d6 + 6) slashing damage. slashes tear reality and are empowered, immediately “Primal Form” section for 1 hour.
follow with one of these options;
Armor Class 16 (natural armor) Tail. Melee weapon attack: +10 to hit, reach 15 ft., one ͡ Astral Plane. It disrupts the target’s connection to If one of the following conditions is met. A’Nexodus will
Hit Points 100 (16d10 + 12) target. Hit: 10 (2d6 + 6) bludgeoning damage. gravity with Astral power. The target must make immediately activate its “Primal Form”.
Speed 40 ft., climb 40 ft., fly 80 ft. a DC 15 Strength saving throw or experience a
Breath Attack (Recharge 5-6). A’Nexodus exhales a sudden gravitational shift, propelling it up to 30 feet ͡ If A’Nexodus’s Movement Speed is brought to 0 for three
powerful breath attack in a 30-foot cone. Each creature in in a direction of its choice. Collisions deal 7 (2d6) consecutive turns.
STR DEX CON INT WIS CHA
the area must make a DC 15 Dexterity saving throw. On a bludgeoning damage for every 10 feet traveled. On a ͡ If A’Nexodus has been badly humiliated.
22 (+6) 12 (+1) 22 (+6) 18 (+4) 12 (+1) 20 (+5) ͡ When badly injured. Hit points are brought to 0.
failed save, a creature takes 22 (4d10) force damage and successful saving throw, the target resists the force,
is forcefully pushed 20 feet away from A’Nexodus. On a takes no damage, and remains in place.
͡ Saving Throws Dex +6, Con +11, Wis +6, Cha +10 successful save, a creature takes half damage and remains ͡ Elemental Plane. Elemental forces surge forth, causing “Within A’Nexodus’s chest, the primordial energy churns,
͡ Skills Perception +11 in its current position. an additional 7 (2d6) damage of a type corresponding its heartbeat syncing with volatile power that intensifies
͡ Damage Immunities Acid to the Elemental Plane you drew power from: Fire, Ice, with each pulse. With a mighty surge, the pent-up energy
͡ Senses Blindsight 60 ft., Darkvision 120 ft., Passive Thunder, Earth, or Air. erupts from A’Nexodus’s chest—an explosive burst that
Perception 21 ͡ Plane of Shadow. A’Nexodus envelops its target in an shreds reality, The shockwave fractures existence itself,
REACTIONS
͡ Languages Common, Draconic, Primordial impenetrable shroud of darkness. The target must causing an enormous rive to rend open violently.
͡ Challenge 9 (5,000 XP) Warp Sentry. A’Nexodus has an innate mastery over succeed on a DC 15 Constitution saving throw or
͡ Proficiency Bonus +4 Portals allowing it to manipulate incoming projectiles. become blinded. Amidst the ensuing chaos, A’Nexodus stands again, its
scales aglow with an ethereal radiance, compressed with
When a ranged attack successfully lands against pent-up energy, ready to unleash the primal energy once
TRAITS A’Nexodus, it can absorb the projectile, reducing the more.”
REACTIONS+
76 damage taken by 2d10 + 10 (to a minimum of 0). As part 77
Telepathy. A’Nexodus can telepathically speak to any of the same reaction, A’Nexodus can use the absorbed Energy Overload. When an attack successfully lands
creature it sees within 100 feet. It doesn’t need to projectile to make a ranged attack roll originating from any against A’Nexodus, it can absorb the impact, reducing SPECIAL TRAITS+
share a language with the creature, but the creature of its active Portals. the damage taken by 2d10 + 10 (to a minimum of 0), and
must be able to understand at least one language. The attack has 20/60 feet range, is made with a +10 bonus charging itself with volatile power. As part of this reaction, Legendary Resistance (3/Day). If A’Nexodus fails a saving
THE CHAMPIONS / A’NEXODUS / DIFFICULT Y I
Originating from a gluttonous void, Giga Mimic now prowls a scholarly library
turned battle arena. Once a typical mimic, its insatiable appetite led it to devour
mystical wrestling tomes. Infused with the primal energy of a Rive, this creature
took on a peculiar transformation—a wrestler’s muscular body crowned by a
treasure chest’s wooden visage. Its deep-purple skin glimmers with sweat, and
a monstrous tongue lurks within its cavernous mouth.
82 83
When provoked, Giga Mimic unleashes a surprise twist in its primal form,
executing Dropkicks, Suplexes, Sleeper Holds, and thunderous Elbow Drops. This
enigmatic entity sparks excitement, amusement, and a twist of the unexpected on
the battlefield.
THE CHAMPIONS / GIGA MIMIC
of an otherworldly realm. It was a world of ravenous, ever- within was still the same dimwitted and clumsy creature NARRATIVE COMBAT
shifting landscapes devoid of recognizable order. driven by impulse and insatiable hunger. It communicated
through basic gestures and ideas, akin to a toddler. Despite TOME OBSESSION: ͡ The Giga Mimic begins as a regular Mimic but
Within this chaotic expanse, Petite Mimic’s existence was its clumsiness, it had a knack for staying alive, always transforms into a strong, muscular wrestler-like form
defined by an insatiable hunger. It was drawn to sustenance prioritizing food, its true passion. After all, Giga Mimic’s Consider Introducing encounters where the Giga Mimic with deep-purple, shiny skin when it reaches its Primal
and survival, guided by instinct rather than intellect. It heart was set on wrestling with its favorite adversary—food. relentlessly pursues magical tomes or scrolls. Players might Form.
stumbled into a tome of bizarre magic suspended in the void— stumble upon areas ransacked by the Mimic, where arcane
a wrestling tome. It wasn’t long before Petite Mimic sank its In search of that once-filled feeling it had before its texts have been devoured, leaving behind remnants or clues ͡ Mimics are indistinguishable from ordinary objects.
teeth into the tome’s every page, devouring the magical pages transformation, it grew obsessed with munching on tomes about its whereabouts. This obsession can be a recurring Consider objects in the area that could be mimics, such as
of suplexes and sleeperholds, tearing it apart relentlessly until, of all sorts of magic. theme, leading to unexpected situations or puzzles involving tables, chairs, books with fun titles, or anything else that
at one point, when all was devoured, Petite Mimic’s stomach magical knowledge. fits the environment in which the players encounter Giga
felt odd and strangely filled. This was a first. Mimic.
CLUMSY CHARISMA:
Under the influence of the arcane energies swirling ͡ Giga Mimic can use his Lickwhip and Pseudopod to
inside his stomach, Petite Mimic’s body evolved into a bizarre Despite its clumsiness, the Giga Mimic’s innocence help set up grapples, which will set up Bite attacks with
fusion of mimics and wrestlers. and childlike gestures might endear it to certain NPCs or advantage thanks to his Grapplefiend Trait.
even the players. Its awkward attempts at communication,
84 The creature’s physique became that of a muscular coupled with its unwavering passion for food and wrestling, ͡ Giga Mimic is a true showman. If things start to look 85
wrestler; its glistening, deep-purple skin stood as a could create opportunities for unexpected alliances or grim for the party, you could elect to let Giga Mimic
testament to its arcane alteration. Giga Mimic was born. amusing interactions. wrestle his own summons as part of the show.
Once its transformation concluded, the magic from its
stomach dissipated—as if the mysterious pages had fused MIMIC MANIA: ͡ Keep in mind that a successful grapple-check against
THE CHAMPIONS / GIGA MIMIC / ORIGINS
͡ Impulsive. Giga Mimic acts on instinct and does whatever it feels like at any moment. This impulsivity has allowed it
to survive in the chaotic realm it originated from.
͡ Clumsy. The sudden increase in size during its transformation has left Giga Mimic less in control of its larger
movements. This, combined with its inability to comprehend complex situations and people, often results in
clumsiness and occasional stumbles.
͡ Insatiable. Food always occupies the top spot in Giga Mimic’s thoughts. It’s the first thing on its mind upon waking,
during a workout, and even while eating. In an ideal world, it would wrestle with its favorite opponent—food. This
insatiable hunger drives much of its behavior and actions.
GIGA MIMIC’S
HABITS OF MIND
STANDARD PRIMAL
END OF TURN
MOVEMENT ͡ If there is an enemy within 5 ft. MOVEMENT AFTER PLAYER ACTION
͡ Move toward Target Priority ↳ Legendary Actions: Vicious Bite ͡ Move toward Target Priority ͡ If Giga Mimic is targeted by a melee
͡ If there are no enemies within 5 ft. weapon attack.
↳ Legendary Actions: Mimicry Hop ↳ Reactions+: Absurd Flex (1/round)
86 ACTION (Toward Target Priority) ACTION ͡ If Giga Mimic fails a critical saving throw 87
͡ If the Target Priority is within range ͡ Enter Primal form ͡ If the Target Priority is within range ↳ Special Traits+: Legendary Resistance
↳ Actions: Multiattack ↳ If Giga Mimic’s Hit points are 0. ↳ Actions+: Impact Strike (1/day)
↳ If Giga Mimic is grappled. ↳ Actions: Multiattack (Prioritize Lickwhip)
↳ When Giga Mimic’s confidence or
THE CHAMPIONS / GIGA MIMIC / HABITS OF MIND
20 INITIATIVE COUNT 20
͡ Is the Lair Actions: Showtime active?
↳ Yes > Lair actions: Are you not entertained?
↳ No > Lair actions: Showtime
CR
5
GIGA MIMIC ACTIONS ACTIONS+ PRIMAL FORM
PROTEIN OVERLORD Multiattack. Giga Mimic makes two attacks. Impact Strike. Melee Weapon Attack: +6 to hit, reach 5 When Giga Mimic activates its Primal form, its current hit
ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage. The point total resets to 90 hit points, and it clears any and all
Large monstrosity (shapechanger), Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target is subjected to the Adhesive Grasp trait. If the
Unaligned status effects. Additionally, Giga Mimic can now use the
target. Hit: 9 (1d8 + 4) piercing damage plus 4 (1d6) acid target is grappled, immediately follow with one of these options in the “Primal Form” section for 1 hour.
damage. options;
͡ Dropkick. Giga Mimic delivers a powerful jumping kick. If one of the following conditions is met. Giga Mimic will
Armor Class 12 (natural armor) Lickwhip. Melee Weapon Attack: +6 to hit, reach 10 ft., The target must succeed on a DC 14 Strength saving immediately activate its “Primal Form”.
Hit Points 70 (9d10 + 20) one target. Hit: 9 (1d8 + 4) bludgeoning damage. If it is in throw or be forcefully pushed 20 feet away and take an
Speed 40 ft., climb 40 ft. Object Form, the target is subjected to its Adhesive Grasp additional 7 (2d6) bludgeoning damage. Additionally, ͡ If Giga Mimic is grappled.
trait. After the attack, it may throw the target up to 10 feet The target breaks free from the grapple. ͡ When Giga Mimic’s confidence or showmanship is
in any direction. ͡ Suplex. Giga Mimic hoists the grappled target into the severely undermined by taunts or insults.
STR DEX CON INT WIS CHA
air and slams it to the ground. The target must succeed ͡ When badly injured. Hit points are brought to 0.
18 (+4) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1)
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., on a DC 14 Strength saving throw or be knocked prone
one target. Hit: 9 (1d8 + 4) bludgeoning damage. The and dealing an additional 7 (2d6) bludgeoning damage. “The Mimic falls into a sudden hush, tucking its typically
͡ Saving Throws Str +6, Con +4 target is subjected to its Adhesive Grasp trait. Additionally, The target breaks free from the grapple. unruly tongue back into its mouth and freezing its
͡ Skills Athletics +6, Stealth +3
chattering top half. The sounds of applause and cheers
͡ Damage Immunities Acid
fill the air in the vicinity, and an unexplained spotlight
͡ Condition Immunities Prone REACTIONS REACTIONS+ suddenly shines on the Mimic. The treasure chest facade
͡ Senses Darkvision 60 ft., Passive Perception 13
rises, revealing a new figure beneath it. First, its broad
͡ Languages Common Inanimate Ambush. When an enemy creature moves Absurd Flex. When targeted by a melee weapon attack, shoulders, then its incredible chest, followed by a rock-
͡ Challenge 5 (1,800 xp) within 5 feet of a small or medium mundane object, Giga Giga Mimic responds with an over-the-top flexing display, hard six-pack and legs the size of logs. What was once
͡ Proficiency Bonus +2 Mimic can invoke its magical ability to transform that attempting to absorb the incoming assault through sheer a small Mimic now stands tall, towering over you, letting
object into a Mimic. It has the same stats as Giga Mimic, muscle power. Giga Mimic must succeed on a DC 15 out a loud cheer and flexing its solid muscles for all to see.
except it has 15 hit points and can only use the Bite and Strength saving throw; on a success, the attack deals no Behold, the arrival of Giga Mimic!”
TRAITS Lickwhip attack. damage.
88 89
Shapechanger. Giga Mimic can use its Action The maximum number of Mimics on the battlefield is equal
SPECIAL TRAITS+
to polymorph into an object or back into its true, to (party size).
amorphous form. Its statistics are the same in each
Legendary Resistance (1/Day): If Giga Mimic fails a saving
form. Any equipment it is wearing or carrying is not
throw, it can choose to succeed instead.
THE CHAMPIONS / GIGA MIMIC / DIFFICULT Y I
Adhesive Grasp (Object Form Only). Giga Mimic Giga Mimic can take 1 Legendary Action, choosing from Clothesline. <1> Giga Mimic rapidly dashes up to 20 feet
LAIR ACTIONS
possesses an adhesive quality that allows it to cling to the options below. Only one Legendary Action option can toward a target it can see, extending an appendage like a
anything it touches. When a Huge or Smaller creature be used at a time and only at the end of another creature’s deadly whip. The target must succeed a DC 14 Dexterity On initiative count 20 (losing initiative ties), Giga Mimic takes a
comes into contact with Giga Mimic, or when they turn. Giga Mimic regains spent Legendary Actions at the saving throw or be knocked prone and take 11 (2d10) lair action to cause one of the following effects. It can’t use the
are hit by an attack that specifies Adhesive Grasp, start of its turn. bludgeoning damage. On a successful save, the target same lair action two rounds in a row.
they must make a DC 14 Strength check or become takes half the damage and isn’t knocked prone.
grappled by its tenacious grip. When attempting to Vicious Bite. <1> Giga Mimic makes a Bite attack Showtime. Giga Mimic strikes a pose, raising its arms high
escape this grapple, the creature has Disadvantage. Elbow Drop. <1> Giga Mimic climbs a vertical surface or and flexing its biceps. 1d4 mundane objects within a 20-foot
Mimicry Hop. <1> Giga Mimic performs a quick hop, vaults atop a sturdy object within a 10-foot reach. It then radius of Giga Mimic are magically transformed into Mimics
False Appearance (Object Form Only). While Giga allowing it to move up to its speed without provoking executes a daring leap, making a resounding impact as it in Object form.
Mimic remains motionless, it is indistinguishable from Attack of Opportunity. lands in an adjacent 10-foot square. Every creature within
an ordinary object. this area must make a DC 14 Dexterity saving throw or Are you not entertained? Giga Mimic strikes a dramatic pose,
be knocked prone and endure 14 (2d10 + 3) bludgeoning hunching forward with arms outstretched and flexing its
Grapplefiend. When Giga Mimic has a creature damage. On each successful save, Giga Mimic sustains 7 muscles before letting out a crowd-pleasing scream. Nearby
grappled, it gains Advantage on attack rolls against (2d6) bludgeoning damage from the impact instead. Mimics reveal themselves and cheer on Giga Mimic, granting
that creature.
it Advantage on its next attack and restoring 1d6 hit points for
each allied Mimic in a 30-foot radius around itself.
Adhesive Grasp (Object Form Only). Giga Mimic Giga Mimic can take 1 Legendary Action, choosing from Clothesline. <1> Giga Mimic rapidly dashes up to 20 feet
LAIR ACTIONS
possesses an adhesive quality that allows it to cling to the options below. Only one Legendary Action option can toward a target it can see, extending an appendage like a
anything it touches. When a Huge or Smaller creature be used at a time and only at the end of another creature’s deadly whip. The target must succeed a DC 17 Dexterity On initiative count 20 (losing initiative ties), Giga Mimic takes a
comes into contact with Giga Mimic, or when they turn. Giga Mimic regains spent Legendary Actions at the saving throw or be knocked prone and take 17 (3d10) lair action to cause one of the following effects. It can’t use the
are hit by an attack that specifies Adhesive Grasp, start of its turn. bludgeoning damage. On a successful save, the target same lair action two rounds in a row.
they must make a DC 17 Strength check or become takes half the damage and isn’t knocked prone.
grappled by its tenacious grip. When attempting to Vicious Bite. <1> Giga Mimic makes a Bite attack Showtime. Giga Mimic strikes a pose, raising its arms high
escape this grapple, the creature has Disadvantage. Elbow Drop. <1> Giga Mimic climbs a vertical surface or and flexing its biceps. 1d4 mundane objects within a 20-foot
Mimicry Hop. <1> Giga Mimic performs a quick hop, vaults atop a sturdy object within a 10-foot reach. It then radius of Giga Mimic are magically transformed into Mimics
False Appearance (Object Form Only). While Giga allowing it to move up to its speed without provoking executes a daring leap, making a resounding impact as it in Object form.
Mimic remains motionless, it is indistinguishable from Attack of Opportunity. lands in an adjacent 10-foot square. Every creature within
an ordinary object. this area must make a DC 17 Dexterity saving throw or Are you not entertained? Giga Mimic strikes a dramatic
be knocked prone and endure 22 (3d10 + 5) bludgeoning pose, hunching forward with arms outstretched and flexing
Grapplefiend. When Giga Mimic has a creature damage. On each successful save, Giga Mimic sustains 11 its muscles before letting out a crowd-pleasing scream.
grappled, it gains Advantage on attack rolls against (3d6) bludgeoning damage from the impact instead. Nearby Mimics reveal themselves and cheer on Giga Mimic,
that creature.
granting it Advantage on its next attack and restoring 2d4 hit
points for each allied Mimic in a 30-foot radius around itself.
Emerging from an evil realm, Raya Asghar now commands a desert city with
regal authority as their streets’ relentless, undefeated ruler. Trained in the art
of weaponry and claw-to-hand combat, there is little it has not tried its four
claws at. Known as a powerful but arrogant master of battle, it finds enjoyment
in outperforming its opponents until they are utterly humiliated and, in doing so,
heightening its appearance as the star.
94 95
Swift parries and elegant strikes render it a formidable opponent. But beneath
the façade of a duelist lies the essence of a sorcerer whose Primal Form seamlessly
melds magic and blade. An enchanting display of destructive power unfolds, evoking
both admiration and fear. The encounter with Raya is a dance of anticipation and
THE CHAMPIONS / RAYA ASGHAR
forsaken realm, he was born to a lineage of Rakshasa, learn to fight to survive, adopting skills that would eventually NARRATIVE COMBAT
notorious sorcerers—known for their insidious mastery of make him the formidable Champion of the Sands, his past
manipulation and malevolence. in the Nine Hells veiled in secrecy, replaced by tales of ARENA SHOWDOWN: ͡ Raya Asghar takes great pride in his masterful
opulence, unrivaled swordsmanship, and a burning ambition swordsmanship and strongly wishes to prove his
In early life, Raya’s form was far from the imposing to stand as a figure of unmatched power and charisma. Consider incorporating gladiatorial arenas or combat superiority over his opponents. He does not fight to
figure he would become. He was a scrawny, unremarkable tournaments. Where players need to navigate through a kill efficiently, but to kill beautifully, meaning he will
sorcerer, born into his kin’s dark traditions and treacherous Through mastering more dark rituals he had uncovered series of combat trials before finally facing the renowned sometimes sacrifice efficiency in order to add more flair
politics. The Rakshasa’s way of life revolved around cunning as a youngling, Raya Asghar found the ability to transcend as champion, Raya Asghar. These arenas are highly crowded to the performance.
ploys, devious plots, and ruthless exploitation of their a species, sprouting an additional pair of arms and defying and serve as a stage for his prowess and charisma.
infernal powers. From an early age, Raya was subjected to the nature of his Rakshasa lineage. These four arms were a Describe the electrifying atmosphere as the crowd reacts to ͡ Raya Asghar has four arms and is able to wield a weapon
a harsh upbringing, immersed in a world where deception testament to his exceptional skill and a symbol of his dreams his every move, amplifying the intensity of the encounter. in each hand effectively.
and cruelty were valued above all else. that lay within the arena, where swordplay ruled. In wielding
this newfound power, Raya Asghar became an incredible If you include reactions, Raya can attack 4 times in a
However, his destiny would not follow the typical path of sorcerer and a quad-wielding swordmaster. ARROGANT ELEGANCE: turn. Feel free to describe these 4 attacks as if coming
his malevolent kin. Raya possessed an unquenchable thirst from each of its 4 arms respectively.
for power and an insatiable ambition that led him to explore Consider scenarios where players can engage in
forbidden tomes and delve into dark, forbidden rituals that challenges of charisma and wit with Raya Asghar, apart ͡ Raya Asghar shows great acrobatic ability, using his
96 promised greater strength. He yearned for recognition, from combat. This can involve negotiations, verbal duels, environment as a playground for jumps and flips to add 97
to break free from the shadow of his fellow Rakshasa and or social interactions. These scenarios showcase his on to the show of the battle. But beware that a failed
transcend the limits of his kind. confidence and charm. stunt can lead to embarrassment!
In his relentless pursuit of power, Raya unearthed a ͡ When facing Raya Asghar in his Primal Form, it has
THE CHAMPIONS / RAYA ASGHAR / ORIGINS
SORCEROUS CONFRONTATIONS:
Explore encounters where Raya Asghar engages in
magical pursuits. Players might stumble upon rituals
or artifacts connected to his quest for power. These
confrontations could involve disrupting his arcane
endeavors or dealing with the repercussions of his dark
PERSONALITY TRAITS sorcery.
͡ Arrogant. Raya takes immense pride in his unrivaled swordsmanship and formidable strength. As an undefeated
champion, he exudes an air of arrogance that defines his character.
͡ Crowdpleaser. He thrives on the admiration and acknowledgment of outsiders, especially huge crowds. However,
displeasure from the audience renders him insecure and prone to mistakes. He’s solely driven by a need for
acknowledgment, indifferent to killing.
͡ Obsessive. He relentlessly pursues unmatched power, verging on obsession, willing to explore the darkest corners
of his sorcerous heritage to attain greater strength.
RAYA ASGHAR’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ Is the Lair Actions: Dust Devil active?
↳ Yes > Lair Actions: Fleeting Images
↳ No > Lair Actions: Dust Devil
CR
7
RAYA ASGHAR ACTIONS ACTIONS+ PRIMAL FORM
THE CHAMPION OF Multiattack. Raya Asghar makes two Longsword attacks. Cutting Winds. Raya Asghar can make a sweeping strike, When Raya Asghar activates its Primal form, its current hit
THE SANDS attacking all creatures within a 10-foot radius of him. Each point total resets to 100 hit points, and it clears any and all
Longsword. Melee weapon attack: +7 to hit, reach 5 ft., creature within the area must make a DC 15 Dexterity status effects. Additionally, Raya Asghar can now use the
Large monstrosity, Unaligned One target. Hit: 10 (1d10 + 4) slashing damage. saving throw, taking 11 (2d6 + 4) force damage on a failed options in the “Primal Form” section for 1 hour.
save, or half as much damage on a successful one.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one If one of the following conditions is met. Raya Asghar will
Armor Class 16 (natural armor) target. Hit: 18 (3d8 + 4) slashing damage, and the target is Air Bolt Barrage (Recharge 5-6). Raya Asghar swings immediately activate its “Primal Form”.
Hit Points 80 (9d10 + 31) cursed if it is a creature. forcefully, creating a strong burst of wind. Each creature
Speed 40 ft. The magical curse takes effect whenever the target within a 20-foot radius of Raya Asghar must make a DC 15 ͡ When Raya’s confidence or showmanship is severely
takes a short or long rest, filling the target’s thoughts Dexterity saving throw, taking 18 (4d6 + 4) force damage undermined by taunts or insults.
with horrible images and dreams. The cursed target and is pushed back 10 feet on a failed save. On a successful ͡ When the enemy resorts to gimmicky tactics in duels
STR DEX CON INT WIS CHA
gains no benefit from finishing a short or long rest. The save, the creature takes half damage and remains in place. ͡ When badly injured. Hit points are brought to 0.
18 (+4) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 14 (+2)
curse lasts until it is lifted by a Remove curse spell or
similar magic. Innate Spellcasting. Raya Asghar’s innate spellcasting “Raya glares at his foes, his golden eyes ablaze and sharp
͡ Saving Throws Str +7, Dex +6 ability is Charisma (spell save DC 15, +7 to hit with spell teeth bared. He plants his swords, raises his four arms,
͡ Skills Acrobatics +6, Deception +5, Athletics +7 attacks). Raya Asghar can innately cast the following spells, and captures the crowd’s attention. After a fierce moment
͡ Damage Resistance Force requiring no material components: of scanning his surroundings, a gust of wind envelops him,
͡ Senses Passive Perception 14
infusing his blades with potent air magic.”
͡ Language Common ͡ At will: Detect Thoughts, Disguise Self, Mage Hand,
͡ Challenge 7 (2,900 xp) Minor Illusion
͡ Proficiency Bonus +3 ͡ 2/day each: Charm Person, Detect Magic, Invisibility,
SPECIAL TRAITS+
Mirror Image, Suggestion
Legendary Resistance (1/Day). If Raya Asghar fails a saving
TRAITS throw, it can choose to succeed instead.
REACTIONS REACTIONS+
100 Ambidexterity. Raya Asghar has four arms and is 101
Limited Magic Immunity. Raya Asghar can’t be affected or
able to wield a weapon in each hand effectively. His Riposte. When a creature within 10 feet of Raya Asghar Reflexive Retreat. After being hit by an attack, Raya detected by 2nd level or lower spells unless it wishes to be. It
reversed hands allow him to wield weapons with attempts a melee attack against it and fails to hit. It can Asghar may immediately take the Disengage action has advantage on saving throws against all other spells and
dangerous effectiveness. use its Reaction to make a Longsword attack against the to move up to 10 feet without provoking Attack of magical effects.
creature. Opportunity.
THE CHAMPIONS / R AYA ASGHAR / DIFFICULT Y I
Emerging from a demon realm steeped in agony and sadism, Arachiko embodies
a macabre blend of desires. Though drawn to the longing for motherhood, her
divine demon spider form precludes it. Now, dwelling in a dark forest shrouded
in webs, she ensnares unsuspecting prey with her beauty. Men, mainly, are
lured into her grasp by her puppeteering silk.
106 107
She harnesses spider-like abilities: scaling walls, traversing webs, and shrouding
herself in darkness. Her puppet upper body allures humanoids, beckoning them
with demonic magic and beauty. Primal Form unleashes intensified manipulation;
Puppeteering magic shapes destinies to her sinister whims.
THE CHAMPIONS / ARACHIKO
found herself in servitude, forced to carry out the dark her magical allure irresistible. Yet, none could genuinely NARRATIVE COMBAT
wishes of her malevolent captors. fulfill her wishes. Instead, she devoured their life force,
growing stronger and more adept at manipulating the CURSED ALLURE: ͡ Arachiko is a seductive enchantress. Whether by
Despite her enslavement, Arachiko craved the warmth strings of fate. seduction or manipulation, it will try to get the players
of companionship, the tender touch of acceptance that Introduce scenarios where Arachiko’s seductive close to it. However, do keep in mind that Arachiko can
seemed perpetually out of reach. Her yearning for love was As her powers expanded, Arachiko discovered a enchantment affects newly met NPCs or even party also be charmed itself!
not simply a desire for a partner but a desperate plea to macabre ability to create life, albeit briefly. The fragile members, leading to internal conflicts or challenges. This
break free from the suffocating loneliness that gripped her existence she crafted could only persist for moments, could add depth to interactions, creating tension and ͡ Make sure the environment has a ceiling, branches
existence. a cruel mimicry of the life she so ardently desired. Her suspicion. or overhanging web so that Arachiko can utilize its
existence became an unending cycle of longing and sinister Arachnid Dive Trait.
As the years passed, the seal that shackled her began manipulation.
to weaken, kindling a fervent desire for freedom within SEDUCTIVE VEIL: ͡ When facing Arachiko in Primal Form, it might release
Arachiko. Upon breaking free from her enslavement, she an innocent victim from a nearby cocoon in order to
grasped at the fleeting chance to bridge the gap between When players intrude upon Arachiko’s territory, add manipulate them during combat. Note that if it makes
herself and the living world, seeking companionship with a moments where she uses her allure to subtly lure them sense, the innocent victim could be a captured NPC that
man—a husband and father— she had observed from the in. This can help foreshadow the encounter, while also is known to the party.
shadows. increasing making the navigation itself a more memorable
108 part. ͡ Players might be low on health after combat. If the 109
Enraged by his rejection, Arachiko unleashed her players are in danger of being overrun, you can consider
sinister powers, binding him in her enchanted threads and letting the Spider Swarms from her Creepy Crawlers
puppeteering him to commit a gruesome act—slaughtering BEAUTY AND THE BEAST: Lair Action disengage after combat.
his family under the moonless night.
THE CHAMPIONS / ARACHIKO / ORIGINS
RESISTING TEMPTATION:
͡ Deceptively Seductive. Arachiko possesses an intricate understanding of human desires, enabling her to
manipulate her victims precisely. Wielding an alluring charm that masks her sinister intentions, she lures others into
her web with a beguiling facade, concealing her calculative nature beneath an enticing veneer.
͡ Empty Hearted. At her core, she longs for love and attention, wanting to be seen for all she is beyond her demonic
origins. However, when rejected, her quick temper flares at the slightest resistance.
ARACHIKO’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ Is the Lair Actions: Shadow Weaving active?
↳ Yes > Lair Actions: Creepy Crawlers
↳ No > Lair Actions: Shadow Weaving
CR
5
ARACHIKO ACTIONS ACTIONS+ PRIMAL FORM
THE SILK Multiattack. Arachiko makes two Bite attacks. Multiattack+. Arachiko makes two Threaded Assault When Arachiko activates its Primal form, its current hit point
ENCHANTRESS attacks. total resets to 90 hit points, and it clears any and all status
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one effects. Additionally, Arachiko can now use the options in the
Large fiend, Chaotic Evil target. Hit: 10 (2d6 + 3) piercing damage. The target must Threaded Assault. Ranged weapon attack. +6 to hit, range “Primal Form” section for 1 hour.
succeed on a DC 15 Strength saving throw or be knocked 30/60 ft., one target. Hit: 10 (2d6+3) piercing damage.
prone. The target must make a DC 15 Dexterity saving throw or If one of the following conditions is met. Arachiko will
Armor Class 16 (natural armor) become Webbed (restrained). immediately activate its “Primal Form.”
Hit Points 70 (11d8 + 21) Ensnaring Charm. One humanoid Arachiko can see within As a Bonus Action, the restrained target can make a
Speed 40 ft. climb 40 ft. 30 feet of it must succeed on a DC 15 Wisdom saving DC 15 Strength check on its turn, bursting the webbing ͡ If Arachiko’s Movement Speed is brought to 0 for two
throw or be magically charmed. The charmed target on a success. The webbing can also be attacked and consecutive turns.
regards Arachiko as a trusted friend to be heeded and destroyed (AC 12; hp 7; vulnerability to fire damage; ͡ If Arachiko starts two consecutive turns in fire.
STR DEX CON INT WIS CHA
protected but is not considered under Arachiko’s control. immunity to bludgeoning, poison, and psychic damage). ͡ When badly injured. Hit points are brought to 0.
14 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 19 (+4)
Each time Arachiko or Arachiko’s companions do
anything harmful to the target, it can repeat the saving Threaded Manipulation. As a Bonus Action, Arachiko “Arachiko gracefully leaps back and bursts into a chilling
͡ Saving Throws Wis +4, Cha +6 throw, ending the effect on itself on a success. The can force a Webbed target to move up to 10 feet in any laughter. Then, her arms rise, mimicking a puppeteer’s
͡ Skills Deception +8, Persuasion +9, Stealth +7 effect lasts 24 hours or until Arachiko is destroyed. direction. stance, and from her fingertips emerge dark webstrings.
͡ Damage Vulnerabilities Fire
Once pristine white, these threads are now infused with
͡ Senses Darkvision 30 ft., Passive Perception 12 Draining Kiss. Arachiko kisses a charmed or a willing Venomous Bite. Melee Weapon Attack: +6 to hit, reach a dark and sinister magic. Her laughter persists as she
͡ Language Common creature within 5 feet. The target must make a DC 15 5 ft., one target. Hit: 10 (2d6 +3) piercing damage. demonstrates her precise abilities, webbing nearby
͡ Challenge 5 (1,800 xp) Constitution saving throw against this magic, taking Additionally, the target must make a DC 15 Constitution critters with outstretched hands. Guided by her touch,
͡ Proficiency Bonus +2 17 (4d6 + 3) necrotic damage on a failed save or half as saving throw or take 11 (3d6) poison damage or half as they move like mindless marionettes to her will. Finally,
much damage on a successful one. The target’s hit point much damage on a successful one. she cuts the connection, leaving the harmless critters
maximum is reduced by an amount equal to the damage If the poison damage reduces the target to 0 hit points, in a daze. A chilling smile curls on Arachiko’s lips as she
TRAITS taken. This reduction lasts until the target finishes a long the target is stable but poisoned for 1 hour, even after locks her eyes with yours and stretches her hands out
rest. The target dies if this effect reduces its hit point regaining hit points, and is paralyzed while poisoned in to you, ready to use every thread to bend you to her dark
Arachnid Climb. Arachiko can climb Difficult Surfaces, maximum to 0. this way.
112 intentions.” 113
including ceilings, without needing to make an ability
check.
REACTIONS REACTIONS+ SPECIAL TRAITS+
Arachnid Dive. If Arachiko dives at least 30 feet
THE CHAMPIONS / AR ACHIKO / DIFFICULT Y I
As a Lycan, he commands keen senses, stealth, and beastly agility. The full moon
reveals his Primal Form, The Nightflame, an entity of blue fire that blazes fiercely in
the dark. Transcending shadows, he confronts foes with fiery ferocity, embodying a
conflict between epic valor and darker desires.
THE CHAMPIONS / SIR RAINER
PERSONALITY TRAITS
͡ Committed. He is unwavering and determined to find a new sanctuary for his people, willing to go to any lengths to
ensure their safety, even if it means embracing the shadows.
͡ Paladin’s Valor. At his core, he remains fiercely protective of those he loves, demonstrating unwavering loyalty and
bravery in their defense. He wields the Great Sword for others, not himself.
͡ Beastly Urges. Sir Rainer can no longer entirely control his heart and body, leading to unpredictable outbursts of
primal instincts. Sir Rainer struggles with the darkness within him, confusing his once-noble intentions with the
present malevolent urges caused by bloodlust.
SIR RAINER’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ Is the Lair Actions: Bell Toll already in effect?
↳ Yes > Lair Actions: Azure Blaze
↳ No > Lair Actions: Bell Toll (1/day)
CR
6
SIR RAINER ACTIONS ACTIONS+ PRIMAL FORM
THE NIGHT FLAME Multiattack. Sir Rainer makes two attacks with its Multiattack+. Sir Rainer makes two Crescent Blade When Sir Rainer activates its Primal form, its current hit point
Greatsword or Claw. attacks. total resets to 100 hit points, and it clears any and all status
Large monstrosity, Unaligned
effects. Additionally, Sir Rainer can now use the options in the
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., Crescent Blade. Melee Weapon Attack: +8 to hit, reach 5 “Primal Form” section for 1 hour.
one target. Hit: 10 (1d10 + 4) slashing damage. ft., one target. Hit: 10 (1d10 + 4) slashing damage plus 4
(1d6) radiant damage. If one of the following conditions is met. Sir Rainer will
Armor Class 16 (Armour of the Crescent Moon) Claw. Melee weapon attack: +7 to hit, reach 5 ft., one immediately activate its “Primal Form.”
Hit Points 80 (17d8 + 4) target. Hit: 9 (1d8 + 4) slashing damage. Crescent Slash. Sir Rainer’s greatsword ignites in vivid
Speed 35 ft. blue flames as he executes a powerful slash, releasing a ͡ If Sir Rainer begins two consecutive turns under the light
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one torrent of Crescent and ethereal azure flames with each of a full moon.
target. Hit: 11 (2d6 + 4) piercing damage. If the target is a swing. Every creature within a 30-foot cone originating ͡ If Sir Rainer is in an area with a strong scent of fresh
STR DEX CON INT WIS CHA humanoid, it must succeed on a DC 15 Constitution saving from Sir Rainer must make a DC 15 Dexterity saving blood.
18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 15 (+2) throw or be cursed with Lycanthropy. throw. On a failed save, they suffer 13 (2d8 + 4) slashing ͡ When badly injured. Hit points are brought to 0.
damage plus 5 (1d8) radiant damage. On a successful
͡ Saving Throws Wis +4, Cha +5 save, the target takes half the damage. “Sir Rainer steps out of the shadows into the moonlight’s
͡ Skills Athletics +7, Perception +4, Stealth +5 Undead creatures take double damage and have glow. As he gazes at the radiant orb in the night sky,
͡ Damage Immunities Bludgeoning, Piercing, and Disadvantage on their saving throws. the area abruptly erupts into blue flames, blinding any
Slashing from Non-Magical Attacks not made with
onlookers but himself. His once ordinary mane now blazes
Silvered Weapons
with ethereal blue fire, matching the moon’s intense
͡ Condition Immunities Charmed, Frightened REACTIONS REACTIONS+ radiance. Channeling his inner energy, his greatsword
͡ Senses Darkvision 60 ft., Passive Perception 14
ignites with vivid blue flames. ‘The Nightflame’ appears. He
͡ Languages Common Shadow Movement. After being hit by an attack, Sir Blazing Deflection. When targeted by a fire spell attack, unleashes a spine-chilling howl that echoes through the
͡ Challenge 6 (2,300xp) Rainer may immediately move up to 35 feet and take the Sir Rainer can use its Reaction to counter and repel the fire moonlit night to announce his might.”
͡ Proficiency +3 Hide Action. damage. All creatures within a 10-foot radius, originating
from Sir Rainer, must succeed on a DC 15 Dexterity saving
124 throw or be pushed 15 feet away and knocked prone. On 125
SPECIAL TRAITS+
TRAITS a successful save, the creature remains in place and is not
knocked prone. Legendary Resistance (1/Day). If Sir Rainer fails a saving
Frightening Presence: Sir Rainer gains Advantage
throw, it can choose to succeed instead.
on attack rolls against all frightened creatures and
THE CHAMPIONS / SIR R AINER / DIFFICULT Y I
Mastering magical arts, Blodstadt conjures potent spells. Unleashed, they exude
wrath and arrogance—deadly sins sculpted in flesh and bone. When they go Primal,
meet with earth-shaking impact and rending claws. Blodstadt’s transformation
marks an odyssey from allure to dread, from intrigue to trembling fear.
THE CHAMPIONS / BLODSTADT
mist. replied: “Yes.” Darkness swiftly enveloped the room, NARRATIVE COMBAT
accompanied by a monstrous, echoing roar.
Here, Ivan fell under the dominion of a vampire royal, WHISPERING SHADOWS: ͡ Blodstadt takes great pride in his beauty and moves and
a ruthless ruler who viewed humans as mere blood When Ivan regained consciousness, he was trans- speaks with an elegant flair. It assists its movements
reservoirs, consigning them to a life of servitude as blood formed—taller, more agile, and filled with newfound energy. Create encounters where the haunting whispers with smooth transformations into a bat-form and back,
banks. Kept imprisoned alongside other hapless souls His hands and feet no longer felt like his own. that surround Blodstadt’s become an eerie presence. almost as if dancing across the battlefield.
on the verge of surrendering their last drops of life, Ivan Players might experience unsettling moments where
plunged into a harrowing abyss of despair. The night was drenched in blood and carnage as he these whispers echo in the darkness, leading them toward ͡ Blodstadt likes deception and illusions as tools for
slaughtered each and every vampire he could find with his unknown dangers or uncovering cryptic clues. isolating his prey. The illusions may manifest as the
As the torment of his captivity wore him down, he began newfound powers, enacting his revenge. A dark ecstasy players’ deepest desires. If the opportunity arises, make
to hear enigmatic whispers, a seductive voice promising him coursed through his veins at the end of it all. Bathed in sure to describe these illusions in great detail.
power, wealth, and revenge against those who had imprisoned blood, he sat on the throne where the vampire royal once FRACTURED PERSONA’S INFLUENCE:
him. However, these whispers demanded a profound and sat, pestered by ever-present whispers. ͡ When facing Blodstadt in his Primal Form, it has turned
ominous price. Develop scenarios where the dual personas within into an enraged and hideous creature completely
Over time, the boundaries between Ivan and the enigma Blodstadt vie for control. Players might encounter moments devoid of any charm. He will no longer be able to use
His body weakened, his spirit waned, and the whispers grew blurred. They were no longer Ivan… nor a “him.” where Blodstadt oscillates between lucidity and madness, Charm and will be envious of any creature that is more
insistent, slowly eroding his resistance. Then, on a fateful night, affecting their interactions and decisions in unexpected charming than him.
132 the inexplicable happened. The cell door swung open of its own ways. 133
accord as if guided by an unseen hand. Ivan found himself in a ͡ Blodstadt is extremely sensitive to sunlight and reacts
trance, following an eerie, beckoning fog that led him through significantly to its presence. Describe the time to the
the darkened labyrinth of the vampire’s lair. RESIDUE OF REVENGE: players; the rising sun could serve as a potent weapon in
their arsenal. Exploiting this vulnerability could lead to a
THE CHAMPIONS / BLODSTADT / ORIGINS
PERSONALITY TRAITS
͡ Charismatic. The same seductive whispers that once tempted Ivan with promises of power and revenge have
become a part of Blodstadt’s charm. It can use these whispers to influence and manipulate others, making them
appear irresistible to those they wish to ensnare.
͡ Merciless. Blodstadt’s transformation into a creature of darkness has stripped away much of their humanity. They
now relish in the slaughter of vampires and humans alike, displaying a ruthless and unforgiving nature to all who
cross their path.
͡ Unpredictability (Dual Persona). Blodstadt’s psyche is fractured, housing two distinct creatures within one body.
They veer between moments of lucidity and madness, creating an unpredictable and dangerous persona.
BLODSTADT’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ Is the Lair Actions: Swirling Mist active?
↳ No > Lair Actions: Swirling Mist
CR
8
BLODSTADT ACTIONS ACTIONS+ PRIMAL FORM
THE CRIMSON Multiattack. Blodstadt makes two attacks, of which only Multiattack+. Blodstadt makes two attacks with its When Blodstadt activates its Primal form, its current hit point
WHISPERER one can be a Bite. Massive Claw or Devouring Bite. total resets to 100 hit points, and it clears any and all status
effects. Additionally, Blodstadt can now use the options in the
Medium undead, lawful evil Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one Massive Claw. Melee Weapon Attack: +8 to hit, reach 10 “Primal Form” section for 1 hour.
creature. Hit: 13 (2d8 + 4) slashing damage. ft., one creature. Hit: 18 (2d10 + 4) slashing damage.
If one of the following conditions is met. Blodstadt will
Armor Class 16 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing Devouring Bite. Melee Weapon Attack: +8 to hit, reach 5 immediately activate its “Primal Form”.
Hit Points 100 (18d8 + 19) creature or a creature that is grappled, incapacitated, or ft., one creature. Hit: 10 (1d10 + 4) piercing damage plus 11
Speed 30 ft. fly 30 ft. (hover) restrained by Blodstadt. Hit: 7 (1d6 + 4) piercing damage (3d6) necrotic damage. The target’s hit points maximum is ͡ If all Doppelgangers are defeated
plus 11 (3d6) necrotic damage. The target’s hit points reduced by an amount equal to the necrotic damage taken, ͡ If Blodstadt starts two consecutive turns in sunlight.
maximum is reduced by an amount equal to the necrotic and Blodstadt regains hit points equal to that amount. ͡ When badly injured. Hit points are brought to 0.
STR DEX CON INT WIS CHA
damage taken, and Blodstadt regains hit points equal to
15 (+2) 18 (+4) 16 (+3) 16 (+3) 13 (+1) 20 (+5)
that amount. Nocturnal Plunge. Blodstadt leaps through the air, “Blodstadt’s body contorts and tears apart, releasing a
The reduction lasts until the target finishes a long covering a distance of up to 10 feet. Upon landing, every swarm of bats that merge into a monstrous creature with
͡ Saving Throws Dexterity +8, Charisma +9 rest. A humanoid slain this way and then buried in the creature in the area within 10 feet of Blodstadt must leathery wings, razor-sharp talons, and fiery red eyes.
͡ Skills Deception +9, Persuasion +9 ground rises the following night as a Vampire Spawn succeed on a DC 16 Dexterity saving throw or take 21 (3d10 The creature lets out a bone-chilling screech as it swoops
͡ Damage Resistances Necrotic, Bludgeoning, under Blodstadt’s control. + 4) bludgeoning damage and be knocked prone. On a down to attack.”
Piercing, and Slashing from Non-Magical Attacks successful save, the target takes half the damage and isn’t
͡ Senses Darkvision 60 ft., Passive Perception 15 Innate Spellcasting. Blodstadt’s innate spellcasting ability knocked prone.
͡ Language Common is Charisma (spell save DC 16, +8 to hit with spell attacks).
SPECIAL TRAITS+
͡ Challenge 8 (3,900 xp) It can innately cast the following spells, requiring no
͡ Proficiency Bonus +4 material components: Legendary Resistance (1/Day). If Blodstadt fails a saving
throw, it can choose to succeed instead.
͡ At Will: Fog Cloud
TRAITS ͡ 3/day: Misty Step, Phantasmal force Frightful Presence. Each creature of Blodstadt’s choice that
136 ͡ 1/day: Hallucinatory Terrain is within 120 feet of Blodstadt and aware of it must succeed 137
Regeneration. Blodstadt regains 20 hit points at the
on a DC 16 Wisdom saving throw or become frightened for
start of its turn if it has at least 1 hit point and isn’t in
1 minute. A creature can repeat the saving throw at the end
sunlight or running water. If it takes radiant damage LEGENDARY ACTIONS LEGENDARY ACTIONS+ of each of its turns, ending the effect on itself on a success.
or damage from holy water, this trait doesn’t function
If a creature’s saving throw succeeds or the effect ends, the
THE CHAMPIONS / BLODSTADT / DIFFICULT Y I
Emerging from The Shamans of the Mystic, Cale was once a druid who honored
life’s end. Driven by a need to rationalize death, he delved into dark arts,
animating decayed beasts and corrupting village after village with his dominion
over life and death. Cloaked in robes adorned with skulls, he resides in an
ancient crypt, amassing a legion of carcasses to enforce his morbid rule onto us.
142 143
Cale wields nature and decay in unholy fusion, reanimating decrepit creatures
with skeletal or rotting forms. His staff, crowned with a beastly head, channels
power that defies life’s sanctity. In Primal Form, his mastery conjures explosions of
the deceased, engulfing foes in a withering tide. His presence evokes fear and peril.
THE CHAMPIONS / CALE
HAUNTED BY MEMORIES:
͡ Unyielding Determination. Once Cale sets his mind on a goal, he becomes unwavering in his pursuit, willing to go to
extreme lengths to achieve what he believes is the ultimate truth.
͡ Unquenchable Curiosity. His curiosity drives him to experiment relentlessly, often regardless of the consequences,
seeking answers to questions that would otherwise haunt him.
CALE’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ Is the Lair Actions: Haunted Grounds active?
↳ Yes > Lair Actions: Withering Vines
↳ No > Lair Actions: Haunted Grounds
CR
8
CALE ACTIONS ACTIONS+ PRIMAL FORM
THE GARDENER OF Spore Spray. Cale expels its spores in all directions. Each Necrotic Blast. Cale conjures a sinister surge of dark When Cale activates its Primal form, its current hit point total
THE DEAD creature within a 15-foot cone must succeed on a DC 15 energy, channeling it into a 30-foot-long, narrow beam. resets to 100 hit points, and it clears any and all status effects.
Constitution saving throw or take 14 (3d8) poison and Each creature caught within its path must attempt a DC 15 Additionally, Cale can now use the options in the “Primal
Medium undead, Neutral evil become poisoned for one minute. On a successful save, Dexterity saving throw. Those who fail will suffer 19 (3d8 Form” section for 1 hour.
the target takes half the damage and isn’t poisoned. + 5) necrotic damage, and they are forcefully pushed
backward 10 feet by the malevolent force. If one of the following conditions is met. Cale will immediately
Armor Class 15 (natural armor) Innate Spellcasting. Cale possesses innate spellcasting activate its “Primal Form”.
Hit Points 80 (16d8 + 8) abilities equivalent to an 8th-level spellcaster. Its Wither (Recharge 5-6). Each non-undead creature
Speed 0 ft., fly 30 ft. (hover) spellcasting ability is Intelligence (spell save DC 15, +9 to hit within a 15-foot radius of Cale must succeed on a DC 15 ͡ When a player is healed
with spell attacks). It can innately cast the following spells, Constitution saving throw or suffer 22 (5d8) necrotic ͡ When all players are suffering from poison
requiring no material components: damage, taking half damage on a successful save. Cale ͡ When badly injured. Hit points are brought to 0
STR DEX CON INT WIS CHA
then gains temporary hit points equal to the total damage
10 (+0) 14 (+2) 16 (+3) 20 (+5) 14 (+2) 14 (+2)
͡ Cantrips (at will): Mage Hand, Ray of Frost inflicted. “Cale lets out a menacing laugh that sends shivers
͡ 1st level (4 slots): Detect Magic, Magic Missile, Shield down the spines of those who dare listen. As he begins
͡ Saving Throws Con +7, Int +9, Wis +7 ͡ 2nd level (3 slots): Invisibility, Spike Growth, Wither his ominous chant, the ground beneath him trembles.
͡ Damage Resistances Bludgeoning, Piercing, and and Bloom Suddenly, the battlefield erupts with a horde of undead
Slashing from Magic Weapons ͡ 3rd level (3 slots): Animate Dead, Counterspell, Dispel servants, eerie critters, and grotesque beings that seem to
͡ Damage Immunities Poison; Bludgeoning, Magic materialize from the earth itself. These spectral creatures
Piercing, and Slashing from Non-Magical Weapons ͡ 4th level (2 slots): Blight, Dimension Door move with a macabre grace, their hollow eyes fixed on
͡ Condition Immunities Exhaustion, Frightened,
Cale’s every command. The stage was now set for Cale’s
Poisoned
malevolent performance, where the life and death bend to
͡ Senses Truesight 120 ft., Passive Perception 16 REACTION REACTIONS+ his every whim.”
͡ Languages Common, Druidic, Sylvan
͡ Challenge 8 (3,900 xp) Grasping Vine. When Cale takes melee weapon damage, Lifelink. When an attack successfully hits Cale, it may
͡ Proficiency +4 Cale may conjure a decaying vine that bursts from the choose an Undead Servant it has summoned within 30
SPECIAL TRAITS+
148 ground in an unoccupied space within 30 feet for 1d6 feet. Cale takes only half of the damage, while the Undead 149
turns. The vine immediately lashes out at a visible creature Servant takes the remaining half. Legendary Resistance (1/Day). If Cale fails a saving throw, it
TRAITS within 30 feet of Cale. The target must make a DC 15 can choose to succeed instead.
Dexterity saving throw or be pulled 20 feet toward the
Spore Rejuvenation. If Cale is brough to 0 hit points, vine. While the vine persists, Cale can command it to lash LEGENDARY ACTIONS+
THE CHAMPIONS / CALE / DIFFICULT Y I
Born in a realm that withered dreams to dust, Na’ja wields a petrifying gaze,
transforming vibrant tales into endless stasis. Life succumbs to arid desolation
wherever she roams, and stone and ashes follow her trail.
With crimson scales adorning her body, she preys on the unsuspecting, her eyes
looming for the hunt. In battle, she deploys clawed assaults, biting savagery, and the
154 155
tail’s lethal might. Lure her to a distance, and corrosive acid rains. Her elusive tactics
obscure vision with blinding sandstorms while she hides amidst dunes. Unraveling
her prowling form evokes awe, fear, and strategic pursuit.
THE CHAMPIONS / NA’JA
scorching desert. Hidden underground, they feared the their rooms, the children refused to sleep, fearful they may NARRATIVE COMBAT
colossal beasts that roamed the surface, entities they be called upon. After all, the tribe had no choice. The G’ra’t
revered as gods. needed to fulfill their god’s desires, or what would become of SACRIFICIAL LORE: ͡ Na’Ja will try to petrify creatures with her Petrifying
them? Gaze Trait. Ensure the area in which the encounter takes
Na’ja emerges as a figure of divine dread and reverence Explore Na’Ja’s impact on the Golden Lands throughout place has plenty of spots for players to try and break
to G’ra’t. She is a divine beast—a force that appears However, the whispers occurred more frequently as the campaign. With relics—ceremonial artifacts, depictions line of sight. This will also allow for her Serpent’s Gaze
throughout their folklore as an existence that had cast a time passed. From, at first, once a month to eventually every of her worship, or remnants from failed appeasements. reaction to come into play and can turn the battle into an
shadow over them since their dawn of existence. other night, each whisper beckoning for more children… epic shootout.
more sacrifices. Na’ja’s gluttony was as endless as the sands Illustrate the desperate measures the G’ra’t took to
To appease their insatiable god, the people of the above. appease Na’Ja. NPCs may speak of past sacrifices or ͡ Despite having a beast-like appearance, Na’Ja will
depths offered sacrifices to the surface. Once a month, a lament the recent loss of their children, evoking sympathy slither across the battlefield and lash out at enemies
grim tribute of young girls and boys was selected. Those Before long, no children were spared. In time, the and a sense of urgency among the players to confront this menacingly. However, she is a very cunning creature and
unfortunate enough to be picked were sent above ground, sacrifices were replaced by older and older tribesmen menacing deity. will use her wits to lure and trick her prey into meeting
where Na’ja, with her mouth watering at the thought, until, at one point, Na’ja was met by an elderly woman, legs her gaze.
eagerly awaited to gobble them up. trembling.
MYSTERIOUS APEX PREDATOR: ͡ If the players avert their gaze to avoid being petrified,
Na’ja’s dominion stretched far beyond the endless sea of “I am the last,” she spoke. she will count as invisible to them, which allows Na’Ja
156 sands. She had become the most formidable presence in the Consider Introducing a sidequest where NPCs to hide using her Camouflage Lair Action. This will feel 157
entire expanse of the Golden Lands, her dominion extending mysteriously turn into stone, prompting players to especially brutal if Na’Ja has just consumed a player with
past the horizon, where the realm’s thirsting dunes gave way investigate the cause behind this unusual phenomenon. her Devour Petrified Bonus Action.
to nothingness.
You can also reveal signs of Na’Ja’s territorial invasion ͡ When facing Na’Ja in its Primal Form, make sure to
THE CHAMPIONS / NA’JA / ORIGINS
͡ Eternal Hunger: Na’ja is driven by an insatiable appetite that knows no bounds. Her relentless hunger is at the core
of her existence, and she constantly seeks to satisfy it through the sacrifices offered to her.
͡ Cunning Whisperer. Na’ja is a master of cunning and manipulation. She sends sly whispers echoing through the
underground caverns, luring victims to their doom on the surface. Her ability to intimidate and ensnare her prey
with these whispers is a testament to her cunning nature.
͡ Territorial Dominance. Na’ja fiercely guards her territory within the Golden Lands. She views the entire realm
as her domain and attempts to assert dominance. Any intruders who encroach upon her territory face swift and
merciless retribution.
NA’JA’S
HABITS OF MIND
STANDARD PRIMAL
INITIATIVE COUNT 20
20 ͡ Is the Lair Actions: Sandstorm already in effect?
↳ Yes > Lair Actions: Camouflage
↳ No > Lair Actions: Sandstorm
CR
5
NA’JA ACTIONS ACTIONS+ PRIMAL FORM
THE DESERT SCOURGE Multiattack. Na’ja makes one Claw attack and one Tail Venomous Tail Lash. Melee weapon attack: +6 to hit, reach
Lash attack. 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage When Na’ja activates its Primal form, its current hit point total
Large monstrosity, Unaligned plus 5 (1d8) acid damage. The target must succeed on a resets to 80 hit points, and it clears any and all status effects.
Claw. Melee weapon attack: +6 to hit, reach 5 ft., one DC 15 Strength saving throw or be knocked prone. Additionally, Na’ja can now use the options in the “Primal
target. Hit: 10 (2d6 + 3) slashing damage. Form” section for 1 hour.
Devour Petrified. As a Bonus Action, Na’ja can devour a
Armor Class 15 (natural armor) Tail Lash. Melee weapon attack: +6 to hit, reach 10 ft., one petrified creature within 5 feet. The swallowed creature If one of the following conditions is met. Na’ja will immediately
Hit Points 80 (8d12 + 28) target. Hit: 10 (2d6 + 3) bludgeoning damage. The target reverts to normal on its next turn but remains blinded and activate its “Primal Form”.
Speed 40 ft. must succeed on a DC 15 Strength saving throw or be restrained. It has total cover against external attacks and
knocked prone. effects, taking 18 (5d6) acid damage at the start of each of ͡ If Na’ja’s eyesight is damaged or removed.
Na’ja’s turns. ͡ If Na’ja has petrified multiple enemies.
STR DEX CON INT WIS CHA
Acid Spit. Ranged Weapon Attack: +5 to hit, range 20/40 When Na’ja takes damage from a creature it has ͡ When badly injured. Hit points are brought to 0.
16 (+3) 14 (+2) 14 (+2) 8 (-1) 8 (-1) 12 (+1)
ft., one creature. Hit: The target must make a DC 15 swallowed or from an external source, it must make
Constitution saving throw, taking 14 (4d6) acid damage a DC 10 Constitution saving throw at the end of that “Na’ja stands upright, its hood stretched wide, releasing a
͡ Skills Stealth +5 on a failed save or half as much damage on a successful turn or regurgitate all swallowed creatures. Which fall deafening, rattling sound. The earth around the ferocious
͡ Damage Immunities Acid, Poison one. If Acid Spit hits the target, a random armor piece will prone within 10 feet. beast shakes, and a violet neon substance drips from
͡ Senses Darkvision 30 ft., Tremorsense 60 ft., corrode. It takes a permanent and cumulative -1 penalty to its mouth and falls on the rocks beneath—melting by
Passive Perception 9 the AC it offers. Armor reduced to a +0 bonus is destroyed. its graze. Na’ja takes an aggressive stance and carries
͡ Language Abyssal, Common, Draconic, Ignan Na’ja’s acid possesses similar enzymes to those found a threatening look, ready to move and lunge at any
͡ Challenge 5 (1,800 xp) in its intestines, which can be used to reverse the moment.”
͡ Proficiency Bonus +3 petrification process. Acid spit leaves a puddle of acid
on the same square of the target.
If the target is behind cover and the attack misses, SPECIAL TRAITS+
TRAITS the acid will begin to corrode the object providing
coverage. At the start of Na’ja’s next turn. The object Legendary Resistance (1/Day). If Na’ja fails a saving throw, it
Serpent’s Telepathy. Na’ja can telepathically speak to will be completely broken down so that a line of sight is can choose to succeed instead.
160 161
any creature it sees within 30 feet. available between Na’ja and the creature.
Armor Class 18 (natural armor) Tail Lash. Melee weapon attack: +11 to hit, reach 10 ft., one Devour Petrified. As a Bonus Action, Na’ja can devour a If one of the following conditions is met. Na’ja will immediately
Hit Points 180 (17d12 + 70) target. Hit: 20 (3d8 + 6) bludgeoning damage. The target petrified creature within 5 feet. The swallowed creature activate its “Primal Form”.
Speed 40 ft. must succeed on a DC 15 Strength saving throw or be reverts to normal on its next turn but remains blinded and
knocked prone. restrained. It has total cover against external attacks and ͡ If Na’ja’s eyesight is damaged or removed.
effects, taking 35 (10d6) acid damage at the start of each ͡ If Na’ja has petrified multiple enemies.
STR DEX CON INT WIS CHA
Acid Spit. Ranged Weapon Attack: +10 to hit, range of Na’ja’s turns. ͡ When badly injured. Hit points are brought to 0.
22 (+6) 20 (+5) 14 (+2) 8 (-1) 8 (-1) 12 (+1)
20/40 ft., one creature. Hit: The target must make a DC 18 When Na’ja takes damage from a creature it has
Constitution saving throw, taking 28 (8d6) acid damage swallowed or from an external source, it must make “Na’ja stands upright, its hood stretched wide, releasing a
͡ Skills Stealth +10 on a failed save or half as much damage on a successful a DC 10 Constitution saving throw at the end of that deafening, rattling sound. The earth around the ferocious
͡ Damage Immunities Acid, Poison one. If Acid Spit hits the target, a random armor piece will turn or regurgitate all swallowed creatures. Which fall beast shakes, and a violet neon substance drips from
͡ Senses Darkvision 30 ft., Tremorsense 60 ft., corrode. It takes a permanent and cumulative -1 penalty to prone within 10 feet. its mouth and falls on the rocks beneath—melting by
Passive Perception 9 the AC it offers. Armor reduced to a +0 bonus is destroyed. its graze. Na’ja takes an aggressive stance and carries
͡ Language Abyssal, Common, Draconic, Ignan Na’ja’s acid possesses similar enzymes to those found a threatening look, ready to move and lunge at any
͡ Challenge 15 (13,000 xp) in its intestines, which can be used to reverse the moment.”
͡ Proficiency Bonus +5 petrification process. Acid spit leaves a puddle of acid
on the same square of the target.
If the target is behind cover and the attack misses, SPECIAL TRAITS+
TRAITS the acid will begin to corrode the object providing
coverage. At the start of Na’ja’s next turn. The object Legendary Resistance (1/Day). If Na’ja fails a saving throw, it
Serpent’s Telepathy. Na’ja can telepathically speak to will be completely broken down so that a line of sight is can choose to succeed instead.
164 165
any creature it sees within 30 feet. available between Na’ja and the creature.
Sharkinator, once a mere deck swabber, gained sentience and free will after a
harrowing sea battle ended with spilled liquor in his circuits. Leading a mutiny,
he left behind the mundane chores for a life of adventure and shiny plunder. He
thrived as a pirate in a world submerged in water, pillaging harbors and ships.
Now, in our realm, he aims to continue his legacy with a crew of tiny robots.
166 167
Armed with hauling hooks, buzzsaws, and a repertoire of sea shanties while
fueled by alcohol, Sharkinator makes for the unpredictable and amusing. In his
Primal Form, he overclocks with additional liquor, launching barrages of bullets,
cannonballs, and fiery breath. Sharkinator throws unexpected challenges to his
foes, delivering laughter and strategic complexity.
THE CHAMPIONS / THE SHARKINATOR
others prowled like lurking leviathans, their decks home to adventure. No longer content to be a mere deck swabber, he NARRATIVE COMBAT
bloodthirsty pirates. embarked on a quest for self-discovery, a journey that would
lead him to tinker with his own body, enhancing it with gears HIGH SEAS CLASH: ͡ The Sharkinator is fueled by greed. So much so that
Amidst the watery reaches, Sharkinator, once a humble and weaponry, engineering himself into a formidable force. it might temporarily abandon a fight to pursue a
deck swabber, lived a monotonous life. From scrubbing the When facing off against The Sharkinator in combat, particularly shiny object or prioritize looting over tactical
wooden planks to scraping off barnacles with his trusty hook, Driven by newfound purpose, Sharkinator orchestrated a it is strongly recommended to stage the battle aboard its considerations.
his days were bound by monotonous routine. After all, he was mutiny, igniting chaos aboard his ship. It was a rebellion fueled pirate ship. This allows both the Sharkinator and the players
nothing more than a robotic existence without a pounding by his relentless craving for freedom and the heady thrill of to take advantage of the ship’s environment—throw foes ͡ The Sharkinator drinks a lot during the battle. You
heart. discord. overboard or use the vessel’s movement to add an exciting can choose for it to carry bottles of rum on its person,
In the aftermath, he emerged as the captain. In the years dynamic to combat, while also embracing the spirit of the or scatter them throughout the environment for it to
Among the commonplace clashes that dotted the seascape, to come, his ship—Iron Shark, became a symbol of terror pirate theme. collect.
there was one fateful sea battle. Filled with gunpowder and on the high seas. Joined by a crew of self-created loyal, tiny
sunken treasures, a cascade of events led to Sharkinator’s robots, he sat sail, raiding harbors, plundering merchant ͡ Sharkinator has spent most of its life at sea. Describe
fall overboard. Unfazed, the deck swabber climbed back on vessels, and pillaging with a haughty laugh. After all, the pirate PIRATE’S CACHE: how it uses the dynamic environment of the ship and
deck, only to be met by an ill-timed barrel of rum rolling and heart—whether made of flesh and blood or gears—whirs for the stormy sea to his advantage. He might swing from
colliding with him. Once again, he was thrown overboard. This shiny bounty. Scatter clues or rumors throughout ports and taverns rigging, dive into the water, or employ hit-and-run tactics
time, he was accompanied by a barrel of rum. Splash. They about Sharkinator’s hidden treasure trove. Make it a high- that embody his free spirit.
168 landed in the water, and the barrel, left with holes through the risk, high-reward adventure for players willing to navigate 169
ordeal, had its content seep deep into Sharkinator’s circuits— the treacherous waters and confront Sharkinator’s ͡ When facing Sharkinator in its Primal Form all of
a strange alchemy of mechanical and alcoholic that would defenses. its attacks become ranged. Make sure to adept his
change him forever. positioning to fit his new abilities. His Withdrawal
Symptom Reaction and Lair Actions will help in keeping
THE CHAMPIONS / THE SHARKINATOR / ORIGINS
CLUMSY CONTRAPTION:
͡ Gullible. Despite his intelligence, Sharkinator can be surprisingly gullible. New to the world, he is still learning his
ways, making it easy to get entangled in schemes and cons.
͡ Greedy. Like a true pirate—riches, treasure, and all that’s shiny and glistening calls for him like no other, coursing
through his circuits like an insatiable hunger. He might also have an alcohol addiction.
THE SHARKINATOR’S
HABITS OF MIND
STANDARD PRIMAL
INITIATIVE COUNT 20
20 ͡ Is the Lair Actions: Rocking the boat active?
↳ Yes > Lair Actions: Wild Sea
↳ No > Lair Actions: Rocking the boat
CR
6
THE SHARKINATOR ACTIONS ACTIONS+ PRIMAL FORM
CAPTAIN OF THE IRON Multiattack. The Sharkinator makes two attacks, of which Sporadic Weaponry. The Sharkinator must always roll a
SHARK only one can be a Buzzsaw Bite. d4 before using an Action+. The result determines which When The Sharkinator activates its Primal form, its current
attack to use that turn. If the resulting attack has no target hit point total resets to 90 hit points, and it clears any and
Large Construct, Unaligned Hauling Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., within range, the attack misses. all status effects. Additionally, Sharkinator can now use the
one creature. Hit: 11 (2d6 + 4) slashing damage. 1. Buzzsaw Barrage. Ranged Weapon Attack: +7 to hit, options in the “Primal Form” section for 1 hour.
range 60/240 ft., one target. Hit: 17 (3d6 + 4) slashing
Armor Class 15 (natural armor) Buzzsaw Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., damage. Additionally, the target suffers ongoing If one of the following conditions is met. The Sharkinator will
Hit Points 90 (13d10 + 19) one creature. Hit: 13 (2d8 + 4) piercing damage. The target bleeding damage, taking an additional 7 (1d4 +4) immediately activate its “Primal Form”.
Speed 20 ft., swim 50 ft. is also grappled. If the target remains grappled by The slashing damage at the start of each of its turns. The
Sharkinator in this manner at the end of their turn, they bleeding can be halted by a successful DC 15 Medicine ͡ Whenever The Sharkinator witnesses a breach of pirate
suffer an additional 9 (2d8) slashing damage. check or by magical healing. ethics and honor.
STR DEX CON INT WIS CHA
2. Flashing Firebreath. The Sharkinator exhales a fiery ͡ Whenever The Sharkinator consumes a significant amount
18 (+4) 8 (-1) 16 (+3) 10 (+0) 8 (-1) 6 (-2) of alcohol.
breath in a 15-foot cone. Each creature within the area
must make a DC 15 Dexterity saving throw. On a failed ͡ When badly injured. Hit points are brought to 0.
͡ Damage Vulnerabilities Fire save, they take 18 (4d8) fire damage, or half as much
͡ Damage Immunities Poison, Psychic on a successful save. The Sharkinator steadies itself, attempting an intimidating
͡ Condition Immunities Charmed, Exhaustion, 3. Gatling Gun. Ranged Weapon Attack: +7 to hit, range battle cry, but a hiccup followed by infectious giggles
Frightened, Paralyzed, Petrified, Poisoned 60/240 ft., one target. Hit: 13 (2d8 + 4) slashing emerges. It gulps down the last drop of rum with a
͡ Senses passive Perception 9 damage. This attack can be performed consecutively theatrical flourish, and a thunderous engine-like sound
͡ Languages Common thrice, with each hit requiring a separate attack roll. resonates from within its metallic frame. The robotic pirate
͡ Challenge 6 (2,300xp) 4. Crushing Cannonball. Ranged Weapon Attack: +7 shark’s exterior turns fiery red and scorching hot, causing
͡ Proficiency Bonus +3 to hit, range 120/480 ft., one target. Hit: 32 (7d8) it to burst into uncontrollable laughter, exhaling playful
bludgeoning damage. Additionally, this attack creates fumes of flames.”
a 10-foot square Hole in the floor. Due to the impact of
TRAITS launching the cannonball, The Sharkinator is pushed
172 10 feet away from the target. SPECIAL TRAITS+ 173
Sonar Savant. The Sharkinator can comprehend
and communicate with cetaceans through a low- Legendary Resistance (1/Day). If The Sharkinator fails a
frequency sonar. saving throw, it can choose to succeed instead.
REACTIONS+
LEGENDARY ACTIONS
THE CHAMPIONS / THE SHARKINATOR / DIFFICULT Y I
Hailing from a verdant world imbued with greenery in every corner, Elmrir may
appear as a creature of soil and greenery, but her essence originates from the
very depths within the earth’s cracks. As the embodiment of the mother of the
grove, she is a spirit fiercely devoted to nature’s protection. In our world, she
intends to restore nature’s rightful place in the hierarchy, and those who oppose
her will feel the sting of her thorns.
178 179
In harmony with nature, Elmrir possesses acute senses and commands the
powers of the forest to serve her will. From petals to whips, she confronts her foes
with grace and agility. When she assumes her Primal Form, she unleashes the full
might of nature, entwining her essence with the world around her and transforming
THE CHAMPIONS / ELMRIR
of the mother of the grove, a spirit fiercely dedicated to branching. NARRATIVE COMBAT
preserving nature’s sanctity. Here, in her native realm, she
stood as the embodiment of harmony and life, ensuring that Elmrir was a force of nature, and she wielded the NATURAL BEAUTY: ͡ Elmrir is very protective of nature. If a player ends up
the green tapestry of her world flourished undisturbed. untamed powers of the earth. Her mission was clear: to damaging the environment with their abilities, you could
Where she passed, flowers bloomed, and vines grew. shield the grove from the ravages of those who sought Visualize Elmrir with an earthy aesthetic. Her skin has highlight Elmrir’s protectiveness by letting it walk over
to conquer it. Her roots ran deep, and her branches a texture resembling bark, while flowers and green sprout the damaged areas and describe how nature instantly
Yet, this tranquil existence was not meant to last. The were sharp, for she was the guardian of nature, and her from her body, creating an appearance that seamlessly regrows in its footsteps.
world, once a paragon of pristine nature, began to change. determination was as firm as a tree. blends with the natural world.
Roads scarred the land, cities rose like concrete monoliths, ͡ Elmrir is very mobile and should use this to its
and trees fell under the relentless assault of civilization’s advantage. You can liken Elmrir to a cornered creature
progress. In all its glory, nature resisted the encroachment, NATURAL SYMPHONY: that hops around the battlefield, but then suddenly rams
but it was a resistance that fell on deaf ears. into players before disengaging again.
Elmrir’s connection to nature resonates throughout the
The Spirit of the Grove, Elmrir, could no longer stand idly encounter. When provoked, you might witness bursts of wild ͡ When facing Elmrir in its Primal Form, it activates its
by. Her response was far from diplomatic; her convictions growth, depicting its anger. As Elmrir’s hit points decrease, Regrowth Trait and becomes rooted in the ground,
resolute. The grove had to be protected, and any who you can describe how the forest itself starts to wither, slowly transforming into a great Elder Tree. Through
threatened its serenity would face her thorns. turning the previously lively forest into a grim and lifeless resistance, healing, and crowd control Elmrir should go
180 place. from ‘hard-to-catch’ to ‘hard-to-kill’. 181
She descended upon the land—eying those who
wielded axes and raised structures that marred the land’s ͡ Elmrir will use its Healing Rays Lair Action on its current
perfection. With ruthless determination, she purged them SPIRIT OF NATURE: position, but once it burrows to a new location, highlight
from the world, leaving behind a tranquility to replace the the fact that the beam is still there and that players can
THE CHAMPIONS / ELMRIR / ORIGINS
AGGRESSIVE PRESERVATION:
͡ Nature’s Empath. Elmrir’s profound empathy for the natural world fuels her protective and passionate nature. When
harm befalls the environment, her emotional connection ignites a fiery determination and anger, making her a fierce
guardian of nature.
͡ Idealistic Visionary. Elmrir’s deep idealism fuels her unwavering commitment to a world where nature reigns
supreme. She envisions a harmonious existence where all living beings respect and coexist with nature, free from
heedless exploitation. The necessity for civilization’s advancement eludes her.
ELMRIR’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ Is the Lair Actions: Blossom Burst active?
↳ Yes > Lair Actions: Healing Rays
↳ No > Lair Actions: Blossoming Burst
CR
7
ELMRIR ACTIONS ACTIONS+ PRIMAL FORM
SPIRIT OF THE GROVE Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one Multiattack+. Elmrir makes two attacks, of which only one When Elmrir activates its Primal form, its current hit point total
target. Hit: 14 (2d8 + 5) bludgeoning damage. can be a Verdant Slam. resets to 100 hit points, and it clears any and all status effects.
Large Elemental, Unaligned
Additionally, Elmrir can now use the options in the “Primal
Sylvan Vine Whip. Melee Weapon Attack: +7 to hit, reach Floral Fling. Melee Weapon Attack: +8 to hit, reach 10 ft., Form” section for 1 hour.
5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If one target. Hit: 14 (2d8 + 5) bludgeoning damage. The
the attack is successful, Elmrir can Shove the target as a target must succeed on a DC 15 Strength saving throw or If one of the following conditions is met. Elmrir will immediately
Armor Class 16 (natural armor) Bonus Action. be flung up to 10 feet in a direction of Elmrir’s choice. The activate its “Primal Form.”
Hit Points 80 (14d10 + 3) target lands prone at the end of its movement.
Speed 40 ft. Petal Tempest (Recharge 5-6). Elmrir concentrates on ͡ If Elmrir Movement Speed is brought to 0 for two
releasing a flurry of luminous petals that swirl around it in Verdant Slam. Elmrir summons a colossal vine fist, consecutive turns.
a 15-foot radius for 1 minute. Creatures entering this area striking all creatures within a 15-foot cone. Each creature ͡ If Elmrir starts two consecutive turns in fire.
STR DEX CON INT WIS CHA
for the first time on a turn or starting their turn there must in the area must make a DC 15 Dexterity saving throw or ͡ When badly injured. Hit points are brought to 0.
12 (+1) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 10 (+0)
succeed on a DC 15 Constitution saving throw. take 14 (2d8 + 5) bludgeoning damage.
“Elmrir’s agile dance came to an abrupt halt as she
͡ Damage Vulnerabilities Fire, Thunder On a failed save, they take 18 (4d8) slashing damage and Solar Beam (Recharge 5-6). Elmrir channels its inner anchored herself at the stage’s core. Vines erupted from
͡ Damage Resistances Bludgeoning, Piercing, and can not take Opportunity Attacks against Elmrir while power, emitting a focused beam of solar energy in a 50- the earth. The surroundings exploded into a riot of colors
Slashing from Non-Magical Attacks being affected by Petal Tempest. On a successful save, foot line. Each creature in the area must make a DC 15 and petals, amplifying her connection to the environment.
͡ Damage Immunities Poison they take half damage and can still make opportunity Dexterity saving throw or take 27 (6d8) Radiant damage. The plants answered her call, leaves rustling and twisting
͡ Senses Tremorsense 60 ft., Passive Perception 13 attacks against Elmrir. Elmrir must maintain concentration in harmony. Elmrir’s form grew more imposing as she
͡ Languages Common, Druidic, Elvish, Sylvan to maintain the effects of this ability. burrowed herself deep into the soil, resembling a rooted
͡ Challenge 7 (2,900 xp) tree. No longer the nimble dancer, Elmrir now stands
͡ Proficiency Bonus +4 resolute, a guardian firmly rooted in its rightful place.”
REACTIONS REACTIONS+
TRAITS Nimble Evasion. When a creature within 10 feet of Elmrir Living Shield. When an attack successfully hits Elmrir, it SPECIAL TRAITS+
184 attempts a melee attack against it and fails to hit, Elmrir can use its reaction to raise a wall of earth and plants to 185
Telepathy. Elmrir can telepathically speak to any can use its Reaction to gracefully hop out of harm’s way mitigate its damage. It gains a +5 bonus to AC against the Legendary Resistance (1/Day). If Elmrir fails a saving throw, it
creature it sees within 30 feet. It doesn’t need to share and retaliate using its momentum. The attacking creature triggering attack. can choose to succeed instead.
a language with the creature, but the creature must must succeed on a DC 15 Dexterity saving throw or take 9
be able to understand at least one language. (2d8) bludgeoning damage. Regrowth. It roots itself to the ground, gaining Regeneration
THE CHAMPIONS / ELMRIR / DIFFICULT Y I
TRAITS Nimble Evasion. When a creature within 10 feet of Elmrir Living Shield. When an attack successfully hits Elmrir, it SPECIAL TRAITS+
186 attempts a melee attack against it and fails to hit, Elmrir can use its reaction to raise a wall of earth and plants to 187
Telepathy. Elmrir can telepathically speak to any can use its Reaction to gracefully hop out of harm’s way mitigate its damage. It gains a +5 bonus to AC against the Legendary Resistance (1/Day). If Elmrir fails a saving throw, it
creature it sees within 30 feet. It doesn’t need to share and retaliate using its momentum. The attacking creature triggering attack. can choose to succeed instead.
a language with the creature, but the creature must must succeed on a DC 17 Dexterity saving throw or take 9
be able to understand at least one language. (2d8) bludgeoning damage. Regrowth. It roots itself to the ground, gaining Regeneration
THE CHAMPIONS / ELMRIR / DIFFICULT Y II
TRAITS Nimble Evasion. When a creature within 10 feet of Elmrir Living Shield. When an attack successfully hits Elmrir, it SPECIAL TRAITS+
188 attempts a melee attack against it and fails to hit, Elmrir can use its reaction to raise a wall of earth and plants to 189
Telepathy. Elmrir can telepathically speak to any can use its Reaction to gracefully hop out of harm’s way mitigate its damage. It gains a +5 bonus to AC against the Legendary Resistance (1/Day). If Elmrir fails a saving throw, it
creature it sees within 30 feet. It doesn’t need to share and retaliate using its momentum. The attacking creature triggering attack. can choose to succeed instead.
a language with the creature, but the creature must must succeed on a DC 20 Dexterity saving throw or take
be able to understand at least one language. 14 (3d8) bludgeoning damage. Regrowth. It roots itself to the ground, gaining Regeneration
THE CHAMPIONS / ELMRIR / DIFFICULT Y III
The Sinner, once known as Damian, was tainted by the very darkness he sought
to cleanse. His relentless obsession with consuming sins has transformed him
into a malevolent force, bearing their sins on his back in a giant chalice hungry
for the transgressions of others. With too many sins to bear, its impurity leaked
out and gave birth to The Sinner, an entity driven by single-minded zealotry. In
our world, he languishes in an abandoned church, devoting himself to bearing
190 191
more sin.
He intends to cut down the limbs of sinners and absorb their wrongdoings with
every strike. In his Primal Form, he unleashes the twisted power of the sins he has
absorbed, casting sinister spells that envelop his foes in shadowy despair. It’s a
THE CHAMPIONS / THE SINNER
ORIGIN DM TIPS
͡ The Sinner is dependent on his Mask of Sin Trait.
Removing the mask makes it vulnerable to its own
Crucible of Madness Lair Action.
͡ If the sinner paralyzes a leg by using Soul Cleaver, a
possible ruling is halving move speed for that creature.
allowed him to absolve the wicked of their transgressions, Short-Term Madness table
BEARER OF SIN:
In the forgotten belly of this wretched city, Damian’s life consuming their sins before they were tainted.
was a symphony of misdeeds. He lurked alleyways, preying on As the battle progresses, convey The Sinner’s struggle
the unsuspecting like a cat on a mouse—for even cats had a Over countless years, he trapped these sins within a d100 Effects (lasts 1d10 minutes)
with the weight of the chalice. Momentarily slowing his
hunger to still. colossal crucible on his back. With each sin consumed, movements or triggering explosive bursts of malevolent The character retreats into his or her mind
the chalice increased in weight. Bearing this strain on energy when the chalice overflows. 01-20 and becomes paralyzed. The effect ends if the
Beneath his cloak of darkness, a flicker of remorse existed his shoulders for all these numerous years, the chalice
character takes any damage.
within Damian. In the quietest corners of his soul, he bore eventually grew too heavy for Damian to bear—the weight
the weight of his sins, guilt gnawing at him relentlessly. He of countless transgressions too much for him to handle. The The character becomes incapacitated and
EMOTIONLESS ZEALOT:
yearned for redemption, for a way to undo the wrongdoings malevolent energy of the absorbed sins began to overflow, 21-30 spends the duration screaming, laughing, or
that had defined his existence for so long. It was the longing leaking from the chalice, cursing it with sinister sentience. Have The Sinner speak in a haunting, monotone weeping.
of a sinner’s heart, a desperate plea for a chance at salvation. voice. His speech should lack the warmth of humanity,
Damian’s mind, once fervent in its devotion, began The character becomes frightened and must
emphasizing his transformation into a zealot driven solely
Amidst the city’s unending despair, as if guided by its to unravel. He was no longer a savior but a vessel, an 31-40 use his or her action and movement each
by his mission. You could consider having him recite the
192 dampened light, Damian found himself before the towering instrument without will. round to flee from the source of the fear. 193
sins and transgressions of the player characters so that the
spires of the grand cathedral. He felt a tug, an irresistible encounter feels more personal. T h e c h a rac te r b e g i n s ba b b l i n g a n d i s
force drawing him closer to its hallowed walls. 41-50
incapable of normal speech or spellcasting.
Hesitatingly, he entered. The radiant light and the scent of The character must use his or her action each
THE CLEAVED ONES:
THE CHAMPIONS / THE SINNER / ORIGINS
͡ Zealotry. It was his beliefs that turned him into The Sinner. His zealotry drives him to extreme lengths, often to the
detriment of his own well-being.
͡ Obsessive. Damian’s fixation on consuming sins has left him with obsessive Personality Traits. He can’t let go of his
mission, constantly seeking out transgressions to absolve.
THE SINNER’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ If the Lair Action: Crucible of Madness is active.
↳ Roll on the Short-term Madness table to
determine the effect.
CR
5
THE SINNER ACTIONS
Multiattack. The Sinner makes two Greatsword attacks.
ACTIONS+
Multiattack+. The Sinner makes a Crucible Strike attack
PRIMAL FORM
DEVOTED BEARER against any number of creatures within 15 feet, with a
OF SINS Greatsword. Melee weapon attack: +8 to hit, reach 10 ft., separate attack roll for each target. When The Sinner activates its Primal form, its current hit point
one target. Hit: 12 (2d6 + 5) slashing damage, the target is total resets to 70 hit points, and it clears any and all status
Large humanoid & monstrosity, subjected to the Soul Cleaver trait. Crucible Strike. Melee weapon attack: +8 to hit, reach 15 effects. Additionally, The Sinner can now use the options in the
Chaotic evil ft., one target. Hit: 15 (2d8 + 6) necrotic damage, the target “Primal Form” section for 1 hour.
Absorb Sin. As a Bonus Action, The Sinner consumes 1 is subjected to the Soul Cleaver trait.
Armor Class 12 Soul Fragment from his Crucible, absorbing the sin in If one of the following conditions is met. The Sinner will
Hit Points 80 (9d10 + 31) order to empower himself. immediately activate its “Primal Form”.
Speed 25 ft.
Roll a d8. The result determines the effect. ͡ When the crucible is destroyed.
1. Envy. Target one creature within 40 feet. They must ͡ When the number of Soul fragments hits 0.
STR DEX CON INT WIS CHA
make a DC 13 Constitution saving throw or take 10 ͡ When badly injured. Hit points are brought to 0.
20 (+5) 12 (+1) 18 (+4) 3 (-4) 13 (+1) 8 (-1)
(3d6) necrotic damage. The Sinner regains hit points
equal to half the amount of damage dealt “The crucible’s surface cracks, releasing a surge of
͡ Saving Throws Con +7 2. Greed. Gain 15 temporary hit points. malevolent energy. You hear the endless soft whispers
͡ Skills Acrobatics +4, Athletics +8 3. Gluttony. Gain +2 AC until the start of its next turn. and distant screams from the cursed souls, long trapped
͡ Condition Immunities Exhaustion, Frightened 4. Lust. Each creature within a 40 foot radius makes within the crucible.
͡ Senses Blindsight 120 ft. (blind beyond this radius), a DC 13 Wisdom saving throw. On a failure it must Right as the malevolent energy washes over you,
Passive Perception 11 immediately use its Reaction, if available, to move as far numerous spectral arms materialize from the crucible,
͡ Language Common as its speed allows towards The Sinner. writhing and reaching out hungrily in all directions,
͡ Challenge 5 (1,800 xp) 5. Pride. The Sinner gains Advantage on its next attack seeking to grasp hold of soul and sin alike.’’
͡ Proficiency Bonus +3 roll.
6. Wrath. The Sinner gains additional Action during
their turn that can be used only to take the Attack (one SPECIAL TRAITS+
TRAITS weapon attack only) action. Legendary Resistance (1/Day). If The Sinner fails a saving
Soul Cleaver. When The Sinner targets a creature 7. Sloth. The Sinner sends out a wave of lethargy in a 40 throw, it can choose to succeed instead.
196 197
with a weapon attack roll, he can choose to target a foot radius. All creatures caught in the area must make
limb. On a hit the target takes damage as usual and a DC 13 Wisdom saving throw or have their speed Soul Harvest. As a Bonus Action, The Sinner can extract Soul
must make a DC 13 Constitution Saving Throw or halved until the end of their next turn. Fragments from any defeated creature, gaining one Soul
have a part of its soul cleaved from its body. The limb 8. Choose one of the above outcomes. Fragment for each creature reduced to 0 hit points within 30-
THE CHAMPIONS / THE SINNER / DIFFICULT Y I
͡ Delusional. Prolonged solitude has left him deeply disturbed, making his thoughts and actions hard to fathom for
others. He confuses others with his long-lost comrades, needing to capture and imprison them.
͡ Fearful of Change. He is deeply apprehensive about any form of change, a fear rooted in his long confinement, and
he often finds it challenging to cope with new circumstances or situations.
THE EXECUTIONER’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ If the Lair Actions: Echoing Whispers is active
↳ Yes > Lair Actions: Cursed Chains
↳ No > Lair Actions: Echoing Whispers
CR
6
THE EXECUTIONER ACTIONS ACTIONS+ PRIMAL FORM
REAPER OF SOULS Multiattack. The Executioner makes two Greataxe Multiattack+. The Executioner makes two Greataxe Hurl
attacks. attacks. When The Executioner activates its Primal form, its current
Large Undead, Unaligned hit point total resets to 90 hit points, and it clears any and all
Greataxe. Melee weapon attack: +8 to hit, reach 5 ft., one Greataxe Hurl. Ranged Weapon Attack: +8 to hit, range status effects. Additionally, The Executioner can now use the
target. Hit: 14 (2d8 + 5) slashing damage. 20/60 ft., one target. Hit: 14 (2d8 + 5) slashing damage options in the “Primal Form” section for 1 hour.
plus 5 (1d8) fire damage. When thrown, the Greataxe
Armor Class 17 (plate) Tormenting Grasp (Marked only). The Executioner selects remains in the chosen square. If one of the following conditions is met. The Executioner will
Hit Points 90 (16d8 + 18) a target within 5 feet, grasping the chosen creature by the immediately activate its “Primal Form”.
Speed 15 ft. throat. As it lifts the target off the ground, the Executioner Guillotine Strike. The Executioner hurls its chained
drains its life force. The Targeted creature must make a DC Greataxe high into the air and then pulls the chains down ͡ If the Executioner is unable to retrieve its weapons for 2
15 Strength saving throw or suffers 19 (3d8 + 5) necrotic slamming it into the ground in a chosen square within 15- consecutive turns.
STR DEX CON INT WIS CHA
damage, and its maximum hit points decrease by the same foot range. All creatures within 5 feet of the impact must ͡ If the Executioner’s Movement Speed is brought to 0 for 3
20 (+5) 14 (+2) 14 (+2) 2 (-4) 10 (+0) 7 (-2) consecutive turns.
amount. make a DC 15 Dexterity saving throw or take 19 (3d8
+ 5) slashing damage. On a successful save, they take ͡ When badly injured. Hit points are brought to 0.
͡ Skills Athletics +8, Perception +3, Stealth +5 half damage. When thrown, the Greataxe remains in the
͡ Damage Immunities Fire chosen square. “The Executioner looms menacingly on the battlefield,
͡ Condition Immunities Charmed, Frightened, its chains and greataxe blazing to a scorching red-
Proned Chain Retrieval. As a Bonus Action, the Executioner can hot, illuminating the grim scene. With a menacing gaze
͡ Senses Darkvision 30 ft., Passive Perception 10 pull on the chains to retrieve its weapon. When it does so, and ominous breath, the Executioner hurls its colossal
͡ Language Common, Infernal all creatures in a straight line between The Executioner greataxe like a blazing missile, creating a cataclysmic
͡ Challenge 6 (2,300xp) and the weapon must make a DC 15 Dexterity saving impact among its foes. Swiftly, it retrieves its weapon with
͡ Proficiency Bonus +3 throw or be pulled up to 15 feet closer to The Executioner. the chains, poised to capture its prey once again, as the
relentless pursuit continues.”
In a realm of magnetic might, Magnetite Dragons ruled but drained their world’s
resources. The Magnus Wars erupted as they fought for survival, with the Steel
tribe prevailing. However, their victory was short-lived, and the Monarch of
Steel sought solutions as their world decayed. Hope emerged with a powerful
Rive, promising our realm’s resources for claim.
214 215
With his formidable, muscular physique, he launches relentless assaults fueled
by draconic power—delivering savage bites, razor-sharp claw slashes, and bone-
crushing tail strikes. Yet, it’s in his Primal Form where his magnetic mastery truly
shines, plunging the battlefield into a tempestuous magnetic storm or a devastating
magnetic surge. Through polarity shift, he commands gravity itself, manipulating
THE CHAMPIONS / MAGNETITE DRAGON
to their innate ability to harness the magnetic forces that a mere respite, a fleeting moment of triumph. NARRATIVE COMBAT
surged through their world. But such immense power
came at a cost, for their magnetic prowess drained the very Resourceful and pragmatic, the Monarch sought HEAD OF THE TRIBE: ͡ The Magnetite Dragon is an intelligent creature that
lifeblood of their realm—its magnetic resources. alternatives, delving deep into the mysteries of their world fought in wars and knows how to execute strategies.
in search of a solution to their predicament. Yet, the truth Role-play the Monarch with a resolute and determined Though its size is imposing, describe his movements as
As the centuries unfurled, these majestic creatures were remained ruthless—the magnetic forces that fueled their tone. Convey his commitment to finding a solution for his calculated and precise.
on the precipice of a dire predicament. Once teeming with powers were irreplaceable, and their world steadily drifted tribe’s survival, even if it means venturing into unfamiliar
an abundance of magnetic energy, their world had grown toward ruin. realms. ͡ Showcase the Monarch of Steel’s magnetic mastery
barren and desolate, its riches exhausted by the voracious during combat by describing how he effortlessly
appetite of the Magnetite Dragons. Suddenly, they were met with the raw power of a Rive, maneuvers through the battlefield using magnetic
promising them a world filled with resources. MAGNETIC ENERGY: forces. Whether it’s levitating for a moment to avoid an
With resource scarcity looming, the tribes of Magnetite attack or manipulating metal objects to create cover,
Dragons plunged headlong into a brutal conflict that would Describe the glint of magnetic energy in his scales and his control over magnetism should be a visually striking
echo through the annals of history as the infamous Magnus the rhythmic hum of magnetic energy emanating from aspect of the encounters.
Wars. This was a war unlike any other, a cataclysmic clash for his draconic form. Metallic objects tremble and align in its
control of the dwindling magnetic resources. presence so make sure to describe how this affects the ͡ The Magnetite Dragon strongly counters characters
players and their metallic equipment using metal weapons through its Arcanomagnetic
216 The battlegrounds were strewn with the fallen, and the skies Repulsion Trait. Players should be encouraged to attack 217
were ablaze with the fury of their battles. Brother fought against its horns in order to level the playing field and move on
brother, tribe against tribe, as the very essence of their existence EXTENDING INFLUENCE: to its Primal Form.
hung in the balance. The ground upon which they had thrived
was now tainted with the blood of their kin. Extend the impact of the Monarch’s magnetic presence ͡ When facing Magnetite Dragon in its Primal Form, its
THE CHAMPIONS / MAGNETITE DRAGON / ORIGINS
PERSONALITY TRAITS
͡ Resolute. The Monarch of Steel is known for his unwavering determination. He led his tribe to victory in the Magnus
Wars and continues to seek solutions to the resource crisis with unyielding resolve.
͡ Decisive. Quick to make critical decisions, the Monarch of Steel doesn’t hesitate when faced with difficult choices.
His ability to act decisively has been a key factor in their tribe’s successes, even in the face of adversity.
͡ Brooding. Despite his strength and determination, the Monarch of Steel carries a sense of brooding and unease.
The survival of his species weighs heavily on his mind, and this inner turmoil often manifests as a somber and
introspective demeanor.
MAGNETITE DRAGON’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ Is the Lair Actions: Polarity Shift already in effect?
↳ Yes > Lair Actions: Magnetic Force
↳ No > Lair Actions: Polarity Shift
CR
8
MAGNETITE ACTIONS ACTIONS+ PRIMAL FORM
DRAGON Multiattack. The Magnetite Dragon makes two attacks Multiattack+. The Magnetite Dragon makes two Magnetic
THE MONARCH OF STEEL with its Bite, Claw and Tail, or two attacks with its Sword Claw Strike attacks When Magnetite activates its Primal form, its current hit point
Shot. total resets to 100 hit points, and it clears any and all status
Large dragon, Neutral Magnetic Claw Strike. The Magnetite Dragon makes a effects. Additionally, The Magnetite Dragon can now use the
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. melee weapon attack with its magnetic claws against a options in the “Primal Form” section for 1 hour.
Hit: 13 (2d8 + 4) piercing damage. target within a 15-foot reach. On a hit, the target takes 15
Armor Class 16 (natural armor) (2d10 + 4) slashing damage. Additionally, each creature If one of the following conditions is met. The Magnetite
Hit Points 100 (16d10 + 12) Claw. Melee weapon attack: +7 to hit, reach 5 ft., one of the dragon’s choice that wears metal armor equipment Dragon will immediately activate its “Primal Form”.
Speed 40 ft, climb 40 ft, fly 80 ft. target. Hit: 13 (2d8 + 4) slashing damage. must succeed on a DC 16 Strength saving throw or be
moved up to 10 feet in a direction of the dragon’s choosing ͡ If one of its horns gets destroyed.
Tail. Melee weapon attack: +7 to hit, reach 10 ft., one target. and knocked prone. A creature wearing metal armor has ͡ If the enemies use an anti-magnetic spell, rendering its
STR DEX CON INT WIS CHA
Hit: 15 (2d10 + 4) bludgeoning damage. Disadvantage on this saving throw. magnetic powers ineffective.
18 (+4) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 14 (+2) ͡ When badly injured. Hit points are brought to 0.
Sword Shot. Ranged weapon attack: +7 to hit, range
͡ Saving Throws Dex +3, Con +6, Wis +3, Cha+5 40/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. “As the earth quakes beneath it, the Magnetite Dragon
͡ Skills Perception +6, Stealth +2 defies gravity, hovering in the air. Metal debris bursts
͡ Damage Immunities Cold Repulsion Breath Attack (Recharge 5-6). The Magnetite from the ground, rising obediently, drawn irresistibly by
͡ Senses Blindsight 30 ft, Darkvision 120 ft, Passive Dragon exhales a powerful breath attack in a 30-foot cone. the dragon’s unyielding might. Showcasing its magnetic
Perception 16 Each creature in the area must make a DC 16 Strength mastery, a storm of metal fragments swirl around the
͡ Languages Common, Draconic saving throw. On a failed save, a creature takes 32 (5d10 dragon. With a thunderous roar, the Magnetite Dragon
͡ Challenge 8 (3,900 xp) + 4) thunder damage and is forcefully pushed 20 feet stands poised to strike.”
͡ Proficiency Bonus +3 away from you. On a successful save, the target takes half
damage and remains in its current position.
SPECIAL TRAITS+
TRAITS
Legendary Resistance (1/Day). If the Magnetite Dragon fails
220 LEGENDARY ACTIONS LEGENDARY ACTIONS+ 221
Telepathy. The Magnetite Dragon can telepathically a saving throw, it can choose to succeed instead.
speak to any creature it sees within 100 feet. The Magnetite Dragon can take 3 Legendary Actions, Magnetic Surge. <1> The Magnetite Dragon uses
choosing from the options below. Only one Legendary its magnetic power to seize metal objects and metal Magnetic Manipulation. The Magnetite Dragon can
Horned Conduit. The Magnetite Dragon has two Action option can be used at a time and only at the end of weaponry within a 30-foot radius forming a chaotic field manipulate metal objects within 60 feet as if they were under
the effects of the Mage Hand spell, using its Intelligence
THE CHAMPIONS / MAGNETITE DR AGON / DIFFICULT Y I
In its true form, the Dreamholder wields potent eye abilities capable of casting
confusion, charm, or other disorienting afflictions upon adversaries who threaten it.
When compelled into its Primal Form, its repertoire expands further, delving into a
THE CHAMPIONS / THE DREAMHOLDER
worlds who pass through the domain as they dream. The cravings. It aimed to use these guises to board the mystical
NARRATIVE COMBAT
dreamholder’s existence is intricately tied to the sustenance train transporting creatures safely through the Dreamscape
SIMULATED REALITY: ͡ The Dreamholder can feel confusing, so here is a quick
provided by these ethereal delicacies. Without a constant influx and feast on its vulnerable cargo. Mischievously, it continued to
overview of what players might face.
of dreams and emotions, a Dreamholder would wither and indulge in its parasitic cravings as it stalked the stations of the
During the encounter, The Dreamholder may manipulate ↳ The Dreamholder possesses a creature within the
fade into obscurity. ethereal railway, subtly consuming the dreams of those around
the environment, gaining control over its constant changes, material plane, which we refer to as a vessel. Before the
it while harboring their memories as if they were its own.
blurring the lines between the material plane and the players even have a chance to lay eyes on this vessel
One particular Dreamholder found itself in a peculiar
dreamscape, leaving the players unsure of what’s real and they will be affected by the Dreamholder’s Dreamer’s
predicament. It had devoured the dreams and emotions Driven by an insatiable gluttony, the Dream-holder
what’s a dream. Enchantment Trait.
of many humans, weaving a tapestry of vivid experiences danced upon the line between reality and illusion, embracing
↳ All creatures that fail their Saving Throw will enter the
from the depths of man’s subconscious mind, growing the enigma of its existence. Misleading all who encountered
Dreamscape in a lucid dreaming-like state, unaware that
large and powerful from its perpetual feasting. However, it, it wandered the Dreamscape along the ethereal railway,
EVER-SHIFTING DREAMSCAPE: they are in a dream. If a creature succeeds on the initial
as it absorbed these dreams, it also absorbed fragments perpetually lost within the dreams it had devoured and
Saving Throw, they will stay awake and might be able to
of its prey’s identities and consciousness. In doing so, the forever unsure where its own identity truly began.
Describe the Dreamscape as an ever-shifting realm, locate the vessel.
Dreamholder became deeply entangled with the memories
where landscapes morph and twist based on the emotions, ↳ When the Dreamholders hit points are reduced
and thoughts of its victims.
dreams and memories of those passing through. You to 0. All Players will wake up and escape from the
could emphasize this during the battle by taking inspiration Dreamscape.
Confusion soon clouded its essence. The Dreamholder
from the players and their backstories. You could have
228 could no longer discern where its own identity ended and 229
familiar locations from their youth or pivotal life moments ͡ The Dreamholder trapping an enemy in the Dreamscape
that of man began. At times, it believed itself to be the
materialize, adding a surreal and personal touch to the is a trigger for it to transform into its Primal Form.
very person whose dreams it had devoured. The once-
encounter. This means that the Dreamholder is unique in that it
clear boundaries between parasite and host blurred into a
essentially starts in its Primal Form.
maddening labyrinth of perception.
THE CHAMPIONS / THE DREAMHOLDER / ORIGINS
PERSONALITY TRAITS
͡ Gluttonous. The Dreamholder’s insatiable appetite for dreams and emotions drives its every action. It constantly
seeks to devour the ethereal sustenance that keeps it alive, regardless of others.
͡ Existential Confusion. The Dreamholder is deeply entangled with the memories and thoughts of its host, leading
to an ongoing existential crisis. It constantly grapples with the confusion of where its own identity truly begins and
ends, forever lost within the dreams it has devoured.
͡ Mischievous. A playful and capricious side emerges in the Dreamholder’s interactions with the world. It delights in
the pleasures of the world, adding a touch of whimsy to its otherwise insatiable and deceptive nature.
DREAMHOLDER’S
HABITS OF MIND
STANDARD PRIMAL
20 INITIATIVE COUNT 20
͡ Is the Lair Actions: Nightmare Whirlwind
already in effect?
↳ Yes > Lair Actions: Dreamscape Veil
↳ No > Lair Actions: Nightmare Whirlwind
CR
7
DREAMHOLDER ACTIONS ACTIONS+ PRIMAL FORM
THE DEVOURER OF Illusionary Strike. Ranged Spell Attack: +7 to hit, range Multiattack+. The Dreamholder makes two Dream Eater
DREAMS 120 ft., one target. Hit: 15 (2d10 + 4) psychic damage. attacks. When The Dreamholder activates its Primal form, its current
hit point total resets to 130 hit points, and it clears any and
Large monstrosity, Unaligned Eye Rays. The Dreamholder shoots three of the following Dream Eater. Ranged Spell Attack: +7 to hit, range 40/120 all status effects. Additionally, Dreamholder can now use the
magical eye rays, choosing one to three creatures it can ft., one target. Hit: 11 (2d6 + 4) physical damage. The options in the “Primal Form” section for 1 hour.
see within 120 feet of it. The Dreamholder must roll a d6 to Dreamholder consumes the dreams and emotions of a
Armor Class 14 (natural armor) determine which attack can be used (reroll duplicates). chosen target, with the outcome varying according to the If one of the following conditions is met. Dreamholder will
Hit Points 50 (9d10) 1. Charm Ray. The targeted creature must succeed on emotion it feeds upon. immediately activate its “Primal Form”.
Speed 0 ft., fly 20 ft. (hover); +5 ft. in Dreamscape a DC 16 Wisdom saving throw or be charmed by the ͡ Fear. While frightened, the target must make a DC 16
Dreamholder for 1 hour, or until it harms the creature. Constitution saving throw or take additional 4 (1d6) ͡ When The Dreamholder has activated the Dreams’s
2. Sleep Ray. The targeted creature falls asleep within psychic damage, and the Dreamholder regains hit Enchantment ability and trapped an enemy in the
STR DEX CON INT WIS CHA
the Dreamscape. points equal to half the damage dealt. Dreamscape.
10 (+1) 12 (+1) 16 (+3) 18 (+4) 14 (+2) 15 (+2) ͡ When all Creatures are aware that they are in dream state
3. Hypnotic Gaze. The target must succeed on a DC ͡ Guilt. While restrained, the target is unable to take any
16 Wisdom saving throw or fall into a deep trance, Reactions for 1 minute. ͡ When badly injured. Hit points are brought to 0.
Saving Throws Int +7, Wis +5, Cha +5 becoming incapacitated for 1 minute. The target can ͡ Shame. While Prone, the target must make a DC 16
Skills Insight +5, Perception +8, Persuasion +5 repeat the saving throw at the end of each of its turns, Wisdom saving throw or they waste their next turn by “Reality twists and darkens, the ground ripples beneath
Condition Immunities Charmed, Exhaustion, ending the effect on a success. berating themselves and do nothing. their feet. From shifting mists emerges the Dreamholder.
Grappled, Paralyzed, Petrified, Poisoned, Prone, 4. Static Ray. The target must succeed on a DC 16 ͡ Happiness. While Charmed, the target takes an The landscape distorts, mirroring its enemies’ fears. The
Restrained Intelligence saving throw or take 9 (2d8) psychic additional 7 (2d6) psychic damage. world morphs into a nightmare, with The Dreamholder at
Senses Darkvision 120 ft., Passive Perception 18 damage and be afflicted by the Bane spell until the ͡ Anger. While Blinded, the target suffers a -2 penalty to its core, ready to unveil the surreal terror. ”
Languages Deep Speech, Undercommon end of its next turn. On a successful save the target their Armor Class for 1 minute.
Challenge 7 (2,900 xp) takes half as much damage and isn’t afflicted.
Proficiency Bonus +3 5. Confusion Ray. The target must succeed on a DC SPECIAL TRAITS+
16 Intelligence saving throw or be afflicted by the
Confusion spell until the end of its next turn. Legendary Resistance (1/Day). If Dreamholder fails a saving
TRAITS 6. Nightmare Ray. The target must succeed on a DC 16 throw, it can choose to succeed instead.
232 233
Intelligence saving throw or be assailed by illusory
Telepathy. Dreamholder can telepathically speak to manifestations of its fears and take 22 (4d10) psychic Illusory Form. The Dreamholder can cast Minor Illusion,
any creature it sees within 100 feet. It doesn’t need to damage. On a successful save, they take half damage. Silent Image, and Major Image at will without expending a
share a language with the creature, but the creature spell slot.
THE CHAMPIONS / THE DREAMHOLDER / DIFFICULTY I
238
OF THE RIVE
ADVENTURERS
239
BEHAVIOURAL CHARACTERISTICS
T h e A q u ate c h a r e p r o d u c t s o f a m b i t i o u s
engineering, crafting crew members from
steel and iron, each transformed into various sea
͡ Ingenious Adaptation. Aquatech are skilled
crafters, adept at transforming everyday objects
creatures. They shape metal sharks with razor- into simple mechanical devices. This ability
sharp teeth, unassuming fishmen with hearts of showcases their resourceful mindset and extends
iron, and octopus-like constructs that navigate their beyond their technology. They excel at devising
clockwork ships across the seas. innovative solutions for daily challenges, making
them adept at adapting to the ever-changing and
Their unique vessels are powered by the remains harsh oceanic environment. Their proficiency
of their animalistic counterparts. Aquatech employs in crafting and problem-solving is a hallmark of
vast nets connected to multiple ships to sweep the their aquatic ingenuity.
ocean, hauling in extensive quantities of aquatic life to
be processed and converted into oil, which fuels the ͡ Single-Minded Pursuit. A deep commitment to
continuous journeys of their vessels. Unfortunately, their unique blend of technology and marine life
this method results in extensive overfishing, causing defines the Aquatech. They are driven by a single-
the decimation of settlements that rely on fish for minded pursuit of advancing their mechanical
240 their survival. creations and maintaining their aquatic 241
dominance. This determination sometimes
leads them to prioritize their technological
endeavors over environmental concerns, as seen
in their extensive overfishing. Their unwavering
ADVENTURES OF THE RIVE / RACES / AQUATEC
BEHAVIOURAL CHARACTERISTICS
LITTLE DARLINGS
͡ Age. You live up to 100 years.
͡ Size. Arachne are larger than most humanoids, You can speak with insects and learn basic information
standing roughly the size of a small horse. Your from them, such as the location of food, shelter, natural
size is medium. hazards, or dangers in the area.
WEB WEAVER
246 247
UNEARTHLY ALLURE
TOXIC BITE
BEHAVIOURAL CHARACTERISTICS
Subrace: Lupin
Lupins possess a natural leadership and a strong pack
mentality that makes them formidable in various roles. They
excel as messengers and scouts when in wolf form, and
MIMICKIN
RACE
Mimickin possess an adhesive quality that allows them A mimic possesses two distinct forms, each with unique
A mimickin character exhibits a number of abilities
to cling to anything they touch. Allowing them to excel in abilities and traits.
evolved from its mimic heritage and extensive
grappling, maintaining grip, and climbing. Mimickin have
muscle growth.
Advantage on Strength (Athletics) checks made to grapple True Form:
targets, maintain your grip on an object, or climb Difficult ͡ While fused to an object, you can assimilate the object,
͡ Ability Score Increase. Your Strength score
Surfaces. making it disappear. You can use an Action to reform it
increases by 1, and your Charisma score
around yourself, hiding your fleshy body, which grants
increases by 1.
you a +2 bonus to AC and Advantage on Charisma
TOUGHER THAN MOST (Deception) checks. However, while hidden, your speed
͡ Age. Mimickin reach physical maturity in just
is 0, you have Disadvantage on Dexterity saving throws,
over a year but can walk and talk only a few short
Mimickin are extremely stocky and naturally muscular and can’t take Reactions. You automatically emerge if
weeks after being born and can live to be around
even in their fleshy, ooze-like forms, making them resilient you attack, cast a spell, or are knocked unconscious.
a hundred years old while still retaining peak
fighters and enduring adventurers. When damage would ͡ You can’t wield weapons, wear armor, or interact with
physical conditioning.
reduce you to 0 hit points, you can choose to drop to 1 hit fine objects (like keys or door handles). You choose
point instead. Once you use this feature, you can’t do so whether your equipment falls to the ground in your
͡ Size. Mimickin are amorphous, ooze-like
again until you finish a long rest. space or merges into your new form.
entities often standing around 4 feet tall. They
͡ You can squeeze through gaps as large as 1 inch wide or
can transform their bodies into an imposing,
share a friendly creature’s space without obstruction.
muscular humanoid shape at will, ranging in
FUSE TO OBJECT ͡ You can’t cast spells, but transforming doesn’t break
height from between 6 and 8 feet tall. Your size is
your concentration on a spell you’ve already cast, and
Medium.
While in true form, you can use your Action to fuse you can continue to take actions that are part of a spell
yourself with a Small or Medium inanimate, non-magical you’ve already cast.
͡ Speed. In your true form, your base walking
object within 5 feet of you that you can see, isn’t being worn or
speed is 20 feet, while in your muscle form, it
carried, and measures no larger than 5 feet in any dimension. Muscle Form:
increases to 30 feet.
You remain fused to the object until you use an Action to ͡ When fused to an object, it becomes a part of your body,
254 separate yourself from it, you use this action to fuse to a replacing a body part (such as your head or torso) for 255
͡ Languages. You can speak, read, and write
different object, or you die, at which point you drop the object the duration, and grants you a +1 bonus to AC.
Common and one extra language of your choice.
on the floor within 5 feet of you. ͡ You can wear armor, wield weapons, and interact with
Mimickin are hardy folk, capable of living just
the world like any other humanoid. Your movement
about anywhere there are weights to lift and foes
speed increases to 30 feet, and you count as one size
to best.
ADVENTURES OF THE RIVE / RACES / MIMICKIN
BEHAVIOURAL CHARACTERISTICS
One of Blodstadt’s many gifts is the ability to see in total As a Nocterum, you can tap into your vampiric powers
Nocterum have a fraction of Blodstadt’s power,
darkness, your hunter’s eye finding your prey as your stalk with a Bonus Action, reshaping your body into that of a
capable of going without food or rest, empowered
from the shadows. You can see in dim light within 120 feet bloodthirsty predator for a duration of 1 minute.
by the dark, and able to transform into a primal,
of you as if it were bright light, and in darkness as if it were
predatory form.
dim light. You can’t discern color in darkness, only shades of
While transformed you gain the following benefits:
gray.
͡ Ability Score Increase. Your Constitution
score increases by 2 and Strength or Dexterity ͡ Your hands morph into razor-sharp claws and you
increases by 1. grow a menacing maw, granting you the ability to
DEATHLESS NATURE make unarmed strikes with them. Dealing (1d6 + your
͡ Age. When the curse of Blodstadt takes hold of Strength modifier) in slashing or piercing damage,
Having embraced the curse of Blodstadt, you no longer
a victim, their aging completely halts. They will respectively, instead of the usual bludgeoning damage.
need to breathe.
remain this physical age as long as they consume ͡ Your base AC becomes 17 and you gain Advantage on
blood. Every day you go without drinking blood, Strength (Athletics) checks.
you age rapidly. By the seventh day without blood ͡ Your jump distance is tripled.
you will appear gray and elderly. After ten days
HUNTER’S EYE
͡ Your Movement Speed increases by 10 feet and gain a fly
without blood, you die. speed equal to (10x your proficiency bonus).
You have proficiency in the Perception skill.
͡ You can’t wield weapons or wear armor. You choose
͡ Size. Creatures affected by the curse have their whether your equipment falls to the ground in your space or
size remain the same as their base race. In some merges into your new form.
cases creatures become emaciated by the effects
SUN SENSITIVITY
͡ You can’t cast spells, but transforming doesn’t break your
of the curse. Your size is small or medium. concentration on a spell you’ve already cast,
You have Disadvantage on skill checks and attack rolls
while in direct sunlight.
͡ Speed. Your base walking speed is 30 feet.
VAMPIRIC BITE
You can use this Action once a day, regaining the use
after a long rest.
THE
FRAGMENTS
RACE
BEHAVIOURAL CHARACTERISTICS
The Fragments possess the unique ability of Darkvision The Fragments have a deep connection with their fellow
The Fragments possess specific racial attributes due
due to their intrinsic connection to the Dreamscape. You Fragments, as they are born from the same essence.
to their shared origin.
can see in dim light within 60 feet of you as if it were bright
light and in darkness as if it were dim light. However, you As an Action, you can temporarily recall glimpses of
͡ Ability Score Increase. Increase one ability
can’t discern colors in darkness, only shades of gray. memories belonging to either your original self or other
score by 2 and increase a different one by 1, or
you increase three different scores by 1. Fragments. You can roll a d4 and gain the following effect
for 1 hour.
DREAM-TOUCHED RESILIENCE
͡ Age. Fragments do not age and could
theoretically live forever.
Thanks to their connection to the Dreamscape,
Fragments naturally resist mental effects. You gain Handymen. Gain proficiency in an
͡ Size. You are Small or Medium. Depending on the
Advantage on saving throws against mind-affecting spells 1 instrument, tool, or vehicle that you are
physical form you inherit from your original self.
and abilities. currently not proficient with.
BEHAVIOURAL CHARACTERISTICS
These unique beings possess the innate ability to ͡ Embracing Bonds. Rivekin are strong believers in
tap into the volatile energy coursing through their found families, they have a strong desire to forge
veins, allowing them to conjure bright, radiant wings bonds with those who show them kindness. They
made of swirling fire and lighting their eyes in purple value and nurture the connections they make,
fire. seeking solace and camaraderie in the company
of those who accept them for who they are. They
However, the heart of a Rivekin is a delicate simply feel the need to connect with others. This
container for vast primal energy. This, unfortunately, desire for connection drives them to seek out allies
264 bestows upon them a unique vulnerability. The and build supportive communities wherever they 265
immense primal energy held within their hearts go.
often leads to heart problems and a notably shorter
life span. ͡ Lifespan Awareness. Rivekin are acutely aware
of their shorter lifespans, which makes them
ADVENTURES OF THE RIVE / RACES / RIVEKIN
The Rivekin possesses specific racial attributes due You trace your ancestry to the great Rive Dragon,
The creature blinks out of existence,
to their unique heritage. granting you a connection to its reality bending abilities.
reappearing elsewhere. The creature is
1
teleported 10 feet in a direction of your
͡ Ability Score Increase. Increase one ability ͡ At 1st level, you gain the ability to cast the Misty Step
choice.
score by 2 and increase a different one by 1, or spell once per short rest
you increase three different scores by 1. ͡ At 9th level, you gain the ability to cast the Dimension
Door spell once per long rest. The creature begins to flicker in and out
͡ At 15th level, you gain the ability to cast the Planeshift of existence. Until the end of its next turn
͡ Age. You live up to 30 years, a notably shorter 2
spell. After casting Planeshift this way you cannot cast it the creature has Disadvantage on attack
life span than most creatures. However, some
again for (3d10) days. rolls.
Rivekin have been known to become immortal if
they are strong enough to contain primal energy
The lingering chaotic fire sticks to the
within their heart.
creature. At the start of its next turn it
PRIMORDIAL WINGS 3
suffers damage from the breath weapon a
͡ Size. Your size is medium.
second time and the fire disappears.
As an Action, you can tap into the volatile energy
͡ Speed. Your base walking speed is 30 feet. coursing through your veins, conjuring bright, radiant
The creature glows with vibrant purple
wings made of swirling fire and causing your eyes to light up
͡ Languages. You can speak, read, and write light, highlighting it for all those around.
with purple fire. For 1 minute, you gain the following benefits:
Common and Draconic. The creature cannot become Hidden or
4 Invisible and the next attack roll against
͡ You gain a fly speed of 50 feet. While flying you gain
the creature has Advantage. Once a
additional (1d4) to attack rolls against creatures that are
creature attacks the highlighted creature,
not flying.
the glowing light disappears.
͡ You emanate bright light in a 20-foot radius and dim light
for an additional 20 feet.
266 267
Once you use this feature, you can’t do so again until you The damage of your Breath weapon increases as you gain
finish a long rest. levels in this class, increasing to (2d10) at 5th level, (3d10) at
11th level, and (4d10) at 17th level.
ADVENTURES OF THE RIVE / RACES / RIVEKIN
REJUVENATION
You can manipulate the blood in your body to amplify Your body has adjusted to your blood wielding powers, Your blood wielding powers have reached new For a short time you can awaken every ounce of power,
your attack, wound your foes, or even mend your broken recovering faster and allowing for greater use of your heights, your blood bending abilities feared across the drawing on your blood bending powers and unleashing your
body. You gain the following Blood Rites. abilities. When you take a long rest you regain all expended world. Your blood rites receive the following changes and fury upon your enemies. For 1 minute you gain the following
hit die. When you take a short rest, you regain hit die equal improvements: benefits:
͡ Blood Bolt (1 Hit Die). In place of an attack you can fire to your proficiency bonus.
a ball of crystallized blood at a creature within 60 feet ͡ Improved Blood Bolt. Your blood bolt damage ͡ At the start of your turn, you regain 1 hit die.
range, using (your proficiency bonus + Constitution increases to (2d10). ͡ Your movement speed increases by 20 feet.
modifier) for the attack roll. On a hit you deal (2d8 + BLOOD OF THE NIGHT HUNTER ͡ When you take the attack Action, you make one
your Constitution modifier) as damage. If you have 10th-level Blood Knight Feature ͡ Improved Crystallized Strike. Your crystalised strike additional attack.
temporary hit points, you can remove them and add increases to 15 feet. When you use this feature with a ͡ At the start of your turn you gain 10 temporary hit points.
them to the damage roll. You have learned to mix your blood wielding powers with ranged weapon, you can double the weapons range.
your skills as a warrior, adding new dangerous powers to After this minute ends you gain one point of exhaustion.
͡ Crystallized Strike (1 Hit Die). When you take the your deadly array of skills. You can increase your blood flow ͡ Improved Wounding Strike. When you use your Once you use this feature, you can’t do so again until you
Attack Action, you can spend a hit die to extend a melee to attack faster and hit harder, knit your wounds closed with Wounding Strike Feature you deal additional damage finish a long rest.
weapon’s range by 5 feet until the start of your next turn. crystalline shards that protect your freshly healed wounds, equal to your proficiency bonus. The next attack against
When used with a ranged weapon, the weapons range or even have your blood crystalised in your veins to create that creature is made with Advantage.
increases by (10 x your proficiency bonus). armor beneath your skin.
͡ Improved Mend. Hit die rolls using your Mend feature
͡ Wounding Strike (1 Hit Die). When you hit a creature ͡ Boiling Blood. When you use your Action Surge you are maximized.
with a melee or ranged weapon attack you can use your gain +2 to damage rolls using the end of your turn.
Reaction to extend the damage, opening terrible wounds ͡ Improved Siphon. You now regain (1 + 1d4) hit die
on your enemies body. The damage roll of the weapon is ͡ Renewing Flesh. When you use your Second Wind instead of 1 when using Siphon.
maximized. feature to regain hit points, you also gain 10 temporary
hit points.
274 ͡ Mend (1 Hit Die). As a Bonus Action you can draw on 275
your body’s reserves and crystalised armor made of ͡ Surge of Life. When you use your Indomitable feature,
blood. You can roll a hit die and gain that number of you gain a +2 bonus to your armor class and saving
temporary hit points. throws until the end of your next turn.
ADVENTURES OF THE RIVE / SUBCLASSES / BLOODKNIGHT
When you learn a warlock spell, the Dreamholder lets You can use your Bonus Action to force the creature to Your ability to invoke nightmares in your enemies with As an Action, you can break the boundary between the
you choose from an expanded list of spells. The following make a Charisma saving throw. On a failed save, the creature the Manifest Nightmare feature becomes even more world of dreams and reality for 1 minute. A 100-foot radius
spells are added to the warlock spell list for you. experiences a manifestation of its most profound fear or trauma. potent, adding new and terrible effects to your powers. sphere centered on you becomes a Dreamscape, allowing
you to infuse your allies with reality bending abilities.
Spells Table Roll a d4 on and apply the effect to the creature. Additionally, when using the Manifest Nightmares
feature, you have the option to forgo rolling the d4 and When an allied creature starts its turn within the
instead select the desired effect. Dreamscape, you can infuse it with one of the following
1st Alarm, Dissonant Whispers
features until the Dreamscape ends.
Nightmare of Anger. The creature must use
͡ Improved Nightmare of Anger. When a creature makes
Blindness-Deafness, 1 its Reaction to make a melee or ranged attack
2nd an attack forced by your Nightmare of Anger, it makes A creature can only gain one infusion at a time, every
Phantasmal Force against a creature of your choice within range.
the attack with Advantage. new infusion replacing the last. If a creature leaves the
area of effect of your Dreamscape, it loses its infusion.
3rd Clairvoyance, Feign Death Nightmare of Fear. The creature becomes ͡ Improved Nightmare of Fear. When a creature
2 frightened of you until the end of your next becomes frightened by your Nightmare of Fear, it ͡ Dream of Defiance. The creature gains resistance to a
4th Fabricate, Polymorph turn. suffers Psychic damage equal to (your level). damage type of your choosing.
5th Awaken, Mislead Nightmare of Guilt. The creature cannot take ͡ Improved Nightmare of Guilt. A creature affected by ͡ Dream of Flight. The creature gains a fly speed equal to
3
any Reactions until the end of your next turn. your Nightmare of Guilt has Disadvantage on its next (10x your Charisma modifier).
saving throw before the end of your next turn.
Nightmare of Shame. The creature has ͡ Dream of Haste. The creature’s speed increases by 10
DREAM EATER 4 Disadvantage on attack rolls until the end of ͡ Improved Nightmare of Shame. A creature affected by feet. When the creature takes the attack Action, it can
your next turn. your Nightmare of Shame cannot target you with any make an additional attack.
1st-level Dreamholder Patron Feature
attacks or harmful effects.
͡ Dream of Power. The creature’s size increases to
When you take a life, you end a myriad of potential
282 You have a number of uses of this feature equal to (your large, gaining an additional 5 feet of range and dealing 283
futures for a creature, all hopes and dreams crushed in
Charisma modifier), regaining any expended uses after a an additional (1d4) damage on their melee attacks.
service to the Dreamholder.
long rest. Additionally, the creature has Advantage on Strength
checks and saving throws.
When you reduce a creature within 30 feet of you to 0 hit
ADVENTURES OF THE RIVE / SUBCLASSES / DREAMHOLDER
You learn an additional spell when you reach certain You forge yourself a weapon of great power, capable of Attacks using your iron arsenal count as magical for You gain a third Iron Arsenal and gain the following form
levels in this class, as shown in the Spells table. Each spell changing at your command to suit your needs. Only you are the purpose of overcoming resistance and immunity to that you can use as a Bonus Action:
counts as a ranger spell for you, but it doesn’t count against proficient with this weapon. nonmagical attacks and damage.
the number of ranger spells you know. ͡ Iron Mantle. As a Reaction when taking damage you can
The DC for your Iron Arsenal is the same as your Spell gain resistance to one damage type from that attack.
Spells Table Save DC. IMPROVED IRON ARSENAL
7th-level Iron Master Feature
As a Bonus Action you can change your Iron Arsenal MASTER OF IRON
3rd Catapult, Thunder Wave between the following forms. You can now have two Iron Arsenal at once and gain 15th-level Iron Master Feature
the following two forms that you can switch into as a Bonus
Aganazzar’s Scorcher, ͡ Saw Blade. In this form it counts as a melee weapon. It Action: Your manipulation of metal has reached its pinnacle and
5th
Pyrotechnics deals (1d8) slashing damage and has the finesse and the you gain upgrades to its forms:
versatile (1d10) property. ͡ Bulwark Shield. In this form, it is a shield, granting you
9th Blinding Smite, Tidal Wave On your first hit each round, you deal an additional a +2 AC bonus when wielded. Additionally, when the ͡ Improved Saw Blade. The damage die becomes 1d10
amount of damage equal to (your Wisdom modifier). Bulwark Shield is on your person and you are subjected (1d12 versatile)
13th Control Water, Storm Sphere to an effect that allows you to make a Dexterity saving ͡ Improved Blast Cannon. The damage die becomes
͡ Blast Cannon. In this form, it counts as a ranged weapon throw to take only half damage, you instead take no 1d10, and the range becomes (range 100/400).
(range 40/120). It deals (1d8) piercing damage and has damage if you succeed on the saving throw, and only half ͡ Improved Gatling Gun. The line becomes 60 feet.
17th Animate Objects, Maelstrom
the two-handed property. On your first hit each turn, the damage if you fail. ͡ Improved Bulwark Shield. The shield becomes a +1
creature is pushed back 10 feet. shield (granting a +3 bonus to AC)
͡ Clockwork Companion. It turns into a Construct Spirit ͡ Improved Iron Mantle. The resistance lasts until the
STEEL SAIL ͡ Gatling Gun. As an Action you can fire a hail of bullets in (Metal) as summoned by the Summon Construct spell start of your next turn.
3rd-level Iron Master Feature a 30-foot long line. Any creature in the area must make a at (4th) level, but requires no concentration and lasts 10
Dexterity saving throw. A creature takes 2d4 piercing minutes.
286
You can spend 1 minute transforming your Iron Arsenal damage on a failed save, or half as much damage on a 287
into a Rowboat. successful one. You can use this summon feature once, and it recharges
after a long rest.
At 7th level it can become a Keelship and at 14th level it The damage of your Gatling Gun increasess as you gain
can become a Longship. It takes 1 minute to turn it back into levels in this class, increasing to (4d4) at 7th level, (6d4) Its spell level increases to (5th) at 11th level and to (6th)
ADVENTURES OF THE RIVE / SUBCLASSES / IRON MASTER
You can only have one Iron Arsenal at a time. If you lose
your Iron Arsenal or wish to create a new one, you can do so
by spending 1 hour of uninterrupted work (this can be done
as part of a short or long rest).
OATH OF THE
NIGHTFLAME
SUBCLASS
You gain oath spells at the paladin levels listed in the When you take this Oath at 3rd level, you gain the When ending your turn in shadows, dim light, or
Oath of Nightflame Spells table. See the Sacred Oath class following two Channel Divinity options. darkness, you gain the effect of the Sanctuary spell for 1
feature for how Oath Spells work. minute (the spell can end early as normal). The saving throw
Midnight Flame. As an Action, you can use your Channel DC for the spell equals (8 + your Charisma modifier + your
Spells Table Divinity to surround yourself in Nightflame’s magical fire, proficiency bonus).
entering a 1-minute righteous rage.
3rd Crescent Slash, Faerie Fire You gain fire resistance and add your Charisma modifier BEACON OF UNDYING FLAME
as extra fire damage to your weapon attacks. 20th-level Oath of The Nightflame Feature
5th Scorching ray, Darkness
Additionally, You can use a Bonus Action at the end of You draw upon the power of the nightflame to aid you,
9th Beacon of Hope, Fear your turn, to trigger a fiery explosion, ending your Channel conjuring forth a pair of Fire Elementals which appear in
Divinity. When you do so, creatures within 15 feet must make unoccupied spaces within 10 feet of you. As an Action, you
13th Fire Shield, Wall of Fire a Dexterity saving throw, taking damage (radiant or fire, gain the following features, which last for 1 minute:
your choice) equal to (2d8 + your class level) on a failed
save, or half as much on a success. ͡ The Fire Elementals are friendly to you and your
17th Flame Strike, Hallow
companions and are tethered to you by a strand of
Burnish the Dark. You can use your Channel Divinity to flaming energy, preventing them from moving more
banish darkness and reveal evil within. than 30 feet from you in any direction. An elemental is
As an Action, you present your holy symbol, creating a destroyed if it ever gets more than 30 feet from you.
CRESCENT SLASH 30-foot radius sphere of magical light that moves with you ͡ In combat, the Fire Elementals share your initiative
1st-level Evocation for 1 minute. The light dispels magical darkness of 3rd-level count, but take its turn immediately after yours. They
or lower and dimly illuminates the area. can move and use their Reaction on its own, but the only
Casting Time: 1 Action Action it takes on its turn is the Dodge action, unless you
290 take a Bonus Action on your turn to command it to take 291
Range: 60 feet
Components: S, M (a melee weapon worth at least 1 sp) AURA OF NIGHT’S SIGHT another Action
Duration: Instantaneous 7th-level Oath of The Nightflame Feature ͡ They use your proficiency bonus and gain a bonus to AC
equal to (your Charisma modifier).
You leap into the air, slashing with power and releasing You emanate a mystical aura of glowing embers, which ͡ When you or a friendly creature within 10 feet of you
ADVENTURES OF THE RIVE / SUBCLASSES / OATH OF THE NIGHTFLAME
292 293
ADVENTURES OF THE RIVE / SUBCLASSES / PATH OF THE WRESTLER
In addition, your Unarmed Strikes deal damage equal After grappling or knocking an opponent prone, you
to (1d4 + your Strength modifier), and when you hit a can spend 1 prizefighter die to let out a powerful war
creature with an unarmed strike or shove them, you can cry. Allies within 30 feet who witness and hear you gain
attempt to grapple that target as part of the same attack. If temporary hit points equal to (the number rolled on
you succeed, you can make one unarmed strike against the your prizefighter die + your Charisma modifier).
grappled target as a Bonus Action if you succeed.
͡ Hammer Toss. You can use an Action and expend 1
The damage of your unarmed strikes increases as you prizefighter die to spin and unleash a grappled foe into
gain levels in this class, increasing to (1d6) at 7th level, and the air, sending them hurtling through the battlefield
(1d8) at 15th level. like a living projectile. The target must make a Strength
saving throw or be tossed up to 20 feet in a direction of
your choosing, landing prone and taking bludgeoning
SHOWTIME damage equal to (your unarmed strike damage + 3d6).
6th-level Wrestler Feature
If the tossed creature would strike a creature, that
You develop two Showtime moves, Actions that are creature must make a Dexterity saving throw or take
fueled by special dice called prizefighter dice. half of the damage.
Showtime Moves. You learn two Showtime moves ͡ Elbow Drop. You can use a Bonus Action and expend
of your choice. Showtime moves are special actions you 1 prizefighter die to leap up to 20 feet towards a target
can use to bolster your allies or hinder and damage your you can see and slam into them with a bone-hardened
294 opponents. You learn one additional Showtime of your elbow. Make an unarmed strike against the target, 295
choice at 12th and 17th level. Each time you gain a level in rolling your prizefighter die and adding the number
this class, you can also replace one Showtime you know rolled to the total. On a hit, the target takes the attack’s
with a different one. normal damage, and must make a strength saving throw
or be knocked prone if it is Large or smaller.
ADVENTURES OF THE RIVE / SUBCLASSES / PATH OF THE WRESTLER
296 297
ADVENTURES OF THE RIVE / SUBCLASSES / RIVE INFUSED
You gain the ability to create a pair of portals, enabling As you ascend, you’ve learned how to contort space As the Rive Master, you have reached the pinnacle of
you to manipulate space itself. As an Action, you can choose around you, allowing you to propel yourself forward. your portal manipulation abilities. Allowing for swift travel,
two unoccupied spaces within 60 feet of you that you can strategic maneuvers and rip open gateways to other realms.
see, creating a set of linked portals. You can spend a Sorcery Point to gain a flight speed
equal to 40 feet for 1 minute. If you take damage while flying, ͡ Your portals now last indefinitely or until your hit points
͡ When looking through a portal you can perceive things you must make a Concentration check or fall 30 feet. are reduced to 0.
as if looking through the linked portal. ͡ When creating portals you can now choose two
͡ When adjacent to a portal, you can calculate your range At 10th level this duration increases to 10 minutes. unoccupied spaces you can see.
for spells and attacks as if originating from the linked ͡ The size limit for creatures and objects to move through
portal. At 14th level this duration increases to 1 hour. your portals increases to gargantuan.
͡ You can perform simple tasks through the portal, such ͡ You can also designate a location for your portal across
as retrieving or stealing an object from the other side. planes, as per the Plane Shift Spell.
͡ You and allied creatures within 5 feet of a portal can COLLAPSING REALITY
spend an Action to enter the portal, emerging within 5 14th-level Rive Infused Feature
feet of the linked portal.
͡ The portal is only big enough for a medium-sized You can use an Action to cause all of your Portals to
creature or object. Portals cannot be used to connect to collapse in a violent explosion. All creatures within 5 feet of
any other portals for the duration. your Portals must make a Charisma saving throw or suffer
͡ When a creature chooses to launch a projectile into the one of the following effects determined by rolling a d6 for
portal, you can use your Reaction to make it emerge on each portal:
the other side of the portal.
͡ The portals last for 24 hours. If the portals are
unoccupied, you can close them early as a free Action.
The creature is teleported 20 feet in a direction
1
298 This feature can only be used once per long rest. You of your choice. 299
gain additional use of this ability at 6th and 14th level.
The creature disappears from the world,
2
reappearing at the end of its next turn.
IMPROVED PORTAL
ADVENTURES OF THE RIVE / SUBCLASSES / RIVE INFUSED
͡ When creating portals you can now choose two 4 The creature takes 8d6 force damage.
unoccupied spaces within 120 feet of you.
͡ Additionally, the size limit for creatures and objects to The creature takes 4d10 bludgeoning damage
move through your portals increases to large. 5
and is pushed 30 feet away from the portal.
You learn an additional spell when you reach certain levels By spinning your silken strings you can move with Your training has made you one with your arachnid allies,
in this class, as shown in the Spells table. Each spell counts as unnatural grace, entangle your foes and move them around mimicking their mastery of webs and poisonous lethality. You
a ranger spell for you, but it doesn’t count against the number the battlefield like puppets. You gain the following additional Ki gain the following additional ki features.
of ranger spells you know. features.
͡ Cocoon (2 Ki Points). When you hit a creature with an
Spells Table ͡ Binding Strings (1 Ki Point). When you hit a creature with Unarmed Attack you can force it to make a Strength
an Unarmed Attack you can force it to make a Strength saving throw.
saving throw.
3rd Catapult, Thunder Wave On a failed save the creature is restrained as long as it
On a failed save the creature is grappled until the end of remains in the cocoon. The creature can use an Action
Aganazzar’s Scorcher, your next turn. The creature can break free early by using to repeat the saving throw, breaking free on a success.
5th
Pyrotechnics an action on its turn. If they take fire damage the cocoon burns away and they
suffer an additional 10 fire damage.
9th Blinding Smite, Tidal Wave ͡ Puppet Strings (1 Ki Point). When you hit a creature with
an Unarmed Attack you can force it to make a Strength ͡ Dance of the Puppet Master (2 Ki Points). When you hit
13th Control Water, Storm Sphere saving throw. a creature with an Unarmed Attack you can force it to
make a Strength saving throw.
On a failed save, the creature is moved 10 feet in a direction
17th Animate Objects, Maelstrom
of your choice. The space in which it ends its movement On a failed save the creature must use its Reaction to move
must be on a surface or in a liquid that can support the up to 10 feet and make a melee or ranged attack against a
target without the target having to squeeze. creature of your choice within range.
PRECISION WEAVING
͡ String Shot (1 Ki Point). As a Bonus Action, you can ͡ Poison Strike (2 Ki Points). When you hit a creature with
3rd-level Way of the Weaving Strings Feature
target a point within 30 feet and pull yourself to that point. an Unarmed Attack you deal an additional (2d8) poison
302 Attacks of Opportunity made against you during this damage and force the target to make a Constitution 303
Your martial skill centers on string manipulation, focusing movement are made with Disadvantage. saving throw.
on precise movements and the art of concealment.
On a failed save the creature becomes poisoned for 1
At 3rd level, you gain proficiency in the Sleight of Hand minute. A creature poisoned this way can repeat the
ALONG CAME THE SPIDER
ADVENTURES OF THE RIVE / SUBCLASSES / WAY OF THE WEAVING STRINGS
Additionally, you ignore movement restrictions caused by When you hit a creature that is grappled or restrained by
webbing. silken strings, you can expend 3 ki points to drive a poisonous
finger into the target creature, injecting a paralyzing toxin.
304
PRIMAL
COMPANIONS
305
PRIMAL COMPANIONS
PRIMAL COMPANIONS
PRIMAL COMPANIONS
͡ Go For the Throat. At the 2nd, 8th, and 18th level, your
͡ Primal Companions make death-saving throws, die, and Primal Companion gains a +1 bonus to its attack and
can be revived like any player character. damage rolls.
͡ A Primal companion that has been stabilized remains ͡ Toughen Up. At the 4th, 10th, and 16th level, Primal
unconscious until it regains hit points or until it finishes a Companions increase their total number of Hit Dice by 1
Long Rest.
͡ Ability Boost. At the 6th, 12th, and 20th level, increase
two of the Primal Companion’s ability scores by 1, or one
ability score by 2, to a maximum of 20.
Charcoal is a tiny, loyal beast with a knightly spirit,
CHARCOAL’S PRIMAL POTENTIAL
CHARCOAL
Tiny beast, Unaligned
As an Action, Charcoal leaps through the air, covering
a distance of up to 20 feet. Upon landing, it can make a
3RD LEVEL single melee attack as part of this action, adding 5 (1d8)
radiant damage on hit.
͡ Armored Soldier I.
Armor Class 14 (natural armor) TRAITS Charcoal dons a nice suit of armor and gains a +2 bonus
Hit Points 4 (1d4 + 1) to its AC while it isn’t wearing any other armor. 13TH LEVEL
308 Speed 30 ft. Ke e n S e n s e s . C h a r c o a l h as A d va n t a g e o n W i s d o m 309
͡ Speedster. ͡ Growth III.
(Perception) checks that rely on hearing or smell.
Charcoal’s speed increases by 20 feet. Prerequisite: Growth II.
STR DEX CON INT WIS CHA Charcoal’s size increases to Large, and its Hit Die size
Flame Body. Charcoal’s body emits a soft, glowing light,
13 (+1) 11 (+0) 14 (+2) 6 (-2) 11 (+0) 13 (+1) increases to a d10 (its hit point maximum consequently
illuminating the surrounding area in a 30-foot radius. This
increases). The damage die of its Bite attack increases
PRIMAL COMPANIONS / CHARCOAL
CHIPPER
Tiny Construct, Unaligned
͡ Weak Stomach.
3RD LEVEL When a creature successfully hits Chipper with an
attack, Chipper can use its Reaction to burp or discharge
͡ Hyperactive Fuel. fuel. This causes Chipper to move up to 10 feet from
As a Bonus Action, Chipper can consume any sugary its current position without provoking attacks of
Armor Class 14 (natural armor) TRAITS
treats on its person. opportunity.
Hit Points 4 (1d4 + 1)
310 Speed 25 ft. Primal-Fueled Gun. During the crafting process, a gun is 311
attached to Chipper (possibly replacing a limb). For 1 minute after, Chipper can take an additional Bonus
Action on each of its turns in combat. This additional 13TH LEVEL
STR DEX CON INT WIS CHA The gun produces its own ammunition, automatically creating Bonus Action can only be Dash, Disengage, or Hide.
7 (-2) 14 (+2) 12 (+1) 9 (-1) 11 (+1) 13 (+1) ͡ Cannon Blast II.
one piece of magic ammunition when Chipper makes a ranged
PRIMAL COMPANIONS / CHIPPER
For 1 minute, each ally that starts its turn within 30 feet
of Chipper gains 10 temporary hit points and increases
its total movement speed by 15 feet.
Tiny rift dragon Exo possesses a curious mind and
EXO’S PRIMAL POTENTIAL
EXO
Tiny dragon, Unaligned
Prerequisite: Portal Mastery I.
The maximum size of an object or creature that can pass
3RD LEVEL through is increased to Large. In addition, Exo can freely
allow or deny access to any creatures that want to go
͡ Warp Strike I. through the portal with a thought.
Armor Class 14 (natural armor) TRAITS When Exo makes a Bite attack, it can target any creature
Hit Points 5 (1d4 + 2) within 15 feet of a portal it created.
Speed 25 ft., fly 30 ft. Gravity-Defying. Exo can effortlessly levitate in mid-air, 13TH LEVEL
312 313
bypassing obstacles and Difficult Terrain. ͡ Portal Mastery I.
When placing portals with Portal Weaver, Exo can now ͡ Growth III.
In mid-air, Exo has Advantage on Dexterity (Acrobatics) checks
STR DEX CON INT WIS CHA place them up to 30 feet away. The maximum object Prerequisite: Growth II.
and saving throws, enabling extraordinary aerial maneuvers.
14 (+2) 11 (+0) 14 (+2) 4 (-3) 10 (+0) 10 (+0) or creature size that can pass through is increased to Exo’s size increases to Large, and its Hit Die size
increases to a d10 (its hit point maximum consequently
PRIMAL COMPANIONS / EXO
FURBLADE
Tiny Monstrosity, Unaligned
After Furblade has used this Action, it can’t do so again ͡ Dazzling Display.
until it finishes a Short Rest. Prerequisite: Charming Display.
As an Action, Furblade can show off its bewildering agility
and prowess with his sword. Choose one creature within
3RD LEVEL 30 feet who can see its display. It must succeed on a
Armor Class 13 (natural armor) TRAITS
Wisdom saving throw or become frightened by Furblade
Hit Points 4 (1d4 + 1)
͡ Growth I. and its bonded ally until the end of Furblade’s next turn.
314 Speed 25 ft. Soft Paws. Furblade is proficient with the Scimitar and 315
Furblade’s size increases to Small, and its Hit Die size increases After Furblade has used this Action, it can’t do so again
Shortsword. The use of these weapons is reflected in the
to a d6 (its hit point maximum consequently increases). The until it finishes a Short Rest.
Sword attack action.
STR DEX CON INT WIS CHA damage die of its Sword attack increases to a d8.
11 (+0) 14 (+2) 13 (+1) 12 (+1) 13 (+1) 14 (+2)
Nine Lives. Once per Long Rest, when Furblade’s hit points are
PRIMAL COMPANIONS / FURBL ADE
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. ͡ Rakish Resilience. ͡ Growth III.
Hit: 5 (1d6 + 2) slashing damage. Furblade gains a bonus to its AC equal to its Charisma Prerequisite: Growth II.
modifier while not wearing armor. Furblade’s size increases to Large, and its Hit Die size
increases to a d10 (its hit point maximum consequently
͡ Limited Antimagic. Furblade can’t be affected or increases). The damage die of its Sword attack increases
detected by 1st-level or lower spells unless it wishes to be. from a d10 to a 2d6.
When Furblade reaches the 9th, 13th, and 17th level,
the spell level against which Furblade can’t be affected ͡ Shadow Synchrony.
or detected increases to the 2nd, 3rd, and 5th level, Prerequisite: Shadow-Weaving.
respectively. Once per turn, when Furblade takes the attack Action,
the shadow created through Shadow-Weaving can
mimic this Action against a target within its range.
Tiny Titan displays both a toddler’s innocence and
TINY TITAN’S PRIMAL POTENTIAL
TINY TITAN
Tiny Monstrosity, Unaligned
While Tiny Titan is grappling a target and uses the attack
Action, it can replace its attack with a Pin.
3RD LEVEL
Make a Pseudopod attack. If it hits, the attack deals
͡ Suplex. damage as normal, and the target has to make a
While Tiny Titan is grappling a target and uses the attack Strength saving throw or be restrained until the grapple
Armor Class 14 (natural armor) TRAITS
Action, it can perform a Suplex instead of a regular is released or until the start of Tiny Titan’s next turn,
Hit Points 5 (1d4 + 2)
attack. whichever comes first.
316 Speed 25 ft. Sticky Fingers. Creatures grappled by Tiny Titan have 317
Disadvantage on ability checks made to escape its grapple.
Tiny Titan makes a Pseudopod attack. If it hits, the attack After the Tiny Titan has used this Action, it can’t do so
STR DEX CON INT WIS CHA deals damage as normal, and Tiny Titan can move the again until it finishes a Short Rest.
Statue-Like. While Tiny Titan remains motionless, it is
14 (+2) 11 (+0) 14 (+2) 4 (-3) 10 (+0) 10 (+0) target creature to an unoccupied square adjacent to
indistinguishable from an ordinary (albeit very muscular)
PRIMAL COMPANIONS / TINY TITAN
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