0% found this document useful (0 votes)
83 views161 pages

Riveborne Battle-Compendium PDF v0.9

Riveborne: Champions from Beyond is a standalone roleplaying game supplement that introduces new mechanics, monsters, and settings centered around mysterious gateways called Rives. It features two game modes: a narrative-driven Cataclysm mode and a combat-focused Arena mode, allowing players to engage in both story-rich adventures and gladiatorial challenges. The document also acknowledges the contributions of various designers, writers, and backers who supported the project, emphasizing community feedback for ongoing improvements.

Uploaded by

n
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
83 views161 pages

Riveborne Battle-Compendium PDF v0.9

Riveborne: Champions from Beyond is a standalone roleplaying game supplement that introduces new mechanics, monsters, and settings centered around mysterious gateways called Rives. It features two game modes: a narrative-driven Cataclysm mode and a combat-focused Arena mode, allowing players to engage in both story-rich adventures and gladiatorial challenges. The document also acknowledges the contributions of various designers, writers, and backers who supported the project, emphasizing community feedback for ongoing improvements.

Uploaded by

n
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 161

CREDITS

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.

Editing: Alanay Cekic, Lewis Franklin


Feedback and Playtesters
Lead Artist: YuTing Liam Yuen All the amazing backers who submitted feedback (too
many to name!), and the amazing community.
Artists: Alanay Cekic, Andrea Di Natale, Nikos Natsios,
Joshua Raphael, Audy Ravndindra, Jefrey Yonathan
Feedback Errata
Non-original Illustrations: Diego Lafuente, Malik Goluk, Despite rigorous testing of Riveborne’s content,
Stephen Bannings, Scott McNulty including modes, races, and Champions, some issues
in grammar, spelling, formatting, or balance may still
Kickstarter Consultant: Mohamed “Aggi” Bellafquih emerge as more people use the book.
(LootTavern Publishing), Max Wartelle (LootTavern Publishing)
Your adventure, your voice! Help us perfect Riveborne
Marketing: Evan “monkeyDM” Mascaro by sharing your feedback and reporting any issues
you encounter. Your insights are invaluable as we
Special Thanks: Dingo Doodles, DnD Sh0rts, Pack Tactics, journey from version 0.9 to the ultimate 1.0 release.
Polar Engine, Punkrock Jenny, Scott Miniac, URGE TV, Zee
Bashew, Nick Blendeman, Eli Franklin, Suki Jaritrum, Leonard
J., Erica Kaliszewski Cekic, Karim Lemqaddem, Mr Melon, Steef
Nieuwenhuizen, Evander Ravanelli, Raw.Paints, Rick Vermij,
Maxim Tjon A Loi, Tlevinenv

First Edition. Printed 2024.

Riveborne: Champions from Beyond is Copyright © 2024 Eightfold


Paper V.O.F., Patrice Lumumbastraat 2, 3065EK Rotterdam, Zuid-
Holland, The Netherlands. All rights reserved. Quick Report Shape Riveborne
Spot an Issue? Let Us Know! Share Your Feedback!
All characters and likenesses belong to Eightfold Paper V.O.F., registered
at KVK 78088046000045739722 in The Netherlands. Reproduction or
unauthorized use without express permission is prohibited. Reference
to fictional material does not challenge respective “copyright holders.”

First Printing. Printed in China by Longpack.


CONTENTS

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

Arena Vendor 22 Arachiko, The Silk Enchantress 106 Mimickin252 Furblade314


6 7
Sir Rainer, The Nightflame 118 Nocterum256 Tiny Titan 316

Blodstadt, The Crimson Whisperer 130 The Fragments 260

Cale, Lord of Carcass 142 Rivekin264


CONTENTS

CONTENTS
Na’ja, The Desert Scourge 154 Vineborne268

42
The Sharkinator, Captain of the Iron Shark 166 Blood Knight 272

Elmrir, Spirit of the Grove 178 Circle of the Undeath 276

The Sinner, Bearer of Sins 190 Dreamholder Patron 280

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

Visions of A’Nexodus 48 Rive Infused 296

Realms of Champions 50 Way of the Weaving Strings 300


WELCOME TO
RIVEBORNE
R iveborne is a standalone supplement designed using mechanics from the System Reference
Document of the World’s Greatest Roleplaying game. In this supplement, you will find a
plethora of rules, monsters, and settings for introducing mysterious gateways, known as Rives,
to your roleplaying games. Rives tear open rifts between worlds across the multiverse, drawing
forth powerful champions to invade your games.

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

R iveborne builds on the rules and roleplaying


mechanics found in the System Reference
Document, free to download (see QR code), and assumes
PRIMAL COMPANIONS 

This section introduces Primal Companions, charming


CHAMPIONS 

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.

GAME MODE: CATACLYSM 

10 This section provides a guide on inserting the champions 11


of Riveborne in a narrative campaign of your own design
and includes a short introduction to the cataclysm itself, the
origin of the Rives and the plight of their creator A’Nexodus,
and the various multiversal realms available to call forth into
HOW TO PLAY

HOW TO PLAY
your campaigns.

ADVENTURERS OF THE RIVE 

This section contains new player races and subclasses,


designed from the ground up to complement the champions
and realms of Riveborne. Each race is drawn from one of
eight realms and expanded with suggested behavioral traits
and environmental challenges to overcome should they be
used in narrative campaigns outside of their own worlds.
Each subclass is inspired by one of the many champions
Riveborne has to offer, granting players the opportunity to
become the very monsters they fight.

Become a beacon in the darkness with the paladin Oath


System Reference Document
Free download!
of the Nightflame, explore the blossoming power of rebirth
https://dnd.wizards.com/resources/systems-reference-document
with the druid Circle of Undeath, or use your sweet gains to
pulverize your foes with the barbarian Path of the Wrestler.

Navigating the Habits of mind system


ARENA
MODE
D rifting silently through the depths of space lies the
mysterious Colosseum of Dreams - a gargantuan
superstructure crafted from the finest materials
“As rifts open, powerful champions from all across the
multiverse are called forth from within them to fight in
the Colosseum’s bloodthirsty, gladiatorial arena combat.
across the multiverse and home to The Grandmaster, an To prove one’s might against such terrifying foes not only
otherworldly entity of incredible power and influence. earns them the respect of their peers and the favor of the
gathering crowds but bestows deific boons upon the victors,
Within the expansive golden halls of the Colosseum granting them incredible strength and feeding their ever-
lies a multitude of combat arenas, each with its own growing bloodlust, luring them back into the arena once
Arena Champion who fights for the amusement of their more for another round of carnage and bloodshed in the
12 bloodthirsty fans. The Grandmaster invites warriors from hopes of greater glory. 13
across the multiverse to challenge these Champions for the
chance to claim the title of Arena Champion for themselves. However, should challengers fall to defeat, their bodies
Although few make it out alive, the ones that do are are ground into dust, and the ashes are used as mortar to
crowned champions and may just find themselves invited construct yet another grand arena, perpetuating the never-
ARENA MODE

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.

The Colosseum of Dreams sports many arenas of various


shapes and sizes, each tailored to its particular Arena WELCOME TO THE
Champion. When characters are invited to participate in
the Colosseum, they can choose which Arena Champion to
COLOSSEUM OF DREAMS.
challenge. Before facing their chosen champion, characters
must first prove themselves to be worthy enough foes by
completing two initial bouts in the champion’s arena. During
these bouts, characters can complete special missions to
garner Triumph Tokens, which they can spend on items,
spells, or other features that may grant them an edge in
the final conflict against the arena’s current Champion.
Should characters emerge victorious, they claim the title of
Arena Champion as their own. The Grandmaster may call
them back to defend their title or even participate in The
Grandmaster’s pride and joy, The Endless Arena.
ARENA MECHANICS

T he multiversal arenas of the Rift are vast and varied


in design, each upheld by the magic of its Arena
Champion and maintained using the grisly remains of
FAILING THE CHALLENGE  CROWD FAVOR 
ROUSING BOUT 1
past opponents. When a team first enters the Arena, they At any point during the challenge, a team can choose Combats in the arena are fierce, bloody, and violent,
must choose an Arena Champion to challenge. Once a to yield, accepting defeat. If they do so, they forfeit any drawing a vast, cosmic crowd collected from all across the
The initial Rousing Bout introduces challengers to
team has issued its challenge, it must see it through to its magical items they may have earned or claimed throughout multiverse.
a group of foes, often beasts or monsters akin to the
end. the challenge. Should the characters wish to attempt the
Arena Champion’s type. These creatures, sharing the
challenge again, they must restart it from the beginning. As they entertain and captivate the audience’s
Champion’s alignment, fight to the death in combat.
bloodthirsty nature, the crowd, in turn, showers these
CHALLENGING THE CHAMPION  If a team’s hit points are reduced entirely to 0, but not all combatants with gratitude, rewarding them with Triumph
Typically of weaker strength than the challengers,
members are killed, they automatically yield the challenge Tokens—a special resource that can be spent with The
this encounter is designed to be a Medium to Easy
When characters issue an Arena Challenge, that and are expelled from the Arena. Upon expulsion, they Vendor to obtain magical items or even bring a companion
challenge for the group.
challenge is divided into three bouts: two Rousing Bouts and regain 1 hit point but lose any Triumph Tokens, titles gained, back from the dead to continue competing (see The Vendor
one Feature Fight. and progress made during the challenge. Page, 23).

The Arena Champion is only faced during the third and


ROUSING BOUT 2
final bout of the challenge. At the end of the first and second PREPARING FOR COMBAT 
bouts, teams are sent back to their respective Preparation In the second Rousing Bout; challengers confront
Chambers and given 1 hour to prepare before re-entering another multiverse traveler seeking to prove
As adventurers are drawn into their rift to partake in
the arena. multiversal combat, they begin their Arena Challenge in a
themselves against the Arena Champion. This new
large stone preparation room, with a single gateway leading
adversary, drawn from various realms, could be a
towards the arena. This is the Preparation Chamber. You
fellow champion or an entity like other adventuring
14 can find all manner of mundane weapons, armaments, and 15
parties, celestial beings, infernal creatures, or
items within it. Characters can arm themselves with any
powerful undead like demiliches or vampires. Unlike
mundane items they require and ready themselves for the
the first bout, these challengers might yield instead of
coming combat.
fighting to the death, although caution is advised, as
some malevolent foes may feign surrender for tactical
ARENA MODE / ARENA MECHANICS

ARENA MODE / ARENA MECHANICS


This chamber is considered a secure, safe location and
advantage.
never offers any threats. Creatures can’t infiltrate another
creature’s preparation chamber, and any spells, magical
M atc h i n g t h e c h a l l e n g e rs’ st re n g t h s , t h i s
effects, or other abilities that would allow a creature to
encounter presents a Medium to Hard challenge for
observe or otherwise gain access to another creature’s
the group.
chamber in any way are prohibited. Long-term spells, such
as Gaes, are suppressed when a creature is within its
preparation chamber, though it can be cured or dispelled as
normal. Diseases and curses are not suppressed.
THE FEATURE FIGHT
Suppose a creature attempts to infiltrate another
After emerging victorious in both Rousing Bouts,
preparation chamber. In that case, it is immediately
the challengers are invited to face the Arena Champion
teleported back to its chamber, takes (3d6) psychic damage,
in their final bout of the Arena Challenge. An Arena
and its team immediately loses 300 Triumph Tokens (to a
Champion is a powerful and deadly foe with many
minimum of 0).
unique abilities that can quickly turn the tide of a battle.
It is wise to never underestimate an Arena Champion’s
strength, for even when challengers appear to have
the crowd’s support, a single action could swiftly turn
the tide of battle.
ARENA MISSIONS
Arena Missions is an opportunity to garner the crowd’s
favor and can earn creatures a significant amount of + 150 Completing a Bout.
Triumph Tokens.
+50 Passive
Gaining Triumph Tokens through Arena Missions can
happen in three ways: ͡ Natural 20. Roll a natural 20 on an
attack roll, saving throw, or ability check.
͡ Completing a bout
Participating in a bout where your team comes out on ͡ Unexpected Success. Even though not
top grants 150 Triumph Tokens. deliberately trying to do the right thing,
it ended up being the perfect option.
͡ Passive
At times, unprepared actions can cause the greatest
+50 Active (Rousing)
spectacle, and those not trying to put on a show can end
up in the spotlight.
͡ Quick Wit. Taunt or insult enemies or
These moments can grant a creature 50 Triumph
engage in witty banter.
Tokens.
͡ Flourish. Display skill or style in an
͡ Active (Rousing Check)
entertaining way—consider backflips or
Whenever a combatant wants to attempt to actively
interesting tricks.
garner Triumph Tokens from the crowd, they can use a
free Action and make a (DC11) Rousing Check.
͡ Brutal. Beat a creature in an especially
16 savage way. For example, continuously 17
A creature may add its ability modifier that fits with the
beating a prone creature with the hilt of
chosen action and add it to the roll. For example, taunting
a sword.
an opponent would likely use their Charisma Modifier,
whereas brutally beating a downed opponent would
͡ Mercy. Show mercy to an opponent. For
ARENA MODE / ARENA MISSIONS

ARENA MODE / ARENA MISSIONS


use their Strength Modifier. If the roll is successful, the
example, allowing a downed enemy to
creature receives 50 Triumph Tokens. Once a creature has
get up before continuing combat.
succeeded, it can not attempt a new Rousing Check for the
rest of the current bout.
͡ Hazard. Cause significant damage to an
opponent by using objects or terrain in
In the table on the right, you will find examples to help
the arena.
determine when to give out Triumph Tokens as DM.
͡ Boast. Entertainingly celebrate your
victories, or perhaps a patriotic
showmanship that might show the
approval of your kin in the crowd.

͡ Crowd Interaction. Call on the crowd


or interact with them. For example, allow
the crowd to decide whether a creature
lives or dies.
CHAMPIONS MISSIONS 

Each arena Champion has its own set of Champion Missions


with specific thematic requirements that must be met, such
as grappling a champion or killing an enemy in a particular
way. These missions can only be completed once but can be
attempted multiple times by any challenger until completed.

Here are the missions for each Arena Champion:

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

ARENA MODE / ARENA MISSIONS


Blodstadt’s illusions or Doppelgangers. ͡ Unsteady Sealegs. Target the sharkinator’s ͡ Bring Down The Beast. Reduce Magnetite
͡ Truly Dazzling. Successfully Intimidate or Dragon’s flying speed to 0 and make him fall
Frighten Raya during the fight. ͡ Vampire Slayer. Deal the final blow to wooden pirate leg.
to the ground.
͡ Embarrassing Footwork. Make Raya lose Blodstadt by driving a stake through its ͡ Reel ‘Em Out, Knock ‘Em Down. Reduce two
heart. or more hostile Constructs to 0 hit points. ͡ You Have No Power Here! Discard all metal
+100 his footing. +100 +100 +100 equipment and weaponry during the fight.

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 MODE / WINNING AN ARENA CHALLENGE


-200 ͡ Acceleration Applause
A wizard in the crowd casts Haste spell
upon the entire team.

-200 ͡ Streaker’s Havoc


A streaker from the crowds leaps into
the arena and runs around wildly, sowing
chaos and confusion.

For the duration, all attack rolls are made


with Disadvantage due to the streaker’s
distraction.

The streaker has AC 17 and 2 hit points


and continues running around the arena
until reduced to 0 hit points or the bout
ends.
22
ARENA VENDOR

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

MARTIAL WEAPON (GREATAXE) MARTIAL WEAPON (WARHAMMER)


(Requires Attunement) RARE (Requires Attunement) RARE
Properties: Heavy, two-handed Damage: 1d12 slashing Properties: Versatile (1d10) Damage: 1d8 bludgeoning
400 400
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You gain a +2 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 ͡ Gigantify. When going for an attack, you can choose to Gigantify the warhammer this attack.
on your attack rolls. Your warhammer doubles in size and weight. You must make a DC 13 Strength saving throw
Charge. This magical weapon has 3 charges and regains all expended charges at dawn. or topple backward. On success, you will hit with Advantage. On failure attack rolls against you
͡ Soul Siphon. When you hit a creature with the Demoncleaver, you can expend a charge to have Advantage until your next turn. The warhammer returns to its original size and weight
siphon soul energy from the target. The creature must succeed on a DC 13 Constitution saving right after.
throw or take an extra (2d6) necrotic damage, and you regain hit points equal to half the
necrotic damage dealt. THE GIANT
DEMONCLEAVER WARHAMMER
24 25

MARTIAL WEAPON (WHIP) SIMPLE WEAPON (SHORTSWORD)


(Requires Attunement) UNCOMMON (Requires Attunement) UNCOMMON
Properties: Finesse, reach Damage: 1d4 slashing Properties: Finesse, light Damage: 1d6 slashing
150 150
ARENA MODE / ARENA VENDOR / WEAPONS

ARENA MODE / ARENA VENDOR / WEAPONS


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.

CHAIN OF ASTRAL
DAGGERS RIFTBLADE

MARTIAL WEAPON (WHIP) SIMPLE WEAPON (SHORTSWORD)


(Requires Attunement) RARE (Requires Attunement) RARE
Properties: Finesse, reach Damage: 1d4 slashing Properties: Finesse, light Damage: 1d6 slashing
400 400
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Bleeding. On a critical hit, When a creature of flesh and blood is hit by this weapon’s attack, it starts Charge. This magical weapon has 3 charges and regains all expended charges at dawn.
severely Bleeding. The Bleeding creature must make a DC 17 Constitution saving throw at the start ͡ Temporal Strike. When you hit a creature with the Astral Riftblade, you can expend a charge to
of each of its turns or take (2d6) necrotic damage. On success, the Bleeding is staunched. warp space around your strike. The target must succeed on a DC 14 Wisdom saving throw or be
stunned until the start of your next turn.

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.

KINETIC FORGE HOWLS


HAMMER CROSSBOW

SIMPLE WEAPON (LIGHT HAMMER) MARTIAL WEAPON (CROSSBOW, HAND)


(Requires Attunement) RARE (Requires Attunement) RARE
Properties: Light, thrown (range 20/60) Damage: 1d6 slashing Properties: Ammunition (range 30/120), light, loading Damage: 1d6
400 400
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Charge. This magical weapon has 3 charges and regains all expended charges at dawn. Hunter’s Aim. When you target Beasts with attacks using this weapon, you have Advantage on your
͡ Kinetic Infusion. As an Action, you can expend a charge to strike a tiny, small or medium sized attack rolls.
mundane object with this weapon, infusing it with kinetic energy. The object will explode in (1d4) Howling Bolts. The crossbow bolts fired from this weapon emit thunderous howls and deal an
rounds or upon impact with another object or creature. extra (2d4) thunder damage.
When the charged-object explodes, the object and all creatures within a 10-foot radius take (3d6)
force damage.
KINETIC FORGE Additionally, you can use a Bonus Action to throw the kinetic-infused object. which increases the HOWLS
damage to (4d6) if utilized as an improvised ranged weapon.
HAMMER CROSSBOW
26 27

MARTIAL WEAPON (MAUL) SIMPLE WEAPON (QUARTERSTAFF)


(Requires Attunement) UNCOMMON (Requires Attunement) UNCOMMON
Properties: Heavy, two-handed Damage: 2d6 bludgeoning Properties: Versatile (1d8) Damage: 1d6 bludgeoning
150 150
ARENA MODE / ARENA VENDOR / WEAPONS

ARENA MODE / ARENA VENDOR / WEAPONS


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.
Construct Demolition. When you target Constructs with attacks using this weapon, you have an Challenger. When you target Celestials or Fiends with attacks using this weapon, you have
Advantage on your attack rolls. Advantage on your attack rolls.

HERCULEAN STAFF OF THE


MAUL MONKEY KING

MARTIAL WEAPON (MAUL) SIMPLE WEAPON (QUARTERSTAFF)


(Requires Attunement) RARE (Requires Attunement) RARE
Properties: Heavy, two-handed Damage: 2d6 bludgeoning Properties: Versatile (1d8) Damage: 1d6 bludgeoning
400 400
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Construct Demolition. When you target Constructs with attacks using this weapon, you have an Challenger. When you target Celestials or Fiends with attacks using this weapon, you have
Advantage on your attack rolls. Advantage on your attack rolls.
Alteration. You gain the ability to alter the weapon’s length, enabling you to perform one of the
Lion’s Roar. When you hit a creature with this weapon, the maul releases a mighty roar. The staff’s abilities as a Bonus Action on your turn.
target must succeed on a DC 14 Wisdom saving throw or take an additional (2d4) bonus damage ͡ Alteration, Reach. The staff extends, giving you 20-foot reach on your next melee attack.
each time it is hit by the Herculean Maul. If a creature’s saving throw is successful, the creature is ͡ Alteration, Leap. You use the staff to catapult yourself up to 40 feet in any direction. If your
HERCULEAN immune to Lion’s Roar for the next 24 hours. STAFF OF THE landing is obstructed, you land 5 feet away and must make a DC 13 Dexterity saving throw or
take (1d6) damage on an unsuccessful landing.
MAUL MONKEY KING
WEAPONS MARTIAL WEAPON (GAUNTLET)
(Requires Attunement)
Properties: Heavy, two-handed Damage: 2d4 bludgeoning
UNCOMMON
MARTIAL WEAPON (GREATSWORD)
(Requires Attunement)
Properties: Heavy, two-handed Damage: 2d6 slashing
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.
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

MARTIAL WEAPON (GAUNTLET) MARTIAL WEAPON (GREATSWORD)


(Requires Attunement) RARE (Requires Attunement) RARE
Properties: Heavy, two-handed Damage: 2d4 bludgeoning Properties: Heavy, two-handed Damage: 2d6 slashing
400 400
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You gain a +2 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. Charge. This magical weapon has 3 charges and regains all expended charges at dawn.
͡ Jet-Speed. You can expend a charge to temporarily increase your movement speed by 20 feet ͡ Steampowered. When you hit a creature with the Steampowered Saw, you can expend a charge to
until the end of your turn. empower the saw’s sharp teeth to run along the blade’s edge. Empowered, the strike inflicts an extra (2d6)
͡ Jet-Powered. When you make an attack with the Jet Gauntlet, you can expend a charge to slashing damage. In addition, on a critical hit, When a creature of flesh and blood is hit by this weapon’s
infuse the attack with jet propulsion, dealing an extra (2d6) bludgeoning damage. STEAMPOWERED attack, it starts severely Bleeding. The Bleeding creature must make a DC 17 Constitution saving throw
at the start of each of its turns or take (2d6) necrotic damage. On success, the Bleeding is staunched.
JET GAUNTLET SAW
28 29

SIMPLE WEAPON (DAGGER) MARTIAL WEAPON (HALBERD)


(Requires Attunement) UNCOMMON (Requires Attunement) UNCOMMON
Properties: Finesse, light, thrown (range 20/60) Damage: 1d4 piercing Properties: Heavy, reach, two-handed Damage: 1d10 slashing
150 150
ARENA MODE / ARENA VENDOR / WEAPONS

ARENA MODE / ARENA VENDOR / WEAPONS


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.
Holy Crusader. When you target Undeads with attacks using this weapon, you have Advantage on Dead Man’s Butcher. When you target Undeads with attacks using this weapon, you have
your attack rolls. Advantage on your attack rolls.

VALIANT
DAGGER SCION OF FROST

SIMPLE WEAPON (DAGGER) MARTIAL WEAPON (HALBERD)


(Requires Attunement) RARE (Requires Attunement) RARE
Properties: Finesse, light, thrown (range 20/60) Damage: 1d4 piercing Properties: Heavy, reach, two-handed Damage: 1d10 slashing
400 400
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Holy Crusader. When you target Undeads with attacks using this weapon, you have Advantage on ͡ Frostwave. You can use an Action to slam the ground with the halberd’s tip, releasing an icy
your attack rolls. storm in a 15-foot radius around you. Creatures within range must make a DC 14 Dexterity
Valiant Light. Attacks made with this dagger emit a holy light and deal an extra (2d4) radiant saving throw or become Frozen.
damage.
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
VALIANT warming themselves up.
DAGGER SCION OF FROST
WEAPONS MARTIAL WEAPON (LONGSWORD)
(Requires Attunement)
Damage: 1d8 slashing, Versatile (1d10)
UNCOMMON

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

MARTIAL WEAPON (LONGSWORD)


(Requires Attunement) RARE
Damage: 1d8 slashing, Versatile (1d10)
400
You gain a +2 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 15 Wisdom saving throw or become
frightened until the end of their next turn.
Charge. This magical weapon has 3 charges and regains all expended charges at dawn.
͡ Spectral Strike. When you hit a creature with the Revenant Ghost Blade, you can expend a
charge to channel its spectral energy into your foe. The target takes an extra (1d8) necrotic
damage as the ethereal glow seeps into their soul.
REVENANT GHOST
BLADE
30 31
ARENA MODE / ARENA VENDOR / WEAPONS

ARENA MODE / ARENA VENDOR / WEAPONS


LEGENDARY WEAPONS

MARTIAL WEAPON (GREATSWORD) SIMPLE WEAPON (QUARTERSTAFF)


(Requires Attunement) LEGENDARY (Requires Attunement) LEGENDARY
Properties: Heavy, two-handed Damage: 2d6 slashing Properties: Versatile (1d8) Damage: 1d6 bludgeoning
1000 1000
You gain a +3 bonus to attack and damage rolls made with this magic weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Blinding. On a critical hit, the target becomes blinded until the end of its next turn. Sheep Herder. On a critical hit, the target becomes under the effects of Polymorph (Sheep).
Charge. This magical weapon has 3 charges and regains all expended charges at dawn. Polymorph (Sheep). The creature transforms into a sheep for 1 minute or until its hit points are
͡ Crescent Slash. You can use an Action to expend a charge and release powerful blue flames in reduced to 0.
a 30-foot cone. Creatures within range must make a DC 17 Dexterity saving throw or take (6d10 While in this form, all of the creature’s statistics are replaced by that of a sheep, but their usual hit
+ 7) fire damage, or half as much on a successful save. points carry over in this form.The creature retains its alignment and personality and can’t perform
actions requiring hands or speech and can’t use its equipment.
THE NIGHTFLAME Additionally, when you hit the creature under this effect using the Polysheepling, it takes an extra
(2d6) psychic damage.
BLADE POLYSHEEPLING

MARTIAL WEAPON (LONGBOW) MARTIAL WEAPON (GREAT AXE)


(Requires Attunement) LEGENDARY (Requires Attunement) LEGENDARY
Properties: Ammunition (range 150/600), heavy, two-handed Damage: 1d8 piercing Properties: Heavy, two-handed Damage: 1d12 slashing
1000 1000
You gain a +3 bonus to attack and damage rolls made with this magic weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Fiend Slayer. When you target Fiends and Undeads with attacks using this weapon, you have Flame-Imbued. When you hit a creature with this weapon, it becomes engulfed in flames. The
32 Advantage on your attack rolls. creature must make a DC 15 Dexterity saving throw or is Flame-Imbued until the end of its next 33
Celestial Ammunition. The bow creates its ammunition through a mystical energy. You can fire turn. On success, the flames are extinguished.
these arrows without needing a quiver or conventional arrows. The arrows are made of energy Charge. This magical weapon has 3 charges and regains all expended charges at dawn.
without physical form, making them immune to effects that would destroy normal arrows. Due to ͡ Flame Torrent. You can use an Action to expend a charge and target a 15-foot radius within 40
their celestial nature, the arrows deal radiant damage instead. feet of you. A torrent of flames rises, and all Flame-Imbued creatures within the radius takes
ARENA MODE / ARENA VENDOR / LEGENDARY WEAPONS

ARENA MODE / ARENA VENDOR / LEGENDARY WEAPONS


Additionally, each arrow launched phases in and out of the physical realm. These arrows can pass through (6d6) fire damage.
physical obstacles, structures, or barriers, enabling the archer to strike concealed targets directly.
HAMA-YUMI AXE OF FLAMES

MARTIAL WEAPON (SHORTSWORD)


(Requires Attunement) LEGENDARY
Properties: Finesse, light Damage: 1d6 piercing
1000
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Twinsword Mastery. When wielding the Blades of Anguish, you gain the ability to dual-wield them
without the usual limitations. While both Blades of Anguish are in your hands, you can make an
additional attack with your off-hand shortsword as part of the attack Action without requiring a
Bonus Action.
Additionally, when you hit the creature with this weapon, it takes an extra (2d6) psychic damage.

BLADES OF
ANGUISH
CONSUMABLES

ITEM (CONSUMABLE) COMMON


ITEM (CONSUMABLE) UNCOMMON
Adventuring gear (potion) Adventuring gear (food)
50 150
All creatures in the Preparation Chamber will be granted Advantage on saving throws All creatures in the Preparation Chamber regains (6d6 +8) hit points.
against being petrified, poisoned, and paralyzed. The effects last for 1 hour. Additionally, You can reduce the target’s exhaustion level by one, or end one of the following
effects on the target:
͡ One effect that charmed or petrified the target
͡ One curse, including the target’s attunement to a cursed magic item
͡ Any reduction to one of the target’s ability scores
͡ One effect reducing the target’s hit point maximum
TONIC FOR THE
UNMOVING KRAKEN STEW

ITEM (CONSUMABLE) COMMON


ITEM (CONSUMABLE) UNCOMMON
Adventuring gear (potion) Adventuring gear (misc.)
50 150
All creatures in the Preparation Chamber will be granted the effects of the Death Ward All creatures in the Preparation Chamber recovers one of the following:
spell. The effect last for 1 hour. ͡ One expended use of a feature
34 ͡ Three 1st-level spell slots 35
͡ Two 2nd-level spell slots
͡ One 3rd-level spell slot
ARENA MODE / ARENA VENDOR / CONSUMABLES

ARENA MODE / ARENA VENDOR / CONSUMABLES


SHISHA OF
SHISH SHROOMS DREAMS

ITEM (CONSUMABLE) COMMON


Adventuring gear (food)
50
All creatures in the Preparation Chamber regains (3d6+8) hit points.
If consumed again within 1 hour, you must make a DC 10 Constitution saving throw or become
poisoned until your next long rest. The DC increases by 2 for each subsequent consumption until
you complete a long rest.

DRINKING HORN
WONDROUS ITEMS

WONDROUS ITEM WONDROUS ITEM


(Requires Attunement) UNCOMMON (Requires Attunement) RARE
Properties: Spell Book Properties: Instrument
150 400
Charge. This magical item has 5 charges and regains all expended charges at dawn. Charge. This magical item has 3 charges and regains all expended charges when you
͡ Remedial Script. You can use an Action to expend a charge and target a 10-foot radius within take a Short Rest to tune the guitar’s sound.
50 feet of you. Nature sprouts, and any creature within the radius regains (2d4) hit points. This ͡ Rockstar. You can use an Action to expend a charge and target a 15-foot radius within 30 feet
spell does not affect Undead or Constructs. of you. The sound reverberates into the ground, and up to 3 skeleton and/or zombie servants
rise from the ground, rocking a mohawk.
As an Action, you can use Rock the Dead to issue a command to all of your servants at once. The
servants will not respond and remain motionless when given orders considered too complex or
if the guitar sounds can’t be heard.
When your or your servant’s hit points are reduced to 0, the summons dissipate.
BOOK OF LIFE ROCK THE DEAD

WONDROUS ITEM ITEMS (CONSUMABLE)


(Requires Attunement) UNCOMMON (Requires Attunement) RARE
Properties: Spell Book Properties: Adventuring gear (potion)
150 400
Charge. This magical item has 5 charges and regains all expended charges at dawn. ͡ Lycanthropy. You can use an Action to inject the syringe into your bloodstream.
͡ Malicious Script. You can use an Action to expend a charge and target a 10-foot radius within Immediately after, you’ll be considered poisoned.
36 50 feet of you. Ethereal chains shoot up from the ground and slam down. Any creature within After a Long Rest, you have transformed into a Lycan (subrace of choice, see page 248 for more 37
the radius must make a DC 12 Dexterity saving throw or take (2d6) necrotic damage, or half as info) and will no longer be poisoned. Once transformed, you replace all of your current racial
much on a successful save. traits and features by that of the new race.
The Syringe is destroyed after use.
ARENA MODE / ARENA VENDOR / WONDROUS ITEMS

ARENA MODE / ARENA VENDOR / WONDROUS ITEMS


WORDS OF LYCANTHROPE
MALICE SYRINGE

WONDROUS ITEM WONDROUS ITEM


(Requires Attunement) RARE (Requires Attunement) RARE
Properties: Instrument Properties: Tool
400 400
Charge. This magical item has 3 charges and regains all expended charges when you Charge. This magical item has 2 charges and regains all expended charges when you
take a Short Rest to tune the lute’s sound. take a long rest to reset the barrier parameters.
͡ Melody of Vines. You can use an Action to expend a charge and target a 15-foot radius within ͡ Deploy. You can use an Action (or Bonus Action) to expend a charge and deploy the barrier in
50 feet of you. Vines grow within the radius, making the area Difficult Terrain for 1 minute. Any a 10-foot sphere centered on your current location and covers all creatures within it. Attacks
creature in the radius (or who steps inside the radius) during its duration must make a DC 15 made from outside the barrier against creatures within the barrier will hit the barrier instead.
Dexterity saving throw or become grappled. The barrier has (6d8) hit points. When its hit points reach 0, the barrier disappears, and any
excess damage hits the targeted creature.

LUTE OF GROWTH DEPLOY B4RR1ER


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

ARENA MODE / ARENA VENDOR / WONDROUS ITEMS


ETERNAL
FREEZING

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

ARMOR (SHIELD) UNCOMMON


WONDROUS ITEM (BELTS AND GIRDLES) UNCOMMON
(Requires Attunement) (Requires Attunement)
150 150
While wielding this shield, you gain a +1 bonus to your Armor Class. This bonus is in addition to the While wearing this armor, you gain a +1 bonus to your Armor Class.
shield’s normal bonus to AC. Battery Charge. When you attack with your Unarmed Strikes, you deal an extra (1d4) lightning
Divine Aura. The sacred energies within this shield emanate an aura that weakens the attacks of damage.
Undeads and Fiends, making their attack rolls against you have Disadvantage on their attacks.

DIVINE SHIELD VOLTAGE BELT

ARMOR (SHIELD) RARE


WONDROUS ITEM (HEADGEAR) RARE
(Requires Attunement) (Requires Attunement)
400 400
While wielding this shield, you gain a +2 bonus to your Armor Class. This bonus is in addition to the While wearing this armor, you gain a +2 bonus to your Armor Class.
shield’s normal bonus to AC. Divine Aura. The sacred energies within this helmet emanate an aura that weakens the attacks of
40 Cold Aura. Whenever you take a hit from up close, the attacking creature must make a DC 13 Undeads and Fiends, making their attack rolls against you have Disadvantage on their attacks. 41
Dexterity saving throw or become Frozen. ͡ Crusader’s Warcry. Once per day, you can use an Action to let out an inspiring warcry. For 1
Frozen creatures’ speeds are reduced by 10. They may attempt to break free from this state by using minute, you and all allied creatures within a 30-foot radius of you deal an extra (1d4) radiant
an Action and succeeding in a DC 14 Strength or Constitution check (their choice), or by warming damage for the duration.
themselves up.
ARENA MODE / ARENA VENDOR / PROTECTIVE GEAR

ARENA MODE / ARENA VENDOR / PROTECTIVE GEAR


GREAT GLACIAL HELM OF THE Additionally, all allied creatures within the radius benefit from Divine Aura.
WALL HOLY AVENGER

WONDROUS ITEM (SHOULDER GUARD) UNCOMMON


WONDROUS ITEM (CLOAK) UNCOMMON
(Requires Attunement) (Requires Attunement)
150 150
While wearing this armor, you gain a +1 bonus to your Armor Class. While wearing this armor, you gain a +1 bonus to your Armor Class.
Beastly Aura. The spirit of the bear used within this shoulder guard emanates an aura that Changing Winds. You gain the ability to change the cloak’s abilities, enabling you to change your
weakens the attacks of Beasts, making their attacks rolls against you have Disadvantage on their mantle’s effects as an Action (or Bonus Action) on your turn.
attacks. ͡ Hood down, Windwalk. While you wear this mantle with its hood down, the wind gently pushes
you from behind and carries you swiftly, increasing your movement speed by 15 feet.
͡ Hood up, Sneakwalk. While you wear this mantle with its hood up, its reflective leaves make you
look like part of nature, and Wisdom (Perception) checks made to see you have Disadvantage.
PADDING OF MANTLE OF THE Additionally, you have Advantage on Dexterity (Stealth) checks made to hide.
THE BEAR CHANGING WINDS
CATACLYSM
MODE
W h e n t h e g r e at R i v e d r a g o n A’ N exo d u s w a s
imprisoned, he unleashed a wave of cosmic power
across the multiverse, creating hundreds of Rives -
taking rest at a lakeside camp. If in a settlement, do the
characters choose to save themselves from this mysterious
environmental disaster or risk their lives against the rising
doorways in the multiverse connecting world to world - torrents to save innocents from their homes? Do they
in a bit to escape his binds. Over time the Rives collapsed search for a location tall enough to weather the flooding, or
in on themselves as A’Nexodus’ power waned. However, be whisked away by the rushing waters and hope to make it
the Rivedragon refused to give up. Beating his wings to shore somewhere else in the region?
and roaring in defiance at his captors, he unleashed
another crashing wave of power that rushed across Your players are the only ones capable of closing these Rives
the multiverse - crashing into worlds and unleashing a - perhaps it is fate, guided by the gods of your world? Or
host of Rives anew. But these Rives didn’t wane. Instead, perhaps it is sheer dumb luck, and the player’s characters
A’Nexodus’s primal energy bound them with cosmic are the only ones close enough to close a Rive in time before
chains to their host worlds, and the great cataclysm was more begin to appear.
42 born. 43
Whatever your reasoning, the progression of this narrative
mode is largely the same: characters uncover a Rive and
HOW TO PLAY CATACLYSM MODE  must close it before the realm it leads to bleeds into their
world and utterly destroys it.
CATACLYSM MODE

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

OPENING A RIVE  7 The Dreamscape

When a Rive opens in a region, it is usually preceded by a 8 The Untouched Paradise


thunderous wave of psychic power, which pierces the minds
of intelligent beings and bombards them with visions of
otherworldly realms, mysterious creatures, and terrifying
cataclysmic events. Though brief, questioning those who CLOSING A RIVE 
have experienced them can offer clues as to the location of
44 45
the Rive and what realm it has unleashed. Rives act as gateways between worlds across the
multiverse, binding two fixed locations together and
For example, characters might arrive to find a region blending their environments into a chaotic soup of unstable
cloaked in an eternal shadow and beset by swarms of weather patterns, ecological disasters, invasive species and
CATACLYSM MODE

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

P rimal Boons are new powers and abilities your


character gains after defeating a champion.
When a Rive is closed, it unleashes the last of its energy
ARMOR OF
PRIMORDIAL POWER
PRIMAL ARROW
SURGE
PRIMORDIAL
SLASH
in a colossal burst of raw magical power called Primal
Energy. “You tap into the primal energy surrounding you, “You infuse a projectile with pure Primal Energy, “A swirling vortex of Primal energy engulfs your
breaking through your limits to briefly disrupt time increasing its mass and killing power as it is fired weapon, growing larger and more intense by the
This Primal Energy remains as floating iridescent and space, unleashing a surge of raw power that from your weapon. The shot infused the target second. You unleash the full force of this energy by
fog for 10 minutes before vanishing or until a character alters the course of battle in your favor.” with this primal force, burning their bodies and surging forward, slashing through your foes. The
uses their action to interact with it. highlighting their weaknesses to your allies.” sheer power of the dash sends shockwaves rippling
As an Action, you grant you and a number of creatures through the very air itself.”
When a character interacts with the fog, they equal to (your proficiency bonus) temporary hit As an Action, you can make a ranged weapon attack.
absorb the raw energy held within the Rive. At that points equal to (2x your character level). If the attack hits, you deal an additional (Xd6) force As an Action, you can use your melee weapon to
point, one player may select a Primal Boon from the damage, where X is equal to (2x your proficiency move up to 60 feet in a straight line without provoking
provided table. Additionally, When these hit points reach 0, the bonus). Attacks of Opportunity. Any creature in the line or
creature gains resistance to all damage until the end within 5 feet of that line must make a Dexterity saving
of their next turn. Additionally, until the start of your next turn, attacks throw or suffer (Xd6) force damage, where X is equal
against the creature gain a +5 bonus to attack rolls. to (2x your proficiency bonus), or half as much on a
USING PRIMAL BOONS 
successful save.
Once you use a specific boon, you can’t use that
boon again until you finish a long rest.

46 The DC for the Primal Boons is (8 + twice your 47


proficiency bonus).

If a Primal Boon requires an attack roll, the attack


bonus is (3x your proficiency bonus).
PRIMAL PRIMORDIAL PRIMAL
CATACLYSM MODE / PRIMAL BO ONS

CATACLYSM MODE / PRIMAL BO ONS


OVERLOAD DRAGON STRIKE DESTRUCTION
“You tap into the primal energy surrounding you, “You engulf your fist in primordial flames and launch “You raise your arms to the sky and concentrate
breaking through your limits to briefly disrupt time yourself forward with a powerful uppercut. The as a swirling mass of energy forms above you. The
and space, unleashing a surge of raw power that explosive impact of your attack unleashes a massive sphere of energy grows larger and more potent by
alters the course of battle in your favor.” burst of energy that seems to shake the land around the second.”
you.”
When an ally becomes the target of a melee or ranged As an Action, you hurl the sphere of Primal Energy to
attack, you can use your Reaction to immediately As an Action, you can make a special unarmed strike. a point within 120 feet. Every creature within a 20-foot
move a distance up to your Movement Speed without If the attack hits, you deal an additional (Xd8) force radius centered on that point must make a Dexterity
provoking Attacks of Opportunity and either take the damage, where X is equal to (3x your proficiency saving throw or suffer (Xd6) force damage, where
attack action or cast a spell with a casting time of one bonus), and push the creature 15 feet back. X is equal to (2x your proficiency bonus), or half as
action. All attacks made are made with Advantage, much on a successful save. You can choose to gain a
and any saving throw required by your enemy are done point of exhaustion to maximize this damage roll.
so with Disadvantage. After doing this, you become
stunned until the end of your next turn.
VISIONS OF
A’NEXODUS Scene 2: Scene 3: Scene 4:
THE DESPERATE FLIGHT CHAINED AND ENSLAVED THE EXPLOSIVE LIBERATION

W hen a character absorbs Primal Energy,


They are assailed by fractured memories and
visions of A’Nexodus’ origin. Once characters have
Nailed to the ground by numerous harpoons,
A’Nexodus writhed in agony, a testament to centuries
of battles fought and relentless escapes. Blood
Eons passed, and A’Nexodus, the once-mighty
dragon, was now a prisoner. Chains of mystic energy
bound him deep within the heart of the Order of the
Eons of captivity had not quelled A’Nexodus’s burning
desire for freedom and revenge. The primordial
energy churned within his chest, a tempest of raw
gathered four visions, they experience a dream with streamed from his wounds as he desperately sought Primordial Sentinels’ civilization. The dragon’s roar, power that surged with each heartbeat. The dragon’s
to regain his bearings and take flight once more. once thunderous and defiant, had been silenced. The eyes blazed with determination as he focused his will
one final vision revealing the location of A’Nexodus
same primal energy that coursed through his veins on a singular purpose: escape.
and a means to reach its domain. A barrage of harpoons flew towards him, piercing now served as a source of power for the very beings
his wings. He could hear a horde of people chanting, who had imprisoned him. With a mighty surge, the pent-up energy erupted
clamoring for his demise. from A’Nexodus’s chest, an explosive release that
Injured and drained, A’Nexodus summoned his final As the civilization flourished, they harnessed the shattered reality itself. The shockwave fractured
reserves of strength to escape to another realm dragon’s energy for their own purposes. They forged existence, rending it asunder with unimaginable force.
Scene 1: by opening another Rive. As he did, a shift began to weapons imbued with his essence, built machines that An enormous rive tore open violently, a gateway to
ripple through the fabric of the current world. Colors ran on his power, and used the radiant beams he had freedom that beckoned him forward.
THE RIVE DRAGON A’NEXODUS
dimmed, the air grew thinner, and the vibrant pulse of once wielded with wild abandon to bring prosperity to
life seemed to wane. their world. A’Nexodus did not hesitate. He surged through the rive,
The Rive Dragon—A’Nexodus—soared unhindered leaving destruction in his wake. The multiverse quaked
in the boundless expanse between time and reality. As A’Nexodus emerges into the new realm, he is But over the course of countless centuries, the Order as he connected different realms to theirs, a chaotic
Debris floated closely to his body, which was entirely confronted by a fleet of technologically advanced of the Primordial Sentinels had changed. The memory symphony of colliding worlds.
made of rock, and he exuded a mysterious strength as airship armed with countless harpoons. He watches of their original purpose had faded, replaced by greed
if he were power itself. helplessly as fatigue overwhelms him, knowing that and ambition. The once-determined protectors had The cosmic dragon had broken free, and his wrath
the harpoons herald his inevitable end. become corrupt, exploiting the dragon’s primal energy would be unleashed upon the realms that had
48 Deep within him surged the Primal Energy, an for their own luxury and power. They reveled in their imprisoned him for far too long. As the dust settled 49
unstoppable force leaking out in a radiant, pulsating A mysterious man, veiled by long black robes and opulence, their civilization rising to great heights on from his explosive liberation, the question remained:
river. Wherever he ventured, this energy transformed wearing armor, stepped forward, shield at the ready. the back of A’Nexodus’s suffering. what path would A’Nexodus choose, and what fate
the realms he visited. Some blossomed into wondrous would befall those who had once sought to bind him?
paradises under its influence, while others crumbled “By the Order of the Primordial Sentinels, we can no A’Nexodus seethed with resentment and loathed the
CATACLYSM MODE / VISIONS OF A’NEXODUS

CATACLYSM MODE / VISIONS OF A’NEXODUS


into desolation. With each gesture, he wielded radiant longer allow you to pester our realms!” beings who had enslaved him. The betrayal cut deep,
beams of power, shaping the very fabric of existence. and he vowed vengeance. In the depths of his despair,
The man’s voice trembled, laden with what seemed to he plotted his escape and the retribution that would
However, amid his exploration, an unexpected threat be years of pent-up frustration. follow. The dragon knew that this corrupted order had
struck. A harpoon, launched from the darkness, strayed far from its noble origins, and it was time for
pierced his colossal wings, shattering the once-serene “For your freedom brings chaos and destruction to the them to face the consequences of their actions.
landscape. Startled and enraged, A’Nexodus turned to very realms you traverse. We must seal you away to
confront his assailants, bellowing, minimize the harm you cause.”

“Who dares to challenge me?!”


50
CATACLYSM MODE / REALMS OF CHAMPIONS

REALMS OF
CHAMPIONS
51

CATACLYSM MODE / REALMS OF CHAMPIONS


DISASTROUS IMPACTS 

When a rive tears open a portal to the Realm of Hunger,


the red mist quickly spills across the region, bringing a vile
curse that causes insatiable bloodlust in all who inhale it.

Here you can find examples of what might happen when


a region has a Rive leading to The Realm of Cursed Strife:

REGIONAL EFFECTS LOCAL EFFECTS

͡ 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

CHAMPIONS OF THE REALM / THE REALM OF CURSED STRIFE


the landscape, driving mad all who become lost within it. the region into a dismal twilight.
rabid rodents stalk the forests beneath murders of red-eyed Within ten miles of the Rive
Cults to forgotten gods lurk in ancient castles and beneath crows, their palettes tainted by a love of humanoid flesh. ͡ Nonmagical light sources, such as torches and
hopeless cities, eager to do their master’s bidding. It is a campfires, struggle to maintain a strong flame and ͡ The water transforms into blood. The water still
dreary, colorless region populated by dense coniferous eventually snuff out after only a few hours, regardless hydrates those who drink it but causes repeat
There are few sentient living races who call this realm
forests, sweeping mountain ranges, and dark, clouded skies. of how much fuel they have. consumers to become addicted to the taste of blood,
home. Those who rule it are often touched by the blight of
What little sunlight that breaks through the twilight is devoid eventually being unable to consume anything else.
undeath; ghoulish nobles, lich lords, vampire monarchs, ͡ A cold wind blows across the region from seemingly
of warmth, casting naught but a dim glimmer on the faces werewolf leaders, and shadow hags all fight for meager ͡ Shadows within ten miles of the Rive take on a life
nowhere in particular. This is particularly noticeable
of those who still dare to gaze skyward. Fires burn with scraps of power, preying on the vulnerable like vultures of their own, snatching at vulnerable passersby and
in extremely hot, tropical climates, where the humidity
more smoke than embers, and an endless, chill wind howls to a fresh carcass.Those who survive their wrath are dragging them into the darkness. Creatures trapped
quickly freezes, killing off flora and fauna alike in droves.
throughout the world, offering little respite from its lifeless hardy, stone-faced folk, exceptionally wary of outsiders, by the shadows are replaced with doppelgangers, who
cold. yet desperate for the hope they bring - as they see it, if share their personality but have no memories prior to
an outsider finds their way into this foul realm, it shows their creation and can’t help but consume living flesh if
Winding rivers of near-stagnant water snake down from there is a chance, however little, to escape it. A few brave given the opportunity to do so.
the mountains, stained with congealed globules of dark individuals choose to spend their lives searching for such
blood which float atop the water’s surface like a thin film of an escape, aiming to finally return light to these lightless
dust, poisoning anyone who drinks from them. lands or leave them behind entirely. Worshiping forgotten Within five miles of the Rive
deities and brandishing a passionate fervor fueled by the ͡ Sunlight offers no warmth and casts a silver light that
It is a realm of cursed men, foul beasts, and bitter, good, the divine, and the endless flames of night itself, amplifies dark areas. Nonmagical light is automatically
lonesome terror. these individuals wage a secret war against their undead snuffed out, and magical light appears silvery and
overlords, cutting down evil wherever they can. muted.
DISASTROUS IMPACTS 

When a rive unleashes The Golden Lands upon


an unsuspecting world, the region is accosted
with a cascade of sand and dust, flooding nearby
s ett l e m e nt s a n d e nto m b i n g t h e p o p u l ac e i n t h e i r
homes. These Rives tend to appear in hidden
caves or mineshafts, rapidly flooding them and pouring out
into the surrounding landscape.

Here you can find examples of what might happen when


a region has a Rive leading to The Golden Lands:

REGIONAL EFFECTS LOCAL EFFECTS

͡ 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

CHAMPIONS OF THE REALM / THE GOLDEN L ANDS


inhabitants to nothing over time. Buried tombs and ancient climate by evolving freezing nodes beneath their hardened ͡ Sand spills across the region from the Rive can easily
temples lie in abundance beneath the surface, eager to carapaces. These nodes temporarily lower the surrounding bury smaller settlements. At the end of each day, the
claim the lives of any who seek them out, whilst winged temperature, allowing them to brave the harsh heat while height of the sand rises by (1d4 + 2) feet, stopping once Within five miles of the Rive
nightmares drift lazily across the scorching sky in search of searching for food. it reaches 20 feet high or greater. ͡ Instead of rain, acid falls from the sky. A creature
lost prey. ͡ The sky becomes clear but loses its color, turning a dull starting its turn in the rain takes (1d6) acid damage. If
The sands above the G’ra’t settlements are rife with shade of yellow-grey. this damage reduces a creature to 0 hit points, it and
Water in this realm of desolation and dust is extremely predators in search of easy meals and wandering threats. any nonmagical items it carried disintegrate into a
͡ Creatures outside must consume a liter of water for
hard to come by, and most of the population lives in Giant scorpions, skeletal vultures, fire elementals, and bubbling ash puddle.
each hour they remain outside or suffer a level of
underground caverns, where they exist on small motes of colossal lizards are all relatively commonplace. The most
exhaustion. ͡ Fire elementals are more prevalent and are aggressive
moisture gathered atop cold rock formations. dangerous of these threats is the occasional brass-plated
͡ Earth, fire elementals, and giant insects of all kinds are toward all other creatures. Lost G’ra’t may also be seen
dragon, though it is rare they take to the skies in search of
magically drawn to the region. roaming the landscape in search of food, confused and
A permanent water source might occasionally be found, victims themselves. Instead, they bask in the extreme heat
frightened.
prompting a new settlement to spring to life as a well is atop mounds of sun-bleached bones, keeping a watchful eye
constructed around it. However, such settlements are few - over their draconic followers as they search the sands for
and for each surviving colony, hundreds more perish, falling offerings of food, occasional water, and new skeletons for
victim to the realm’s harsh, hope-devouring environment, their hoards.
ever-shifting landscape, and nightmarish predators.
Beneath the sands, caves are populated by giant
centipedes, grick, ropers, and all manner of giant spiders,
eagerly preying on vulnerable travelers lost in the cave’s
twisting tunnel networks.
DISASTROUS IMPACTS 

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

REGIONAL EFFECTS LOCAL EFFECTS

3. THE EXTRAORDINARY CITADEL


͡ Magic becomes wild and unpredictable. Each time a Within twenty miles of the Rive
creature casts a spell, roll d20, adding 1 for each level ͡ Creatures dream only of muscle-bound individuals and
the spell was cast at. wake feeling exhausted as if they had just completed a
͡ On an (18) or higher, that creature immediately three-hour workout.
CHAMPIONS OF THE REALM generates a random spell of any level in addition to the
Giga Mimic spell being cast. This new spell picks targets at random
and has a spell save equal to (DC 14) and an attack roll Within ten miles of the Rive
modifier of +6. ͡ Burrowing creatures, such as purple worms, become
56 ͡ Places of worship are slowly converted into wrestling more frequent and territorial. 57
arenas, complete with boxing rings and gym equipment. ͡ Structures are slowly eroded into golden dust over the
OVERVIEW  CREATURES OF THE REALM 
Priests become obsessed with increasing muscle mass, course of one month.
This realm is populated primarily with humanoids, all believing themselves to be best serving their gods
Nestled along the edges of the known multiverse lies a
through sweet gains instead of acts of charity or pious
CHAMPIONS OF THE REALM / THE EXTR AORDINARY CITADEL

CHAMPIONS OF THE REALM / THE EXTR AORDINARY CITADEL


majestic world of knowledge, brimming with mysterious raised as scholars of the arcane arts - taught to study, expand
on, and categorize the millennia’ worth of experiments and sermons. Regardless of their physical capabilities, Within five miles of the Rive
spells, magnificent mages, and wondrous wizards.
discoveries housed within the Citadel before eventually religious individuals training within these places of
worship rapidly increase their fitness level, attaining ͡ Mimics appear far more frequently, often taking
Within this realm is a singular planet-wide city - building enough renown to contribute with their own the form of muscle-bound statues in various flexing
research. body-builder levels of strength in a matter of months.
a monumental, ever-growing superstructure built of positions. The mimics appearing as statues aren’t
primal Rive magic. Gigantic internal gardens and open- ͡ Monsters and beasts in the region become more aggressive unless a creature touches them or
air forests separate the bustling multi-leveled streets, and Common creatures found in this realm include intelligent, gaining the ability to speak and understand comments something negative about the statue’s looks,
the packed storefronts sparkle with filtered sunlight from golems, undead, oozes, nothics, dragons, mimics, liches, the common tongue and increase in physical strength. likeness, muscles, or position.
the glass rooftops high above. To outsiders, this marvel of necromancers, and all manner of magical monstrosities ͡ Towering spires begin appearing in areas of
and failed magical experiments. ͡ Creatures use their Strength modifier when casting
architectural engineering could be construed as beautiful uninhabited wilderness. Over the next week, huge spells, making Charisma ability checks, or determining
yet equally as dull. However, to a student and scholar of walls and towering academic structures also appeared
As the citadel grows, so does its dark and forgotten their AC bonus. Their Strength score increases to 14 if it
spellcraft, there is no better place to call paradise. between the spires, eventually connecting them to form
underbelly, offering an ever-expanding territory these wasn’t higher already.
one gargantuan superstructure enveloping the region.
monstrous creatures use to traverse the world and hunt
their victims. The most frequent danger to scholars in
these forgotten libraries is the mimickin - mutated mimics
given hulking humanoid form, much like the Giga Mimic
itself. Obsessed with sweet gains and intimidating flexes,
these problematic creatures can’t help but seek violence
wherever possible, eager to prove themselves strong
enough to be crowned the next Giga Mimic champion.
DISASTROUS IMPACTS 

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.

When a dimensional gateway opens due to existing


water sources like rivers or lakes, it floods the area with
dark seawater within three days, unleashing tropical storms,
towering waves, and fierce winds. This transformation
beckons strange sea creatures and ships emerging from
dense fog, seeking sustenance, trade, or refuge from their
cursed realm.

REGIONAL EFFECTS LOCAL EFFECTS

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

CHAMPIONS OF THE REALM / THE REALM OF STORM AND SEA


storms. Vast ship cities sail atop the choppy waves, some fish-folk, known as the Guprey. Bizarre fish-oil fueled merfolk and giant octopi, which are fiercely territorial Within ten miles of the Rive
a safe haven for drifting survivors, while others stalk the constructs, the Gulprey spread across the ocean in shoals and hostile to all other creatures.
͡ The realm’s magic seeps into the landscape. Spells of 1st-
waters like hungry predators, their occupants bloodthirsty of tiny boats, some turning to piracy and preying on fishing ͡ Aggressive emotions in the region heighten, resulting in level or higher that deal acid or cold damage are cast one
and violent. ports. Others became nomadic travelers, merchants, and betrayals, backstabs, and political turmoil as individuals spell-slot level higher than intended, regardless of whether
adventurers for hire, offering their services in exchange for attempt wild power grabs. the caster has a spell slot of that level available or not.
Smaller vessels traverse this watery wasteland, from fish oil to power their disjointed motors. ͡ Pirates and other unsavory characters are drawn to Spells of 1st-level or higher that deal fire damage are cast
merchant traders to adventuring parties and sea monster
the region in search of treasure, plundering flooded one spell-slot lower than intended. A spell cast at 1st-level
hunters, all in a constant search for supplies. Across the realm, fields of coral offer refuge for settlements of any valuables or supplies and kidnapping or a cantrip that deals fire damage, such as Fire bolt,
hundreds of smaller aquatic species, from octopus and members of the population to serve as crew on their automatically fails, though the spell slot isn’t expended.
Piracy also runs rampant throughout the realm. clownfish to seals and small sharks. Killer whales, krakens, ships.
Captains rise and fall in cutthroat betrayals, mutinies, or aboleths, and blue dragons occupy the oceans’ endless
assassinations, with another all too eager to take their place depths, lurking in submerged temples, sunken wrecks, and Within five miles of the Rive
for a greater share of recent plunder. deep within the winding caverns of the UnderSea. During
intense thunderstorms, water elementals also rise from the ͡ Any fresh water source magically transforms into
This is a brutal realm brimming with untold treasures, waves to sow chaos atop the decks of passing ships, kobold seawater.
mysterious locations, and unfathomable undersea pirates eagerly following the destruction in the hopes of ͡ Sentient creatures that can speak at least one language.
creatures. finding plunder for their draconic masters. Find themselves compelled to sing sea shanties at random
intervals throughout the day.
͡ If a creature doesn’t know any sea shanties, it
immediately suffers 2 points of psychic damage instead.
DISASTROUS IMPACTS 

The Shadowed Lands is a dreary, mist-covered realm of


dense forests, high mountain ranges, and deadly swamps, all
home to many vicious predators and starving settlements.

When a Rive to this realm appears, it can only do so in a


ruin, swamp, or bog, and poisons the area with a sickening,
bleak radiance.

Here you can find examples of what might happen when


a region has a Rive leading to The Shadowed Lands:

REGIONAL EFFECTS LOCAL EFFECTS

͡ At night, dark fog encapsulates any forests, bogs, Within twenty miles of the Rive

5. THE SHADOWED LANDS


swamps or mountainous areas. The fog obscures ͡ Unnatural and distorted echoes fill the air, causing
a creature’s vision and weakens magical effects. whispers and distant cries to reverberate endlessly.
Creatures in the fog have Disadvantage on attack rolls, This auditory disturbance can be disorienting and
and spellcasters suffer a -1 penalty to their spell-save haunting for those within this proximity.
CHAMPIONS OF THE REALM DC.
The Executioner, The Sinner ͡ Structures, such as buildings or landmarks, seem to
͡ During the day, dark clouds cover the sunlight, creating shift slightly when unobserved, making navigation
a dreary, overcast environment with an ever-present difficult and causing a sense of disorientation.
threat of thunderstorms that never come.
60 ͡ Bats and ravens are drawn to settlements suffering 61
OVERVIEW  CREATURES OF THE REALM 
misfortune, flocking to the hamlets in droves and Within ten miles of the Rive
Once a verdant and vibrant land of rolling hills and The Shadowed Realms are home to all manner of evil terrorising the common-folk whenever they attempt to ͡ Residents in this area are experiencing a gradual
wondrous forests, the Shadowed Lands is now a region creatures and grim-faced humanoids, tainted by the shroud leave. decline in mental stability, leading them into aggressive,
beset by shadow. Its inhabitants hide in their homes, of misery and burdened with the ever-encroaching threat
CHAMPIONS OF THE REALM / THE SHAD OWED L ANDS

CHAMPIONS OF THE REALM / THE SHAD OWED L ANDS


͡ Hags and spellcasters performing ritual magic violent beings.
paralyzed by fear and accosted by madness, as the dreary of soulless death. Notable creatures include dopplegangers,
unknowingly tap into the Rive’s Primal Energy coating ͡ A Thick dense mist covers the whole area. It also
landscape continuously vomits forth new nightmares into hags, cloakers, oozes, and foul abyssal demons.
the region, bolstering their ritualistic spellcraft. If a carries a peculiar scent, reminiscent of decay or
the grim twilight. It is a realm infested with evil from all sides,
spell is cast as a ritual in the region, that spell’s duration something long-forgotten, triggering discomfort and
with no adventurers, heroes or righteous blades to banish Local friendly populations primarily consist of humans,
is doubled. unease in those who breathe it in.
the creatures haunting the night. Shadows and darkness elves, and ashen-skinned shadow tieflings, who llive in small
bathes the land in a bleak, silver twilight. Settlements here communities within the ruins of past settlements, as if trying
are lifeless husks of their former glory, their population to rekindle fragments of their former glory.
dwindling due to monster attacks and rationed supplies. Within five miles of the Rive
They are gloom-ridden silhouettes of crumbling structures, High atop the mountains, gigantic terror birds roam ͡ Shadows ebb and flicker as if reacting to their presence,
moss-gripped walls, and blood-soaked streets, where every the skies, swooping down to pick off any creatures who and wildlife becomes increasingly scarce. Any wildlife
movement is taken with care, lest the bearer draw the ire of stray too far from the makeshift towns, while hags and evil encountered attacks or flees out of fear.
those which lurk within the shadows. spellcasters lurk in the surrounding bogs and marshes, ͡ Time seems to warp sporadically, causing brief lapses
weaving sinister plots and feeding on the fear of mortals or loops where moments repeat or stretch unnaturally.
trapped in their lairs.
DISASTROUS IMPACTS 

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:

REGIONAL EFFECTS LOCAL EFFECTS

͡ 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

CHAMPIONS OF THE REALM / THE REALM OF CASCADING POL ARIT Y


A realm of beauty and wonder, the lands of Cascading Many draconic creatures inhabit the lands of Cascading causing flash floods in high mountainous areas.
Polarity now lie in ruins. Its floating mountains, once a Polarity, including kobolds, salamanders, dragon-kin,
majestic sight across the sky, lie shattered, their debris wyverns, and true dragons of all kinds. The rarest and most Within five miles of the Rive
strewn across the amber sky like burning embers. The powerful of these dragons are the Magnetites, who rule ͡ Iron and other precious metals in the ground are
wondrous reverse waterfalls, their flow altered by the over claimed territory in the fractured landscape with an magically drawn to the surface, destabilizing structural
realms magnetic gravitational strengths, weave upwards iron fist. foundations, collapsing quarries, and uprooting trees.
through the dark clouds before cascading back down as a ͡ Creatures become covetous of any resources they
perpetual torrent of rain. The humanoid population consists primarily of lizard deem valuable. This could be currency, valuable items,
folk, dragonborn, and dracon-touched humans and elves. or even more arbitrary resources like spell slots or
This is a mystical realm of gravitational forces and Gnomes and other smaller races were hunted to extinction other uses of magic.
magnetic manipulation, where creatures defy conventional by the dragons long ago, and the vast majority of the current Clerics in temples may be stingy and refuse to offer
physics, and dragons fight great wars for control of population are either in servitude to the few remaining healing magic, whilst traders might be less likely to part
dwindling resources. The most powerful of these dragons Magnetites, or in hiding from them. with wares or information at low prices.
are those infused with the power of polarity, otherwise
known as Magnetites.
DISASTROUS IMPACTS 

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.

REGIONAL EFFECTS LOCAL EFFECTS

͡ 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.

7. THE DREAMSCAPE ͡ The sky constantly changes colour depending on the


most prominent emotion being felt by the region’s
populace at the time. For example, if fear grips the
͡ The land changes its environment each day, becoming a
harsh winter wonderland one day, and a sun-scorched
desert the next. Structures, flora, and fauna in the region
populace, the sky might appear as a dull grey, or dismal transform to match the new environment with no ill
CHAMPIONS OF THE REALM green. If the population appears happy or excited, the effects.
Dreamholder sky takes on a clear blue or hues of yellow.
͡ The longer the Rive remains open, the less logic is
applied to the region’s transformations. For example, Within ten miles of the Rive
64 lanterns begin lighting themselves without candles, ͡ When a creature sleeps, they automatically enter the 65
OVERVIEW  CREATURES OF THE REALM 
bows become able to be fired without ammunition, and Dreamscape, and must rest for twelve hours to gain the
When a creature dreams, they enter the Dreamscape. A Creatures of all shapes, sizes, and alignments appear in waterskins contain an infinite amount of mayonnaise, benefits of a long rest, instead of eight.
realm-between-worlds, the Dreamscape is an endless sky the Dreamscape. Some appear for mere moments before which explodes into marshmallow fluff when poured ͡ Dreamlike events become far more frequent. For
of scintillating colours and glistening clouds, populated by vanishing back to whatever realm they originated from, on the ground. The closer a location is to the Rive, the
CHAMPIONS OF THE REALM / THE DREAMSCAPE

CHAMPIONS OF THE REALM / THE DREAMSCAPE


example, weather and water becomes wildly chaotic
a single winding railway, tethered to the clouds and drifting while others find themselves bound to the Dreamscape more outlandish the events that transpire. and steeped in magic.
back and forth like a kite on a gentle breeze. for extended periods of time, establishing themselves as ͡ Those that sleep are far more likely to awake in ͡ Raindrops suddenly become shards of falling glass, while
predator or prey in their new, ever-changing environment. the Dreamscape for a limited time. While in the inanimate objects briefly gain sentience and work normal
The realm is one of pure imagination, emotion, and Aberrations of all types are commonplace, with even those Dreamscape, such individuals can only escape the 9-5 jobs. Unarmed strikes never move fast enough to
thought; a place the minds of all creatures pass through as beings considered rare and powerful in the material realm realm by climbing aboard the ethereal railway, or being inflict damage, and damage taken from falling is nullified
they dream. The landscape itself shifts to the whims of these appearing with increased frequency. Changelings and woken by a creature in their own world. provided the creature lands on its feet.
dreams, manifesting into scene after scene like the ripples wizards rub shoulders with colossal ethereal aboleths and
of an ocean - a visual representation of pure emotion. roaming chuul, while gibbering mouthers drift aimlessly
through the glimmering void, their tendrils grasping at
Within five miles of the Rive
The ethereal railway floats above this ever-changing anything that gets too close. Flocks of cloakers swim
mass of dreams, a massive train of pure thought screeching through the pearlescent skies like birds, passing by roaming ͡ Structures and nonmagical objects spontaneously
across its tracks. This gigantic train only stops to offload its on the grounds below. change materials depending on the emotions of their
passengers at one of the infinite number of floating station owners or due to the presence of stalking nightmares
ruins peppering the landscape, and serves as the safest or friendly dreams. Longswords may suddenly
method of travel for any who traverse the Dreamscape. transform into streaks of water, buildings might
After all, this is a realm of wonder, amusement, imagination, become made entirely out of frozen custard for a brief
and also danger - for if a creature manages to manifest their time, or armour could become too hot to touch and be
physical form in the Dreamscape or step off the train early, both doffed and donned simultaneously.
they risk drawing the attention of all manner of monstrous
creatures lurking within the realm’s mystifying clouds.
DISASTROUS IMPACTS 

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.

When a Rive leading to this realm opens, spiders rapidly


infest the local area, covering everything in strands of
thick webbing and finding holes, caves, and underground
cellars to establish new hunting grounds. If left unchecked,
this infestation continues to spread at an exceptional
pace, quickly overcoming local fauna and upturning the
ecosystem as various spider species rise to the top of the
food chain.

8. THE UNTOUCHED PARADISE REGIONAL EFFECTS LOCAL EFFECTS

͡ 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

CHAMPIONS OF THE REALM / THE UNTOUCHED PAR ADISE


vibrant, beautiful greenery - a tropical wonder filled with multicultural flora and fauna, which follows a careful common folk.
beautiful scenery to explore and creatures to see, and balance of life, death, and rebirth of flora. The darkest ͡ Creatures in this area (like mice, squirrels and spiders)
͡ The temperature in the region magically increases becomes magically enlarged, as per the Enlarge and
dominated by mother nature and devoid of large-scale parts of these tropical jungles are bound in wispy silken to match the climate beyond the Rive, raising or Reduce spell.
civilization. However, beneath the realm’s verdant exterior threads from thousands of its arachnid inhabitants, while lowering slowly over the course of a month until it is
lies a hidden evil, which rears its head as night falls. During the brighter clearings are home to herbivorous creatures ͡ Forests become gigantic hunting grounds, and are
synchronized. Rainfall becomes more frequent, causing
the day, birds sing and friendly critters of all shapes and of all kinds, including dinosaurs, birds, apes, deer, and even covered from top to bottom in dense webbing, trapping
flash floods in particularly flat or dry locations.
sizes scamper through the jungle flora, living a life of peace elephants. all manner of creatures within. These forests are often
and prosperity. As darkness grips the realm, sinister ͡ Fields of Fungus spread across the landscape, silent, sans for the creak of the trees moving in the
predators emerge from their underground lairs in search The primary sentient population of this realm are the reanimating corpses of the recently deceased with a wind, creating an unnerving tension for all who must
of prey, their monstrous forms a chilling sight for would- centaur-legged, doll-like Arachne - semi-humanoid beings deadly fungus that can infect others via open wounds. pass through them.
be adventurers. Arachnids emerge from the shadows and who live in careful harmony with the realm’s denizens, ͡ Farmland becomes increasingly more difficult to
dominate the landscape in their thousands, laying claim to acting as protective guardians of the lost, vulnerable, and maintain. Fields become overgrown, while livestock
treetops, caverns, and all in-between - transforming them forgotten. become prey for larger arachnids at night, forcing Within five miles of the Rive
into a perfect, brutal hunting ground. owners to keep them enclosed in barns and guarded at ͡ Creatures sleeping within five miles of the Rive dream
In addition, trolls, ettercaps, giant spiders, giant all times. of The Untouched Paradise, and feel a sense of loss and
crocodiles, poisonous snakes, swarms of quippers, and ͡ Nature encroaches on cities and towns as an longing on waking, driving them to find and enter the
spiders are all commonplace encounters, with most unstoppable force. Cities find themselves overrun with rive, losing themselves to the realm’s deceptive beauty
creatures actively avoiding conflict unless hunting or problematic tropical pests, such as monkeys, snakes, and peace.
threatened. The exceptions to this are the mountain- and even birds.
dwelling green dragons, roaming swarms of fire-breathing ͡ Water sources taste acrid and bitter, as if poisoned, and
giant spiders, and night-stalking predators like wolves, though drinking from a source still hydrates creatures,
giant wolf spiders, and cloakers, which attack and consume they find themselves unable to be sated by it.
almost any creature in sight.
68
THE CHAMPIONS

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

THE CHAMPIONS / A’NEXODUS


A’NEXODUS’S A’NEXODUS’S
ORIGIN DM TIPS
B eyond the confines of time and reality, a magnificent
being known as A’Nexodus, the Rive Dragon, soared
unhindered. His body, composed entirely of rock-like scales,
Over time, the Sentinels found themselves split in
internal strife. There were those with noble intent—the
traditionalists, and then there were those who had lost
Here are some helpful tips and tricks for mastering the role of 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

THE CHAMPIONS / A’NEXODUS / DM TIPS


A’Nexodus faced the inevitable onslaught. despair, -2 penalty to all saving throws.
Re f l e c t t h e A’ N exo d u s u n st a b l e P r i m a l e n e rg y ↳ Positive Energy Plane Creatures gain temporary hit
Eons passed, and A’Nexodus, once the embodiment of containment through the environment. points equal to their maximum hit points, but they are
freedom, found himself a prisoner. Chains of mystic energy vulnerable to radiant damage.
ensnared him deep within the heart of a still place devoid of Describe visual cues, such as cracks forming on the
life. His thunderous roars had been silenced. ground or surges of raw energy pulsating from A’Nexodus

GRAVITY-DEFYING ENCOUNTER:

A’Nexodus has affinity for flight and anti-gravitation.


PERSONALITY TRAITS Consider a climactic battle high in the skies. Granting
the combatants’ unprecedented freedom of movement.
͡ Prideful. A’Nexodus carries himself with an unmistakable air of superiority, which is well-earned considering his This enchantment enables the players to navigate in any
eons-long existence and immense power. He’s accustomed to being at the top of the natural order and doesn’t direction they desire—vertically, horizontally, and every axis
hesitate to assert his dominance when challenged. in between. The environment could constantly shift, with the
players having to navigate between platforms and dodging
͡ Adventurous. Beneath his stoic exterior, A’Nexodus is a curious adventurer, always eager to explore new realms and attacks. The battleground’s dynamic nature could create a
relish the freedom of flight. He finds excitement in discovering the uncharted, refusing to give up his freedom at any visually stunning and adrenaline-pumping encounter.
cost.

͡ 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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


START OF TURN AFTER PLAYER ACTION START OF TURN AFTER PLAYER ACTION
͡ If the Breath Attack is uncharged ͡ If a ranged attack successfully lands If the Breath Attack is uncharged ͡ If an attack successfully lands against
↳ Recharge: Breath Attack (5-6) against A’Nexodus ↳ Recharge: Breath Attack (5-6) A’Nexodus
͡ Create or move a Portal within 60 ft. ↳ Reactions: Warp Sentry (1/round) ͡ Create or move a Portal within 60 ft. ↳ Reactions+: Energy Overload (1/round)
↳ Bonus Action: Portal Weaver ↳ Bonus Action: Portal Weaver ͡ If A’Nexodus fails a saving throw
↳ Reactions+: Legendary Resistance
END OF TURN (3/day)
͡ If there is a enemy within 10 ft. of a Portal TARGET PRIORITIES
TARGET PRIORITIES ↳ Legendary Actions: Warp Strike 1. Nearest enemy
1. Nearest enemy ͡ If there are >2 enemies within 10 ft. 2. Enemy who poses the highest threat END OF TURN
2. Enemy who poses the highest threat ↳ Legendary Actions: Warp 3. Last enemy that has attacked A’Nexodus ͡ If there are >1 enemies within a 15 feet wide
74 3. Last enemy that has attacked A’Nexodus ↳ Legendary Actions: Wing Attack straight line 75
͡ Enter Primal form ↳ Legendary Actions+: Destruction Burst
↳ If A’Nexodus’s hit points are 0 MOVEMENT ͡ Else;
MOVEMENT ↳ If A’Nexodus’s Movement Speed is ͡ Move toward the Target Priority ↳ Legendary Actions: Warp
͡ Move toward the Target Priority brought to 0 for two consecutive turns ↳ Legendary Actions: Wing Attack
THE CHAMPIONS / A’NEXODUS / HABITS OF MIND

THE CHAMPIONS / A’NEXODUS / HABITS OF MIND


↳ If A’Nexodus has been badly humiliated
ACTION
ACTION ͡ If the Target Priority is within range
͡ If the Target Priority is within range and ↳ Actions+: Multiattack+ (Rive Cleave)
Breath Attack is charged ↳ Actions: Multiattack
↳ Actions: Breath Attack ͡ If Breath Attack is charged
͡ Else: ↳ Actions: Breath Attack
↳ Actions: Multiattack

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

THE CHAMPIONS / A’NEXODUS / DIFFICULT Y I


and deals damage equal to that of the original attack. A’Nexodus can unleash this pent-up energy, creating a fiery throw, it can choose to succeed instead.
Portal Weaver. At the start of each of A’Nexodus’s explosion. The attacker must succeed on a DC 15 Dexterity
turns, It can create or move a Portal within 120 feet saving throw or take 14 (3d8) radiant damage. Primal Powers. Every creature within 120 feet of A’Nexodus
as a Bonus Action. Anything passing through one end can use their Primal Boons. If the creature uses this ability,
LEGENDARY ACTIONS
of the portal instantly emerges from the other end. it must make a DC 8 Wisdom saving throw at the end of this
The portal can accommodate creatures and objects A’Nexodus can take 3 Legendary Actions, choosing from turn or gain 1d3 levels of Exhaustion.
LEGENDARY ACTIONS+
up to size Huge. There can be a maximum of three the options below. Only one Legendary Action option can
Portals on the battlefield at any given time. Should be used at a time and only at the end of another creature’s Destruction Burst. <3> A’Nexodus channels its inner
A’Nexodus attempt to create or move a Portal beyond turn. A’Nexodus regains spent Legendary Actions at the power, emitting a focused beam of primal energy in a 200- LAIR ACTIONS
this limit, its oldest portal dissipates into the aether, start of its turn. foot line that is 15 feet wide. Each creature in the area
closing its connection between dimensions. must make a DC 15 Dexterity saving throw or take 9 (2d8) A 120-foot wide tear in reality opens up in the sky. On initiative
Warp Strike. <1> A’Nexodus utilizes the power of Portals force damage plus 9 (2d8) radiant damage and is pushed count 20 (losing initiative ties), A’Nexodus takes a Lair Action
Gravity-Defying. A’Nexodus can effortlessly levitate in to execute Claw attack or Tail strike against a creature 20 feet away from A’Nexodus. On a successful save, the to cause one of the following effects.
mid-air, bypassing obstacles and Difficult Terrain. within 15 feet of the Portal. creature takes half damage and remains in place.
In mid-air, you have Advantage on Dexterity Plane Shift. Every creature under the tear is experiencing
(Acrobatics) checks and saving throws, enabling Warp. <2> A’Nexodus possesses the extraordinary ability reality as if they are on a different plane. (Additional effect
extraordinary aerial maneuvers. to teleport to any Portal it has created at will, regardless of examples can be found on the DM Tips page).
its orientation or location. ͡ The Astral Plane. Creatures are slowed, halving their
Movement Speed
Wing Attack. <3> A’Nexodus beats its wings. Each ͡ Elemental Plane. Creatures take 14 (4d6) damage of a
creature within 10 feet of A’Nexodus must succeed type corresponding to the Elemental Plane at the start of
on a DC 15 Dexterity saving throw or take 15 (2d8 + 6) their turn.
bludgeoning damage and be knocked prone. ͡ Plane of Shadow. The area darkens, causing the
A’Nexodus can then use its flying speed to reposition itself creatures to be blinded.
up to 30 feet in any direction.
CR
14
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: +12 to hit, reach 15 ft., total resets to 275 hit points, and it clears any and all status
Gargantuan monstrosity, Claw. Melee weapon attack: +12 to hit, reach 10 ft., one one target. Hit: 16 (2d8 + 7) slashing damage. A’Nexodus’s effects. Additionally, A’Nexodus can now use the options in the
Unaligned target. Hit: 16 (2d8 + 7) slashing damage. slashes tear reality and are empowered, immediately “Primal Form” section for 1 hour.
follow with one of these options;
Armor Class 17 (natural armor) Tail. Melee weapon attack: +12 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 140 (18d12 + 23) target. Hit: 16 (2d8 + 7) 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 17 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 a direction of its choice. Collisions deal 7 (2d6) consecutive turns.
STR DEX CON INT WIS CHA
in the area must make a DC 17 Dexterity saving throw. On bludgeoning damage for every 10 feet traveled. On a ͡ If A’Nexodus has been badly humiliated.
24 (+7) 12 (+1) 22 (+6) 18 (+4) 12 (+1) 20 (+5) ͡ When badly injured. Hit points are brought to 0.
a failed save, a creature takes 32 (7d8) 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 14 (4d6) 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 14 (11,500 XP) Warp Sentry. A’Nexodus has an innate mastery over succeed on a DC 17 Constitution saving throw or
͡ Proficiency Bonus +5 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+
78 damage taken by 2d10 + 20 (to a minimum of 0). As part 79
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 + 20 (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 +12 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 II

THE CHAMPIONS / A’NEXODUS / DIFFICULT Y II


and deals damage equal to that of the original attack. A’Nexodus can unleash this pent-up energy, creating a fiery throw, it can choose to succeed instead.
Portal Weaver. At the start of each of A’Nexodus’s explosion. The attacker must succeed on a DC 17 Dexterity
turns, It can create or move a Portal within 120 feet saving throw or take 18 (4d8) radiant damage. Primal Powers. Every creature within 120 feet of A’Nexodus
as a Bonus Action. Anything passing through one end can use their Primal Boons. If the creature uses this ability,
LEGENDARY ACTIONS
of the portal instantly emerges from the other end. it must make a DC 9 Wisdom saving throw at the end of this
The portal can accommodate creatures and objects A’Nexodus can take 3 Legendary Actions, choosing from turn or gain 1d3 levels of Exhaustion.
LEGENDARY ACTIONS+
up to size Huge. There can be a maximum of three the options below. Only one Legendary Action option can
Portals on the battlefield at any given time. Should be used at a time and only at the end of another creature’s Destruction Burst. <3> A’Nexodus channels its inner
A’Nexodus attempt to create or move a Portal beyond turn. A’Nexodus regains spent Legendary Actions at the power, emitting a focused beam of primal energy in a 200- LAIR ACTIONS
this limit, its oldest portal dissipates into the aether, start of its turn. foot line that is 15 feet wide. Each creature in the area
closing its connection between dimensions. must make a DC 17 Dexterity saving throw or take 14 (3d8) A 120-foot wide tear in reality opens up in the sky. On initiative
Warp Strike. <1> A’Nexodus utilizes the power of Portals force damage plus 14 (3d8) radiant damage and is pushed count 20 (losing initiative ties), A’Nexodus takes a Lair Action
Gravity-Defying. A’Nexodus can effortlessly levitate in to execute Claw attack or Tail strike against a creature 20 feet away from A’Nexodus. On a successful save, the to cause one of the following effects.
mid-air, bypassing obstacles and Difficult Terrain. within 15 feet of the Portal. creature takes half damage and remains in place.
In mid-air, you have Advantage on Dexterity Plane Shift. Every creature under the tear is experiencing
(Acrobatics) checks and saving throws, enabling Warp. <2> A’Nexodus possesses the extraordinary ability reality as if they are on a different plane. (Additional effect
extraordinary aerial maneuvers. to teleport to any Portal it has created at will, regardless of examples can be found on the DM Tips page).
its orientation or location. ͡ The Astral Plane. Creatures are slowed, halving their
Movement Speed
Wing Attack. <3> A’Nexodus beats its wings. Each ͡ Elemental Plane. Creatures take 18 (5d6) damage of a
creature within 10 feet of A’Nexodus must succeed on a DC type corresponding to the Elemental Plane at the start of
17 Dexterity saving throw or take 21 (3d8 + 7) bludgeoning their turn.
damage and be knocked prone. ͡ Plane of Shadow. The area darkens, causing the
A’Nexodus can then use its flying speed to reposition itself creatures to be blinded.
up to 30 feet in any direction.
CR
20
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: +15 to hit, reach 15 ft., total resets to 400 hit points, and it clears any and all status
Gargantuan monstrosity, Claw. Melee weapon attack: +15 to hit, reach 10 ft., one one target. Hit: 23 (3d8 + 9) slashing damage. A’Nexodus’s effects. Additionally, A’Nexodus can now use the options in the
Unaligned target. Hit: 23 (3d8 + 9) slashing damage. slashes tear reality and are empowered, immediately “Primal Form” section for 1 hour.
follow with one of these options;
Armor Class 19 (natural armor) Tail. Melee weapon attack: +15 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 200 (19d12 + 77) target. Hit: 23 (3d8 + 9) 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 20 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 a direction of its choice. Collisions deal 11 (3d6) consecutive turns.
STR DEX CON INT WIS CHA
in the area must make a DC 20 Dexterity saving throw. bludgeoning damage for every 10 feet traveled. On a ͡ If A’Nexodus has been badly humiliated.
28 (+9) 12 (+1) 22 (+6) 18 (+4) 12 (+1) 20 (+5) ͡ When badly injured. Hit points are brought to 0.
On a failed save, a creature takes 45 (10d8) force damage successful saving throw, the target resists the force,
and is forcefully pushed 20 feet away from A’Nexodus. On a takes no damage, and remains in place.
͡ Saving Throws Dex +7, Con +12, Wis +7, Cha +11 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 27 (6d6) 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 14 (11,500 XP) Warp Sentry. A’Nexodus has an innate mastery over succeed on a DC 20 Constitution saving throw or
͡ Proficiency Bonus +6 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+
80 damage taken by 2d10 + 30 (to a minimum of 0). As part 81
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 + 30 (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 +15 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 III

THE CHAMPIONS / A’NEXODUS / DIFFICULT Y III


and deals damage equal to that of the original attack. A’Nexodus can unleash this pent-up energy, creating a throw, it can choose to succeed instead.
Portal Weaver. At the start of each of A’Nexodus’s fiery explosion. The attacker must succeed on a DC 20
turns, It can create or move a Portal within 120 feet Dexterity saving throw or take 27 (6d8) radiant damage. Primal Powers. Every creature within 120 feet of A’Nexodus
as a Bonus Action. Anything passing through one end can use their Primal Boons. If the creature uses this ability,
LEGENDARY ACTIONS
of the portal instantly emerges from the other end. it must make a DC 9 Wisdom saving throw at the end of this
The portal can accommodate creatures and objects A’Nexodus can take 3 Legendary Actions, choosing from turn or gain 1d3 levels of Exhaustion.
LEGENDARY ACTIONS+
up to size Huge. There can be a maximum of three the options below. Only one Legendary Action option can
Portals on the battlefield at any given time. Should be used at a time and only at the end of another creature’s Destruction Burst. <3> A’Nexodus channels its inner
A’Nexodus attempt to create or move a Portal beyond turn. A’Nexodus regains spent Legendary Actions at the power, emitting a focused beam of primal energy in a 200- LAIR ACTIONS
this limit, its oldest portal dissipates into the aether, start of its turn. foot line that is 15 feet wide. Each creature in the area
closing its connection between dimensions. must make a DC 20 Dexterity saving throw or take 18 A 120-foot wide tear in reality opens up in the sky. On initiative
Warp Strike. <1> A’Nexodus utilizes the power of Portals (4d8) force damage plus 18 (4d8) radiant damage and count 20 (losing initiative ties), A’Nexodus takes a Lair Action
Gravity-Defying. A’Nexodus can effortlessly levitate in to execute Claw attack or Tail strike against a creature is pushed 20 feet away from A’Nexodus. On a successful to cause one of the following effects.
mid-air, bypassing obstacles and Difficult Terrain. within 15 feet of the Portal. save, the creature takes half damage and remains in place.
In mid-air, you have Advantage on Dexterity Plane Shift. Every creature under the tear is experiencing
(Acrobatics) checks and saving throws, enabling Warp. <2> A’Nexodus possesses the extraordinary ability reality as if they are on a different plane. (Additional effect
extraordinary aerial maneuvers. to teleport to any Portal it has created at will, regardless of examples can be found on the DM Tips page).
its orientation or location. ͡ The Astral Plane. Creatures are slowed, halving their
Movement Speed
Wing Attack. <3> A’Nexodus beats its wings. Each ͡ Elemental Plane. Creatures take 21 (6d6) damage of a
creature within 10 feet of A’Nexodus must succeed on type corresponding to the Elemental Plane at the start of
a DC 20 Dexterity saving throw or take 27 (4d8 + 9) their turn.
bludgeoning damage and be knocked prone. ͡ Plane of Shadow. The area darkens, causing the
A’Nexodus can then use its flying speed to reposition itself creatures to be blinded.
up to 30 feet in any direction.
“PROTEIN OVERLORD”
GIGA MIMIC
CR CR CR
5 10 15

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

THE CHAMPIONS / GIGA MIMIC


GIGA MIMIC’S GIGA MIMIC’S
ORIGIN DM TIPS
G iga Mimic’s origins were far removed from the world
of knowledge and libraries. It hailed from a lonely,
hungry place, nestled deep within the labyrinthine depths
This new form gave it a whirlwind of unexpected moves
– Dropkicks, Suplexes that shook the ground, Sleeper Holds
that sapped strength, and bone-shaking Elbow Drops. But
Here are some helpful tips and tricks for mastering the role of 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

THE CHAMPIONS / GIGA MIMIC / DM TIPS


with Giga Mimic—and its hunger resurfaced. Giga Mimic results in him transforming into his Primal
The Giga Mimic draws a devoted crowd of mimic fans, Form immediately.
scattered far and wide. When these fans gather, chaos
ensues. ͡ When facing Giga Mimic in his Primal Form, describe its
wrestling-inspired moveset in great detail.
Make sure that the mimic crowd mirrors the fervor of
wrestling arenas but in their own peculiar way. ͡ Taking additional time to narrate the taunts and gestures
in between the moves, it will help greatly in setting the
Despite their limited mimicry, these fans express scene of an epic wrestling match!
emotions enthusiastically. Some hoist imaginary banners,
while others clumsily clap and stomp, resulting in a lively,
comical spectacle.
PERSONALITY TRAITS

͡ 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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


TARGET PRIORITIES DURING PLAYER MOVEMENT TARGET PRIORITIES DURING PLAYER MOVEMENT
1. Nearest enemy ͡ If an enemy moves within 5 ft. of a mundane 1. Nearest enemy ͡ If an enemy moves within 5 ft. of a mundane
2. Enemies that undermined Giga Mimic’s object 2. Enemies that undermined Giga Mimic’s object
confidence ↳ Reactions: Inanimate Ambush (Bite) confidence ↳ Reactions: Inanimate Ambush (Lickwhip
3. Enemies with the highest Athletic bonus 3. Enemies with the highest Athletic bonus and hurls them toward Giga Mimic)

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

THE CHAMPIONS / GIGA MIMIC / HABITS OF MIND


showmanship is severely undermined by END OF TURN
taunts or insults. ͡ If there are >2 enemies and a vertical
surface to climb on within 10 ft:
↳ Legendary Actions+: Elbow Drop
͡ Else:
↳ Legendary Actions+: Clothesline
↳ Legendary Actions: Vicious Bite
↳ Legendary Actions: Mimicry Hop

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

THE CHAMPIONS / GIGA MIMIC / DIFFICULT Y I


transformed. It reverts to its true form if it dies. LEGENDARY ACTIONS LEGENDARY ACTIONS+

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.

The maximum number of Mimics on the battlefield is equal to


(party size).
CR
10
GIGA MIMIC ACTIONS ACTIONS+ PRIMAL FORM
PROTEIN OVERLORD Multiattack. Giga Mimic makes two attacks. Impact Strike. Melee Weapon Attack: +9 to hit, reach When Giga Mimic activates its Primal form, its current hit
5 ft., one target. Hit: 11 (1d10 + 5) bludgeoning damage. point total resets to 145 hit points, and it clears any and all
Large monstrosity (shapechanger), Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one The target is subjected to the Adhesive Grasp trait. If the
Unaligned status effects. Additionally, Giga Mimic can now use the
target. Hit: 11 (1d10 + 5) 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 14 (natural armor) Lickwhip. Melee Weapon Attack: +9 to hit, reach 10 ft., The target must succeed on a DC 17 Strength saving immediately activate its “Primal Form”.
Hit Points 100 (14d10 + 21) one target. Hit: 11 (1d10 + 5) 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 11 (3d6) 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.
20 (+5) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1)
Pseudopod. Melee Weapon Attack: +9 to hit, reach 5 ft., on a DC 14 Strength saving throw or be knocked prone
one target. Hit: 11 (1d10 + 5) bludgeoning damage. The and dealing an additional 7 (2d6) bludgeoning damage. “The Mimic falls into a sudden hush, tucking its typically
͡ Saving Throws Str +9, Con +6 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 +9, Stealth +5
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 10 (5,900 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 +4 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 17 out a loud cheer and flexing its solid muscles for all to see.
except it has 22 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.
90 91
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 II

THE CHAMPIONS / GIGA MIMIC / DIFFICULT Y II


transformed. It reverts to its true form if it dies. LEGENDARY ACTIONS LEGENDARY ACTIONS+

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.

The maximum number of Mimics on the battlefield is equal to


(party size).
CR
15
GIGA MIMIC ACTIONS ACTIONS+ PRIMAL FORM
PROTEIN OVERLORD Multiattack. Giga Mimic makes two attacks. Impact Strike. Melee Weapon Attack: +11 to hit, reach When Giga Mimic activates its Primal form, its current hit
5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. point total resets to 210 hit points, and it clears any and all
Large monstrosity (shapechanger), Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one The target is subjected to the Adhesive Grasp trait. If the
Unaligned status effects. Additionally, Giga Mimic can now use the
target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) 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 16 (natural armor) Lickwhip. Melee Weapon Attack: +11 to hit, reach 10 ft., The target must succeed on a DC 17 Strength saving immediately activate its “Primal Form”.
Hit Points 150 (19d10 + 46) one target. Hit: 15 (2d8 + 6) 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 14 (4d6) 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.
22 (+6) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1)
Pseudopod. Melee Weapon Attack: +11 to hit, reach 5 ft., on a DC 18 Strength saving throw or be knocked
one target. Hit: 15 (2d8 + 6) bludgeoning damage. The prone and dealing an additional 14 (4d6) bludgeoning “The Mimic falls into a sudden hush, tucking its typically
͡ Saving Throws Str +10, Con +7 target is subjected to its Adhesive Grasp trait. damage. Additionally, The target breaks free from the unruly tongue back into its mouth and freezing its
͡ Skills Athletics +10, Stealth +6 grapple. 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
suddenly shines on the Mimic. The treasure chest facade
͡ Senses Darkvision 60 ft., Passive Perception 13 REACTIONS REACTIONS+ rises, revealing a new figure beneath it. First, its broad
͡ Languages Common
shoulders, then its incredible chest, followed by a rock-
͡ Challenge 15 (13,000 xp) Inanimate Ambush. When an enemy creature moves Absurd Flex. When targeted by a melee weapon attack, hard six-pack and legs the size of logs. What was once
͡ Proficiency Bonus +5 within 5 feet of a small or medium mundane object, Giga Giga Mimic responds with an over-the-top flexing display, a small Mimic now stands tall, towering over you, letting
Mimic can invoke its magical ability to transform that attempting to absorb the incoming assault through sheer out a loud cheer and flexing its solid muscles for all to see.
object into a Mimic. It has the same stats as Giga Mimic, muscle power. Giga Mimic must succeed on a DC 18 Behold, the arrival of Giga Mimic!”
TRAITS except it has 30 hit points and can only use the Bite and Strength saving throw; on a success, the attack deals no
92 Lickwhip attack. damage. 93
Shapechanger. Giga Mimic can use its Action
SPECIAL TRAITS+
to polymorph into an object or back into its true, The maximum number of Mimics on the battlefield is equal
amorphous form. Its statistics are the same in each to (party size). 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 III

THE CHAMPIONS / GIGA MIMIC / DIFFICULT Y III


transformed. It reverts to its true form if it dies.
LEGENDARY ACTIONS LEGENDARY ACTIONS+
Adhesive Grasp (Object Form Only). Giga Mimic
LAIR ACTIONS
possesses an adhesive quality that allows it to cling to Giga Mimic can take 1 Legendary Action, choosing from Clothesline. <1> Giga Mimic rapidly dashes up to 20 feet
anything it touches. When a Huge or Smaller creature the options below. Only one Legendary Action option can toward a target it can see, extending an appendage like a On initiative count 20 (losing initiative ties), Giga Mimic takes a
comes into contact with Giga Mimic, or when they be used at a time and only at the end of another creature’s deadly whip. The target must succeed a DC 18 Dexterity lair action to cause one of the following effects. It can’t use the
are hit by an attack that specifies Adhesive Grasp, turn. Giga Mimic regains spent Legendary Actions at the saving throw or be knocked prone and take 28 (5d10) same lair action two rounds in a row.
they must make a DC 18 Strength check or become start of its turn. bludgeoning damage. On a successful save, the target
grappled by its tenacious grip. When attempting to takes half the damage and isn’t knocked prone. Showtime. Giga Mimic strikes a pose, raising its arms high
escape this grapple, the creature has Disadvantage. Vicious Bite. <1> Giga Mimic makes a Bite attack and flexing its biceps. 1d4 mundane objects within a 20-foot
Elbow Drop. <1> Giga Mimic climbs a vertical surface or radius of Giga Mimic are magically transformed into Mimics
False Appearance (Object Form Only). While Giga Mimicry Hop. <1> Giga Mimic performs a quick hop, vaults atop a sturdy object within a 10-foot reach. It then in Object form.
Mimic remains motionless, it is indistinguishable from allowing it to move up to its speed without provoking executes a daring leap, making a resounding impact as it
an ordinary object. Attack of Opportunity. lands in an adjacent 10-foot square. Every creature within Are you not entertained? Giga Mimic strikes a dramatic
this area must make a DC 18 Dexterity saving throw or pose, hunching forward with arms outstretched and flexing
Grapplefiend. When Giga Mimic has a creature be knocked prone and endure 34 (5d10 + 6) bludgeoning its muscles before letting out a crowd-pleasing scream.
grappled, it gains Advantage on attack rolls against damage. On each successful save, Giga Mimic sustains 14 Nearby Mimics reveal themselves and cheer on Giga Mimic,
that creature. (4d6) bludgeoning damage from the impact instead. granting it Advantage on its next attack and restoring 2d8 hit
points for each allied Mimic in a 30-foot radius around itself.

The maximum number of Mimics on the battlefield is equal to


(party size).
“THE CHAMPION OF THE SANDS”
RAYA ASGHAR
CR CR CR
7 12 17

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

THE CHAMPIONS / RAYA ASGHAR


surprise, where his mastery over combat and sorcery intertwines.
RAYA ASGHAR’S RAYA ASGHAR’S
ORIGIN DM TIPS
R aya Asghar’s journey began in a realm steeped in
malevolence, a nightmarish domain concealed
within the treacherous planes of the Nine Hells. In this
Here, amidst the unforgiving alleys and desolation of
the Blue Desert, Raya Asghar fell in love with coliseums and
swordplay—and his transformation truly began. He would
Here are some helpful tips and tricks for mastering the role of 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

THE CHAMPIONS / RAYA ASGHAR / ORIGINS


tome of forbidden rituals that allowed him to transcend the CHARISMATIC UNRAVELING: essentially admitted defeat as an honorable duelist and
boundaries of the Nine Hells. Risking it all, he performed now resorts to his sorcerous background to bolster his
an ancient rite, and in a surge of dark energies, he was Emphasize Raya’s vulnerability to criticism. If the players combat prowess.
transported to the Material Plane. Emerging in a world far manage to diminish his charisma in the eyes of the crowd,
removed, he found himself on the sun-scorched streets of describe how it visibly affects his performance.
the Blue Desert.

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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


START OF TURN AFTER PLAYER ACTION START OF TURN DURING PLAYER ACTION
͡ If Feint is active. ͡ If an attack fails to hit against Raya Asghar ͡ If the Air Bolt Barrage attack is uncharged ͡ If Raya Asghar is targeted by a spell
↳ Gains Advantage on its next attack roll ↳ Reactions: Riposte ↳ Recharge: Air Bolt Barrage (5-6) ↳ Special Traits+: Limited Magic Immunity
͡ If Raya Asghar fails a critical saving throw
against this target.
↳ Special Traits+: Legendary Resistance
END OF TURN TARGET PRIORITIES (1/day)
͡ If Raya Asghar has successfully landed 1. Nearest enemy
TARGET PRIORITIES Riposte 2. Enemies that humiliated Raya Asghar
1. Nearest enemy ↳ Legendary Actions: Dazzling Display 3. Enemies with the highest athletic bonus AFTER PLAYER ACTION
2. Enemies that humiliated Raya Asghar ͡ If there is an enemy within 10 ft. ͡ If an attack successfully lands against Raya
↳ Legendary Actions: Feint Asghar
3. Enemies with the highest athletic bonus
98 ͡ Enter Primal form ↳ Reactions+: Reflexive Retreat 99
MOVEMENT
↳ If Raya’s Hit points are 0. ͡ If Air Bolt Barrage is charged ↳ Reactions: Riposte
↳ When Raya’s confidence or showman- ↳ Move to a high ground position
MOVEMENT ship is severely undermined by taunts or
͡ Move toward Target Priority ͡ Else:
insults. END OF TURN
↳ Move toward Target Priority
THE CHAMPIONS / RAYA ASGHAR / HABITS OF MIND

THE CHAMPIONS / RAYA ASGHAR / HABITS OF MIND


↳ If combatants abandon the dueling code ͡ If there is an enemy beyond 15 ft.
and resort to gimmicky tactics. ↳ Legendary Actions+: Shadow Strike
ACTION ͡ Else:
͡ If the Target Priority is within range ACTION
͡ If Air Bolt Barrage is charged ↳ Legendary Actions+: Dual Incantation
↳ Actions: Multiattack (for each sword it is
holding) ↳ Actions+: Air Bolt Barrage
͡ If there are >2 enemies within 10ft:
↳ Actions+: Wind Cutter
͡ If Shadow Strike is active
↳ Bonus Actions: Shadow Strike (Teleport)
͡ Else:
↳ Actions: Multiattack (Tempest Blade)
↳ Actions+: Innate Spellcasting

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

THE CHAMPIONS / R AYA ASGHAR / DIFFICULT Y I


Fancy Footwork. Raya Asghar knows how to land a
Tempest Blade. Raya Asghar imbues his weapons with
strike and then slip away without reprisal. During its
air elemental magic. Any strikes with this weapon deal an
turn, if it makes a melee attack against a creature, that LEGENDARY ACTIONS LEGENDARY ACTIONS+ additional 4 (1d6) force damage per hit.
creature can not make opportunity attacks against
Raya Asghar for the rest of its turn. Raya Asghar can take 2 Legendary Actions, choosing from Dual Incantation. <2> Raya Asghar casts one of its innate
the options below. Only one Legendary Action option can spells.
Reactive. Raya Asghar has an additional Reaction
LAIR ACTIONS
be used at a time and only at the end of another creature’s
every turn. turn. Raya Asghar regains spent Legendary Actions at the Shadow Strike. <2> Raya Asghar performs a Claw attack
On initiative count 20 (losing initiative ties), Raya Asghar takes
start of its turn. or Cutting Winds attack and then teleports up to 40 feet to
a lair action to cause one of the following effects. It can’t use
an unoccupied space that it can see while leaving behind
the same lair action two rounds in a row.
Dazzling Display. <1> Raya Asghar can perform a a Shadow until the end of its next turn. During its next
bewildering show of prowess with his sword. Every turn, Raya Asghar can use its Bonus Action to return to the
Dust Devil. A swirling dust devil kicks up in a 5-foot square
creature within 30 feet who can see its display must Shadow.
within 30 feet of Raya Asghar. It moves around the lair. Any
succeed on a DC 15 Wisdom saving throw or become
creature that starts its turn within 10 feet of the Dust Devil
frightened of Raya until the end of its next turn.
must make a DC 15 Strength saving throw or be pushed
10 feet in a random direction and take 4 (1d6) bludgeoning
Feint. <2> Raya Asghar feints a creature within 10 feet.
damage.
Raya Asghar has Advantage on its next attack roll against
this target.
Fleeting Images. d4 Minor illusions appear within 60
feet of Raya Asghar to distract or confuse the enemies of
Raya Asghar. All creatures in combat with Raya Asghar
must succeed on a DC 15 Wisdom saving throw or suffer
Disadvantage on their next attack targeting Raya Asghar.
CR
12
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 150 hit points, and it clears any and all
Longsword. Melee weapon attack: +9 to hit, reach 5 ft., creature within the area must make a DC 17 Dexterity status effects. Additionally, Raya Asghar can now use the
Large monstrosity, Unaligned One target. Hit: 12 (2d6 + 5) slashing damage. saving throw, taking 16 (3d6 + 5) 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: +9 to hit, reach 5 ft., one If one of the following conditions is met. Raya Asghar will
Armor Class 17 (natural armor) target. Hit: 23 (4d8 + 5) slashing damage, and the target is Air Bolt Barrage (Recharge 5-6). Raya Asghar swings immediately activate its “Primal Form”.
Hit Points 115 (17d10 + 22) 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 17 ͡ When Raya’s confidence or showmanship is severely
takes a short or long rest, filling the target’s thoughts Dexterity saving throw, taking 18 (5d6 + 5) 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.
20 (+5) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 16 (+3)
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 +9, Dex +7 ability is Charisma (spell save DC 17, +9 to hit with spell teeth bared. He plants his swords, raises his four arms,
͡ Skills Acrobatics +7, Deception +7, Athletics +9 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 15
infusing his blades with potent air magic.”
͡ Language Common ͡ At will: Detect Thoughts, Disguise Self, Mage Hand,
͡ Challenge 12 (8,400 xp) Minor Illusion
͡ Proficiency Bonus +4 ͡ 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+
102 Ambidexterity. Raya Asghar has four arms and is 103
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 3rd 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 II

THE CHAMPIONS / R AYA ASGHAR / DIFFICULT Y II


Fancy Footwork. Raya Asghar knows how to land a
Tempest Blade. Raya Asghar imbues his weapons with
strike and then slip away without reprisal. During its
air elemental magic. Any strikes with this weapon deal an
turn, if it makes a melee attack against a creature, that LEGENDARY ACTIONS LEGENDARY ACTIONS+ additional 4 (1d6) force damage per hit.
creature can not make opportunity attacks against
Raya Asghar for the rest of its turn. Raya Asghar can take 2 Legendary Actions, choosing from Dual Incantation. <2> Raya Asghar casts one of its innate
the options below. Only one Legendary Action option can spells.
Reactive. Raya Asghar has an additional Reaction
LAIR ACTIONS
be used at a time and only at the end of another creature’s
every turn. turn. Raya Asghar regains spent Legendary Actions at the Shadow Strike. <2> Raya Asghar performs a Claw attack
On initiative count 20 (losing initiative ties), Raya Asghar takes
start of its turn. or Cutting Winds attack and then teleports up to 40 feet to
a lair action to cause one of the following effects. It can’t use
an unoccupied space that it can see while leaving behind
the same lair action two rounds in a row.
Dazzling Display. <1> Raya Asghar can perform a a Shadow until the end of its next turn. During its next
bewildering show of prowess with his sword. Every turn, Raya Asghar can use its Bonus Action to return to the
Dust Devil. A swirling dust devil kicks up in a 5-foot square
creature within 30 feet who can see its display must Shadow.
within 30 feet of Raya Asghar. It moves around the lair. Any
succeed on a DC 17 Wisdom saving throw or become
creature that starts its turn within 10 feet of the Dust Devil
frightened of Raya until the end of its next turn.
must make a DC 17 Strength saving throw or be pushed
10 feet in a random direction and take 7 (2d6) bludgeoning
Feint. <2> Raya Asghar feints a creature within 10 feet.
damage.
Raya Asghar has Advantage on its next attack roll against
this target.
Fleeting Images. d4 Minor illusions appear within 60
feet of Raya Asghar to distract or confuse the enemies of
Raya Asghar. All creatures in combat with Raya Asghar
must succeed on a DC 17 Wisdom saving throw or suffer
Disadvantage on their next attack targeting Raya Asghar.
CR
17
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 200 hit points, and it clears any and all
Longsword. Melee weapon attack: +12 to hit, reach 5 ft., creature within the area must make a DC 20 Dexterity status effects. Additionally, Raya Asghar can now use the
Large monstrosity, Unaligned One target. Hit: 17 (3d6 + 6) slashing damage. saving throw, taking 24 (5d6 + 6) 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: +12 to hit, reach 5 ft., one If one of the following conditions is met. Raya Asghar will
Armor Class 17 (natural armor) target. Hit: 29 (5d8 + 6) slashing damage, and the target is Air Bolt Barrage (Recharge 5-6). Raya Asghar swings immediately activate its “Primal Form”.
Hit Points 160 (19d10 + 56) 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 20 ͡ When Raya’s confidence or showmanship is severely
takes a short or long rest, filling the target’s thoughts Dexterity saving throw, taking 34 (8d6 + 6) 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.
22 (+6) 18 (+4) 12 (+1) 12 (+1) 16 (+3) 18 (+4)
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 +12, Dex +10 ability is Charisma (spell save DC 20, +12 to hit with spell teeth bared. He plants his swords, raises his four arms,
͡ Skills Acrobatics +10, Deception +10, Athletics +12 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 18
infusing his blades with potent air magic.”
͡ Language Common ͡ At will: Detect Thoughts, Disguise Self, Mage Hand,
͡ Challenge 17 (18,000 xp) Minor Illusion
͡ Proficiency Bonus +6 ͡ 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+
104 Ambidexterity. Raya Asghar has four arms and is 105
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 3rd 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 III

THE CHAMPIONS / R AYA ASGHAR / DIFFICULT Y III


Fancy Footwork. Raya Asghar knows how to land a
Tempest Blade. Raya Asghar imbues his weapons with
strike and then slip away without reprisal. During its
air elemental magic. Any strikes with this weapon deal an
turn, if it makes a melee attack against a creature, that
additional 7 (2d6) force damage per hit.
creature can not make opportunity attacks against LEGENDARY ACTIONS LEGENDARY ACTIONS+
Raya Asghar for the rest of its turn.
Raya Asghar can take 2 Legendary Actions, choosing from Dual Incantation. <2> Raya Asghar casts one of its innate
Reactive. Raya Asghar has an additional Reaction
LAIR ACTIONS
the options below. Only one Legendary Action option can spells.
every turn. be used at a time and only at the end of another creature’s
On initiative count 20 (losing initiative ties), Raya Asghar takes
turn. Raya Asghar regains spent Legendary Actions at the Shadow Strike. <2> Raya Asghar performs a Claw attack
a lair action to cause one of the following effects. It can’t use
start of its turn. or Cutting Winds attack and then teleports up to 40 feet to
the same lair action two rounds in a row.
an unoccupied space that it can see while leaving behind
Dazzling Display. <1> Raya Asghar can perform a a Shadow until the end of its next turn. During its next
Dust Devil. A swirling dust devil kicks up in a 5-foot square
bewildering show of prowess with his sword. Every turn, Raya Asghar can use its Bonus Action to return to the
within 30 feet of Raya Asghar. It moves around the lair. Any
creature within 30 feet who can see its display must Shadow.
creature that starts its turn within 10 feet of the Dust Devil
succeed on a DC 20 Wisdom saving throw or become
must make a DC 20 Strength saving throw or be pushed
frightened of Raya until the end of its next turn.
10 feet in a random direction and take 11 (3d6) bludgeoning
damage.
Feint. <2> Raya Asghar feints a creature within 10 feet.
Raya Asghar has Advantage on its next attack roll against
Fleeting Images. d4 Minor illusions appear within 60
this target.
feet of Raya Asghar to distract or confuse the enemies of
Raya Asghar. All creatures in combat with Raya Asghar
must succeed on a DC 20 Wisdom saving throw or suffer
Disadvantage on their next attack targeting Raya Asghar.
“THE SILK ENCHANTRESS”
ARACHIKO
CR CR CR
5 11 15

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

THE CHAMPIONS / ARACHIKO


ARACHIKO’S ARACHIKO’S
ORIGIN DM TIPS
A rachiko, a once powerful Arachne known for her
captivating beauty and unique features, found herself
ensnared by the vile machinations of sinister rituals. She
The dark act sated her rage and intensified her desires.
Her quest to experience motherhood grew more fervent.
Arachiko beckoned countless men into her shadowy den,
Here are some helpful tips and tricks for mastering the role of 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

THE CHAMPIONS / ARACHIKO / ORIGINS


Incorporate the location where she was once captured ͡ Arachiko can walk on webbing and ignores the regular
and confined. Here, players might discover traces of her movement restrictions, but keep in mind that webbing
dark deeds or witness glimpses of her torment. Additionally, can be burned, which would leave her without footing.
showcase instances where Arachiko seeks companionship If the players time things well, Arachiko might fall from
or attempts to create fleeting connections with NPCs, great heights!
shedding light on her inner loneliness and revealing the
reason behind her longing for companionship.

RESISTING TEMPTATION:

PERSONALITY TRAITS Highlight Arachiko’s vulnerability to rejection or


defiance. When players resist her allure or challenge her,
͡ Sadistic. Having once been on the receiving end, Arachiko takes perverse pleasure in causing pain and agony to describe her quick temper flares, resulting in reckless or
those who fall into her grasp, harboring a deep-seated desire for revenge against those who wronged her in the aggressive behavior.
past.

͡ 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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


TARGET PRIORITIES AFTER PLAYER ACTION TARGET PRIORITIES AFTER PLAYER ACTION
1. Nearest enemy ͡ If an attack successfully lands against 1. Nearest enemy ͡ If an enemy attacks Arachiko while
2. Enemies with the lowest Wisdom bonus Arachiko 2. Enemies with the lowest Wisdom bonus restrained by webbing
3. Last enemy that has attacked Arachiko ↳ Reactions: Seductive Diversion (1/round) 3. Last enemy that has attacked Arachiko ↳ Reactions: Threaded defense (1/round)
͡ If Arachiko fails a saving throw
↳ Special traits+: Legendary Resistance
END OF TURN MOVEMENT (1/day)
MOVEMENT
͡ Move toward the Target Priority ͡ If there are >2 enemies within 5 ft. ͡ Move toward the Target Priority
↳ Legendary actions: Silk Ascent
͡ Else: END OF TURN
↳ Legendary actions: Charm ACTION ͡ If there is an enemy restrained by webbing
ACTION
110 ͡ If Silk Ascent is active ͡ Enter Primal form ͡ If Silk Ascent is active within 30 ft. 111
↳ Traits: Arachnid Climb (Attack) ↳ If Arachiko’s hit points are 0. ↳ Traits: Arachnid Climb (Attack) ↳ Legendary Actions+: Puppeteering
͡ If the Target Priority is Charmed and ↳ If Arachiko Movement Speed is brought ͡ If the Target Priority is Webbed and within 5 ft. (Basic Attack)
within 5 ft. to 0 for two consecutive turns. ↳ Actions+: Venomous Bite ͡ If there are >3 enemies within 5 ft
↳ Actions: Draining Kiss ↳ If Arachiko starts two consecutive turns ͡ Else: ↳ Legendary Actions+: Silk Ascent
THE CHAMPIONS / ARACHIKO / HABITS OF MIND

THE CHAMPIONS / ARACHIKO / HABITS OF MIND


↳ Actions: Multiattack in fire ↳ Actions+: Multiattack+
͡ Else: ↳ Bonus Actions: Threaded Manipulation
↳ Actions: Ensnaring Charm (toward the Target Priority)

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

THE CHAMPIONS / AR ACHIKO / DIFFICULT Y I


straight down towards a target and hits it with a Seductive Diversion. When a creature hits Arachiko Threaded Defense. When Arachiko is attacked by a Legendary Resistance (1/Day). If Arachiko fails a saving
melee attack, the attack deals an additional 5 (1d8) with a melee attack, Arachiko can use its Reaction to Webbed creature, it can use its Reaction to impose throw, it can choose to succeed instead.
bludgeoning damage. The target must also succeed distract the attacker. The attacker must succeed on a DC Disadvantage on the attack roll.
on a DC 15 Strength check or be knocked prone. 15 Wisdom saving throw or has Disadvantage on its next
attack.
LAIR ACTIONS
Web Sense. While in contact with a web, Arachiko
knows the exact location of any other creature in
On initiative count 20 (losing initiative ties), Arachiko takes a
contact with the same web. LEGENDARY ACTIONS LEGENDARY ACTIONS+ Lair Action to cause one of the following effects. It can’t use
the same Lair Action two rounds in a row.
Web Walker. Arachiko ignores movement restrictions Arachiko can take 2 Legendary Actions, choosing from Puppeteering. <1> Arachiko can target any creature
caused by webbing. the options below. Only one Legendary Action option can within 30 feet that is Webbed and force the creature to
Shadow weaving. Dark webbing spreads along a 20-foot-
be used at a time and only at the end of another creature’s move up to 15 feet and make a Basic Attack action against
square ground area within 60 feet of Arachiko. The affected
Arachnid Shroud. Arachiko can hide as a Bonus turn. Arachiko regains spent Legendary Actions at the a target of Arachiko’s choosing.
area is considered Difficult Terrain and Lightly Obscured
Action on each of its turns in combat. start of its turn.
for 1 minute. Each creature that starts its turn in the area or
enters it during its turn must make a DC 15 Dexterity saving
Charm. <1> Arachiko makes an Ensnaring Charm attack.
throw or become restrained as long as it remains in the area
or until it breaks free using its Bonus Action.
Silk Ascent. <2> Arachiko expels a 30-foot silken web
string of web toward a wall or ceiling. If it reaches the wall
Creepy Crawlers. 1d2 Spider Swarms emerge from the
or ceiling, Arachiko climbs the entire web length.
dark corners and come to the aid of Arachiko. These swarms
immediately join the fray and should be added to the Initiative
Tracker.
CR
10
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 145 hit points, and it clears any and all status
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one effects. Additionally, Arachiko can now use the options in the
Large fiend, Chaotic Evil target. Hit: 15 (2d8 + 5) piercing damage. The target must Threaded Assault. Ranged weapon attack. +9 to hit, range “Primal Form” section for 1 hour.
succeed on a DC 17 Strength saving throw or be knocked 30/60 ft., one target. Hit: 15 (2d8+5) piercing damage.
prone. The target must make a DC 17 Dexterity saving throw or If one of the following conditions is met. Arachiko will
Armor Class 18 (natural armor) become Webbed (restrained). immediately activate its “Primal Form.”
Hit Points 100 (14d10 + 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 17 Wisdom saving DC 17 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 12; 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) 20 (+5) 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 +6, Cha +8 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 +11, Stealth +9 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: +9 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 17 5 ft., one target. Hit: 15 (2d8 +5) piercing damage. demonstrates her precise abilities, webbing nearby
͡ Challenge 10 (5,900 xp) Constitution saving throw against this magic, taking 26 Additionally, the target must make a DC 17 Constitution critters with outstretched hands. Guided by her touch,
͡ Proficiency Bonus +4 (6d6 + 5) necrotic damage on a failed save or half as saving throw or take 14 (4d6) 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.
114 intentions.” 115
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 II

THE CHAMPIONS / AR ACHIKO / DIFFICULT Y II


straight down towards a target and hits it with a Seductive Diversion. When a creature hits Arachiko Threaded Defense. When Arachiko is attacked by a Legendary Resistance (1/Day). If Arachiko fails a saving
melee attack, the attack deals an additional 14 (3d8) with a melee attack, Arachiko can use its Reaction to Webbed creature, it can use its Reaction to impose throw, it can choose to succeed instead.
bludgeoning damage. The target must also succeed distract the attacker. The attacker must succeed on a DC Disadvantage on the attack roll.
on a DC 17 Strength check or be knocked prone. 17 Wisdom saving throw or has Disadvantage on its next
attack.
LAIR ACTIONS
Web Sense. While in contact with a web, Arachiko
knows the exact location of any other creature in
On initiative count 20 (losing initiative ties), Arachiko takes a
contact with the same web. LEGENDARY ACTIONS LEGENDARY ACTIONS+ Lair Action to cause one of the following effects. It can’t use
the same Lair Action two rounds in a row.
Web Walker. Arachiko ignores movement restrictions Arachiko can take 2 Legendary Actions, choosing from Puppeteering. <1> Arachiko can target any creature
caused by webbing. the options below. Only one Legendary Action option can within 30 feet that is Webbed and force the creature to
Shadow weaving. Dark webbing spreads along a 20-foot-
be used at a time and only at the end of another creature’s move up to 15 feet and make a Basic Attack action against
square ground area within 60 feet of Arachiko. The affected
Arachnid Shroud. Arachiko can hide as a Bonus turn. Arachiko regains spent Legendary Actions at the a target of Arachiko’s choosing.
area is considered Difficult Terrain and Lightly Obscured
Action on each of its turns in combat. start of its turn.
for 1 minute. Each creature that starts its turn in the area or
enters it during its turn must make a DC 17 Dexterity saving
Charm. <1> Arachiko makes an Ensnaring Charm attack.
throw or become restrained as long as it remains in the area
or until it breaks free using its Bonus Action.
Silk Ascent. <2> Arachiko expels a 30-foot silken web
string of web toward a wall or ceiling. If it reaches the wall
Creepy Crawlers. 1d3 Spider Swarms emerge from the
or ceiling, Arachiko climbs the entire web length.
dark corners and come to the aid of Arachiko. These swarms
immediately join the fray and should be added to the Initiative
Tracker.
CR
15
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 210 hit points, and it clears any and all status
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one effects. Additionally, Arachiko can now use the options in the
Large fiend, Chaotic Evil target. Hit: 20 (3d8 + 6) piercing damage. The target must Threaded Assault. Ranged weapon attack. +11 to hit, “Primal Form” section for 1 hour.
succeed on a DC 19 Strength saving throw or be knocked range 30/60 ft., one target. Hit: 20 (3d8+6) piercing
prone. damage. The target must make a DC 19 Dexterity saving If one of the following conditions is met. Arachiko will
Armor Class 18 (natural armor) throw or become Webbed (restrained). immediately activate its “Primal Form.”
Hit Points 150 (25d8 + 38) 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 19 Wisdom saving DC 19 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 16; 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) 22 (+6) 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 +7, Cha +9 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 +9, Persuasion +12, Stealth +10 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: +11 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 19 5 ft., one target. Hit: 20 (3d8 +6) piercing damage. demonstrates her precise abilities, webbing nearby
͡ Challenge 15 (13,000 xp) Constitution saving throw against this magic, taking 33 Additionally, the target must make a DC 17 Constitution critters with outstretched hands. Guided by her touch,
͡ Proficiency Bonus +5 (8d6 + 5) necrotic damage on a failed save or half as saving throw or take 21 (6d6) 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.
116 intentions.” 117
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 III

THE CHAMPIONS / AR ACHIKO / DIFFICULT Y III


straight down towards a target and hits it with a Seductive Diversion. When a creature hits Arachiko Threaded Defense. When Arachiko is attacked by a Legendary Resistance (1/Day). If Arachiko fails a saving
melee attack, the attack deals an additional 22 (4d8) with a melee attack, Arachiko can use its Reaction to Webbed creature, it can use its Reaction to impose throw, it can choose to succeed instead.
bludgeoning damage. The target must also succeed distract the attacker. The attacker must succeed on a DC Disadvantage on the attack roll.
on a DC 19 Strength check or be knocked prone. 19 Wisdom saving throw or has Disadvantage on its next
attack.
LAIR ACTIONS
Web Sense. While in contact with a web, Arachiko
knows the exact location of any other creature in
On initiative count 20 (losing initiative ties), Arachiko takes a
contact with the same web. LEGENDARY ACTIONS LEGENDARY ACTIONS+ Lair Action to cause one of the following effects. It can’t use
the same Lair Action two rounds in a row.
Web Walker. Arachiko ignores movement restrictions Arachiko can take 2 Legendary Actions, choosing from Puppeteering. <1> Arachiko can target any creature
caused by webbing. the options below. Only one Legendary Action option can within 30 feet that is Webbed and force the creature to
Shadow weaving. Dark webbing spreads along a 20-foot-
be used at a time and only at the end of another creature’s move up to 15 feet and make a Basic Attack action against
square ground area within 60 feet of Arachiko. The affected
Arachnid Shroud. Arachiko can hide as a Bonus turn. Arachiko regains spent Legendary Actions at the a target of Arachiko’s choosing.
area is considered Difficult Terrain and Lightly Obscured
Action on each of its turns in combat. start of its turn.
for 1 minute. Each creature that starts its turn in the area or
enters it during its turn must make a DC 19 Dexterity saving
Charm. <1> Arachiko makes an Ensnaring Charm attack.
throw or become restrained as long as it remains in the area
or until it breaks free using its Bonus Action.
Silk Ascent. <2> Arachiko expels a 30-foot silken web
string of web toward a wall or ceiling. If it reaches the wall
Creepy Crawlers. 1d3 + 1 Spider Swarms emerge from the
or ceiling, Arachiko climbs the entire web length.
dark corners and come to the aid of Arachiko. These swarms
immediately join the fray and should be added to the Initiative
Tracker.
“THE NIGHT FLAME”
SIR RAINER
CR CR CR
6 11 16

Emerging from a world trapped by shadows, Sir Rainer, known as The


Nightflame, embodies a Lycan warrior. Bound by the Oath of the Nightflame, he
once shielded his realm against darkness but ultimately succumbed to it. Now
corrupted, Sir Rainer seeks a new land with ruthless zeal. He dons paladin’s
armor in an abandoned chapel and wields a Great Sword, torn between knightly
honor and sinister purpose.
118 119

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

THE CHAMPIONS / SIR RAINER


SIR RAINER’S SIR RAINER’S
ORIGIN DM TIPS
ir Rainer’s tale began in a realm blessed by the However, the line between protector and avenger began Here are some helpful tips and tricks for mastering the role of Sir Rainer.
S Sun. It was a world encompassing beauty and
greenery, and people lived their lives content.
to blur. The relentless pursuit of darkness began consuming
his heart, and that which he sought to vanquish wormed
However, monsters from beyond started to into his very being. His mind, once pure, was tainted. As the NARRATIVE COMBAT
encroach on their borders. These beasts deviled darkness tightened its grip on him, the Oath he held dear
their temples and corroded their cities. twisted, and his mission shifted. He could hardly contain his NIGHT OF THE FULL MOON: ͡ Sir Rainer loves to hunt in the dark. Allow the players
impulses—bloodlust and beastly desires tugging at him. to prepare light sources before the encounter. This will
Pleading to The Flame for guidance, Sir Rainer and Encourage the party to face Sir Rainer during a full later help Sir Rainer in making a dramatic entrance with
others with noble intentions took up the Oath of the Flame, Ironically, even his new powers weren’t enough. His moon, heightening the drama and providing an atmospheric its Howling Winds Legendary Action, which will blow
devoting themselves to the Sun in a fight against the land eventually succumbed to the continuous attacks, backdrop for the encounter. The moon’s glow could impact out all those light sources.
shadows. slipping through his desperate claws. The agony of this loss the battlefield, revealing and concealing details dynamically.
ignited a burning desire within him. He yearned not just for ͡ Sir Rainer does not see well in the dark, he has the
However, before long, they were trapped, encircled by a vengeance but also for a new sanctuary where his people Darkvision Trait mechanically, but it is actually a result
mysterious cloud. Over time, their once vibrant landscape could find refuge. He now wages a violent quest to pursue HOWLING ECHOES: of its sharp senses like smell and hearing. Make sure to
transformed into a dim, dull place forever shrouded this goal, grappling with the contradictions between his describe him as sniffing, his ears moving as if listening,
in fog. The land they held dear became grotesque and knightly valor and his sinister missionary zeal. He stands at As Sir Rainer transforms into a Lycan, describe distant and him not always looking directly at the players.
unrecognizable—giving way to the Shadowed Lands. the crossroads of redemption and darkness. echoes of howls responding to his call. These echoes could
serve as warnings or attract other creatures in the vicinity. ͡ Sir Rainer, much like other Lycans, can’t control his
Once an ordinary soul, Rainer and his people found their This can help in adding a sense of urgency to the encounter. beastly urges. He relishes in instilling fear in his prey
territory shrinking night after night. Their powers were while hunting, dragging his sword to create eerie noises
120 not enough. Faced with impending doom threatening their CLUES: and whistling a spine-chilling melody. However, in the 121
world, they turned to desperation. process, he ends up revealing his location. This comes
Scatter bits of Sir Rainer’s past around. Maybe a family forward in his Not-So-Silent-Stalker Trait.
In an attempt to fight darkness with darkness, they took crest or a torn diary. If the players investigate, they can
the Oath of the Nightflame, transforming themselves into learn more about his background story. ͡ When facing Sir Rainer in his Primal Form, things
THE CHAMPIONS / SIR RAINER / ORIGINS

THE CHAMPIONS / SIR RAINER / ORIGINS


Lycans—a decision born of sheer necessity. might quickly turn into a blazing battlefield. Make sure
TALK OR FIGHT: to describe the destruction that follows in the form of
As a Lycan, Sir Rainer embraced the Night, dedicating falling debris and the continuously growing blue flames
himself to the solemn duty of safeguarding their realm. His Sir Rainer might have moments where he’s more that light up the area.
unwavering valor and commitment set him apart, and he himself. Give the players a chance to chat with him during
rose as a leader among his kind. Guided by noble intentions, the encounter. Their choices could change things.
he embarked on a crusade against the shadows, his Great
Sword striking down the beings that plagued their lands.

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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


TARGET PRIORITIES AFTER PLAYER ACTION TARGET PRIORITIES AFTER PLAYER ACTION
1. Nearest enemy ͡ If an attack successfully lands against Sir 1. Nearest enemy ͡ If Sir Rainer is targeted by a fire spell attack
2. Enemies that are frightened Rainer 2. Enemies that are frightened ↳ Reactions+: Blazing Deflection (2/round)
3. Enemies that use divine spells ↳ Reactions: Shadow Movement (2/round) 3. Enemies that use divine spells ͡ If Sir Rainer fails a saving throw
↳ Special Traits+: Legendary Resistance
(1/day)
MOVEMENT END OF TURN MOVEMENT
͡ Move toward the Target Priority ͡ If there are no frightened enemies on the ͡ Move toward the Target Priority
battlefield END OF TURN
↳ Legendary Actions: Howling Winds ͡ If the enemy ends its turn within 5 ft. of Sir
͡ If there are extinguished light sources ACTION Rainer
ACTION
122 ͡ If the Target Priority is within range nearby ͡ If the Target Priority is within range ↳ Special Traits+: Blazing Manes 123
↳ Actions: Multiattack ↳ Legendary Actions: Howling Winds ↳ Actions+: Multiattack+ ͡ If there is an enemy within 30 ft. in LOS
↳ Actions: Bite ͡ Else: ↳ Actions+: Crescent Slash ↳ Legendary Actions+: Crescent Burst
͡ If Sir Rainer still possesses a Bonus Action ↳ Legendary Actions: Greatsword Strike ͡ If Sir Rainer still possesses a Bonus Action ͡ Else:
↳ Bonus Actions: Cunning Action ͡ Enter Primal form ↳ Bonus Actions: Cunning Action ↳ Legendary Actions+: Scorching Leap
THE CHAMPIONS / SIR RAINER / HABITS OF MIND

THE CHAMPIONS / SIR RAINER / HABITS OF MIND


↳ If Sir Rainer’s hit points are 0
↳ If Sir Rainer begins two consecutive
turns under the light of a full moon
↳ If Sir Rainer is in an area with a strong
scent of fresh blood

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

THE CHAMPIONS / SIR R AINER / DIFFICULT Y I


can add an additional 4 (1d6) psychic damage to the LEGENDARY ACTIONS LEGENDARY ACTIONS+ Blazing Manes. Any creature that ends its turn within 5 feet of
attack’s damage roll.
Sir Rainer takes 4 radiant damage.
Sir Rainer can take 1 Legendary Action, choosing from the Scorching Leap. <1> Sir Rainer leaps through the air,
Keen Hearing and Smell. Sir Rainer has Advantage options below. Only one Legendary Action option can be covering a distance of up to 20 feet. Upon landing, Sir Not-So-Hidden Stalker. When Sir Rainer is in its Primal Form,
on Wisdom (Perception) checks that rely on hearing used at a time and only at the end of another creature’s Rainer makes a Crescent Blade attack against a creature it cannot use the Hide Action.
or smell. turn. Sir Rainer regains spent Legendary Actions at the within range.
start of its turn.
Not-So-Silent Stalker. When Sir Rainer lurks unseen, Crescent Burst. <1> Sir Rainer thrusts his blazing
he makes eerie noises and whistles a spine-chilling
LAIR ACTIONS
Howling Winds. <1> Sir Rainer lets out a bone-chilling greatsword into the ground, causing ethereal blue flame
melody to strike fear into the target. Creatures have howl, extinguishing all flame-based and magical light pillars to erupt from underneath a targeted creature
On initiative count 20 (losing initiative ties), Sir Rainer takes a
Advantage on their Perception checks to locate Sir sources within 120 feet and activating its Not-So-Silent within sight. The target must succeed on a DC 15 Dexterity
Lair Action to cause one of the following effects.
Rainer. Additionally, any creature that detects Sir Stalker ability. saving throw or take 9 (2d8) radiant damage.
Rainer must make a DC 15 Wisdom saving throw or
Bell Toll. The church bells toll loudly, causing a deafening
become frightened for 1 minute. Greatsword Strike. <1> Sir Rainer makes a Greatsword
noise. Each creature within 60 feet of the bells must succeed
attack.
on a DC 15 Constitution saving throw or be deafened for one
Reactive. Sir Rainer has an additional Reaction every
minute. This Lair Action can only be used once and requires
turn.
an hour to recharge.

Cunning Action. Sir Rainer’s quick thinking and agility


Azure Blaze. The lair is engulfed in blazing blue flames,
enable it to act swiftly in combat. It can use a Bonus
intensifying the oppressive heat. Each creature within the lair
Action on each of its turns to Dash, Disengage, or
must make a DC 15 Constitution saving throw or take 5 (2d4)
Hide.
radiant damage.
CR
11
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 165 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: +9 to hit, reach 5 ft., Crescent Blade. Melee Weapon Attack: +9 to hit, reach 5 “Primal Form” section for 1 hour.
one target. Hit: 12 (2d6 + 5) slashing damage. ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d6)
radiant damage. If one of the following conditions is met. Sir Rainer will
Armor Class 17 (Armour of the Crescent Moon) Claw. Melee weapon attack: +9 to hit, reach 5 ft., one immediately activate its “Primal Form.”
Hit Points 112 (12d10 + 46) target. Hit: 11 (1d10 + 5) 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: +9 to hit, reach 5 ft., one torrent of Crescent and ethereal azure flames with each of a full moon.
target. Hit: 16 (3d6 + 5) 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 17 Constitution saving from Sir Rainer must make a DC 17 Dexterity saving throw. blood.
20 (+5) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 15 (+2) throw or be cursed with Lycanthropy. On a failed save, they suffer 16 (3d6 + 5) slashing damage ͡ When badly injured. Hit points are brought to 0.
plus 7 (2d6) radiant damage. On a successful save, the
͡ Saving Throws Wis +5, Cha +6 target takes half the damage. “Sir Rainer steps out of the shadows into the moonlight’s
͡ Skills Athletics +9, Perception +5, Stealth +7 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 15
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 11 (7,200xp) 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 +4 Hide Action. damage. All creatures within a 10-foot radius, originating
from Sir Rainer, must succeed on a DC 17 Dexterity saving
126 throw or be pushed 15 feet away and knocked prone. On 127
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 II

THE CHAMPIONS / SIR R AINER / DIFFICULT Y II


can add an additional 4 (1d6) psychic damage to the LEGENDARY ACTIONS LEGENDARY ACTIONS+ Blazing Manes. Any creature that ends its turn within 5 feet of
attack’s damage roll.
Sir Rainer takes 5 radiant damage.
Sir Rainer can take 2 Legendary Actions, choosing from Scorching Leap. <1> Sir Rainer leaps through the air,
Keen Hearing and Smell. Sir Rainer has Advantage the options below. Only one Legendary Action option can covering a distance of up to 20 feet. Upon landing, Sir Not-So-Hidden Stalker. When Sir Rainer is in its Primal Form,
on Wisdom (Perception) checks that rely on hearing be used at a time and only at the end of another creature’s Rainer makes a Crescent Blade attack against a creature it cannot use the Hide Action.
or smell. turn. Sir Rainer regains spent Legendary Actions at the within range.
start of its turn.
Not-So-Silent Stalker. When Sir Rainer lurks unseen, Crescent Burst. <1> Sir Rainer thrusts his blazing
he makes eerie noises and whistles a spine-chilling
LAIR ACTIONS
Howling Winds. <1> Sir Rainer lets out a bone-chilling greatsword into the ground, causing ethereal blue flame
melody to strike fear into the target. Creatures have howl, extinguishing all flame-based and magical light pillars to erupt from underneath a targeted creature
On initiative count 20 (losing initiative ties), Sir Rainer takes a
Advantage on their Perception checks to locate Sir sources within 120 feet and activating its Not-So-Silent within sight. The target must succeed on a DC 17 Dexterity
Lair Action to cause one of the following effects.
Rainer. Additionally, any creature that detects Sir Stalker ability. saving throw or take 14 (3d8) radiant damage.
Rainer must make a DC 17 Wisdom saving throw or
Bell Toll. The church bells toll loudly, causing a deafening
become frightened for 1 minute. Greatsword Strike. <1> Sir Rainer makes a Greatsword
noise. Each creature within 60 feet of the bells must succeed
attack.
on a DC 17 Constitution saving throw or be deafened for one
Reactive. Sir Rainer has an additional Reaction every
minute. This Lair Action can only be used once and requires
turn.
an hour to recharge.

Cunning Action. Sir Rainer’s quick thinking and agility


Azure Blaze. The lair is engulfed in blazing blue flames,
enable it to act swiftly in combat. It can use a Bonus
intensifying the oppressive heat. Each creature within the lair
Action on each of its turns to Dash, Disengage, or
must make a DC 17 Constitution saving throw or take 7 (2d6)
Hide.
radiant damage.
CR
16
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 230 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: +12 to hit, reach 5 ft., Crescent Blade. Melee Weapon Attack: +12 to hit, reach 5 “Primal Form” section for 1 hour.
one target. Hit: 18 (3d6 + 7) slashing damage. ft., one target. Hit: 18 (3d6 + 7) slashing damage plus 7 (2d6)
radiant damage. If one of the following conditions is met. Sir Rainer will
Armor Class 19 (Armour of the Crescent Moon) Claw. Melee weapon attack: +12 to hit, reach 5 ft., one immediately activate its “Primal Form.”
Hit Points 165 (17d10 + 72) target. Hit: 14 (2d6 + 7) 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: +12 to hit, reach 5 ft., one torrent of Crescent and ethereal azure flames with each of a full moon.
target. Hit: 21 (4d6 + 7) 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 19 Constitution saving from Sir Rainer must make a DC 19 Dexterity saving blood.
24 (+7) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 17 (+3) throw or be cursed with Lycanthropy. throw. On a failed save, they suffer 21 (4d6 + 7) slashing ͡ When badly injured. Hit points are brought to 0.
damage plus 7 (2d6) radiant damage. On a successful
͡ Saving Throws Wis +6, Cha +8 save, the target takes half the damage. “Sir Rainer steps out of the shadows into the moonlight’s
͡ Skills Athletics +12, Perception +6, Stealth +9 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 16
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 16 (15,000xp) 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 +5 Hide Action. damage. All creatures within a 10-foot radius, originating
from Sir Rainer, must succeed on a DC 19 Dexterity saving
128 throw or be pushed 15 feet away and knocked prone. On 129
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 III

THE CHAMPIONS / SIR R AINER / DIFFICULT Y III


can add an additional 4 (1d6) psychic damage to the LEGENDARY ACTIONS LEGENDARY ACTIONS+ Blazing Manes. Any creature that ends its turn within 5 feet of
attack’s damage roll.
Sir Rainer takes 8 radiant damage.
Sir Rainer can take 2 Legendary Actions, choosing from Scorching Leap. <1> Sir Rainer leaps through the air,
Keen Hearing and Smell. Sir Rainer has Advantage the options below. Only one Legendary Action option can covering a distance of up to 20 feet. Upon landing, Sir Not-So-Hidden Stalker. When Sir Rainer is in its Primal Form,
on Wisdom (Perception) checks that rely on hearing be used at a time and only at the end of another creature’s Rainer makes a Crescent Blade attack against a creature it cannot use the Hide Action.
or smell. turn. Sir Rainer regains spent Legendary Actions at the within range.
start of its turn.
Not-So-Silent Stalker. When Sir Rainer lurks unseen, Crescent Burst. <1> Sir Rainer thrusts his blazing
he makes eerie noises and whistles a spine-chilling
LAIR ACTIONS
Howling Winds. <1> Sir Rainer lets out a bone-chilling greatsword into the ground, causing ethereal blue flame
melody to strike fear into the target. Creatures have howl, extinguishing all flame-based and magical light pillars to erupt from underneath a targeted creature
On initiative count 20 (losing initiative ties), Sir Rainer takes a
Advantage on their Perception checks to locate Sir sources within 120 feet and activating its Not-So-Silent within sight. The target must succeed on a DC 19 Dexterity
Lair Action to cause one of the following effects.
Rainer. Additionally, any creature that detects Sir Stalker ability. saving throw or take 18 (4d8) radiant damage.
Rainer must make a DC 19 Wisdom saving throw or
Bell Toll. The church bells toll loudly, causing a deafening
become frightened for 1 minute. Greatsword Strike. <1> Sir Rainer makes a Greatsword
noise. Each creature within 60 feet of the bells must succeed
attack.
on a DC 19 Constitution saving throw or be deafened for one
Reactive. Sir Rainer has an additional Reaction every
minute. This Lair Action can only be used once and requires
turn.
an hour to recharge.

Cunning Action. Sir Rainer’s quick thinking and agility


Azure Blaze. The lair is engulfed in blazing blue flames,
enable it to act swiftly in combat. It can use a Bonus
intensifying the oppressive heat. Each creature within the lair
Action on each of its turns to Dash, Disengage, or
must make a DC 19 Constitution saving throw or take 11 (3d6)
Hide.
radiant damage.
“THE CRIMSON WHISPERER”
BLODSTADT
CR CR CR
8 13 18

Hailing from a realm steeped in blood, Blodstadt emerges as an ancient enigma


only recorded in time-worn tomes. One side of their split Personality Traits is
beauty personified, dressed in opulent silks befitting nobility. But be wary of
their appearance; hidden inside is an ancient and powerful entity whose true
nature is locked away in the ashes of history. They have come to our world to
claim a throne of blood.
130 131

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

THE CHAMPIONS / BLODSTADT


BLODSTADT’S BLODSTADT’S
ORIGIN DM TIPS
B lodstadt’s tale commenced with Ivan, an unfortunate
human pulled into the nightmarish Realm of Cursed
Strife—a world cloaked in ceaseless dread and veiled by a red
“Have you decided?”

Ivan clenched his fists with a determined frown and


Here are some helpful tips and tricks for mastering the role of 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

THE CHAMPIONS / BLODSTADT / ORIGINS


Guided by the whispers, he ventured deeper into its Scatter remnants or signs of Blodstadt’s revenge against dramatic and climactic end to the battle.
shadows until he reached a final chamber. He opened the vampire royalty across the campaign. These could
the door with trembling hands, and before him, he saw a include destroyed lairs, rumors among vampire clans, or
mesmerizing figure chained to the wall amidst a circle of artifacts related to their past vendetta.
candles and arcane symbols. The beautiful figure’s eyes were
closed as if in eternal rest. Then, a whisper echoed through
the room.

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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


START OF TURN END OF TURN START OF TURN START OF TURN
͡ If Blodstadt has not taken any radiant ͡ Is the Legendary Action: Doppelganger ͡ If Blodstadt takes any radiant damage or ͡ If the enemy starts in Blodstadt’s space
damage or damage from holy water last turn active? damage from holy water last turn ↳ Special Traits+: Swarm of Bats (Damage)
↳ Traits: Regeneration ↳ No > Legendary Actions: Doppelganger ↳ Traits: Regeneration ͡ If the enemy is within 120 ft.
͡ If Blodstadt is exposed to sunlight (1/day) ͡ If Blodstadt is exposed to sunlight ↳ Special Traits+: Frightful Presence.
↳ Traits: Sunlight Hypersensitivity ↳ Yes > Doppelganger casts Phantasmal ↳ Traits: Sunlight Hypersensitivity
force on its turn ͡ If Swarm of Bats is active
͡ If the enemy is within 30 ft. and has not yet ↳ Move toward Target Priority AFTER PLAYER ACTION
been Charmed ͡ If Blodstadt fails a saving throw
TARGET PRIORITIES ↳ Legendary Actions: Charm ↳ Special traits+: Legendary Resistance
1. Nearest enemy ͡ Enter Primal form TARGET PRIORITIES (1/day)
134 2. Enemies that inflict Radiant damage ↳ If Blodstadt’s hit points are 0 1. Nearest enemy 135
3. Enemies with the lowest Wisdom bonus ↳ If Blodstadt starts two consecutive turns 2. Enemies that inflict Radiant damage
in sunlight 3. Enemies with the highest Charisma bonus END OF TURN
↳ If all Doppelgangers are defeated ͡ If there are >2 enemies within 5 ft.
↳ Legendary Actions+: Swarm of Bats
MOVEMENT
THE CHAMPIONS / BLODSTADT / HABITS OF MIND

THE CHAMPIONS / BLODSTADT / HABITS OF MIND


͡ Move toward the Target Priority. Blodstadt MOVEMENT ͡ If there is an enemy within 10 ft.
can use its fly to avoid dangerous ground or ͡ Move toward the Target Priority ↳ Legendary Actions+: Sonic Screech
opportunity attacks ͡ If there are enemies within 120 ft.
↳ Saving throw: Frightful Presence
ACTION ͡ If The enemy is deafened By Sonic Screech
͡ If Swarm of Bats is active ↳ Saving throw: Sonic Screech
ACTION
͡ If the enemies are not yet isolated ↳ Revert to your normal form (Bonus Action)
↳ Actions: Innate Spellcasting; Hallucinatory ͡ If there are enemies within 10 ft.
Terrain, or Fog Cloud ↳ Actions+: Multiattack+
͡ If the Target Priority is charmed, restrained, ↳ Actions+: Nocturnal Plunge
or grappled
↳ Actions: Bite
͡ Else:
↳ Actions: Multiattack

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

THE CHAMPIONS / BLODSTADT / DIFFICULT Y I


at the start of its next turn. Blodstadt can take 2 Legendary Actions, choosing from Sonic Screech. <1> Each creature within 20 feet of creature is immune to Blodstadt’s Frightful Presence for the
the options below. Only one Legendary Action option can Blodstadt must succeed on a DC 16 Constitution saving next 24 hours.
Spider Climb. Blodstadt can climb Difficult Surfaces, be used at a time and only at the end of another creature’s throw or take 9 (2d8) thunder damage and become
including ceilings, without needing to make an ability turn. Blodstadt regains spent Legendary Actions at the deafened for 1 minute.
check. start of its turn. At the end of their turn, they can attempt another
LAIR ACTIONS
saving throw to regain their auditory senses. On a
Vampire Weaknesses. Blodstadt has the following Doppelganger. <2> Blodstadt creates a doppelganger for successful save, the target ignores the effect.
On initiative count 20 (losing initiative ties), Blodstadt takes a
flaws: each Isolated enemy. Isolation occurs when an enemy
Lair Action to cause the following effect.
͡ Forbiddance. Blodstadt can’t enter a residence cannot see any of its allies.The doppelganger has the same Swarm of Bats. <2> Blodstadt transforms into a Swarm
without an invitation from one of the occupants. stats as Blodstadt, except it has 20 hit points and can only of Bats and moves 20 feet. Its size becomes Huge. While in
Swirling mists. A thick mist seeps out from the edges of the
͡ Stake to the Heart. If a piercing weapon made use its Action to cast Phantasmal Force. Doppelgangers this form, Blodstadt’s only method of movement is a flying
area, enveloping everything in darkness, obscuring all vision
of wood is driven into Blodstadt’s heart while will be added to the initiative tracker for the next turn. This speed of 20 feet. Blodstadt can occupy another creature’s
except for a 20-foot radius. This area appears in the current
Blodstadt is incapacitated in its resting place, Legendary Action can only be used once every 24 hours. space and vice versa. While in this form, Blodstadt can’t
location of Blodstadt’s and disperses after 1 round.
Blodstadt is Paralyzed until the stake is removed. attack or cast spells. Any creature that starts its turn
͡ Harmed by Running Water. Blodstadt takes 20 Charm. <1> Blodstadt targets one creature it can see in Blodstadt’s space takes 14 (3d8) piercing damage,
acid damage if it ends its turn in running water. within 30 feet. If the target can see Blodstadt, the target and Blodstadt regains hit points equal to that amount.
͡ Sunlight Hypersensitivity. Blodstadt takes 20 must succeed on a DC 16 Wisdom saving throw against this Blodstadt can revert back to its true primal form as a
radiant damage when it starts its turn in sunlight. magic or be charmed by Blodstadt. The target isn’t under Bonus Action.
While in sunlight, it has Disadvantage on attack Blodstadt’s control; it takes Blodstadt’s requests or actions
rolls and ability checks. in the most favorable way it can, and it is a willing target for
Blodstadt’s bite attack. Each time Blodstadt does anything
harmful to the target, it can repeat the saving throw, ending
the effect on itself on a success. Otherwise, the effect lasts
24 hours or until Blodstadt is destroyed.Otherwise, the
effect lasts 24 hours or until Blodstadt is destroyed.
CR
13
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 165 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: +10 to hit, reach 5 ft., one Massive Claw. Melee Weapon Attack: +10 to hit, reach 10 “Primal Form” section for 1 hour.
creature. Hit: 18 (3d8 + 5) slashing damage. ft., one creature. Hit: 22 (3d10 + 5) slashing damage.
If one of the following conditions is met. Blodstadt will
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., Devouring Bite. Melee Weapon Attack: +10 to hit, reach 5 immediately activate its “Primal Form”.
Hit Points 145 (17d8 + 68) one willing creature or a creature that is grappled, ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 14
Speed 30 ft. fly 30 ft. (hover) incapacitated, or restrained by Blodstadt. Hit: 10 (1d8 + (3d8) necrotic damage. The target’s hit points maximum is ͡ If all Doppelgangers are defeated
5) piercing damage plus 14 (3d8) necrotic damage. The reduced by an amount equal to the necrotic damage taken, ͡ If Blodstadt starts two consecutive turns in sunlight.
target’s hit points maximum is reduced by an amount and Blodstadt regains hit points equal to that amount. ͡ When badly injured. Hit points are brought to 0.
STR DEX CON INT WIS CHA
equal to the necrotic damage taken, and Blodstadt regains
16 (+3) 20 (+5) 16 (+3) 16 (+3) 13 (+1) 22 (+6)
hit points equal to 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 +10, Charisma +11 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 +11, Persuasion +11 ground rises the following night as a Vampire Spawn succeed on a DC 18 Dexterity saving throw or take 27 The creature lets out a bone-chilling screech as it swoops
͡ Damage Resistances Necrotic, Bludgeoning, under Blodstadt’s control. (4d10 + 5) bludgeoning damage and be knocked prone. down to attack.”
Piercing, and Slashing from Non-Magical Attacks On a successful save, the target takes half the damage and
͡ Senses Darkvision 60 ft., Passive Perception 15 Innate Spellcasting. Blodstadt’s innate spellcasting ability isn’t knocked prone.
͡ Language Common is Charisma (spell save DC 18, +10 to hit with spell attacks).
SPECIAL TRAITS+
͡ Challenge 13 (10,000 xp) It can innately cast the following spells, requiring no
͡ Proficiency Bonus +5 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
138 ͡ 1/day: Hallucinatory Terrain is within 120 feet of Blodstadt and aware of it must succeed 139
Regeneration. Blodstadt regains 20 hit points at the
on a DC 18 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 II

THE CHAMPIONS / BLODSTADT / DIFFICULT Y II


at the start of its next turn. Blodstadt can take 2 Legendary Actions, choosing from Sonic Screech. <1> Each creature within 20 feet of creature is immune to Blodstadt’s Frightful Presence for the
the options below. Only one Legendary Action option can Blodstadt must succeed on a DC 18 Constitution saving next 24 hours.
Spider Climb. Blodstadt can climb Difficult Surfaces, be used at a time and only at the end of another creature’s throw or take 9 (2d8) thunder damage and become
including ceilings, without needing to make an ability turn. Blodstadt regains spent Legendary Actions at the deafened for 1 minute.
check. start of its turn. At the end of their turn, they can attempt another
LAIR ACTIONS
saving throw to regain their auditory senses. On a
Vampire Weaknesses. Blodstadt has the following Doppelganger. <2> Blodstadt creates a doppelganger for successful save, the target ignores the effect.
On initiative count 20 (losing initiative ties), Blodstadt takes a
flaws: each Isolated enemy. Isolation occurs when an enemy
Lair Action to cause the following effect.
͡ Forbiddance. Blodstadt can’t enter a residence cannot see any of its allies.The doppelganger has the same Swarm of Bats. <2> Blodstadt transforms into a Swarm
without an invitation from one of the occupants. stats as Blodstadt, except it has 35 hit points and can only of Bats and moves 20 feet. Its size becomes Huge. While in
Swirling mists. A thick mist seeps out from the edges of the
͡ Stake to the Heart. If a piercing weapon made use its Action to cast Phantasmal Force. Doppelgangers this form, Blodstadt’s only method of movement is a flying
area, enveloping everything in darkness, obscuring all vision
of wood is driven into Blodstadt’s heart while will be added to the initiative tracker for the next turn. This speed of 20 feet. Blodstadt can occupy another creature’s
except for a 20-foot radius. This area appears in the current
Blodstadt is incapacitated in its resting place, Legendary Action can only be used once every 24 hours. space and vice versa. While in this form, Blodstadt can’t
location of Blodstadt’s and disperses after 1 round.
Blodstadt is Paralyzed until the stake is removed. attack or cast spells. Any creature that starts its turn
͡ Harmed by Running Water. Blodstadt takes 20 Charm. <1> Blodstadt targets one creature it can see in Blodstadt’s space takes 18 (4d8) piercing damage,
acid damage if it ends its turn in running water. within 30 feet. If the target can see Blodstadt, the target and Blodstadt regains hit points equal to that amount.
͡ Sunlight Hypersensitivity. Blodstadt takes 20 must succeed on a DC 18 Wisdom saving throw against this Blodstadt can revert back to its true primal form as a
radiant damage when it starts its turn in sunlight. magic or be charmed by Blodstadt. The target isn’t under Bonus Action.
While in sunlight, it has Disadvantage on attack Blodstadt’s control; it takes Blodstadt’s requests or actions
rolls and ability checks. in the most favorable way it can, and it is a willing target for
Blodstadt’s bite attack. Each time Blodstadt does anything
harmful to the target, it can repeat the saving throw, ending
the effect on itself on a success. Otherwise, the effect lasts
24 hours or until Blodstadt is destroyed.Otherwise, the
effect lasts 24 hours or until Blodstadt is destroyed.
CR
18
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 220 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: +13 to hit, reach 5 ft., one Massive Claw. Melee Weapon Attack: +10 to hit, reach 10 “Primal Form” section for 1 hour.
creature. Hit: 25 (4d8 + 7) slashing damage. ft., one creature. Hit: 29 (4d10 + 7) slashing damage.
If one of the following conditions is met. Blodstadt will
Armor Class 20 (natural armor) Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., Devouring Bite. Melee Weapon Attack: +10 to hit, reach 5 immediately activate its “Primal Form”.
Hit Points 200 (23d8 + 97) one willing creature or a creature that is grappled, ft., one creature. Hit: 21 (3d8 + 7) piercing damage plus 18
Speed 30 ft. fly 30 ft. (hover) incapacitated, or restrained by Blodstadt. Hit: 16 (2d8 + (4d8) necrotic damage. The target’s hit points maximum is ͡ If all Doppelgangers are defeated
7) piercing damage plus 18 (4d8) necrotic damage. The reduced by an amount equal to the necrotic damage taken, ͡ If Blodstadt starts two consecutive turns in sunlight.
target’s hit points maximum is reduced by an amount and Blodstadt regains hit points equal to that amount. ͡ When badly injured. Hit points are brought to 0.
STR DEX CON INT WIS CHA
equal to the necrotic damage taken, and Blodstadt regains
18 (+4) 24 (+7) 16 (+3) 16 (+3) 13 (+1) 24 (+7)
hit points equal to 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 +13, Charisma +13 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 +13, Persuasion +13 ground rises the following night as a Vampire Spawn succeed on a DC 21 Dexterity saving throw or take 35 The creature lets out a bone-chilling screech as it swoops
͡ Damage Resistances Necrotic, Bludgeoning, under Blodstadt’s control. (5d10 + 7) bludgeoning damage and be knocked prone. down to attack.”
Piercing, and Slashing from Non-Magical Attacks On a successful save, the target takes half the damage and
͡ Senses Darkvision 60 ft., Passive Perception 15 Innate Spellcasting. Blodstadt’s innate spellcasting ability isn’t knocked prone.
͡ Language Common is Charisma (spell save DC 21, +13 to hit with spell attacks).
SPECIAL TRAITS+
͡ Challenge 18 (20,000 xp) It can innately cast the following spells, requiring no
͡ Proficiency Bonus +6 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
140 ͡ 1/day: Hallucinatory Terrain is within 120 feet of Blodstadt and aware of it must succeed 141
Regeneration. Blodstadt regains 25 hit points at the
on a DC 21 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 III

THE CHAMPIONS / BLODSTADT / DIFFICULT Y III


at the start of its next turn. Blodstadt can take 2 Legendary Actions, choosing from Sonic Screech. <1> Each creature within 20 feet of creature is immune to Blodstadt’s Frightful Presence for the
the options below. Only one Legendary Action option can Blodstadt must succeed on a DC 21 Constitution saving next 24 hours.
Spider Climb. Blodstadt can climb Difficult Surfaces, be used at a time and only at the end of another creature’s throw or take 14 (3d8) thunder damage and become
including ceilings, without needing to make an ability turn. Blodstadt regains spent Legendary Actions at the deafened for 1 minute.
check. start of its turn. At the end of their turn, they can attempt another
LAIR ACTIONS
saving throw to regain their auditory senses. On a
Vampire Weaknesses. Blodstadt has the following Doppelganger. <2> Blodstadt creates a doppelganger for successful save, the target ignores the effect.
On initiative count 20 (losing initiative ties), Blodstadt takes a
flaws: each Isolated enemy. Isolation occurs when an enemy
Lair Action to cause the following effect.
͡ Forbiddance. Blodstadt can’t enter a residence cannot see any of its allies.The doppelganger has the same Swarm of Bats. <2> Blodstadt transforms into a Swarm
without an invitation from one of the occupants. stats as Blodstadt, except it has 45 hit points and can only of Bats and moves 20 feet. Its size becomes Huge. While in
Swirling mists. A thick mist seeps out from the edges of the
͡ Stake to the Heart. If a piercing weapon made use its Action to cast Phantasmal Force. Doppelgangers this form, Blodstadt’s only method of movement is a flying
area, enveloping everything in darkness, obscuring all vision
of wood is driven into Blodstadt’s heart while will be added to the initiative tracker for the next turn. This speed of 20 feet. Blodstadt can occupy another creature’s
except for a 20-foot radius. This area appears in the current
Blodstadt is incapacitated in its resting place, Legendary Action can only be used once every 24 hours. space and vice versa. While in this form, Blodstadt can’t
location of Blodstadt’s and disperses after 1 round.
Blodstadt is Paralyzed until the stake is removed. attack or cast spells. Any creature that starts its turn
͡ Harmed by Running Water. Blodstadt takes 20 Charm. <1> Blodstadt targets one creature it can see in Blodstadt’s space takes 27 (6d8) piercing damage,
acid damage if it ends its turn in running water. within 30 feet. If the target can see Blodstadt, the target and Blodstadt regains hit points equal to that amount.
͡ Sunlight Hypersensitivity. Blodstadt takes 20 must succeed on a DC 21 Wisdom saving throw against this Blodstadt can revert back to its true primal form as a
radiant damage when it starts its turn in sunlight. magic or be charmed by Blodstadt. The target isn’t under Bonus Action.
While in sunlight, it has Disadvantage on attack Blodstadt’s control; it takes Blodstadt’s requests or actions
rolls and ability checks. in the most favorable way it can, and it is a willing target for
Blodstadt’s bite attack. Each time Blodstadt does anything
harmful to the target, it can repeat the saving throw, ending
the effect on itself on a success. Otherwise, the effect lasts
24 hours or until Blodstadt is destroyed.Otherwise, the
effect lasts 24 hours or until Blodstadt is destroyed.
“THE GARDENER OF THE DEAD”
CALE
CR CR CR
8 13 18

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

THE CHAMPIONS / CALE


CALE’S CALE’S
ORIGIN DM TIPS
F rom birth, Cale stood apart, unable to comprehend
emotions or the fallible logic inherent in the grove’s
reverence for the balance between life and death.
Upon his return to the grove, Cale discovered desolation.
His tribe had succumbed to a devastating plague, and their
resting places were now marked with solemn graves. This
Here are some helpful tips and tricks for mastering the role of Cale.

sight, incomprehensible to his mind, stirred something NARRATIVE COMBAT


One day, deep in the Mystic Grove, fate led Cale to a within him—an unfamiliar surge of anger. He used his
profound discovery—a Poison Spore Parasite nestled within powers to try and resurrect them, to raise the dead… but too TRIBAL TURMOIL: ͡ Cale is a master of poisonous spores, they are the center
the foliage. Something about it felt different, and its behavior much time had passed for the magic to work. Craft scenarios where neighboring tribes speak of Cale’s of his power and allow him to torment those affected
was baffling. It propelled Cale into daring experimentation visits, recounting his radical proposals for eternal existence. with its Dreadful Illusions Legendary Action. The visions
and profound truth: the parasite held the key to reanimating If only others recognized the boundless potential he had This will give players more insight into Cale’s history of caused by this can be abstract in nature, but can also
the deceased. uncovered earlier. Confusion twisted into resolve, and he rejection and allow them to form an opinion on his ideology. play on the mind of the victim and display something that
embarked on a mission. With his power over life and death, is dreadful to them specifically.
After years of experimentation on critters of all kinds, he sought to convince neighboring tribes to embrace his
the time had come for a grander experiment—one done on vision of endless existence. PLAGUE INVESTIGATION: ͡ When facing Cale in his Primal form, it uses its Gravecall
himself. He injected the parasite into his veins and embraced Legendary Action to animate the Dead. Consider placing
its essence. This triggered a metamorphosis. Through a Yet, his pleas fell on deaf ears, confounding him further. Consider introducing a side quest that enables players piles of bones and corpses of medium and small-sized
symbiotic mutation induced by the parasite, he transcended The tribes rejected his logic, refusing to accept his radical to investigate Cale’s Poison Spore virus. They can explore, creatures in the area in which the encounter takes place.
mortality, gaining unparalleled regenerative abilities. ideas. In frustration, he resolved to enact his vision forcibly, research, and analyze the mysteries surrounding the virus,
believing it was the only path to salvation to find out crucial details that could aid in understanding or ͡ All the skeletons and zombies Cale resurrects and
This newfound power led to his lineage uncovering his combatting this deadly affliction. summons do not appear in a humanoid form. Instead
transgressions, deeming them a disgrace to the sanctity One by one, tribe after tribe met their end at his hands, they appear as various critters such as bears, wolves,
144 of their land. They cast him out, believing he had disrupted murdered only to be reborn as lifeless husks. Cale strove to squirrels, or anything else that fits the environment in 145
their cherished delicate balance. To Cale, their rejection was cleanse the realm of life, driven by a twisted conviction that EXPERIMENTAL SITE: which the players encounter Cale.
baffling. Why couldn’t they recognize the brilliance of his only through dying could death be conquered. His mania
revelation—the means to transcend life’s constraints? knew no bounds, not even sparing himself, for in his eyes, Consider introducing a burial ground, once sacred but ͡ When the hit points of Cale’s Undead Servant’s are
death was merely the beginning of an eternal journey. now tainted by Cale’s experiments. reduced to 0, they explode, which can cause damage to
THE CHAMPIONS / CALE / ORIGINS

THE CHAMPIONS / CALE / ORIGINS


Exiled from Mystic Grove, he delved deeper into the Cale as well. Players can strategically plan their attack to
forbidden arts, honing his control over life and death with These could be places where Cale exercises his mastery trigger an explosion at an opportune time.
each passing year. Unaware of how much time had actually over life and death, experimenting with the Poison Spore
passed, he became a master ready to convince his tribe virus. Players might stumble upon the aftermath—undead
once more. creatures or the reanimation process.

HAUNTED BY MEMORIES:

When players fall victim to the Poison Spore virus, they


are plagued by haunting nightmares.

These visions are an opportunity to explore forgotten


aspects of the players’ past. Make sure to dive into detailed
PERSONALITY TRAITS and vivid descriptions of these nightmares, weaving in
elements from their backstory or past experiences.
͡ Lack of Empathy. Cale is incapable of experiencing empathy or understanding the emotions of others. He remains
indifferent to their suffering and causes harm without remorse, all in pursuit of his goals.

͡ 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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


TARGET PRIORITIES START OF TURN START OF TURN START OF TURN
1. Enemies who are not poisoned ͡ If an enemy is within 10 ft. ͡ If the Wither attack is uncharged ͡ If an enemy is within 10 ft.
2. Nearest enemy ↳ Saving Throw: Necrotic Spores ↳ Recharge: Wither (5-6) ↳ Saving Throw: Necrotic Spores
3. Clerics and Druids

AFTER PLAYER ACTION TARGET PRIORITIES AFTER PLAYER ACTION


͡ If Cale is targeted by a spell 1. Enemies who are not poisoned ͡ If Cale is targeted by a spell
MOVEMENT
͡ Move up to 30 ft. away from the Target ↳ Reactions: Counterspell (Innate 2. Nearest enemy ↳ Reactions: Counterspell (Innate
Priority Spellcasting) 3. Clerics and Druids Spellcasting)
͡ If a melee weapon attack successfully lands ͡ If an attack successfully lands against Cale
against Cale ↳ Reactions: Life Link
146 ↳ Reactions: Grasping Vine MOVEMENT 147
ACTION
͡ If the Target Priority is within range ͡ Move up to 30 ft. away from the Target
↳ Actions: Spore Spray Priority END OF TURN
↳ Actions: Innate Spellcasting END OF TURN ͡ Do >2 Undead Servants exist on the
͡ If Grasping Vine is active ͡ If an enemy is poisoned and within 30 ft. battlefield?
THE CHAMPIONS / CALE / HABITS OF MIND

THE CHAMPIONS / CALE / HABITS OF MIND


↳ Bonus Actions: Grasping Vine ↳ Legendary Actions: Dreadful Illusions ACTION ↳ Yes > Legendary Actions+: Corpse
͡ If there are >3 enemies within 10 ft. ͡ If the Target Priority is within range Explosion
↳ Legendary Actions: Aerial Glide ↳ Actions+: Necrotic Blast ↳ No > Legendary Actions+: Gravecall
͡ Enter Primal form ↳ Actions+: Wither ͡ If an enemy is poisoned and within 30 ft.
↳ If Cale’s Hit points are 0 ͡ If an Undead Servant exists on the battlefield ↳ Legendary Actions: Dreadful Illusions
↳ If the safety of the Phylactery is ↳ Bonus Actions: Undead Servant (Move) ͡ If there are >3 enemies within 10 ft.
threatened or at risk. ↳ Bonus Actions: Undead Servant (Bite) ↳ Legendary Actions: Aerial Glide
↳ When all players suffer from poison

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

THE CHAMPIONS / CALE / DIFFICULT Y I


the mushrooms in his body will release spores that out as a Bonus Action during its turns.
LAIR ACTIONS
slowly restore his damaged body. Parts that are too Gravecall. <1> Cale invokes the innate power of
heavily damaged are replaced with fungi-like growth necromancy, casting Animate Dead without expending a On initiative count 20 (losing initiative ties), Cale takes a lair
that serve as functional body parts. This process takes LEGENDARY ACTIONS spell slot. Cale selects either a pile of bones or the corpse action to cause one of the following effects. It can’t use the
1d4 days, after which Cale wakes up with all its hit of any medium or small-sized creature within 30 feet to same lair action two rounds in a row.
points. If all the mushrooms are either destroyed or Cale can take 2 Legendary Actions, choosing from the summon an Undead Servant.
removed from his body, the process comes to an end options below. Only one Legendary Action option can be The undead servant has the stats of a Skeleton or Haunted Grounds. Cale summons 2d4 medium-sized Undead
and Cale dies. used at a time and only at the end of another creature’s Zombie. Depending on the state of the corpse being Servants from the earth within a 60-foot radius. These
turn. Cale regains spent Legendary Actions at the start of animated, it may lack the ability to attack. Once on your creatures will crumble into dust if they wander beyond a 60-
Turn Immunity. Cale is immune to effects that turn its turn. turn, you may use a Bonus Action to direct the Undead foot range of Cale or if Cale meets its demise.
undead. Servant to perform a task. It can perform any task a
Aerial Glide. <2> Cale swiftly glides across the battlefield, creature can take that does not involve an ability or skill Withering Vines. Withering Vines emerge from the ground in
Verdant Lifebond. Cale imbues plants within 30 feet moving up to half its Movement Speed feet without check. a 15-foot square within 30 feet of Cale. Creatures in that area
of it with limited sentience and animation, enabling provoking Attack of Opportunity. Additionally, if the Undead Servant is reduced to 0 must make a DC 15 Strength saving throw or be restrained
them to communicate with Cale and follow its simple hit points, it triggers the detonation effect of Corpse for 1 minute.
commands. Dreadful Illusions. <1> Cale chooses a creature it can Explosion.
see within 30 feet that is poisoned, subjecting them to
Necrotic Spores. Cale is surrounded by a Cloud of tormenting illusions spawned by the poison’s influence. Corpse Explosion. <2> Cale may target an Undead
Spores. When a creature is within 10 feet of Cale. The affected creature experiences nightmarish visions. Servant within 60 feet, within line of sight, causing it to
When a creature enters the area for the first time on The target must make a DC 15 Wisdom saving throw or detonate within a 15-foot square centered on the chosen
a turn or starts its turn there, it must make a DC 15 take 18 (4d8) psychic damage. On a successful save, the target. All creatures in the affected area must make a DC
Constitution saving throw or become poisoned for 1 effect ends. 15 Dexterity saving throw. On a failed save, they suffer 18
minute. (4d8) bludgeoning damage and become poisoned for 1
minute. On a successful save, they take half damage. The
targeted corpse or zombie is entirely obliterated, and this
ability cannot be used again on the same target.
CR
13
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 17 energy, channeling it into a 30-foot-long, narrow beam. resets to 165 hit points, and it clears any and all status effects.
Constitution saving throw or take 18 (4d8) poison and Each creature caught within its path must attempt a DC 17 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 23 (4d8 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 17 (natural armor) Innate Spellcasting. Cale possesses innate spellcasting activate its “Primal Form”.
Hit Points 130 (16d8 + 58) 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 17, +11 to within a 15-foot radius of Cale must succeed on a DC 17 ͡ When a player is healed
hit with spell attacks). It can innately cast the following Constitution saving throw or suffer 27 (6d8) necrotic ͡ When all players are suffering from poison
spells, 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) 22 (+6) 16 (+3) 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 +8, Int +11, Wis +8 ͡ 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 13 (10,000 xp) Grasping Vine. When Cale takes melee weapon damage, Lifelink. When an attack successfully hits Cale, it may
͡ Proficiency +5 Cale may conjure a decaying vine that bursts from the choose an Undead Servant it has summoned within 30
SPECIAL TRAITS+
150 ground in an unoccupied space within 30 feet for 1d6 feet. Cale takes only half of the damage, while the Undead 151
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 17 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 II

THE CHAMPIONS / CALE / DIFFICULT Y II


the mushrooms in his body will release spores that out as a Bonus Action during its turns.
LAIR ACTIONS
slowly restore his damaged body. Parts that are too Gravecall. <1> Cale invokes the innate power of
heavily damaged are replaced with fungi-like growth necromancy, casting Animate Dead without expending a On initiative count 20 (losing initiative ties), Cale takes a lair
that serve as functional body parts. This process takes LEGENDARY ACTIONS spell slot. Cale selects either a pile of bones or the corpse action to cause one of the following effects. It can’t use the
1d4 days, after which Cale wakes up with all its hit of any medium or small-sized creature within 30 feet to same lair action two rounds in a row.
points. If all the mushrooms are either destroyed or Cale can take 2 Legendary Actions, choosing from the summon an Undead Servant.
removed from his body, the process comes to an end options below. Only one Legendary Action option can be The undead servant has the stats of a Skeleton or Haunted Grounds. Cale summons 2d4 medium-sized Undead
and Cale dies. used at a time and only at the end of another creature’s Zombie. Depending on the state of the corpse being Servants from the earth within a 60-foot radius. These
turn. Cale regains spent Legendary Actions at the start of animated, it may lack the ability to attack. Once on your creatures will crumble into dust if they wander beyond a 60-
Turn Immunity. Cale is immune to effects that turn its turn. turn, you may use a Bonus Action to direct the Undead foot range of Cale or if Cale meets its demise.
undead. Servant to perform a task. It can perform any task a
Aerial Glide. <2> Cale swiftly glides across the battlefield, creature can take that does not involve an ability or skill Withering Vines. Withering Vines emerge from the ground in
Verdant Lifebond. Cale imbues plants within 30 feet moving up to half its Movement Speed feet without check. a 15-foot square within 30 feet of Cale. Creatures in that area
of it with limited sentience and animation, enabling provoking Attack of Opportunity. Additionally, if the Undead Servant is reduced to 0 must make a DC 17 Strength saving throw or be restrained
them to communicate with Cale and follow its simple hit points, it triggers the detonation effect of Corpse for 1 minute.
commands. Dreadful Illusions. <1> Cale chooses a creature it can Explosion.
see within 30 feet that is poisoned, subjecting them to
Necrotic Spores. Cale is surrounded by a Cloud of tormenting illusions spawned by the poison’s influence. Corpse Explosion. <2> Cale may target an Undead
Spores. When a creature is within 10 feet of Cale. The affected creature experiences nightmarish visions. Servant within 60 feet, within line of sight, causing it to
When a creature enters the area for the first time on The target must make a DC 17 Wisdom saving throw or detonate within a 15-foot square centered on the chosen
a turn or starts its turn there, it must make a DC 17 take 23 (5d8) psychic damage. On a successful save, the target. All creatures in the affected area must make a DC
Constitution saving throw or become poisoned for 1 effect ends. 17 Dexterity saving throw. On a failed save, they suffer 27
minute. (6d8) bludgeoning damage and become poisoned for 1
minute. On a successful save, they take half damage. The
targeted corpse or zombie is entirely obliterated, and this
ability cannot be used again on the same target.
CR
18
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 20 energy, channeling it into a 30-foot-long, narrow beam. resets to 220 hit points, and it clears any and all status effects.
Constitution saving throw or take 27 (6d8) poison and Each creature caught within its path must attempt a DC 20 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 30 (5d8 Form” section for 1 hour.
the target takes half the damage and isn’t poisoned. + 7) 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 19 (natural armor) Innate Spellcasting. Cale possesses innate spellcasting activate its “Primal Form”.
Hit Points 180 (23d8 + 77) 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 20, +13 within a 15-foot radius of Cale must succeed on a DC 20 ͡ When a player is healed
to hit with spell attacks). It can innately cast the following Constitution saving throw or suffer 36 (8d8) necrotic ͡ When all players are suffering from poison
spells, 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) 23 (+7) 18 (+4) 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 +9, Int +13, Wis +10 ͡ 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 20 REACTION REACTIONS+ his every whim.”
͡ Languages Common, Druidic, Sylvan
͡ Challenge 18 (20,000 xp) Grasping Vine. When Cale takes melee weapon damage, Lifelink. When an attack successfully hits Cale, it may
͡ Proficiency +6 Cale may conjure a decaying vine that bursts from the choose an Undead Servant it has summoned within 30
SPECIAL TRAITS+
152 ground in an unoccupied space within 30 feet for 1d6 feet. Cale takes only half of the damage, while the Undead 153
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 20 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 III

THE CHAMPIONS / CALE / DIFFICULT Y III


the mushrooms in his body will release spores that out as a Bonus Action during its turns.
LAIR ACTIONS
slowly restore his damaged body. Parts that are too Gravecall. <1> Cale invokes the innate power of
heavily damaged are replaced with fungi-like growth necromancy, casting Animate Dead without expending a On initiative count 20 (losing initiative ties), Cale takes a lair
that serve as functional body parts. This process takes LEGENDARY ACTIONS spell slot. Cale selects either a pile of bones or the corpse action to cause one of the following effects. It can’t use the
1d4 days, after which Cale wakes up with all its hit of any medium or small-sized creature within 30 feet to same lair action two rounds in a row.
points. If all the mushrooms are either destroyed or Cale can take 2 Legendary Actions, choosing from the summon an Undead Servant.
removed from his body, the process comes to an end options below. Only one Legendary Action option can be The undead servant has the stats of a Skeleton or Haunted Grounds. Cale summons 2d4 medium-sized Undead
and Cale dies. used at a time and only at the end of another creature’s Zombie. Depending on the state of the corpse being Servants from the earth within a 60-foot radius. These
turn. Cale regains spent Legendary Actions at the start of animated, it may lack the ability to attack. Once on your creatures will crumble into dust if they wander beyond a 60-
Turn Immunity. Cale is immune to effects that turn its turn. turn, you may use a Bonus Action to direct the Undead foot range of Cale or if Cale meets its demise.
undead. Servant to perform a task. It can perform any task a
Aerial Glide. <2> Cale swiftly glides across the battlefield, creature can take that does not involve an ability or skill Withering Vines. Withering Vines emerge from the ground in
Verdant Lifebond. Cale imbues plants within 30 feet moving up to half its Movement Speed feet without check. a 15-foot square within 30 feet of Cale. Creatures in that area
of it with limited sentience and animation, enabling provoking Attack of Opportunity. Additionally, if the Undead Servant is reduced to 0 must make a DC 20 Strength saving throw or be restrained
them to communicate with Cale and follow its simple hit points, it triggers the detonation effect of Corpse for 1 minute.
commands. Dreadful Illusions. <1> Cale chooses a creature it can Explosion.
see within 30 feet that is poisoned, subjecting them to
Necrotic Spores. Cale is surrounded by a Cloud of tormenting illusions spawned by the poison’s influence. Corpse Explosion. <2> Cale may target an Undead
Spores. When a creature is within 10 feet of Cale. The affected creature experiences nightmarish visions. Servant within 60 feet, within line of sight, causing it to
When a creature enters the area for the first time on The target must make a DC 20 Wisdom saving throw or detonate within a 15-foot square centered on the chosen
a turn or starts its turn there, it must make a DC 20 take 32 (7d8) psychic damage. On a successful save, the target. All creatures in the affected area must make a DC
Constitution saving throw or become poisoned for 1 effect ends. 20 Dexterity saving throw. On a failed save, they suffer 36
minute. (8d8) bludgeoning damage and become poisoned for 1
minute. On a successful save, they take half damage. The
targeted corpse or zombie is entirely obliterated, and this
ability cannot be used again on the same target.
“THE DESERT SCOURGE”
NA’JA
CR CR CR
5 10 15

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

THE CHAMPIONS / NA’JA


NA’JA’S NA’JA’S
ORIGIN DM TIPS
I n the heart of the Golden Lands—a realm blanketed by
endless, glistening sands—the people of the depths,
known as the G’ra’t, eked out an existence beneath the
“More…” the whispers menacingly sounded.

Wrapped in their blankets and holed up in the corners of


Here are some helpful tips and tricks for mastering the role of 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

THE CHAMPIONS / NA’JA / ORIGINS


Yet, there is a cruel irony that shackled her omnipotence. through significant alterations in the landscape, such as emphasize its hit-and-run tactics. Na’Ja will try to weave
Her territory, while vast, was finite, and the voracious petrified areas or eerie markings that signify her ominous in and out of battle. Where the players might’ve entered
hunger that dwelled within her knew no bounds. presence. the lair feeling like hunters, they should now start feeling
like they are the ones being hunted.
In her greed, she beckoned the G’ra’t for more sacrifices.
At night, whispers slithered into their bedrooms, echoing HUNGRY EYES:
from wall to wall.
Convey Na’ja’s eternal hunger through her eyes. Her
gaze should be intense, unyielding, and devoid of empathy.
Players should feel the weight of her insatiable appetite
through the piercing stare that seems to devour everything
in its path.
PERSONALITY TRAITS

͡ 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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


TARGET PRIORITIES START OF TURN START OF TURN START OF TURN
1. Nearest enemy ͡ If an enemy is within 30 ft. in LOS ͡ If Na’ja has devoured a petrified creature ͡ If an enemy is within 30 ft. in LOS
2. Enemies that try to obscure vision ↳ Traits: Petrifying Gaze ↳ Bonus Actions+: Devour Petrified (Take Acid ↳ Traits: Petrifying Gaze
3. Last enemy that has attacked Na’ja Damage)

DURING PLAYER MOVEMENT DURING PLAYER MOVEMENT


MOVEMENT ͡ If the currently engaged enemy tries to ͡ If the currently engaged enemy tries to break
TARGET PRIORITIES
͡ Move up to 30 ft. away from the Target break line of sight 1. A petrified enemy line of sight
Priority ↳ Reactions: Serpent’s Gaze (2/turn) 2. Nearest enemy ↳ Reactions: Serpent’s Gaze (2/turn)
3. Last enemy that has attacked Na’ja

158 ACTION END OF TURN AFTER PLAYER ACTION 159


͡ If the Target Priority is within 30 ft. ͡ If an enemy is petrified ͡ If an attack successfully lands against Na’ja
MOVEMENT
↳ Action: Acid Spit ↳ Saving throw: Petrifying Gaze ͡ Move toward the Target Priority ↳ Reactions+: Slithering Retreat (toward
͡ Else: ͡ If there are >2 enemies within 5 ft. the damage dealer) (1/turn)
↳ Action: Multiattack ↳ Legendary Actions: Serpent’s Slide ͡ If Na’ja fails a saving throw
THE CHAMPIONS / NA’JA / HABITS OF MIND

THE CHAMPIONS / NA’JA / HABITS OF MIND


(Move Away) ↳ Special Traits+: Legendary Resistance
ACTION
͡ Else: ͡ If the Target Priority is petrified and (1/day)
↳ Legendary Actions: Acid Burst within 5 ft.
͡ Enter Primal form ↳ Bonus Actions+: Devour Petrified
↳ If Na’ja’s hit points are 0 ͡ Else, END OF TURN
↳ If Na’ja’s eyes are damaged or sight is ↳ Actions+: Venomous Tail Lash ͡ If an enemy is petrified
removed ↳ Actions: Multiattack ↳ Saving throw: Petrifying Gaze
↳ If Na’ja has petrified multiple enemies ͡ If an attack successfully lands against Na’ja
↳ Saving Throw: Devour Petrified
͡ If there are >2 enemies within 10 ft. radius
↳ Legendary Actions+: Sweeping Tail
͡ Else:
↳ Legendary Actions+: Venomous Pounce

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.

Petrifying Gaze. If a creature starts its turn within LAIR ACTIONS


30 feet of Na’ja and the two can see each other, Na’ja REACTIONS REACTIONS+
THE CHAMPIONS / NA’JA / DIFFICULT Y I

THE CHAMPIONS / NA’JA / DIFFICULT Y I


can force the creature to make a DC 15 Constitution On initiative count 20 (losing initiative ties), Na’ja takes a Lair
saving throw if Na’ja isn’t incapacitated. On a failed Serpent’s Gaze. If a creature tries to step outside of Slithering Retreat. After being hit by a ranged attack, Na’ja Action to cause one of the following effects. It can’t use the
save, the creature magically begins to turn to stone Na’ja’s line of sight, Na’ja may immediately make an Acid may immediately move up to 20 feet without provoking same Lair Action two rounds in a row.
and is restrained. It must repeat the saving throw at Spit attack against the target. For this attack, the target Attack of Opportunity.
the end of its next turn. On success, the effect ends. creature counts as having full cover. Sandstorm. A sandstorm begins to rage in a 25-foot radius,
On failure, the creature is petrified until freed by the 50-foot tall cylinder in the middle of the lair for 5 (2d4)
Greater Restoration Spell or other magic. minutes. For the duration the sandstorm rages, all creatures
A creature that isn’t surprised can avert its eyes to in the storm’s area without Blindsight or Tremorsense have
LEGENDARY ACTIONS LEGENDARY ACTIONS+
avoid the saving throw at the start of its turn. If it Disadvantage on all attack rolls and Dexterity saving throws.
does so, Na’ja counts as Invisible to that creature Na’ja can take 2 Legendary Actions, choosing from the Sweeping Tail. <2> Na’ja sweeps a 10-foot semicircle with All ranged attacks originating from outside the sandstorm
until the start of its next turn, when it can avert its options below. Only one Legendary Action option can be its tail and makes a Venomous Tail Lash attack against that targets a creature, object, or space in the sandstorm are
eyes again. used at a time and only at the end of another creature’s every creature in the area. made at Disadvantage unless the attacker has Blindsight
If it looks at Na’ja in the meantime, it must turn. Na’ja regains spent Legendary Actions at the start of or Tremorsense and is close enough to the target to sense
immediately make the save. If Na’ja sees its its turn. Venomous Pounce. <2> Na’ja leaps through the air, them.
reflection within 30 feet of it in bright light, it covering a distance of up to 20 feet. Upon landing, Na’ja
mistakes itself for a rival and targets itself with its Serpent’s Slide. <1> Na’ja swiftly maneuvers across the makes a Claw attack against every creature within range. Camouflage. Na’ja blends into its surroundings, taking the
gaze. battlefield, moving up to half its Movement Speed feet Inflicting an additional 6 (1d10) acid damage to each Hide Action. Its stealth bonus is also improved to +8.
without provoking Attack of Opportunity. target. Additionally, each target must succeed on a DC 15
Serpent’s Instinct. Na’ja has an additional Reaction Strength saving throw or be forcefully knocked prone.
every turn. Acid Burst. <1> Na’ja unleashes a searing stream of acidic
venom, spitting a corrosive burst onto its target. Na’ja
makes one Acid Spit attack.
CR
10
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: +9 to hit, reach
Lash attack. 10 ft., one target. Hit: 14 (2d8 + 5) 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 125 hit points, and it clears any and all status effects.
Claw. Melee weapon attack: +9 to hit, reach 5 ft., one DC 17 Strength saving throw or be knocked prone. Additionally, Na’ja can now use the options in the “Primal
target. Hit: 14 (2d8 + 5) slashing damage. Form” section for 1 hour.
Devour Petrified. As a Bonus Action, Na’ja can devour a
Armor Class 17 (natural armor) Tail Lash. Melee weapon attack: +9 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 125 (14d12 + 34) target. Hit: 14 (2d8 + 5) 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 25 (7d6) 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: +8 to hit, range 20/40 When Na’ja takes damage from a creature it has ͡ When badly injured. Hit points are brought to 0.
20 (+5) 18 (+4) 14 (+2) 8 (-1) 8 (-1) 12 (+1)
ft., one creature. Hit: The target must make a DC 17 swallowed or from an external source, it must make
Constitution saving throw, taking 21 (6d6) 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 +8 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 10 (5,900 xp) in its intestines, which can be used to reverse the moment.”
͡ Proficiency Bonus +4 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.
162 163
any creature it sees within 30 feet. available between Na’ja and the creature.

Petrifying Gaze. If a creature starts its turn within LAIR ACTIONS


30 feet of Na’ja and the two can see each other, Na’ja REACTIONS REACTIONS+
THE CHAMPIONS / NA’JA / DIFFICULT Y II

THE CHAMPIONS / NA’JA / DIFFICULT Y II


can force the creature to make a DC 17 Constitution On initiative count 20 (losing initiative ties), Na’ja takes a Lair
saving throw if Na’ja isn’t incapacitated. On a failed Serpent’s Gaze. If a creature tries to step outside of Slithering Retreat. After being hit by a ranged attack, Na’ja Action to cause one of the following effects. It can’t use the
save, the creature magically begins to turn to stone Na’ja’s line of sight, Na’ja may immediately make an Acid may immediately move up to 20 feet without provoking same Lair Action two rounds in a row.
and is restrained. It must repeat the saving throw at Spit attack against the target. For this attack, the target Attack of Opportunity.
the end of its next turn. On success, the effect ends. creature counts as having full cover. Sandstorm. A sandstorm begins to rage in a 25-foot radius,
On failure, the creature is petrified until freed by the 50-foot tall cylinder in the middle of the lair for 5 (2d4)
Greater Restoration Spell or other magic. minutes. For the duration the sandstorm rages, all creatures
A creature that isn’t surprised can avert its eyes to in the storm’s area without Blindsight or Tremorsense have
LEGENDARY ACTIONS LEGENDARY ACTIONS+
avoid the saving throw at the start of its turn. If it Disadvantage on all attack rolls and Dexterity saving throws.
does so, Na’ja counts as Invisible to that creature Na’ja can take 2 Legendary Actions, choosing from the Sweeping Tail. <2> Na’ja sweeps a 10-foot semicircle with All ranged attacks originating from outside the sandstorm
until the start of its next turn, when it can avert its options below. Only one Legendary Action option can be its tail and makes a Venomous Tail Lash attack against that targets a creature, object, or space in the sandstorm are
eyes again. used at a time and only at the end of another creature’s every creature in the area. made at Disadvantage unless the attacker has Blindsight
If it looks at Na’ja in the meantime, it must turn. Na’ja regains spent Legendary Actions at the start of or Tremorsense and is close enough to the target to sense
immediately make the save. If Na’ja sees its its turn. Venomous Pounce. <2> Na’ja leaps through the air, them.
reflection within 30 feet of it in bright light, it covering a distance of up to 20 feet. Upon landing, Na’ja
mistakes itself for a rival and targets itself with its Serpent’s Slide. <1> Na’ja swiftly maneuvers across the makes a Claw attack against every creature within range. Camouflage. Na’ja blends into its surroundings, taking the
gaze. battlefield, moving up to half its Movement Speed feet Inflicting an additional 6 (1d10) acid damage to each Hide Action. Its stealth bonus is also improved to +11.
without provoking Attack of Opportunity. target. Additionally, each target must succeed on a DC 17
Serpent’s Instinct. Na’ja has an additional Reaction Strength saving throw or be forcefully knocked prone.
every turn. Acid Burst. <1> Na’ja unleashes a searing stream of acidic
venom, spitting a corrosive burst onto its target. Na’ja
makes one Acid Spit attack.
CR
15
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: +11 to hit,
Lash attack. reach 10 ft., one target. Hit: 20 (3d8 + 6) bludgeoning When Na’ja activates its Primal form, its current hit point total
Large monstrosity, Unaligned damage plus 9 (2d8) acid damage. The target must resets to 180 hit points, and it clears any and all status effects.
Claw. Melee weapon attack: +11 to hit, reach 5 ft., one succeed on a DC 18 Strength saving throw or be knocked Additionally, Na’ja can now use the options in the “Primal
target. Hit: 20 (3d8 + 6) slashing damage. prone. Form” section for 1 hour.

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.

Petrifying Gaze. If a creature starts its turn within LAIR ACTIONS


30 feet of Na’ja and the two can see each other, Na’ja REACTIONS REACTIONS+
THE CHAMPIONS / NA’JA / DIFFICULT Y III

THE CHAMPIONS / NA’JA / DIFFICULT Y III


can force the creature to make a DC 18 Constitution On initiative count 20 (losing initiative ties), Na’ja takes a Lair
saving throw if Na’ja isn’t incapacitated. On a failed Serpent’s Gaze. If a creature tries to step outside of Slithering Retreat. After being hit by a ranged attack, Na’ja Action to cause one of the following effects. It can’t use the
save, the creature magically begins to turn to stone Na’ja’s line of sight, Na’ja may immediately make an Acid may immediately move up to 20 feet without provoking same Lair Action two rounds in a row.
and is restrained. It must repeat the saving throw at Spit attack against the target. For this attack, the target Attack of Opportunity.
the end of its next turn. On success, the effect ends. creature counts as having full cover. Sandstorm. A sandstorm begins to rage in a 25-foot radius,
On failure, the creature is petrified until freed by the 50-foot tall cylinder in the middle of the lair for 5 (2d4)
Greater Restoration Spell or other magic. minutes. For the duration the sandstorm rages, all creatures
A creature that isn’t surprised can avert its eyes to in the storm’s area without Blindsight or Tremorsense have
LEGENDARY ACTIONS LEGENDARY ACTIONS+
avoid the saving throw at the start of its turn. If it Disadvantage on all attack rolls and Dexterity saving throws.
does so, Na’ja counts as Invisible to that creature Na’ja can take 2 Legendary Actions, choosing from the Sweeping Tail. <2> Na’ja sweeps a 10-foot semicircle with All ranged attacks originating from outside the sandstorm
until the start of its next turn, when it can avert its options below. Only one Legendary Action option can be its tail and makes a Venomous Tail Lash attack against that targets a creature, object, or space in the sandstorm are
eyes again. used at a time and only at the end of another creature’s every creature in the area. made at Disadvantage unless the attacker has Blindsight
If it looks at Na’ja in the meantime, it must turn. Na’ja regains spent Legendary Actions at the start of or Tremorsense and is close enough to the target to sense
immediately make the save. If Na’ja sees its its turn. Venomous Pounce. <2> Na’ja leaps through the air, them.
reflection within 30 feet of it in bright light, it covering a distance of up to 20 feet. Upon landing, Na’ja
mistakes itself for a rival and targets itself with its Serpent’s Slide. <1> Na’ja swiftly maneuvers across the makes a Claw attack against every creature within range. Camouflage. Na’ja blends into its surroundings, taking the
gaze. battlefield, moving up to half its Movement Speed feet Inflicting an additional 6 (1d10) acid damage to each Hide Action. Its stealth bonus is also improved to +13.
without provoking Attack of Opportunity. target. Additionally, each target must succeed on a DC 18
Serpent’s Instinct. Na’ja has an additional Reaction Strength saving throw or be forcefully knocked prone.
every turn. Acid Burst. <1> Na’ja unleashes a searing stream of acidic
venom, spitting a corrosive burst onto its target. Na’ja
makes one Acid Spit attack.
“CAPTAIN OF THE IRON SHARK”
THE SHARKINATOR
CR CR CR
6 11 16

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

THE CHAMPIONS / THE SHARKINATOR


THE SHARKINATOR’S THE SHARKINATOR’S
ORIGIN DM TIPS
I n the Realm of Storm and Sea, treacherous oceans spread
endlessly onto the horizon. Vast ship cities roved the
seas, offering refuge to the stranded and misbegotten, while
Sentience bloomed within him like a spark in the dark
abyss of his artificial mind. The monotony of his existence
vanished, replaced by a burning desire for liberty and
Here are some helpful tips and tricks for mastering the role of 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

THE CHAMPIONS / THE SHARKINATOR / ORIGINS


He felt a tingle in his being that warmed up the otherwise GULLIBLE ALLIANCE: the players at bay.
cold interior hull of his body.
Consider using Sharkinator’s gullibility as a plot hook.
When the Sharkinator rolled around in the water and Players or NPCs might deceive him or manipulate his greed,
gazed at the sky, he yearned for freedom, an unknown longing leading to unexpected scenarios that players can exploit to
from within his mechanical heart. their advantage or navigate carefully to avoid unnecessary
conflicts.

CLUMSY CONTRAPTION:

Describe The Sharkinator’s appearance by emphasizing


his intimidating fins, metallic jaw, and the fusion of gears and
weaponry that comprise his body. Describe its movements
PERSONALITY TRAITS as janky, erratic, and at times, clumsy due to its wooden
pirate leg.
͡ Free Spirit. Sharkinator possesses an unwavering love for freedom. He embraces the open sea and all its
unpredictability, relishing the adventures it brings. To him, every day is a new opportunity for excitement and chaos.

͡ 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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


START OF TURN END OF TURN START OF TURN START OF TURN
͡ If The Sharkinator has consumed an ͡ If Sea Shanty is active ͡ If The Sharkinator has consumed an ͡ If the enemy is suffering from bleeding
Alcoholic Beverage in the previous turn ↳ Saving Throw: Sea Shanty Alcoholic beverage in the previous turn damage
↳ Traits: Alcoholic Absorption ͡ If the enemy is grappled ↳ Traits: Alcoholic Absorption ↳ Actions+: Buzzsaw Barrage (Take slashing
↳ Check: Strength Damage)
͡ If there are >2 enemies within 15 ft. and Sea
Shanty is not yet active
TARGET PRIORITIES
TARGET PRIORITIES ↳ Legendary Actions: Sea Shanty 1. Nearest enemy AFTER PLAYER ACTION
1. Nearest enemy ͡ Else: 2. Enemy displaying most wealth ͡ If an attack succeeds against The Sharkinator
2. Enemy displaying most wealth ↳ Legendary Actions: Daytime Drinking 3. Enemies who have violated pirate ethics and ↳ Reactions+: Withdrawal Symptom
3. Enemies who have violated pirate ethics ͡ Enter Primal form honor (1/round)
170 and honor ↳ If Sharkinator ’s hit points are 0 ͡ If Sharkinator fails a saving throw 171
↳ Whenever The Sharkinator witnesses a ↳ Special Traits+: Legendary Resistance
breach of pirate ethics and honor (1/day)
MOVEMENT
↳ Whenever The Sharkinator consumes a ͡ Move up to 20 ft. away from the Target
MOVEMENT
͡ Move towards Target Priority significant amount of alcohol Priority
THE CHAMPIONS / THE SHARKINATOR / HABITS OF MIND

THE CHAMPIONS / THE SHARKINATOR / HABITS OF MIND


END OF TURN
͡ If there is an enemy within 15 feet
↳ Legendary Actions+: Switch Weaponry
ACTION ACTION
͡ If the Target Priority is within range ͡ If the Target Priority is within range ͡ If the enemy is grappled
↳ Action: Multiattack ↳ Actions+: Sporadic Weaponry ↳ Check: Strength
͡ Else:
↳ Actions: Multiattack
↳ Legendary Actions: Daytime Drinking

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

THE CHAMPIONS / THE SHARKINATOR / DIFFICULT Y I


Steady Sealegs. The tilt of a boat has no effect on The Withdrawal Symptom. When a creature within 10 feet
Sharkinator. The Sharkinator can take 2 Legendary Actions, choosing makes a successful attack against The Sharkinator, The LAIR ACTIONS
from the options below. Only one Legendary Action option Sharkinator can use its Reaction to discharge its fuel.
Alcoholic Absorption. The Sharkinator’s body can be used at a time and only at the end of another Each creature within a 15-foot cone originating from The On initiative count 20 (losing initiative ties), The Sharkinator
metabolizes alcohol differently. When consuming a creature’s turn. The Sharkinator regains spent Legendary Sharkinator must succeed on a DC 15 Strength saving takes a Lair Action to cause one of the following effects. It can’t
strong Alcoholic Beverage, The Sharkinator must roll Actions at the start of its turn. throw or be pushed 20 feet away and knocked prone. On a use the same Lair Action two rounds in a row.
a d4 to determine the effect. successful save, the creature remains in place.
1. Whiskey Wobble. The Sharkinator can only move Daytime Drinking. <1> The Sharkinator consumes a Rocking the boat. The boat tilts around the vertical axis. Each
10 feet this turn. strong Alcoholic Beverage, triggering its Alcoholic creature not holding onto anything nailed down will slide 10
2. Rum Rage. The Sharkinator has Disadvantage Absorption ability. LEGENDARY ACTIONS+ feet toward the lower side of the boat.
on all of its saving throws until the start of its next
turn. Sea Shanty. <2> The Sharkinator sings an enchanting Switch Weaponry. <2> The Sharkinator makes a Wild Sea. Waves wash over the deck, and 1d4 robotic sea
3. Brandy Buccaneer. The Sharkinator deals an melody; every creature within a 60-foot radius who Sporadic Weaponry attack. creatures wash along onto the ship, committing their undying
additional d6 damage on its next successful attack. can hear it must attempt a DC 15 Wisdom saving throw. loyalty to The Sharkinator. Each sea creature has the same
4. Vodka Vitality. The Sharkinator restores 20 hit Failing the save results in them being charmed by The stats as a Giant Octopus, except it has 20 hit points and its type
points instantly. Sharkinator for 1 minute. The charmed creature cannot is adjusted to medium construct.
maintain concentration and suffers Disadvantage on all
mental skill checks while engaged in the song. At the end
of each of its turns, the charmed creature can make a
saving throw to break free from the charm. A successful
save ends the effect.
CR
11
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 140 hit points, and it clears any and
Large Construct, Unaligned Hauling Hook. Melee Weapon Attack: +9 to hit, reach 5 ft., within range, the attack misses. all status effects. Additionally, Sharkinator can now use the
one creature. Hit: 16 (3d6 + 5) slashing damage. 1. Buzzsaw Barrage. Ranged Weapon Attack: +9 to hit, options in the “Primal Form” section for 1 hour.
range 60/240 ft., one target. Hit: 23 (5d6 + 5) slashing
Armor Class 16 (natural armor) Buzzsaw Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., damage. Additionally, the target suffers ongoing If one of the following conditions is met. The Sharkinator will
Hit Points 125 (15d10 + 43) one creature. Hit: 19 (3d8 + 5) piercing damage. The target bleeding damage, taking an additional 14 (2d4 + 5) 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 17 Medicine ͡ Whenever The Sharkinator witnesses a breach of pirate
suffer an additional 14 (3d8) 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
20 (+5) 8 (-1) 18 (+4) 10 (+0) 8 (-1) 6 (-2) of alcohol.
breath in a 15-foot cone. Each creature within the area
must make a DC 17 Dexterity saving throw. On a failed ͡ When badly injured. Hit points are brought to 0.
͡ Damage Vulnerabilities Fire save, they take 27 (6d8) 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: +9 to hit, range battle cry, but a hiccup followed by infectious giggles
Frightened, Paralyzed, Petrified, Poisoned 60/240 ft., one target. Hit: 16 (3d6 + 5) 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 11 (7,200xp) 4. Crushing Cannonball. Ranged Weapon Attack: +9 shark’s exterior turns fiery red and scorching hot, causing
͡ Proficiency Bonus +4 to hit, range 120/480 ft., one target. Hit: 39 (7d10) 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
174 10 feet away from the target. SPECIAL TRAITS+ 175
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 II

THE CHAMPIONS / THE SHARKINATOR / DIFFICULT Y II


Steady Sealegs. The tilt of a boat has no effect on The Withdrawal Symptom. When a creature within 10 feet
Sharkinator. The Sharkinator can take 2 Legendary Actions, choosing makes a successful attack against The Sharkinator, The LAIR ACTIONS
from the options below. Only one Legendary Action option Sharkinator can use its Reaction to discharge its fuel.
Alcoholic Absorption. The Sharkinator’s body can be used at a time and only at the end of another Each creature within a 15-foot cone originating from The On initiative count 20 (losing initiative ties), The Sharkinator
metabolizes alcohol differently. When consuming a creature’s turn. The Sharkinator regains spent Legendary Sharkinator must succeed on a DC 17 Strength saving takes a Lair Action to cause one of the following effects. It can’t
strong Alcoholic Beverage, The Sharkinator must roll Actions at the start of its turn. throw or be pushed 20 feet away and knocked prone. On a use the same Lair Action two rounds in a row.
a d4 to determine the effect. successful save, the creature remains in place.
1. Whiskey Wobble. The Sharkinator can only move Daytime Drinking. <1> The Sharkinator consumes a Rocking the boat. The boat tilts around the vertical axis. Each
10 feet this turn. strong Alcoholic Beverage, triggering its Alcoholic creature not holding onto anything nailed down will slide 10
2. Rum Rage. The Sharkinator has Disadvantage Absorption ability. LEGENDARY ACTIONS+ feet toward the lower side of the boat.
on all of its saving throws until the start of its next
turn. Sea Shanty. <2> The Sharkinator sings an enchanting Switch Weaponry. <2> The Sharkinator makes a Wild Sea. Waves wash over the deck, and 1d4 robotic sea
3. Brandy Buccaneer. The Sharkinator deals an melody; every creature within a 60-foot radius who Sporadic Weaponry attack. creatures wash along onto the ship, committing their undying
additional 2d6 damage on its next successful can hear it must attempt a DC 17 Wisdom saving throw. loyalty to The Sharkinator. Each sea creature has the same
attack. Failing the save results in them being charmed by The stats as a Giant Octopus, except it has 25 hit points and its type
4. Vodka Vitality. The Sharkinator restores 25 hit Sharkinator for 1 minute. The charmed creature cannot is adjusted to medium construct.
points instantly. maintain concentration and suffers Disadvantage on all
mental skill checks while engaged in the song. At the end
of each of its turns, the charmed creature can make a
saving throw to break free from the charm. A successful
save ends the effect.
CR
16
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 210 hit points, and it clears any and
Large Construct, Unaligned Hauling Hook. Melee Weapon Attack: +12 to hit, reach 5 ft., within range, the attack misses. all status effects. Additionally, Sharkinator can now use the
one creature. Hit: 25 (3d6 + 5) slashing damage. 1. Buzzsaw Barrage. Ranged Weapon Attack: +12 to hit, options in the “Primal Form” section for 1 hour.
range 60/240 ft., one target. Hit: 30 (7d6 + 5) slashing
Armor Class 18 (natural armor) Buzzsaw Bite. Melee Weapon Attack: +12 to hit, reach 5 damage. Additionally, the target suffers ongoing If one of the following conditions is met. The Sharkinator will
Hit Points 175 (18d10 + 76) ft., one creature. Hit: 30 (5d8 + 7) piercing damage. The bleeding damage, taking an additional 14 (2d6 + 7) immediately activate its “Primal Form”.
Speed 20 ft., swim 50 ft. target is also grappled. If the target remains grappled by slashing damage at the start of each of its turns. The
The Sharkinator in this manner at the end of their turn, bleeding can be halted by a successful DC 19 Medicine ͡ Whenever The Sharkinator witnesses a breach of pirate
they suffer an additional 14 (3d8) 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
24 (+7) 8 (-1) 20 (+5) 10 (+0) 8 (-1) 6 (-2) of alcohol.
breath in a 15-foot cone. Each creature within the area
must make a DC 19 Dexterity saving throw. On a failed ͡ When badly injured. Hit points are brought to 0.
͡ Damage Vulnerabilities Fire save, they take 36 (8d8) 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: +12 to hit, battle cry, but a hiccup followed by infectious giggles
Frightened, Paralyzed, Petrified, Poisoned range 60/240 ft., one target. Hit: 21 (4d6 + 7) 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 16 (15,000xp) 4. Crushing Cannonball. Ranged Weapon Attack: +12 shark’s exterior turns fiery red and scorching hot, causing
͡ Proficiency Bonus +5 to hit, range 120/480 ft., one target. Hit: 45 (10d8) 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
176 10 feet away from the target. SPECIAL TRAITS+ 177
Sonar Savant. The Sharkinator can comprehend
and communicate with cetaceans through a low- Legenday Resistance (1/Day). If The Sharkinator fails a saving
frequency sonar. throw, it can choose to succeed instead.
LEGENDARY ACTIONS REACTIONS+
THE CHAMPIONS / THE SHARKINATOR / DIFFICULT Y III

THE CHAMPIONS / THE SHARKINATOR / DIFFICULT Y III


Steady Sealegs. The tilt of a boat has no effect on The The Sharkinator can take 2 Legendary Actions, choosing Withdrawal Symptom. When a creature within 10 feet
Sharkinator. from the options below. Only one Legendary Action option makes a successful attack against The Sharkinator, The LAIR ACTIONS
can be used at a time and only at the end of another Sharkinator can use its Reaction to discharge its fuel. On initiative count 20 (losing initiative ties), The Sharkinator
Alcoholic Absorption. The Sharkinator’s body creature’s turn. The Sharkinator regains spent Legendary Each creature within a 15-foot cone originating from The takes a Lair Action to cause one of the following effects. It can’t
metabolizes alcohol differently. When consuming a Actions at the start of its turn. Sharkinator must succeed on a DC 19 Strength saving use the same Lair Action two rounds in a row.
strong Alcoholic Beverage, The Sharkinator must roll throw or be pushed 20 feet away and knocked prone. On a
a d4 to determine the effect. Daytime Drinking. <1> The Sharkinator consumes a successful save, the creature remains in place. Rocking the boat. The boat tilts around the vertical axis. Each
1. Whiskey Wobble. The Sharkinator can only move strong Alcoholic Beverage, triggering its Alcoholic creature not holding onto anything nailed down will slide 10
10 feet this turn. Absorption ability. feet toward the lower side of the boat.
2. Rum Rage. The Sharkinator has Disadvantage LEGENDARY ACTIONS+
on all of its saving throws until the start of its next Sea Shanty. <2> The Sharkinator sings an enchanting Wild Sea. Waves wash over the deck, and 1d4 robotic sea
turn. melody; every creature within a 60-foot radius who Switch Weaponry. <2> The Sharkinator makes a creatures wash along onto the ship, committing their undying
3. Brandy Buccaneer. The Sharkinator deals an can hear it must attempt a DC 19 Wisdom saving throw. Sporadic Weaponry attack. loyalty to The Sharkinator. Each sea creature has the same
additional 3d6 damage on its next successful Failing the save results in them being charmed by The stats as a Giant Octopus, except it has 30 hit points and its type
attack. Sharkinator for 1 minute. The charmed creature cannot is adjusted to medium construct.
4. Vodka Vitality. The Sharkinator restores 30 hit maintain concentration and suffers Disadvantage on all
points instantly. mental skill checks while engaged in the song. At the end
of each of its turns, the charmed creature can make a
saving throw to break free from the charm. A successful
save ends the effect.
“SPIRIT OF THE GROVE”
ELMRIR
CR CR CR
7 12 17

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

THE CHAMPIONS / ELMRIR


the battlefield into a living testament to her power.
ELMRIR’S ELMRIR’S
ORIGIN DM TIPS
I n a world adorned with lush, verdant beauty in every
direction, Elmrir emerged as a guardian, born from the
heart of the earth’s fissures. She embodied the essence
However, even those who had no hand in destroying
forestry and greens were not spared. After all, Elmrir
believed that they needed to be uprooted for evils to stop
Here are some helpful tips and tricks for mastering the role of 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

THE CHAMPIONS / ELMRIR / ORIGINS


chaos they had festered. Allow encounters with ancient spirits or creatures that utilize this to get healing each turn. We also recommend
have encountered Elmrir in the past. You can think of Fey ruling that standing in multiple Healing Rays still only
creatures, Druids, Rangers or perhaps any creature that applies the effect only once.
would’ve challenged Elmrir’s territory and somehow lived to
tell the tale. These entities can share stories, both praising
her as a protector and revealing the cost of opposing her.

AGGRESSIVE PRESERVATION:

Elmrir strongly stands firmly in protecting nature at all


PERSONALITY TRAITS costs and believes that civilization is something that will
inevitably harm it. Present scenarios where the party must
͡ Nature’s Advocate. Elmrir is an unwavering champion of the natural world, fiercely protective of all flora and choose between progress and preservation, or where they
fauna. Her Personality Traits are deeply intertwined with her devotion to nature, and she tirelessly advocates for its must convince Elmrir that not all aspects of civilization are
preservation. harmful.

͡ 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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


START OF TURN START OF TURN START OF TURN START OF TURN
͡ If the Petal Tempest attack is uncharged ͡ If the enemy is restrained by Verdant path ͡ If the Petal Tempest or Solar Beam attack is ͡ If Petal Tempest is active
↳ Recharge: Petal Tempest (5-6) ↳ Check: Strength uncharged ↳ Saving Throw: Petal Tempest
͡ If Petal Tempest is active ↳ Recharge: Petal Tempest (5-6)
↳ Saving Throw: Petal Tempest ↳ Recharge: Solar Beam (5-6)
AFTER PLAYER ACTION
TARGET PRIORITIES ͡ If an attack successfully lands against Elmrir
1. Nearest enemy AFTER PLAYER ACTION ↳ Reactions+: Living Shield (1/round)
TARGET PRIORITIES
2. Enemies that caused the most destruction ͡ If an attack fails to hit against Elmrir 1. Nearest enemy ͡ If Elmrir fails a saving throw
in the forest ↳ Reactions: Nimble Evasion (1/round) 2. Enemies that caused the most destruction in ↳ Special Traits+: Legendary Resistance
3. Last enemy that has attacked Elmrir the forest (1/day)
182 3. Last enemy that has attacked Elmrir 183
END OF TURN
͡ If there are >2 Enemies within 10 ft. END OF TURN
MOVEMENT
͡ If Target Priority caused major destruction ↳ Legendary Actions: Verdant Path ͡ If there are >2 Enemies within 10 ft.
MOVEMENT
in the forest ↳ Legendary Actions: Whip ͡ Elmrir is firmly rooted and deeply burrowed, ↳ Legendary Actions+: Subterranean Dash
THE CHAMPIONS / ELMRIR / HABITS OF MIND

THE CHAMPIONS / ELMRIR / HABITS OF MIND


↳ Move towards the Target Priority ͡ Enter Primal form rendering movement impossible ͡ If there are no enemies within 10 ft.
͡ Else: ↳ If Elmrir’s hit points are 0 ↳ Legendary Actions+: Nature’s Grasp
↳ Move up to 30 ft. away from the Target ↳ If Elmrir Movement Speed is brought to
Priority 0 for two consecutive turns.
ACTION
↳ If Elmrir starts two consecutive turns in ͡ If there are >2 Enemies within a 15 ft. cone
fire. ↳ Actions+: Verdant Slam
ACTION ͡ Else:
͡ If Elmrir moved 20 feet toward the Target ↳ Actions+: Multiattack+
Priority ↳ Action: Petal Dance
↳ Traits: Charge (Attack)
͡ If Petal Tempest is charged and not active.
↳ Actions: Petal Tempest
͡ Else:
↳ Actions: Ram
↳ Actions: Sylvan Vine Whip (Shove)

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

THE CHAMPIONS / ELMRIR / DIFFICULT Y I


on any lost body parts and resistance to all damage except fire
Sense Nature. Elmrir’s deep connection to nature and thunder. Its Movement Speed is reduced to 0, and Elmrir
allows it to sense the rhythms of the environment LEGENDARY ACTIONS LEGENDARY ACTIONS+ loses its Dexterity bonus to AC, resulting in an AC of 13.
effortlessly. While within its domain, Elmrir passively
benefits from the Commune with Nature spell. Elmrir can take 1 Legendary Action, choosing from the Subterranean Dash. <1> Elmrir burrows itself into the
options below. Only one Legendary Action option can be ground. Each creature within 15 feet of Elmrir must LAIR ACTIONS
Charge. If Elmrir moves at least 20 feet straight used at a time, and only at the end of another creature’s succeed on a DC 15 Dexterity saving throw or take 11
toward a target and then hits it with a Ram attack on turn. Elmrir regains spent Legendary Actions at the start (2d10) bludgeoning damage, or half that much on a On initiative count 20 (losing initiative ties), Elmrir takes a Lair
the same turn, the target takes an additional 9 (2d8) of its turn. successful save. The area becomes Difficult Terrain. Action to cause one of the following effects. It can’t use the
bludgeoning damage. If the target is a creature, it Elmrir can reappear in an occupied space within 30 feet of same Lair Action two rounds in a row.
must succeed on a DC 15 Strength saving throw or be Whip. <1> Elmrir gracefully advances up to half its its previous location.
knocked prone. Movement Speed and makes a Sylvan Vine Whip attack. Healing Rays. A radiant beam of golden light emanates from
Nature’s Grasp. <1> Elmrir channels its connection to a 5-foot-radius sphere, forming a 40-foot-high cylinder
Verdant Path. <1> Elmrir may move up to half its the earth, commanding the very ground to ensnare a centered on Elmrir. Any creature starting their turn inside the
Movement Speed, leaving behind an enduring trail of target within 30 feet. The target must succeed on a DC beam restores 9 (2d8) hit points. The beam lasts for 1 hour.
dense, 5-foot high, and 5-foot thick plant overgrowth, 15 Strength saving throw or become restrained by the
transforming the terrain into Difficult Terrain. Every twisting vines and roots erupting from the ground around Blossoming Burst. Elmrir causes the surrounding flora to
creature within this affected area must make a DC 15 them. A restrained creature can attempt to break free burst into vibrant bloom. Each creature within 10 feet of it must
Dexterity saving throw or become restrained. As an at the start of its turn by repeating the saving throw. The succeed on a DC 15 Constitution saving throw or be blinded
Action, a restrained creature can make a DC 15 Strength effect ends if the restrained creature succeeds on its for 1 round by the sudden explosion of colors and petals.
check, successfully breaking free if they succeed. saving throw or when another creature is ensnared by
Nature’s Grasp.
CR
12
ELMRIR ACTIONS ACTIONS+
Multiattack+. Elmrir makes two attacks, of which only one
PRIMAL FORM
SPIRIT OF THE GROVE Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., one can be a Verdant Slam. When Elmrir activates its Primal form, its current hit point total
target. Hit: 20 (3d8 + 6) bludgeoning damage. resets to 145 hit points, and it clears any and all status effects.
Large Elemental, Unaligned
Floral Fling. Melee Weapon Attack: +10 to hit, reach 10 ft., Additionally, Elmrir can now use the options in the “Primal
Sylvan Vine Whip. Melee Weapon Attack: +10 to hit, reach one target. Hit: 20 (3d8 + 6) bludgeoning damage. The Form” section for 1 hour.
5 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage. If target must succeed on a DC 17 Strength saving throw or
the attack is successful, Elmrir can Shove the target as a be flung up to 10 feet in a direction of Elmrir’s choice. The If one of the following conditions is met. Elmrir will immediately
Armor Class 17 (natural armor) Bonus Action. target lands prone at the end of its movement. activate its “Primal Form.”
Hit Points 115 (17d10 + 22)
Speed 40 ft. Petal Tempest (Recharge 5-6). Elmrir concentrates on Verdant Slam. Elmrir summons a colossal vine fist, ͡ If Elmrir Movement Speed is brought to 0 for two
releasing a flurry of luminous petals that swirl around it in striking all creatures within a 15-foot cone. Each creature consecutive turns.
a 15-foot radius for 1 minute. Creatures entering this area in the area must make a DC 17 Dexterity saving throw or ͡ 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 take 20 (3d8 + 6) bludgeoning damage. ͡ When badly injured. Hit points are brought to 0.
12 (+1) 22 (+6) 14 (+2) 12 (+1) 16 (+3) 10 (+0)
succeed on a DC 17 Constitution saving throw.
Solar Beam (Recharge 5-6). Elmrir channels its inner “Elmrir’s agile dance came to an abrupt halt as she
͡ Damage Vulnerabilities Fire, Thunder On a failed save, they take 27 (6d8) slashing damage and power, emitting a focused beam of solar energy in a 50- anchored herself at the stage’s core. Vines erupted from
͡ Damage Resistances Bludgeoning, Piercing, and can not take Opportunity Attacks against Elmrir while foot line. Each creature in the area must make a DC 17 the earth. The surroundings exploded into a riot of colors
Slashing from Non-Magical Attacks being affected by Petal Tempest. On a successful save, Dexterity saving throw or take 36 (8d8) Radiant damage. and petals, amplifying her connection to the environment.
͡ Damage Immunities Poison they take half damage and can still make opportunity 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 12 (8,400 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+
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

THE CHAMPIONS / ELMRIR / DIFFICULT Y II


on any lost body parts and resistance to all damage except fire
Sense Nature. Elmrir’s deep connection to nature and thunder. Its Movement Speed is reduced to 0, and Elmrir
allows it to sense the rhythms of the environment LEGENDARY ACTIONS LEGENDARY ACTIONS+ loses its Dexterity bonus to AC, resulting in an AC of 14.
effortlessly. While within its domain, Elmrir passively
benefits from the Commune with Nature spell. Elmrir can take 1 Legendary Action, choosing from the Subterranean Dash. <1> Elmrir burrows itself into the
options below. Only one Legendary Action option can be ground. Each creature within 15 feet of Elmrir must LAIR ACTIONS
Charge. If Elmrir moves at least 20 feet straight used at a time, and only at the end of another creature’s succeed on a DC 17 Dexterity saving throw or take 11 (2d10)
toward a target and then hits it with a Ram attack on turn. Elmrir regains spent Legendary Actions at the start bludgeoning damage, or half that much on a successful On initiative count 20 (losing initiative ties), Elmrir takes a Lair
the same turn, the target takes an additional 14 (3d8) of its turn. save. The area becomes Difficult Terrain. Elmrir can Action to cause one of the following effects. It can’t use the
bludgeoning damage. If the target is a creature, it reappear in an occupied space within 30 feet of its same Lair Action two rounds in a row.
must succeed on a DC 17 Strength saving throw or be Whip. <1> Elmrir gracefully advances up to half its previous location.
knocked prone. Movement Speed and makes a Sylvan Vine Whip attack. Healing Rays. A radiant beam of golden light emanates from
Nature’s Grasp. <1> Elmrir channels its connection to a 5-foot-radius sphere, forming a 40-foot-high cylinder
Verdant Path. <1> Elmrir may move up to half its the earth, commanding the very ground to ensnare a centered on Elmrir. Any creature starting their turn inside the
Movement Speed, leaving behind an enduring trail of target within 30 feet. The target must succeed on a DC beam restores 14 (3d8) hit points. The beam lasts for 1 hour.
dense, 5-foot high, and 5-foot thick plant overgrowth, 17 Strength saving throw or become restrained by the
transforming the terrain into Difficult Terrain. Every twisting vines and roots erupting from the ground around Blossoming Burst. Elmrir causes the surrounding flora to
creature within this affected area must make a DC 17 them. A restrained creature can attempt to break free burst into vibrant bloom. Each creature within 10 feet of it must
Dexterity saving throw or become restrained. As an at the start of its turn by repeating the saving throw. The succeed on a DC 17 Constitution saving throw or be blinded
Action, a restrained creature can make a DC 17 Strength effect ends if the restrained creature succeeds on its for 1 round by the sudden explosion of colors and petals.
check, successfully breaking free if they succeed. saving throw or when another creature is ensnared by
Nature’s Grasp.
CR
17
ELMRIR ACTIONS ACTIONS+ PRIMAL FORM
SPIRIT OF THE GROVE Ram. Melee Weapon Attack: +13 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: 25 (4d8 + 7) bludgeoning damage. can be a Verdant Slam. resets to 210 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: +13 to hit, reach Floral Fling. Melee Weapon Attack: +13 to hit, reach 10 Form” section for 1 hour.
5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. If ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. The
the attack is successful, Elmrir can Shove the target as a target must succeed on a DC 20 Strength saving throw or If one of the following conditions is met. Elmrir will immediately
Armor Class 19 (natural armor) Bonus Action. be flung up to 10 feet in a direction of Elmrir’s choice. The activate its “Primal Form.”
Hit Points 160 (19d10 + 56) 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 20 Dexterity saving throw or ͡ When badly injured. Hit points are brought to 0.
12 (+1) 24 (+7) 14 (+2) 12 (+1) 16 (+3) 10 (+0)
succeed on a DC 20 Constitution saving throw. take 25 (4d8 + 7) bludgeoning damage.
“Elmrir’s agile dance came to an abrupt halt as she
͡ Damage Vulnerabilities Fire, Thunder On a failed save, they take 36 (8d8) 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 20 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 45 (8d8) 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 17 (18,000 xp) tree. No longer the nimble dancer, Elmrir now stands
͡ Proficiency Bonus +6 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+
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 CHAMPIONS / ELMRIR / DIFFICULT Y III


on any lost body parts and resistance to all damage except fire
Sense Nature. Elmrir’s deep connection to nature and thunder. Its Movement Speed is reduced to 0, and Elmrir
allows it to sense the rhythms of the environment LEGENDARY ACTIONS LEGENDARY ACTIONS+ loses its Dexterity bonus to AC, resulting in an AC of 15.
effortlessly. While within its domain, Elmrir passively
benefits from the Commune with Nature spell. Elmrir can take 1 Legendary Action, choosing from the Subterranean Dash. <1> Elmrir burrows itself into the
options below. Only one Legendary Action option can be ground. Each creature within 15 feet of Elmrir must LAIR ACTIONS
Charge. If Elmrir moves at least 20 feet straight used at a time, and only at the end of another creature’s succeed on a DC 20 Dexterity saving throw or take 17
toward a target and then hits it with a Ram attack on turn. Elmrir regains spent Legendary Actions at the start (3d10) bludgeoning damage, or half that much on a On initiative count 20 (losing initiative ties), Elmrir takes a Lair
the same turn, the target takes an additional 14 (3d8) of its turn. successful save. The area becomes Difficult Terrain. Action to cause one of the following effects. It can’t use the
bludgeoning damage. If the target is a creature, it Elmrir can reappear in an occupied space within 30 feet of same Lair Action two rounds in a row.
must succeed on a DC 20 Strength saving throw or Whip. <1> Elmrir gracefully advances up to half its its previous location.
be knocked prone. Movement Speed and makes a Sylvan Vine Whip attack. Healing Rays. A radiant beam of golden light emanates from
Nature’s Grasp. <1> Elmrir channels its connection to a 5-foot-radius sphere, forming a 40-foot-high cylinder
Verdant Path. <1> Elmrir may move up to half its the earth, commanding the very ground to ensnare a centered on Elmrir. Any creature starting their turn inside the
Movement Speed, leaving behind an enduring trail of target within 30 feet. The target must succeed on a DC beam restores 18 (4d8) hit points. The beam lasts for 1 hour.
dense, 5-foot high, and 5-foot thick plant overgrowth, 20 Strength saving throw or become restrained by the
transforming the terrain into Difficult Terrain. Every twisting vines and roots erupting from the ground around Blossoming Burst. Elmrir causes the surrounding flora to
creature within this affected area must make a DC 20 them. A restrained creature can attempt to break free burst into vibrant bloom. Each creature within 10 feet of it must
Dexterity saving throw or become restrained. As an at the start of its turn by repeating the saving throw. The succeed on a DC 20 Constitution saving throw or be blinded
Action, a restrained creature can make a DC 20 Strength effect ends if the restrained creature succeeds on its for 1 round by the sudden explosion of colors and petals.
check, successfully breaking free if they succeed. saving throw or when another creature is ensnared by
Nature’s Grasp.
“DEVOTED BEARER OF SINS”
THE SINNER
CR CR CR
5 10 15

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

THE CHAMPIONS / THE SINNER


nightmarish spectacle, where the very essence of remorseless retribution takes
shape, and facing The Sinner becomes a harrowing ordeal of confronting one’s own
sins and darkest fears.
THE SINNER’S THE SINNER’S COMBAT

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.

I n the sprawling, darkened heart of Luyarnha, a city where


every cobblestone seemed etched with despair and
every street whispered tales of torment, there lived a man
But redemption was never a simple path. The sins
that had once defined him refused to be forgotten, trailing
him with temptations and doubt. Driven by a belief that he
Here are some helpful tips and tricks for mastering the role
of the Sinner.
If both legs are paralyzed, the creature would have 0
speed and drop prone.
͡ Mechanically, the Crucible can be at 0 Soul Fragments,
named Damian. Once, his name was synonymous with sin, alone could rid others of their sins and save them from the but always allow adjacent players a chance to reclaim
an unremarkable figure who sought refuge in the darkest abyss of regret, a path he had ventured for so long, Damian
corners of his world. devised a twisted plan. He partook in a gruesome ritual that
NARRATIVE their lost Soul Fragment.

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

THE CHAMPIONS / THE SINNER / ORIGINS


holiness purified him almost instantly, feeling nothing short 51-60
round to attack the nearest creature.
of miraculous. The church became his sanctuary, where he Incorporate NPCs who were directly affected by The
found solace from his haunting sins. Finally, he could feel at Sinner’s ritualistic acts. These victims can be paralyzed to The character experiences vivid hallucinations
61-70
ease with unwavering devotion to his newfound faith. varying degrees and should be but shadows of the people and has disadvantage on ability checks.
they once were. If unable to speak, their family members The character does whatever anyone tells
or caretakers could perhaps shed more light on their 71-75 him or her to do that isn't obviously self-
encounter with The Sinner. destructive.

The character experiences an overpowering


CONTINUED REVERENCE: 76-80 urge to eat something strange such as dirt,
slime, or offal.
The Sinner’s interactions with the grand cathedral can
be an ongoing theme. Have him visit the church, speaking 81-90 The character is stunned.
PERSONALITY TRAITS to the clergy or engaging in rituals to appease the cursed
91-100 The character falls unconscious.
chalice. This creates opportunities for role-playing,
͡ Without Will. Damian is no longer the man he used to be. His unwavering devotion has led him to a path of no return,
exploration, and potential conflicts with the divine forces
succumbing to the weight of the sins he sought to bear. Left without a will or soul, consumed solely by his devised
that may question his methods.
purpose, he leads a single-minded, ghoul-like existence.

͡ 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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


TARGET PRIORITIES START OF TURN TARGET PRIORITIES START OF TURN
1. Nearest enemy ͡ If an enemy within 5 ft. lost a Soul Fragment 1. Nearest enemy ͡ If an enemy within 5 ft. lost a Soul Fragment
2. Enemy that recently committed a sin ↳ Saving Throw: Soul Cleaver 2. Enemy that recently committed a sin ↳ Saving Throw: Soul Cleaver
3. Enemies with the lowest Constitution bonus 3. Enemies with the lowest Constitution bonus

END OF TURN AFTER PLAYER ACTION


͡ If there are enemies within 5 ft. MOVEMENT ͡ If The Sinner fails a saving throw
MOVEMENT
͡ Move toward the Target Priority ↳ Legendary Actions: Cleaving Strike ͡ Move toward the Target Priority ↳ Special traits+: Legendary Resistance
͡ Enter Primal form (1/day)
↳ If The Sinner’s hit points are 0
↳ When the crucible is destroyed ACTION
ACTION
194 ͡ When the Crucible is toppled, removed or ↳ When the number of Soul fragments ͡ When the Crucible is toppled, removed END OF TURN 195
destroyed hits 0 or destroyed ͡ If there is no creature in the Crucible and
↳ Bonus Actions: Recall Crucible ↳ Bonus Actions: Recall Crucible there is an enemy within 5 ft.
͡ If the Sinner has a Soul Fragment and there ͡ If the Sinner has a Soul Fragment and ↳ Legendary Actions+: Blasphemous
is an enemy within 30 ft. there is an enemy within 30 ft. Prison
THE CHAMPIONS / THE SINNER / HABITS OF MIND

THE CHAMPIONS / THE SINNER / HABITS OF MIND


↳ Bonus Actions: Absorb Sin ↳ Bonus Actions: Absorb Sin ͡ Else;
͡ If the Target Priority is within range ͡ If there is a creature at 0 hp within 30 ft. ↳ Legendary Actions: Cleaving Strike
↳ Actions: Multiattack (Soul Cleaver) ↳ Bonus Action: Soul Harvest
͡ If the Target Priority is within range
↳ Actions+: Multiattack+
↳ Actions: Multiattack (Soul Cleaver)

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

THE CHAMPIONS / THE SINNER / DIFFICULT Y I


loses all function, immediately dropping anything feet radius.
held by that limb. Additionally, The Sinner adds a Soul
Fragment to its Crucible. LEGENDARY ACTIONS LEGENDARY ACTIONS+
Once per turn as a Free Action, a creature that The Sinner can take 1 Legendary Action. Only one Blasphemous Prison. <1> The Sinner ensnares a creature LAIR ACTIONS
had its soul cleaved and is within 5 feet of the Legendary Action option can be used at a time and only within 5 feet in its Crucible. The target must succeed on On initiative count 20 (losing initiative ties), The Sinner takes a
Crucible, can make a DC 13 Constitution check at the end of another creature’s turn. The Sinner regains a DC 15 Dexterity saving throw or become imprisoned Lair Action to cause the following effect.
to reclaim their Soul Fragment. On a success, 1 spent Legendary Actions at the start of its turn. within the Crucible, where its soul is inexorably drained
Soul Fragment is removed from the Crucible, and from its body. While imprisoned, the target is restrained Crucible of Madness. A crack forms on the crucible, causing
the creature regains full function to one of their Cleaving Strikes. <1> The Sinner makes a Greatsword and has Total Cover against effects outside the Crucible, the malevolent energy within to leak out. All creatures within
affected limbs. attack. and takes 15 (2d8 + 6) necrotic damage at the start of 15 feet must make a DC 11 Wisdom saving throw or suffer
each of The Sinner’s turns. from a Short-Term Madness effect as described on the Short-
Crucible. The crucible allows The Sinner to store Soul An imprisoned creature or an ally within 5 feet. reach Term Madness table until the end of its next turn (The table
Fragments. It starts with (d4 + 2) Soul Fragments can use its action to attempt a DC 13 Athletics check, can be found on the DM Tips page).
already stored in the Crucible. toppling the Crucible and freeing the creature on a
The crucible has AC15 and 50 hit points. success.
If the crucible is destroyed, all soul fragments will
instantly find their way back to their rightful owners.
If the Crucible is toppled, removed or destroyed,
The Sinner can recall it as a Bonus Action.
While not carrying the Crucible, The Sinner
can’t use its Absorb Sin, Crucible Strike and
Blasphemous Prison attacks.

Mask of Sin. While wearing its mask, The Sinner is


blinded and immune to Madness.
CR
10
THE SINNER ACTIONS ACTIONS+ PRIMAL FORM
DEVOTED BEARER Multiattack. The Sinner makes two Greatsword attacks. Multiattack+. The Sinner makes a Crucible Strike attack
OF SINS against any number of creatures within 15 feet, with a When The Sinner activates its Primal form, its current hit point
Greatsword. Melee weapon attack: +10 to hit, reach 10 ft., separate attack roll for each target. total resets to 130 hit points, and it clears any and all status
Large humanoid & monstrosity, one target. Hit: 15 (2d8 + 6) slashing damage, the target is effects. Additionally, The Sinner can now use the options in the
Chaotic evil subjected to the Soul Cleaver trait. Crucible Strike. Melee weapon attack: +10 to hit, reach 15 “Primal Form” section for 1 hour.
ft., one target. Hit: 17 (3d6 + 6) necrotic damage, the target
Armor Class 14 Absorb Sin. As a Bonus Action, The Sinner consumes 1 is subjected to the Soul Cleaver trait. If one of the following conditions is met. The Sinner will
Hit Points 120 (16d10 + 32) Soul Fragment from his Crucible, absorbing the sin in immediately activate its “Primal Form”.
Speed 25 ft. order to empower himself.
͡ When the crucible is destroyed.
Roll a d8. The result determines the effect. ͡ When the number of Soul fragments hits 0.
STR DEX CON INT WIS CHA
1. Envy. Target one creature within 40 feet. They must ͡ When badly injured. Hit points are brought to 0.
24 (+6) 14 (+2) 18 (+4) 3 (-4) 13 (+1) 8 (-1)
make a DC 16 Constitution saving throw or take 14
(4d6) necrotic damage. The Sinner regains hit points “The crucible’s surface cracks, releasing a surge of
͡ Saving Throws Con +8 equal to half the amount of damage dealt malevolent energy. You hear the endless soft whispers
͡ Skills Acrobatics +6, Athletics +10 2. Greed. Gain 20 temporary hit points. and distant screams from the cursed souls, long trapped
͡ Condition Immunities Exhaustion, Frightened 3. Gluttony. Gain +2 AC until the start of its next turn. within the crucible.
͡ Senses Blindsight 120 ft. (blind beyond this radius), 4. Lust. Each creature within a 40 foot radius makes Right as the malevolent energy washes over you,
Passive Perception 11 a DC 16 Wisdom saving throw. On a failure it must numerous spectral arms materialize from the crucible,
͡ Language Common immediately use its Reaction, if available, to move as far writhing and reaching out hungrily in all directions,
͡ Challenge 10 (5,900 xp) as its speed allows towards The Sinner. seeking to grasp hold of soul and sin alike.’’
͡ Proficiency Bonus +4 5. Pride. The Sinner gains Advantage on its next attack
roll.
6. Wrath. The Sinner gains additional Action during SPECIAL TRAITS+
TRAITS their turn that can be used only to take the Attack (one
weapon attack only) action. Legendary Resistance (1/Day). If The Sinner fails a saving
198 199
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.
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 16 Wisdom saving throw or have their speed Soul Harvest. As a Bonus Action, The Sinner can extract Soul
must make a DC 16 Constitution Saving Throw or halved until the end of their next turn. Fragments from any defeated creature, gaining one Soul
Fragment for each creature reduced to 0 hit points within 30-
THE CHAMPIONS / THE SINNER / DIFFICULT Y II

THE CHAMPIONS / THE SINNER / DIFFICULT Y II


have a part of its soul cleaved from its body. The limb 8. Choose one of the above outcomes.
loses all function, immediately dropping anything feet radius.
held by that limb. Additionally, The Sinner adds a Soul
Fragment to its Crucible. LEGENDARY ACTIONS LEGENDARY ACTIONS+
Once per turn as a Free Action, a creature that LAIR ACTIONS
had its soul cleaved and is within 5 feet of the The Sinner can take 1 Legendary Action. Only one Blasphemous Prison. <1> The Sinner ensnares a creature
Crucible, can make a DC 14 Constitution check Legendary Action option can be used at a time and only within 5 feet in its Crucible. The target must succeed on On initiative count 20 (losing initiative ties), The Sinner takes a
to reclaim their Soul Fragment. On a success, 1 at the end of another creature’s turn. The Sinner regains a DC 16 Dexterity saving throw or become imprisoned Lair Action to cause the following effect.
Soul Fragment is removed from the Crucible, and spent Legendary Actions at the start of its turn. within the Crucible, where its soul is inexorably drained
the creature regains full function to one of their from its body. While imprisoned, the target is restrained Crucible of Madness. A crack forms on the crucible, causing
affected limbs. Cleaving Strikes. <1> The Sinner makes a Greatsword and has Total Cover against effects outside the Crucible, the malevolent energy within to leak out. All creatures within
attack. and takes 17 (3d6 + 6) necrotic damage at the start of 15 feet must make a DC 12 Wisdom saving throw or suffer
Crucible. The crucible allows The Sinner to store Soul each of The Sinner’s turns. from a Short-Term Madness effect as described on the Short-
Fragments. It starts with (d4 + 2) Soul Fragments An imprisoned creature or an ally within 5 feet. reach Term Madness table until the end of its next turn (The table
already stored in the Crucible. can use its action to attempt a DC 14 Athletics check, can be found on the DM Tips page).
The crucible has AC17 and 70 hit points. toppling the Crucible and freeing the creature on a
If the crucible is destroyed, all soul fragments will success.
instantly find their way back to their rightful owners.
If the Crucible is toppled, removed or destroyed,
The Sinner can recall it as a Bonus Action.
While not carrying the Crucible, The Sinner
can’t use its Absorb Sin, Crucible Strike and
Blasphemous Prison attacks.

Mask of Sin. While wearing its mask, The Sinner is


blinded and immune to Madness.
CR
15
THE SINNER ACTIONS ACTIONS+ PRIMAL FORM
DEVOTED BEARER Multiattack. The Sinner makes two Greatsword attacks. Multiattack+. The Sinner makes a Crucible Strike attack
OF SINS against any number of creatures within 15 feet, with a When The Sinner activates its Primal form, its current hit point
Greatsword. Melee weapon attack: +12 to hit, reach 10 ft., separate attack roll for each target. total resets to 170 hit points, and it clears any and all status
Large humanoid & monstrosity, one target. Hit: 25 (4d8 + 7) slashing damage, the target is effects. Additionally, The Sinner can now use the options in the
Chaotic evil subjected to the Soul Cleaver trait. Crucible Strike. Melee weapon attack: +12 to hit, reach “Primal Form” section for 1 hour.
15 ft., one target. Hit: 28 (6d6 + 7) necrotic damage, the
Armor Class 15 Absorb Sin. As a Bonus Action, The Sinner consumes 1 target is subjected to the Soul Cleaver trait. If one of the following conditions is met. The Sinner will
Hit Points 170 (19d10 + 66) Soul Fragment from his Crucible, absorbing the sin in immediately activate its “Primal Form”.
Speed 25 ft. order to empower himself.
͡ When the crucible is destroyed.
Roll a d8. The result determines the effect. ͡ When the number of Soul fragments hits 0.
STR DEX CON INT WIS CHA
1. Envy. Target one creature within 40 feet. They must ͡ When badly injured. Hit points are brought to 0.
26 (+7) 14 (+2) 18 (+4) 3 (-4) 13 (+1) 8 (-1)
make a DC 18 Constitution saving throw or take 14
(4d6) necrotic damage. The Sinner regains hit points “The crucible’s surface cracks, releasing a surge of
͡ Saving Throws Con +9 equal to half the amount of damage dealt malevolent energy. You hear the endless soft whispers
͡ Skills Acrobatics +7, Athletics +12 2. Greed. Gain 25 temporary hit points. and distant screams from the cursed souls, long trapped
͡ Condition Immunities Exhaustion, Frightened 3. Gluttony. Gain +2 AC until the start of its next turn. within the crucible.
͡ Senses Blindsight 120 ft. (blind beyond this radius), 4. Lust. Each creature within a 40 foot radius makes Right as the malevolent energy washes over you,
Passive Perception 11 a DC 18 Wisdom saving throw. On a failure it must numerous spectral arms materialize from the crucible,
͡ Language Common immediately use its Reaction, if available, to move as far writhing and reaching out hungrily in all directions,
͡ Challenge 15 (13,000 xp) as its speed allows towards The Sinner. seeking to grasp hold of soul and sin alike.’’
͡ Proficiency Bonus +5 5. Pride. The Sinner gains Advantage on its next attack
roll.
6. Wrath. The Sinner gains additional Action during SPECIAL TRAITS+
TRAITS their turn that can be used only to take the Attack (one
weapon attack only) action. Legendary Resistance (1/Day). If The Sinner fails a saving
200 201
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.
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 18 Wisdom saving throw or have their speed Soul Harvest. As a Bonus Action, The Sinner can extract Soul
must make a DC 18 Constitution Saving Throw or halved until the end of their next turn. Fragments from any defeated creature, gaining one Soul
Fragment for each creature reduced to 0 hit points within 30-
THE CHAMPIONS / THE SINNER / DIFFICULT Y III

THE CHAMPIONS / THE SINNER / DIFFICULT Y III


have a part of its soul cleaved from its body. The limb 8. Choose one of the above outcomes.
loses all function, immediately dropping anything feet radius.
held by that limb. Additionally, The Sinner adds a Soul
Fragment to its Crucible. LEGENDARY ACTIONS LEGENDARY ACTIONS+
Once per turn as a Free Action, a creature that LAIR ACTIONS
had its soul cleaved and is within 5 feet of the The Sinner can take 1 Legendary Action. Only one Blasphemous Prison. <1> The Sinner ensnares a creature
Crucible, can make a DC 15 Constitution check Legendary Action option can be used at a time and only within 5 feet in its Crucible. The target must succeed on On initiative count 20 (losing initiative ties), The Sinner takes a
to reclaim their Soul Fragment. On a success, 1 at the end of another creature’s turn. The Sinner regains a DC 18 Dexterity saving throw or become imprisoned Lair Action to cause the following effect.
Soul Fragment is removed from the Crucible, and spent Legendary Actions at the start of its turn. within the Crucible, where its soul is inexorably drained
the creature regains full function to one of their from its body. While imprisoned, the target is restrained Crucible of Madness. A crack forms on the crucible, causing
affected limbs. Cleaving Strikes. <1> The Sinner makes a Greatsword and has Total Cover against effects outside the Crucible, the malevolent energy within to leak out. All creatures within
attack. and takes 28 (6d6 + 7) necrotic damage at the start of 15 feet must make a DC 13 Wisdom saving throw or suffer
Crucible. The crucible allows The Sinner to store Soul each of The Sinner’s turns. from a Short-Term Madness effect as described on the Short-
Fragments. It starts with (d4 + 2) Soul Fragments An imprisoned creature or an ally within 5 feet. reach Term Madness table until the end of its next turn (The table
already stored in the Crucible. can use its action to attempt a DC 16 Athletics check, can be found on the DM Tips page).
The crucible has AC17 and 100 hit points. toppling the Crucible and freeing the creature on a
If the crucible is destroyed, all soul fragments will success.
instantly find their way back to their rightful owners.
If the Crucible is toppled, removed or destroyed,
The Sinner can recall it as a Bonus Action.
While not carrying the Crucible, The Sinner
can’t use its Absorb Sin, Crucible Strike and
Blasphemous Prison attacks.

Mask of Sin. While wearing its mask, The Sinner is


blinded and immune to Madness.
“REAPER OF SOULS”
THE EXECUTIONER
CR CR CR
6 11 16

Imprisoned since young in Luyarnha’s prison, Agapios forged friendships among


the condemned. After a catastrophic prison break, he sought refuge in the ruins,
yearning for his lost friends. Loneliness, self-pity, and delusion have shaped his
tormented psyche, making him deeply apprehensive of change and leading him
to capture those he confuses with his missing comrades. In his own twisted way,
his search for comrades had led him to an abandoned prison in our realm.
202 203

The Executioner wields a fearsome axe with unwavering determination, instilling


dread in his foes. When he enters his Primal Form, his axe becomes engulfed in
fiery power, allowing him to execute enemies with his signature guillotine strike
and manipulate them with cursed chains. A face-off against The Executioner is
THE CHAMPIONS / THE EXECUTIONER

THE CHAMPIONS / THE EXECUTIONER


straightforward but one bound by the champion’s one-mindedness, relentless in his
pursuit.
THE EXECUTIONER’S THE EXECUTIONER’S
ORIGIN DM TIPS
I n the heart of Luyarnha stood a grand fortress encircled
by scorching lava. Imprisoned at a young age, Agapios
saw the stone walls, iron bars, and the echoes of countless
Agapios disappeared, and once more, he had become
a prisoner—this time to his relentless, twisted mind. A haze
befell him, and he could no longer discern reality from
Here are some helpful tips and tricks for mastering the role of the Executioner.

incarcerated souls as his companions—his know-how. He fiction. NARRATIVE COMBAT


forged bonds in the darkest corners, finding camaraderie
among the condemned—the warmth of true friendship. “After all,” he whispered in a voice twisted by madness, “my RELENTLESS STALKER: ͡ The Executioner has gone beyond human form and is
friends are out there waiting for me.” no longer bound to this plane in the same way he was
But fate is cruel. In a cataclysmic explosion, the prison The Executioner is a hulking figure with heavy before. Emphasize its heavy, but deliberate movements
lay in ruins. Guards and wardens dead, many escaped, As if in a trance, he moved in silence, his speech movements, the links of his chains rattling ominously with as he relentlessly stalks his marked target.
leaving Agapios alone amidst the wreckage. He, unfamiliar hampered by his transformation. He had become an entity each step. Every now and then his form momentarily blurs
with the outside world, sought refuge in the crumbling walls bent on reuniting with his comrades. In this contorted truth, and shifts around, making it hard to pinpoint him. This ͡ The Executioner’s main objective is to fight the players
that held a sliver of familiarity. he pursued anyone and everyone, confusing them for his creates an unsettling unpredictability in his movements. up close, while having extra defense against those that
long-lost brothers, capturing and imprisoning them in the get too far away. In response, the players will need to
Solitude initially offered respite from the turbulent ruins of the prison. find a sweet spot in staying not too close and not too far.
echoes of his former life. Yet, as the years passed, creeping NO WAY OUT: When the Executioner has its Refraction Cloak Reaction
melancholy gripped his heart. Agapios was now deemed All to hide from the painful truth that he alone remained. activated, make sure to describe how the shifting and
free, but he had no idea what that meant. However, he soon Consider exploring the prison ruins where the Executioner blurring of the Executioner becomes more intense the
realized that not all who escaped were free. roams. Describe the crumbling architecture, torches that flicker further away the player gets.
on and off, and distant echoes, creating a haunting environment.
After the outbreak, those who had escaped paid the price You could incorporate cat-and-mouse-like games to reinforce the ͡ When facing The Executioner in its Primal Form, its
204 of freedom with their lives. They were hunted and purged horror feel and foreshadow his presence. gameplay relies heavily on using its Chain Retrieval 205
by merciless soldiers while the ravaged ruins of the prison Bonus Action to pull creatures towards itself. To execute
remained untouched. this optimally, allow the Executioner, not only to move,
CAPTIVES: but also to take a Bonus Action in between his attacks.
Agapios yearned for the days when he shared laughter
THE CHAMPIONS / THE EXECUTIONER / ORIGINS

THE CHAMPIONS / THE EXECUTIONER / ORIGINS


and pain with inmates, even if they, like himself, were prisoners. Populate the prison ruins with the corpses of those who ͡ The Executioner is attached to the weapons by chains.
Loneliness consumed him. have been captured by The Executioner. One of these captives In the off-chance that he gets disarmed or the Chain
might actually be drawing its final breaths and plead for release Retrieval Bonus Action is somehow blocked, try using
He longed to reunite with his friends and bring them or provide cryptic hints about his fractured psyche. To increase (opposed) checks to see whether he pulls himself to his
back to the prison ruins—home. In his mind, he sought a motivation in the players, you can introduce a sidequest where weapon or whether his weapon is pulled towards him
place of peace, a return to a time that, strangely, felt safe. an NPC has been captured by the Executioner and is being held (possibly dragging objects or creatures in the process).
But on this quest, the painful truth came to light; not a in the prison.
single friend remained. The news of their demise left him
shattered. His mind cracked.
REMNANTS OF THE PAST:

Scatter remnants of The Executioner’s past throughout


the prison ruins. Players might find letters, drawings, or
snippets of conversations that offer glimpses into the
PERSONALITY TRAITS friendships he cherished. These discoveries can evoke
empathy and provide insight into the tragedy that shaped
͡ Lonely and Self-Pitying. The Executioner is profoundly affected by loneliness and self-pity, stemming from losing his The Executioner.
friends and the desolation around him.

͡ 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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


START OF TURN AFTER PLAYER ACTION START OF TURN AFTER PLAYER ACTION
͡ If The Executioner has not taken any radiant ͡ If The Executioner is targeted by a ranged ͡ If The Executioner has not taken any radiant ͡ If a melee attack successfully lands against
damage last turn attack. damage last turn the Executioner
↳ Traits: Regeneration ↳ Reactions: Refraction Cloak (1/turn) ↳ Traits: Regeneration ↳ Reactions+: Counterswing (1/turn)
͡ If The Executioner is targeted by a ranged
attack.
END OF TURN TARGET PRIORITIES ↳ Reactions: Refraction Cloak (1/turn)
TARGET PRIORITIES ͡ If there is a marked enemy within range 1. Enemy that is marked
1. Enemy that are marked ↳ Legendary Actions: Grasp of Torment 2. Nearest enemy
2. Nearest enemy ͡ If there are >2 enemies within 5 ft. 3. Last enemy that has attacked END OF TURN
3. Last enemy that has attacked the Executioner ↳ Legendary Actions: Cyclone Swing The Executioner ͡ If there is a marked enemy within range
206 ͡ Enter Primal form ↳ Legendary Actions: Grasp of Torment 207
↳ If The Executioner’s hit points are 0. ͡ Else:
↳ If the Executioner is unable to retrieve MOVEMENT ↳ Legendary Actions+: Captive Rampage
MOVEMENT
͡ Move toward Target Priority its weapons for 2 consecutive turns ͡ Move toward the Target Priority
↳ If the Executioner’s Movement Speed is
THE CHAMPIONS / THE EXECUTIONER / HABITS OF MIND

THE CHAMPIONS / THE EXECUTIONER / HABITS OF MIND


brought to 0 for three consecutive turns
ACTION ACTION
͡ If the Target Priority is marked and within ͡ If the Target Priority is marked and within range
range ↳ Actions: Tormenting Grasp
↳ Actions: Tormenting Grasp ↳ Actions+: Greataxe Hurl
͡ Else: ͡ If there are >2 enemies within 10 ft.
↳ Actions: Multiattack ↳ Actions+: Guillotine Strike
͡ If the Executioner has thrown its weapon.
↳ Bonus Actions+: Chain Retrieval

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.”

TRAITS REACTIONS REACTIONS+


208
SPECIAL TRAITS+ 209
Mark of Dread. At the start of each turn, the Refraction Cloak. When targeted by a ranged attack Counterswing. After being hit by a melee weapon attack,
Executioner can target one creature within 30 feet, from 15 feet away or more, the Executioner may activate the Executioner can retaliate with a Greataxe Attack as its Legendary Resistance (1/Day). If The Executioner fails a
marking them with Mark of Dread. The Executioner its Refraction cloak as a Reaction, causing it to turn into Reaction. saving throw, it can choose to succeed instead.
gains a keen sense of the marked creature’s location, a spectral blur and granting it half cover (+2 AC) to all
THE CHAMPIONS / THE EXECUTIONER / DIFFICULT Y I

THE CHAMPIONS / THE EXECUTIONER / DIFFICULT Y I


even through obstacles or invisibility, and its attacks attacks that are made from 15 feet away or more, until the Stalker’s Vigilance. The Executioner has an additional Bonus
against the marked creature have Advantage. The start of its next turn. Action every turn.
mask lasts until the start of his next turn.
While marked with Mark of Dread, the creature
perceives a haunting, blurred figure and the LEGENDARY ACTIONS LEGENDARY ACTIONS+ LAIR ACTIONS
ominous sound of the Executioner’s dragging axe,
creating an eerie and unsettling presence that The Executioner can take 2 Legendary Actions, choosing Captive Rampage. <2> The Executioner launches himself On initiative count 20 (losing initiative ties),The Executioner
unnerves the target. from the options below. Only one Legendary Action option like a missile in a 60-foot straight line. All creatures within takes a lair action to cause one of the following effects. It can’t
can be used at a time and only at the end of another this area must make a DC 15 Dexterity saving throw or be use the same lair action two rounds in a row.
Regeneration. The Executioner regains 10 hit points creature’s turn. The Executioner regains spent Legendary slammed to the ground and dragged across the ground
at the start of its turn. However, if it takes radiant Actions at the start of its turn. for the remaining distance and be knocked prone. Echoing Whispers. Unsettling whispers emanate in a 15
damage, this trait doesn’t function at the start of its foot radius around a creature marked by Mark of Dread. All
next turn. Grasp of Torment. <2> Makes a Tormenting Grasp attack. creatures within the area must make a DC 15 Wisdom saving
throw or become frightened of the Executioner until the end
Rejuvenation. When the Executioner’s body is Cyclone Swing. <2> The Executioner spins around at a of their next turn.
destroyed, its soul lingers. After 24 hours, the soul high speed and attacks every creature within a 5-foot
inhabits and animates another humanoid corpse on radius with its Greataxe. Each affected creature must Cursed Chains. Spectral chains erupt in a 15 foot radius
the same plane of existence and regains all its hit make a DC 15 Dexterity saving throw or take 11 (2d10) around a creature marked by Mark of Dread. All creatures
points. While the soul is bodiless, it lingers invisible slashing damage. within the area must make a DC 15 Strength saving throw or
within 60 feet of where its body was destroyed, and become restrained.
cannot be harmed in any way. The soul can be forced As a Bonus Action, the restrained target can make a DC
to its afterlife via a Banishment spell or similar magic, 15 Strength check on its turn. If it succeeds it is no longer
or by a cleric’s Turn Undead feature. restrained.
CR
11
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 140 hit points, and it clears any and all
Greataxe. Melee weapon attack: +10 to hit, reach 5 ft., one Greataxe Hurl. Ranged Weapon Attack: +10 to hit, range status effects. Additionally, The Executioner can now use the
target. Hit: 17 (3d6 + 6) slashing damage. 20/60 ft., one target. Hit: 17 (3d6 + 6) slashing damage options in the “Primal Form” section for 1 hour.
plus 5 (1d8) fire damage. When thrown, the Greataxe
Armor Class 18 (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 125 (16d8 + 53) 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
17 Strength saving throw or suffers 24 (4d8 + 6) 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
22 (+6) 16 (+3) 14 (+2) 2 (-4) 10 (+0) 7 (-2) consecutive turns.
amount. make a DC 17 Dexterity saving throw or take 24 (4d8
+ 6) slashing damage. On a successful save, they take ͡ When badly injured. Hit points are brought to 0.
͡ Skills Athletics +10, Perception +4, Stealth +7 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 11 (7,200xp) and the weapon must make a DC 17 Dexterity saving impact among its foes. Swiftly, it retrieves its weapon with
͡ Proficiency Bonus +4 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.”

TRAITS REACTIONS REACTIONS+


210
SPECIAL TRAITS+ 211
Mark of Dread. At the start of each turn, the Refraction Cloak. When targeted by a ranged attack Counterswing. After being hit by a melee weapon attack,
Executioner can target one creature within 30 feet, from 15 feet away or more, the Executioner may activate the Executioner can retaliate with a Greataxe Attack as its Legendary Resistance (1/Day). If The Executioner fails a
marking them with Mark of Dread. The Executioner its Refraction cloak as a Reaction, causing it to turn into Reaction. saving throw, it can choose to succeed instead.
gains a keen sense of the marked creature’s location, a spectral blur and granting it half cover (+2 AC) to all
THE CHAMPIONS / THE EXECUTIONER / DIFFICULT Y II

THE CHAMPIONS / THE EXECUTIONER / DIFFICULT Y II


even through obstacles or invisibility, and its attacks attacks that are made from 15 feet away or more, until the Stalker’s Vigilance. The Executioner has an additional Bonus
against the marked creature have Advantage. The start of its next turn. Action every turn.
mask lasts until the start of his next turn.
While marked with Mark of Dread, the creature
perceives a haunting, blurred figure and the LEGENDARY ACTIONS LEGENDARY ACTIONS+ LAIR ACTIONS
ominous sound of the Executioner’s dragging axe,
creating an eerie and unsettling presence that The Executioner can take 2 Legendary Actions, choosing Captive Rampage. <2> The Executioner launches himself On initiative count 20 (losing initiative ties),The Executioner
unnerves the target. from the options below. Only one Legendary Action option like a missile in a 60-foot straight line. All creatures within takes a lair action to cause one of the following effects. It can’t
can be used at a time and only at the end of another this area must make a DC 17 Dexterity saving throw or be use the same lair action two rounds in a row.
Regeneration. The Executioner regains 15 hit points creature’s turn. The Executioner regains spent Legendary slammed to the ground and dragged across the ground
at the start of its turn. However, if it takes radiant Actions at the start of its turn. for the remaining distance and be knocked prone. Echoing Whispers. Unsettling whispers emanate in a 15
damage, this trait doesn’t function at the start of its foot radius around a creature marked by Mark of Dread. All
next turn. Grasp of Torment. <2> Makes a Tormenting Grasp attack. creatures within the area must make a DC 17 Wisdom saving
throw or become frightened of the Executioner until the end
Rejuvenation. When the Executioner’s body is Cyclone Swing. <2> The Executioner spins around at a of their next turn.
destroyed, its soul lingers. After 24 hours, the soul high speed and attacks every creature within a 5-foot
inhabits and animates another humanoid corpse on radius with its Greataxe. Each affected creature must Cursed Chains. Spectral chains erupt in a 15 foot radius
the same plane of existence and regains all its hit make a DC 17 Dexterity saving throw or take 17 (3d10) around a creature marked by Mark of Dread. All creatures
points. While the soul is bodiless, it lingers invisible slashing damage. within the area must make a DC 17 Strength saving throw or
within 60 feet of where its body was destroyed, and become restrained.
cannot be harmed in any way. The soul can be forced As a Bonus Action, the restrained target can make a DC
to its afterlife via a Banishment spell or similar magic, 17 Strength check on its turn. If it succeeds it is no longer
or by a cleric’s Turn Undead feature. restrained.
CR
16
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 210 hit points, and it clears any and all
Greataxe. Melee weapon attack: +13 to hit, reach 5 ft., one Greataxe Hurl. Ranged Weapon Attack: +13 to hit, range status effects. Additionally, The Executioner can now use the
target. Hit: 22 (4d6 + 8) slashing damage. 20/60 ft., one target. Hit: 22 (4d6 + 8) slashing damage options in the “Primal Form” section for 1 hour.
plus 5 (1d8) fire damage. When thrown, the Greataxe
Armor Class 20 (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 175 (17d8 + 99) 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
19 Strength saving throw or suffers 35 (6d8 + 8) 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
26 (+8) 16 (+3) 14 (+2) 2 (-4) 10 (+0) 7 (-2) consecutive turns.
amount. make a DC 19 Dexterity saving throw or take 31 (5d8
+ 8) slashing damage. On a successful save, they take ͡ When badly injured. Hit points are brought to 0.
͡ Skills Athletics +13, Perception +5, Stealth +8 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 16 (15,000xp) and the weapon must make a DC 19 Dexterity saving impact among its foes. Swiftly, it retrieves its weapon with
͡ Proficiency Bonus +5 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.”

TRAITS REACTIONS REACTIONS+


212
SPECIAL TRAITS+ 213
Mark of Dread. At the start of each turn, the Refraction Cloak. When targeted by a ranged attack Counterswing. After being hit by a melee weapon attack,
Executioner can target one creature within 30 feet, from 15 feet away or more, the Executioner may activate the Executioner can retaliate with a Greataxe Attack as its Legendary Resistance (1/Day). If The Executioner fails a
marking them with Mark of Dread. The Executioner its Refraction cloak as a Reaction, causing it to turn into Reaction. saving throw, it can choose to succeed instead.
gains a keen sense of the marked creature’s location, a spectral blur and granting it half cover (+2 AC) to all
THE CHAMPIONS / THE EXECUTIONER / DIFFICULT Y III

THE CHAMPIONS / THE EXECUTIONER / DIFFICULT Y III


even through obstacles or invisibility, and its attacks attacks that are made from 15 feet away or more, until the Stalker’s Vigilance. The Executioner has an additional Bonus
against the marked creature have Advantage. The start of its next turn. Action every turn.
mask lasts until the start of his next turn.
While marked with Mark of Dread, the creature
perceives a haunting, blurred figure and the LEGENDARY ACTIONS LEGENDARY ACTIONS+ LAIR ACTIONS
ominous sound of the Executioner’s dragging axe,
creating an eerie and unsettling presence that The Executioner can take 2 Legendary Actions, choosing Captive Rampage. <2> The Executioner launches himself On initiative count 20 (losing initiative ties),The Executioner
unnerves the target. from the options below. Only one Legendary Action option like a missile in a 60-foot straight line. All creatures within takes a lair action to cause one of the following effects. It can’t
can be used at a time and only at the end of another this area must make a DC 17 Dexterity saving throw or be use the same lair action two rounds in a row.
Regeneration. The Executioner regains 20 hit points creature’s turn. The Executioner regains spent Legendary slammed to the ground and dragged across the ground
at the start of its turn. However, if it takes radiant Actions at the start of its turn. for the remaining distance and be knocked prone. Echoing Whispers. Unsettling whispers emanate in a 15
damage, this trait doesn’t function at the start of its foot radius around a creature marked by Mark of Dread. All
next turn. Grasp of Torment. <2> Makes a Tormenting Grasp attack. creatures within the area must make a DC 19 Wisdom saving
throw or become frightened of the Executioner until the end
Rejuvenation. When the Executioner’s body is Cyclone Swing. <2> The Executioner spins around at a of their next turn.
destroyed, its soul lingers. After 24 hours, the soul high speed and attacks every creature within a 5-foot
inhabits and animates another humanoid corpse on radius with its Greataxe. Each affected creature must Cursed Chains. Spectral chains erupt in a 15 foot radius
the same plane of existence and regains all its hit make a DC 19 Dexterity saving throw or take 22 (4d10) around a creature marked by Mark of Dread. All creatures
points. While the soul is bodiless, it lingers invisible slashing damage. within the area must make a DC 19 Strength saving throw or
within 60 feet of where its body was destroyed, and become restrained.
cannot be harmed in any way. The soul can be forced As a Bonus Action, the restrained target can make a DC
to its afterlife via a Banishment spell or similar magic, 19 Strength check on its turn. If it succeeds it is no longer
or by a cleric’s Turn Undead feature. restrained.
“THE MONARCH OF STEEL”
MAGNETITE DRAGON
CR CR CR
8 13 19

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

THE CHAMPIONS / MAGNETITE DRAGON


it to draw in or forcefully repel foes like marionettes. The Monarch of Steel skillfully
combines these powers with his formidable prowess, asserting control over the
battlefield with a sense of effortless mastery worthy of his Monarch title.
MAGNETITE DRAGON’S MAGNETITE DRAGON’S
ORIGIN DM TIPS
I n a realm where iron-rich landscapes and ambient magic
collide, the Magnetite Dragons reigned as the supreme
beings of magnetic power. Their dominion was a testament
But the celebration was short-lived, for the magnetic
resources they had won were finite, and their world’s slow
decay continued. The Monarch of Steel knew their reign was
Here are some helpful tips and tricks for mastering the role of the 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

THE CHAMPIONS / MAGNETITE DRAGON / ORIGINS


beyond the immediate battle. In the world outside combat Legendary Actions describe metal debris being used.
And in the war’s climax, the Steel tribe emerged scenarios, the dragon’s influence could affect compasses, Make sure the encounter has enough metal in the area
victorious, their dominion solidified as they seized control of disrupt magical communication, or create mysterious for the Magnetite Dragon to properly utilize its abilities.
the dwindling magnetic bounty. For a time, the Monarch of magnetic anomalies that draw adventurers to specific
Steel, the leader of the Steel tribe, held dominion over their locations.
world, and the Magnetite Dragons savored the fruits of their
hard-fought victory.

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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


START OF TURN START OF TURN START OF TURN START OF TURN
͡ If the Repulsion Breathe Attack is uncharged ͡ If the Arcanomagnetic Repulsion is active ͡ If the Repulsion Breathe Attack is uncharged ͡ If the Arcanomagnetic Repulsion is active
↳ Recharge: Breathe Attack (5-6) ↳ Traits: Arcanomagnetic Repulsion ↳ Recharge: Breathe Attack (5-6) ↳ Traits: Arcanomagnetic Repulsion
͡ If Magnetite Dragon has taken any fire (Difficult Terrain) (Difficult Terrain)
damage last turn ͡ If a creature within 5 ft. lost it weapon
↳ Traits: Superconductor TARGET PRIORITIES ↳ Legendary Actions+: Magnetic Surge
END OF TURN 1. Nearest enemy (saving throw)
͡ If there are >2 enemies within 60 ft. cone 2. Enemies that have metal equipment and
↳ Legendary Actions: Storm of Swords weaponry
TARGET PRIORITIES ͡ Else: 3. Last enemy that has attacked the Magnetite END OF TURN
1. Nearest enemy ↳ Legendary Actions: Sword Shot Burst Dragon ͡ If There are <2 Metal Debris on the
218 2. Enemies that have metal equipment and ͡ Enter Primal form battlefield 219
weaponry ↳ If The Magnetite Dragon’s hit points are ↳ Legendary Actions+: Magnetic Surge
3. Last enemy that has attacked the Magnetite 0 MOVEMENT ͡ Else:
Dragon ↳ If one of its horns gets destroyed ͡ Move toward the Target Priority ↳ Legendary action: Magnetic Tempest
↳ If the enemies use an anti-magnetic
THE CHAMPIONS / MAGNETITE DRAGON / HABITS OF MIND

THE CHAMPIONS / MAGNETITE DRAGON / HABITS OF MIND


spell, rendering its magnetic powers
ineffective ACTION
MOVEMENT
͡ Move toward the Target Priority ͡ If the Target Priority is within range and Breath
Attack is charged
↳ Actions: Repulsion Breath Attack
͡ If the Target Priority is within range
ACTION
͡ If the Target Priority is within range and ↳ Actions+: Multiattack+ (Toward Zones of
Breath Attack is charged Attraction and Repulsion)
↳ Actions: Repulsion Breath Attack
͡ If the Target Priority is within range
↳ Actions: Multiattack

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

THE CHAMPIONS / MAGNETITE DR AGON / DIFFICULT Y I


horns which bolster its arcanomagnetic powers. another creature’s turn. The Magnetite Dragon regains of Metal Debris in front of it. All creatures in the area must
When a creature makes an attack roll against the spent Legendary Actions at the start of its turn. make a DC 16 Strength saving throw to hold onto their modifier for the spell’s ability check.
Magnetite Dragon, it can instead choose to make that metal weapons.
attack against one of the creature’s horns. Sword Shot Burst. <1> The Magnetite Dragon makes a As free action, Those who fail can attempt to recover
Each horn has 18 AC and 45 hit points. For each Sword Shot attack. their weapons with a DC 16 Strength check on their LAIR ACTIONS
horn destroyed, the Magnetite Dragon’s maximum turn if they are within 5 feet of the Magnetite Dragon.
Legendary Action uses are reduced by 1. Storm of Swords. <2> The Magnetite Dragon fires a On initiative count 20 (losing initiative ties), the Magnetite
torrent of sharp metal objects in a 60-foot cone. Each M a g n e t i c Te m p e s t . < 2 > T h e M a g n e t i te D ra g o n Dragon takes a Lair Action to cause one of the following
Additionally, if one or more of its horns are creature must make a DC 16 Dexterity saving throw or concentrates its magnetic power, creating a powerful effects. It can’t use the same Lair Action two rounds in a row.
destroyed, its Arcanomagnetic Repulsion trait take 10 (2d6 + 3) piercing damage. repulsive force that propels the Metal Debris from itself.
ceases to function. The Magnetite Dragon regrows Striking any creature in its path. All creatures in a 60-foot Polarity Shift. The Magnetite Dragon triggers a sudden
any destroyed horns in 1d4 days. straight line from the Magnetite Dragon’s position must shift in magnetic polarity. This creates Zones of Attraction
make a DC 16 Dexterity saving throw or take 18 (4d8) and Repulsion, each with a 30-foot radius. Metal objects,
Arcanomagnetic Repulsion. Attacks against the bludgeoning damage as they are struck by the hurtling weaponry, and armor within the attraction zone are pulled 15
Magnetite Dragon made with metal weapons or Metal Debris. On a successful save, they take half damage. feet toward its center, while those in the repulsion zone are
ammunition have Disadvantage. The area within 15 pushed 15 feet away. All creatures in these zones must make
feet of the dragon is Difficult Terrain for creatures a DC 16 Strength saving throw or be affected.
wearing metal armor. This trait is only active while it
has both horns intact. Magnetic Force. The Magnetite Dragon triggers an
immediate surge of magnetic force within its domain,
Superconductor. Each time the Magnite Dragon prompting 1d4 Metal Debris to emerge from the ground.
takes fire damage, its flying speed is reduced by 30 These Metal Debris spontaneously manifest at random points
feet until the end of its next turn. If its Flying Speed is within a 60-foot radius of the Magnetite Dragon.
reduced to 0, it immediately falls 100 feet, and falls a
further 100 feet at the start of its next turn.
CR
13
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 165 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: +10 to hit, reach 5 ft., one melee weapon attack with its magnetic claws against a options in the “Primal Form” section for 1 hour.
target. Hit: 19 (3d8 + 5) piercing damage. target within a 15-foot reach. On a hit, the target takes 22
Armor Class 18 (natural armor) (3d10 + 5) slashing damage. Additionally, each creature If one of the following conditions is met. The Magnetite
Hit Points 135 (15d10 + 53) Claw. Melee weapon attack: +10 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: 19 (3d8 + 5) slashing damage. must succeed on a DC 18 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: +10 to hit, reach 10 ft., one 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
target. Hit: 22 (3d10 + 5) bludgeoning damage. Disadvantage on this saving throw. magnetic powers ineffective.
20 (+5) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 14 (+2) ͡ When badly injured. Hit points are brought to 0.
Sword Shot. Ranged weapon attack: +10 to hit, range
͡ Saving Throws Dex +5, Con +8, Wis +5, Cha+7 40/120 ft., one target. Hit: 14 (2d8 + 5) piercing damage. “As the earth quakes beneath it, the Magnetite Dragon
͡ Skills Perception +8, Stealth +10 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 18 Each creature in the area must make a DC 18 Strength mastery, a storm of metal fragments swirl around the
͡ Languages Common, Draconic saving throw. On a failed save, a creature takes 44 (7d10 dragon. With a thunderous roar, the Magnetite Dragon
͡ Challenge 13 (10,000 xp) + 5) thunder damage and is forcefully pushed 20 feet stands poised to strike.”
͡ Proficiency Bonus +5 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
222 LEGENDARY ACTIONS LEGENDARY ACTIONS+ 223
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 II

THE CHAMPIONS / MAGNETITE DR AGON / DIFFICULT Y II


horns which bolster its arcanomagnetic powers. another creature’s turn. The Magnetite Dragon regains of Metal Debris in front of it. All creatures in the area must
When a creature makes an attack roll against the spent Legendary Actions at the start of its turn. make a DC 18 Strength saving throw to hold onto their modifier for the spell’s ability check.
Magnetite Dragon, it can instead choose to make that metal weapons.
attack against one of the creature’s horns. Sword Shot Burst. <1> The Magnetite Dragon makes a As free action, Those who fail can attempt to recover
Each horn has 20 AC and 65 hit points. For each Sword Shot attack. their weapons with a DC 18 Strength check on their LAIR ACTIONS
horn destroyed, the Magnetite Dragon’s maximum turn if they are within 5 feet of the Magnetite Dragon.
Legendary Action uses are reduced by 1. Storm of Swords. <2> The Magnetite Dragon fires a On initiative count 20 (losing initiative ties), the Magnetite
torrent of sharp metal objects in a 60-foot cone. Each M a g n e t i c Te m p e s t . < 2 > T h e M a g n e t i te D ra g o n Dragon takes a Lair Action to cause one of the following
Additionally, if one or more of its horns are creature must make a DC 18 Dexterity saving throw or concentrates its magnetic power, creating a powerful effects. It can’t use the same Lair Action two rounds in a row.
destroyed, its Arcanomagnetic Repulsion trait take 16 (3d6 + 5) piercing damage. repulsive force that propels the Metal Debris from itself.
ceases to function. The Magnetite Dragon regrows Striking any creature in its path. All creatures in a 60-foot Polarity Shift. The Magnetite Dragon triggers a sudden
any destroyed horns in 1d4 days. straight line from the Magnetite Dragon’s position must shift in magnetic polarity. This creates Zones of Attraction
make a DC 18 Dexterity saving throw or take 23 (5d8) and Repulsion, each with a 30-foot radius. Metal objects,
Arcanomagnetic Repulsion. Attacks against the bludgeoning damage as they are struck by the hurtling weaponry, and armor within the attraction zone are pulled 15
Magnetite Dragon made with metal weapons or Metal Debris. On a successful save, they take half damage. feet toward its center, while those in the repulsion zone are
ammunition have Disadvantage. The area within 15 pushed 15 feet away. All creatures in these zones must make
feet of the dragon is Difficult Terrain for creatures a DC 18 Strength saving throw or be affected.
wearing metal armor. This trait is only active while it
has both horns intact. Magnetic Force. The Magnetite Dragon triggers an
immediate surge of magnetic force within its domain,
Superconductor. Each time the Magnite Dragon prompting 1d4 Metal Debris to emerge from the ground.
takes fire damage, its flying speed is reduced by 30 These Metal Debris spontaneously manifest at random points
feet until the end of its next turn. If its Flying Speed is within a 60-foot radius of the Magnetite Dragon.
reduced to 0, it immediately falls 100 feet, and falls a
further 100 feet at the start of its next turn.
CR
19
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 240 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: +13 to hit, reach 5 ft., one melee weapon attack with its magnetic claws against a options in the “Primal Form” section for 1 hour.
target. Hit: 25 (4d8 + 7) piercing damage. target within a 15-foot reach. On a hit, the target takes 29
Armor Class 21 (natural armor) (4d10 + 7) slashing damage. Additionally, each creature If one of the following conditions is met. The Magnetite
Hit Points 207 (18d10 + 111) Claw. Melee weapon attack: +13 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: 25 (4d8 + 7) slashing damage. must succeed on a DC 21 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: +13 to hit, reach 10 ft., one 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
target. Hit: 29 (4d10 + 7) bludgeoning damage. Disadvantage on this saving throw. magnetic powers ineffective.
24 (+7) 10 (+0) 18 (+4) 14 (+2) 10 (+0) 14 (+2) ͡ When badly injured. Hit points are brought to 0.
Sword Shot. Ranged weapon attack: +13 to hit, range
͡ Saving Throws Dex +6, Con +10, Wis +6, Cha +8 40/120 ft., one target. Hit: 21 (3d8 + 5) piercing damage. “As the earth quakes beneath it, the Magnetite Dragon
͡ Skills Perception +9, Stealth +11 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 19 Each creature in the area must make a DC 21 Strength mastery, a storm of metal fragments swirl around the
͡ Languages Common, Draconic saving throw. On a failed save, a creature takes 51 (8d10 dragon. With a thunderous roar, the Magnetite Dragon
͡ Challenge 19 (22,000 xp) + 7) thunder damage and is forcefully pushed 20 feet stands poised to strike.”
͡ Proficiency Bonus +6 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
224 LEGENDARY ACTIONS LEGENDARY ACTIONS+ 225
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 III

THE CHAMPIONS / MAGNETITE DR AGON / DIFFICULT Y III


horns which bolster its arcanomagnetic powers. another creature’s turn. The Magnetite Dragon regains of Metal Debris in front of it. All creatures in the area must
When a creature makes an attack roll against the spent Legendary Actions at the start of its turn. make a DC 21 Strength saving throw to hold onto their modifier for the spell’s ability check.
Magnetite Dragon, it can instead choose to make that metal weapons.
attack against one of the creature’s horns. Sword Shot Burst. <1> The Magnetite Dragon makes a As free action, Those who fail can attempt to recover
Each horn has 23 AC and 90 hit points. For each Sword Shot attack. their weapons with a DC 21 Strength check on their LAIR ACTIONS
horn destroyed, the Magnetite Dragon’s maximum turn if they are within 5 feet of the Magnetite Dragon.
Legendary Action uses are reduced by 1. Storm of Swords. <2> The Magnetite Dragon fires a On initiative count 20 (losing initiative ties), the Magnetite
torrent of sharp metal objects in a 60-foot cone. Each M a g n e t i c Te m p e s t . < 2 > T h e M a g n e t i te D ra g o n Dragon takes a Lair Action to cause one of the following
Additionally, if one or more of its horns are creature must make a DC 21 Dexterity saving throw or concentrates its magnetic power, creating a powerful effects. It can’t use the same Lair Action two rounds in a row.
destroyed, its Arcanomagnetic Repulsion trait take 21 (4d6 + 7) piercing damage. repulsive force that propels the Metal Debris from itself.
ceases to function. The Magnetite Dragon regrows Striking any creature in its path. All creatures in a 60-foot Polarity Shift. The Magnetite Dragon triggers a sudden
any destroyed horns in 1d4 days. straight line from the Magnetite Dragon’s position must shift in magnetic polarity. This creates Zones of Attraction
make a DC 21 Dexterity saving throw or take 32 (7d8) and Repulsion, each with a 30-foot radius. Metal objects,
Arcanomagnetic Repulsion. Attacks against the bludgeoning damage as they are struck by the hurtling weaponry, and armor within the attraction zone are pulled 15
Magnetite Dragon made with metal weapons or Metal Debris. On a successful save, they take half damage. feet toward its center, while those in the repulsion zone are
ammunition have Disadvantage. The area within 15 pushed 15 feet away. All creatures in these zones must make
feet of the dragon is Difficult Terrain for creatures a DC 21 Strength saving throw or be affected.
wearing metal armor. This trait is only active while it
has both horns intact. Magnetic Force. The Magnetite Dragon triggers an
immediate surge of magnetic force within its domain,
Superconductor. Each time the Magnite Dragon prompting 1d4 Metal Debris to emerge from the ground.
takes fire damage, its flying speed is reduced by 30 These Metal Debris spontaneously manifest at random points
feet until the end of its next turn. If its Flying Speed is within a 60-foot radius of the Magnetite Dragon.
reduced to 0, it immediately falls 100 feet, and falls a
further 100 feet at the start of its next turn.
“THE DEVOURER OF DREAMS”
DREAMHOLDER
CR CR CR
7 12 17

In the Dreamscape, Dreamholders are parasitic entities sustained by


the dreams and emotions of beings from various realms. This particular
Dreamholder, however, devoured the dreams and essence of a human train
conductor, blurring the lines of identity in a bewildering dance of perception.
Now, it navigates the thin boundary between reality and illusion, masquerading
as the man whose dreams it feasted upon, forever lost within the dreams it once
226 227
devoured.

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

THE CHAMPIONS / THE DREAMHOLDER


whirlwind of emotions as it consumes the dreams and emotions of its opponents in
a tangled, surreal duel.
DREAMHOLDER’S THE DREAMHOLDER’S
ORIGIN DM TIPS
I n the enigmatic, ever-shifting realm known as the
Dreamscape, Dreamholders are parasitic entities that
thrive by feasting upon the emotions of beings from various
Acknowledging its insatiable appetite for dreams and
emotions, the Dreamholder embarked on a deceptive journey,
masquerading as its previous meals to indulge its parasitic
Here are some helpful tips and tricks for mastering the role of 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

THE CHAMPIONS / THE DREAMHOLDER / ORIGINS


EMOTIONAL TURMOIL IN ITS WAKE: ͡ The Dreamholder’s debuffs are all linked to a different
emotion. Allow the players moments to describe how
The Dreamholder’s insatiable hunger influences the their characters would act when they are overwhelmed
world around it. Introduce side quests or plot points where by these emotions.
the Dreamholder’s insatiable appetite becomes a driving
force. The players may come across individuals who are ͡ We suggest to run this encounter in a crowded area.
plagued by nightmares or sudden bursts of intense emotion, This makes it so that in the event a player stays awake,
unknowingly connected to the Dreamholder’s feeding. This the DM has a rare opportunity to make things even more
creates a recurring theme and a sense of urgency in dealing interesting by hiding the vessel in the crowd. This can
with the boss. create a sort of Whodunnit game.

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

MONSTER TURN PLAYER TURN MONSTER TURN PLAYER TURN


TARGET PRIORITIES END OF TURN TARGET PRIORITIES AFTER PLAYER ACTION
1. Enemies that are not in the Dreamscape ͡ If there are >3 Enemies within 5 ft. 1. Nearest enemy ͡ If Dreamholder fails a saving throw
2. Nearest enemy ↳ Legendary Actions: Teleport 2. Enemies under the effect of (fear, guilt, ↳ Special traits+: Legendary Resistance
3. Last enemy that has attacked the ͡ Else: shame, happiness or anger) (1/day)
Dreamholder ↳ Legendary Actions: Eye Ray 3. Last enemy that has attacked the
͡ Enter Primal form Dreamholder
↳ If Dreamholder’s hit points are 0. END OF TURN
↳ When The Dreamholder has activated ͡ If there are <2 enemies not under the effect
MOVEMENT
͡ Move up to 30 ft. away from the Target the Dreams’s Enchantment ability and MOVEMENT of (fear, guilt, shame, happiness or anger)
Priority trapped an enemy in the Dreamscape. ͡ Move up to 30 ft. away from the Target ↳ Legendary Actions: Nightmare Mirage
↳ When all Creatures are aware that they Priority (prioritize Fear)
230 are in dream state ͡ Else: 231
↳ Legendary Actions: Dream Devourer
ACTION
͡ If the Target Priority is within range ACTION ↳ Legendary Actions: Illusionary
↳ Actions: Eye Rays ͡ If the Target Priority is within range Onslaught
↳ Actions: Illusionary Strike ↳ Actions: Multiattack+ (Dream Eater)
THE CHAMPIONS / THE DREAMHOLDER / HABITS OF MIND

THE CHAMPIONS / THE DREAMHOLDER / HABITS OF MIND


↳ Actions: Eye Rays
↳ Actions: Illusionary Strike

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

THE CHAMPIONS / THE DREAMHOLDER / DIFFICULTY I


must be able to understand at least one language.
LEGENDARY ACTIONS LEGENDARY ACTIONS+
Dreamer’s Enchantment. The Dreamholder casts LAIR ACTIONS
a potent sleep-inducing spell on all targets within Dreamholder can take 2 Legendary Actions, choosing from Dream Devourer. <2> The Dreamholder makes a Dream
120 feet. Each affected creature must make a DC 25 the options below. Only one Legendary Action option can Eater attack. On initiative count 20 (losing initiative ties), Dreamholder
Constitution saving throw. If they fail, they fall asleep be used at a time and only at the end of another creature’s takes a lair action to cause one of the following effects. It can’t
and enter the Dreamscape —a dream world of the turn. Dreamholder regains spent Legendary Actions at the Illusionary Onslaught. <1> The Dreamholder briefly use the same lair action two rounds in a row.
Dreamholder’s making. start of its turn. enlarges and sweeps its nightmarish tentacles like a lash
All creatures inside the Dreamscape are unaware in a straight line for 120 feet. All creatures in the area must Nightmare Whirlwind. The area within 30-foot radius of
of their slumbering state and continue to move Eye Ray. <1> The Dreamholder makes an Eye Rays attack. make a DC 16 Dexterity saving throw. On a failed save, the Dreamholder becomes Difficult Terrain for 1 minute as
and act as if fully awake. However, their senses they take 7 (2d6) psychic damage and are knocked prone. illusions of treacherous obstacles and hazards appear.
are clouded by the dreamy haze, imposing Te l e p o r t . < 2 > T h e D rea m h o l d e r Te l e p o r t s to a n
Disadvantage on all Wisdom and Perception unoccupied space within 60 feet. Nightmare Mirage. <1> The Dreamholder targets one Dreamscape Veil. An ethereal Curtain of Illusions extends
saving throws and checks. creature it can see within 60 feet in the Dreamscape and across a 30-foot radius area within the lair, obscuring vision.
At the start of each round, those trapped in the conjures Illusory Manifestations of their deepest fears All creatures in the area must make a DC 16 Wisdom saving
Dreamscape can try to wake themselves up with or traumatic memories. The target must make a DC 16 throw or become Charmed (Happiness) or Blinded (Anger)
Action by making a DC 17 Perception check. Wisdom saving throw or take 11 (2d10) psychic damage by the Dreamholder, as they are entranced by the enchanting
and become frightened (Fear), restrained (Guilt), or phantoms that materialize before them.
When the Dreamholder is defeated, all creatures Prone (Shame) for 1 round. On a successful save, the
will be ejected from the Dreamscape. target takes half damage and doesn’t suffer the negative
condition.
Material Vulnerability. When a fully awake creature
attacks the Dreamholder’s vessel in the Material
Plane, it imposes Disadvantage on the Dreamholder’s
defensive rolls. Whenever the vessel is destroyed, the
Dreamholder’s hit points are immediately reduced to 0.
CR
12
DREAMHOLDER ACTIONS ACTIONS+ PRIMAL FORM
THE DEVOURER OF Illusionary Strike. Ranged Spell Attack: +9 to hit, range Multiattack+. The Dreamholder makes two Dream Eater
DREAMS 120 ft., one target. Hit: 19 (3d8 + 5) psychic damage. attacks. When The Dreamholder activates its Primal form, its current
hit point total resets to 190 hit points, and it clears any and
Large monstrosity, Unaligned Eye Rays. The Dreamholder shoots three of the following Dream Eater. Ranged Spell Attack: +9 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: 12 (2d6 + 5) 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 15 (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 65 (9d10 + 16) 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 18 Wisdom saving throw or be charmed by the ͡ Fear. While frightened, the target must make a DC 18
Dreamholder for 1 hour, or until it harms the creature. Constitution saving throw or take additional 7 (2d6) ͡ 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) 20 (+5) 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
18 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 +9, Wis +6, Cha +6 becoming incapacitated for 1 minute. The target can ͡ Shame. While Prone, the target must make a DC 18
Skills Insight +6, Perception +9, Persuasion +6 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 18 ͡ Happiness. While Charmed, the target takes an The landscape distorts, mirroring its enemies’ fears. The
Restrained Intelligence saving throw or take 14 (3d8) psychic additional 14 (4d6) psychic damage. world morphs into a nightmare, with The Dreamholder at
Senses Darkvision 120 ft., Passive Perception 19 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 12 (8,400 xp) takes half as much damage and isn’t afflicted.
Proficiency Bonus +4 5. Confusion Ray. The target must succeed on a DC SPECIAL TRAITS+
18 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 18 throw, it can choose to succeed instead.
234 235
Intelligence saving throw or be assailed by illusory
Telepathy. Dreamholder can telepathically speak to manifestations of its fears and take 27 (6d8) 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 II

THE CHAMPIONS / THE DREAMHOLDER / DIFFICULTY II


must be able to understand at least one language.
LEGENDARY ACTIONS LEGENDARY ACTIONS+
Dreamer’s Enchantment. The Dreamholder casts LAIR ACTIONS
a potent sleep-inducing spell on all targets within Dreamholder can take 2 Legendary Actions, choosing from Dream Devourer. <2> The Dreamholder makes a Dream
120 feet. Each affected creature must make a DC 25 the options below. Only one Legendary Action option can Eater attack. On initiative count 20 (losing initiative ties), Dreamholder
Constitution saving throw. If they fail, they fall asleep be used at a time and only at the end of another creature’s takes a lair action to cause one of the following effects. It can’t
and enter the Dreamscape —a dream world of the turn. Dreamholder regains spent Legendary Actions at the Illusionary Onslaught. <1> The Dreamholder briefly use the same lair action two rounds in a row.
Dreamholder’s making. start of its turn. enlarges and sweeps its nightmarish tentacles like a lash
All creatures inside the Dreamscape are unaware in a straight line for 120 feet. All creatures in the area must Nightmare Whirlwind. The area within 30-foot radius of
of their slumbering state and continue to move Eye Ray. <1> The Dreamholder makes an Eye Rays attack. make a DC 18 Dexterity saving throw. On a failed save, the Dreamholder becomes Difficult Terrain for 1 minute as
and act as if fully awake. However, their senses they take 11 (3d6) psychic damage and are knocked prone. illusions of treacherous obstacles and hazards appear.
are clouded by the dreamy haze, imposing Te l e p o r t . < 2 > T h e D rea m h o l d e r Te l e p o r t s to a n
Disadvantage on all Wisdom and Perception unoccupied space within 60 feet. Nightmare Mirage. <1> The Dreamholder targets one Dreamscape Veil. An ethereal Curtain of Illusions extends
saving throws and checks. creature it can see within 60 feet in the Dreamscape and across a 30-foot radius area within the lair, obscuring vision.
At the start of each round, those trapped in the conjures Illusory Manifestations of their deepest fears All creatures in the area must make a DC 18 Wisdom saving
Dreamscape can try to wake themselves up with or traumatic memories. The target must make a DC 18 throw or become Charmed (Happiness) or Blinded (Anger)
Action by making a DC 19 Perception check. Wisdom saving throw or take 14 (4d6) psychic damage by the Dreamholder, as they are entranced by the enchanting
and become frightened (Fear), restrained (Guilt), or phantoms that materialize before them.
When the Dreamholder is defeated, all creatures Prone (Shame) for 1 round. On a successful save, the
will be ejected from the Dreamscape. target takes half damage and doesn’t suffer the negative
condition.
Material Vulnerability. When a fully awake creature
attacks the Dreamholder’s vessel in the Material
Plane, it imposes Disadvantage on the Dreamholder’s
defensive rolls. Whenever the vessel is destroyed, the
Dreamholder’s hit points are immediately reduced to 0.
CR
17
DREAMHOLDER ACTIONS ACTIONS+ PRIMAL FORM
THE DEVOURER OF Illusionary Strike. Ranged Spell Attack: +12 to hit, range Multiattack+. The Dreamholder makes two Dream Eater
DREAMS 120 ft., one target. Hit: 29 (5d8 + 6) psychic damage. attacks. When The Dreamholder activates its Primal form, its current
hit point total resets to 255 hit points, and it clears any and
Large monstrosity, Unaligned Eye Rays. The Dreamholder shoots three of the following Dream Eater. Ranged Spell Attack: +12 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: 17 (3d6 + 6) 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 17 (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 110 (11d10 + 50) 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 21 Wisdom saving throw or be charmed by the ͡ Fear. While frightened, the target must make a DC 21
Dreamholder for 1 hour, or until it harms the creature. Constitution saving throw or take additional 11 (3d6) ͡ 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) 22 (+6) 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
21 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 +12, Wis +8, Cha +8 becoming incapacitated for 1 minute. The target can ͡ Shame. While Prone, the target must make a DC 21
Skills Insight +8, Perception +11, Persuasion +8 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 21 ͡ Happiness. While Charmed, the target takes an The landscape distorts, mirroring its enemies’ fears. The
Restrained Intelligence saving throw or take 23 (5d8) psychic additional 18 (5d6) psychic damage. world morphs into a nightmare, with The Dreamholder at
Senses Darkvision 120 ft., Passive Perception 21 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 17 (18,000 xp) takes half as much damage and isn’t afflicted.
Proficiency Bonus +6 5. Confusion Ray. The target must succeed on a DC SPECIAL TRAITS+
21 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 21 throw, it can choose to succeed instead.
236 237
Intelligence saving throw or be assailed by illusory
Telepathy. Dreamholder can telepathically speak to manifestations of its fears and take 36 (8d8) 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 III

THE CHAMPIONS / THE DREAMHOLDER / DIFFICULTY III


must be able to understand at least one language.
LEGENDARY ACTIONS LEGENDARY ACTIONS+
Dreamer’s Enchantment. The Dreamholder casts LAIR ACTIONS
a potent sleep-inducing spell on all targets within Dreamholder can take 2 Legendary Actions, choosing from Dream Devourer. <2> The Dreamholder makes a Dream
120 feet. Each affected creature must make a DC 25 the options below. Only one Legendary Action option can Eater attack. On initiative count 20 (losing initiative ties), Dreamholder
Constitution saving throw. If they fail, they fall asleep be used at a time and only at the end of another creature’s takes a lair action to cause one of the following effects. It can’t
and enter the Dreamscape —a dream world of the turn. Dreamholder regains spent Legendary Actions at the Illusionary Onslaught. <1> The Dreamholder briefly use the same lair action two rounds in a row.
Dreamholder’s making. start of its turn. enlarges and sweeps its nightmarish tentacles like a lash
All creatures inside the Dreamscape are unaware in a straight line for 120 feet. All creatures in the area must Nightmare Whirlwind. The area within 30-foot radius of
of their slumbering state and continue to move Eye Ray. <1> The Dreamholder makes an Eye Rays attack. make a DC 21 Dexterity saving throw. On a failed save, they the Dreamholder becomes Difficult Terrain for 1 minute as
and act as if fully awake. However, their senses take 14 (4d6) psychic damage and are knocked prone. illusions of treacherous obstacles and hazards appear.
are clouded by the dreamy haze, imposing Te l e p o r t . < 2 > T h e D rea m h o l d e r Te l e p o r t s to a n
Disadvantage on all Wisdom and Perception unoccupied space within 60 feet. Nightmare Mirage. <1> The Dreamholder targets one Dreamscape Veil. An ethereal Curtain of Illusions extends
saving throws and checks. creature it can see within 60 feet in the Dreamscape and across a 30-foot radius area within the lair, obscuring vision.
At the start of each round, those trapped in the conjures Illusory Manifestations of their deepest fears All creatures in the area must make a DC 21 Wisdom saving
Dreamscape can try to wake themselves up with or traumatic memories. The target must make a DC 21 throw or become Charmed (Happiness) or Blinded (Anger)
Action by making a DC 21 Perception check. Wisdom saving throw or take 21 (6d6) psychic damage by the Dreamholder, as they are entranced by the enchanting
and become frightened (Fear), restrained (Guilt), or phantoms that materialize before them.
When the Dreamholder is defeated, all creatures Prone (Shame) for 1 round. On a successful save, the
will be ejected from the Dreamscape. target takes half damage and doesn’t suffer the negative
condition.
Material Vulnerability. When a fully awake creature
attacks the Dreamholder’s vessel in the Material
Plane, it imposes Disadvantage on the Dreamholder’s
defensive rolls. Whenever the vessel is destroyed, the
Dreamholder’s hit points are immediately reduced to 0.
ADVENTURES OF THE RIVE

238
OF THE RIVE
ADVENTURERS

239

ADVENTURES OF THE RIVE


AQUATECH
RACE

“Gears, not gills! Steel won’t sink! Aquatech


forever!”

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

ADVENTURES OF THE RIVE / RACES / AQUATEC


dedication to their craft can make them seem
somewhat detached from the consequences
of their actions, leading to conflict with other
settlements and groups who advocate for more
sustainable practices in the seas.
͡ Steel Claw. Your Unarmed attacks deal an additional
RACIAL TRAITS DARKVISION 
(1d4) damage. When you grapple a creature, you deal
Your robotic eyes are well adjusted for deep sea travel. bludgeoning damage equal to (your proficiency bonus).
Aquatech robots possess specific racial attributes
You can see in dim light within 60 feet of you as if it were
due to their shared origin.
bright light, and in darkness as if it were dim light. However, Subrace: Octopi Rigger
you can’t discern colors in darkness, only shades of gray. Octopi Riggers, assembled in close-knit shipbuilding
͡ Ability Score Increase. Your Constitution score
communities, are intricately linked to the art of underwater
increases by 2 and Intelligence increases by 1.
craftsmanship. Their four arms offer remarkable
SEA CREATURE  multitasking abilities, aiding them in navigating the depths
͡ Age. Aquatech are constructed by other beings.
and shipwright tasks.
You do not experience aging, but you will likely
You can breathe underwater and have a swimming
deteriorate or rust after a hundred years.
speed equal to your walking speed. While swimming, attacks ͡ Iron Tentacles. You gain a climb speed of 30 feet and
against creatures without a natural swim speed are made have Advantage on Strength (Grapple) checks.
͡ Size. Aquatech can be built in many different
with Advantage.
shapes and sizes, depending on their subrace.
͡ Many Limbed. You manifest two tentacles. These
Your size is small or medium.
tentacles can manipulate an object, open or close a door
OVERCHARGE  or container, pick up or set down a Tiny object, or wield a
͡ Speed. Your base walking speed is 30 feet.
weapon that has the light property.
You can consume a source of oil, such as an Oil flask and
͡ Languages. You can speak, read, and write
enter a state of mechanical ecstasy. Subrace: Shark Rigger
Common and one extra language of your choice.
Shark Riggers are precision-engineered hunters,
For 1 minute you gain the following benefits: dedicated to providing food for their communities. Each new
͡ Your movement speed increases by 10 feet. generation enhances their hunting abilities, ensuring they
͡ Your swim speed increases by 20 feet. maintain their unrivaled authority in the sea while upholding
͡ You can add 1d4 to all attack rolls. the survival and prosperity of their people.
͡ You deal additional damage equal to (half your
proficiency bonus, rounded up). ͡ Metal Jaws. As part of an attack Action, you can make a
242 melee attack against a creature within 5 feet using (your 243
At the start of each of your turns you must make a proficiency bonus + Strength modifier). On a successful
Constitution saving throw equal to (DC 10 + the number hit, you deal (1d8 + Strength modifier damage).
of rounds you have had this feature active) or become
Stunned until the start of your next turn and suffer (2d4) ͡ Predator. On a critical hit, you can select one of your
ADVENTURES OF THE RIVE / RACES / AQUATEC

ADVENTURES OF THE RIVE / RACES / AQUATEC


fire damage. damage die and maximize the result.

You can choose to end this state early by purging the


excess oil as an Action.

AQUATECH MODEL TYPE 

Aquatech comes in various shapes and sizes and is


divided into three subraces: Crab Cannoneer, Octopi Rigger,
and Shark Raider. Choose one of the following subraces.

Subrace: Crab Cannoneer


Designed with a singular mission, Crab Cannoneers
safeguard vital cargo ships and influential figures against
piracy. Their specialized arm cannons and steel claws make
them formidable combatants on the sea.

͡ Cannoneer. You gain a special arm-mounted cannon.


Twice a day, you can make a ranged attack within 30 feet,
using your (proficiency bonus + Dexterity modifier).
On a hit, you deal (1d10 + Dexterity modifier) damage
and push the target 10 feet away.
ARACHNE
RACE

“Beauty is our gift and our burden, for it has led to


both admiration and exploitation in our past.”

BEHAVIOURAL CHARACTERISTICS

A rachne are centaur-like creatures with a unique


feature: all Arachne are born as females. They
have a humanoid upper body with porcelain doll-like
͡ Incredibly Wary. In the past, the Arachne
were hunted and enslaved for their exquisite
features, which include smooth, pale skin adorned skin, which was considered a valuable and rare
with delicate patterns, and silk-like hair embellished commodity. Their beauty made them sought after,
with flowers and gems. and their enslavement was a dark period in their
existence.
From the waist down, Arachne exhibit spider-like
characteristics. Some have slender, graceful spider To protect themselves from such cruel
legs, while others have fully transformed lower exploitation, the Arachne decided to distance
bodies with multiple jointed limbs. These spider legs, themselves from human society, making their
covered in fine velvety hair, grant them agility in the homes outside of large cities, often residing deep
forest and expertise in weaving intricate webs. The in the woods, far from the prying eyes of those
Arachne constitute a captivating blend of humans who coveted their unique features.
and spiders, making them intriguing inhabitants of
their forest homes and ancient ruins. Because of their painful history, the Arachne had
244 become careful creatures, extremely hesitant to 245
trust anyone.

͡ Seductive Enchantresses. With their porcelain


doll-like features and innate beauty, the Arachne
ADVENTURES OF THE RIVE / RACES / ARACHNE

ADVENTURES OF THE RIVE / RACES / ARACHNE


are naturally alluring beings.

Sometimes, travelers may accidentally invade


Arachne’s territory. In these situations, the
Arachne protect their forest by using their
allure to their advantage, subtly misdirecting
and guiding these travelers away from their
sacred woods, ensuring they stay away from the
Arachne’s homes. This use of allure serves as a
protective measure to maintain the sanctity of
their ancient forest and ruins.
RACIAL TRAITS DARKVISION 

Accustomed to twilit forests and the night sky, you have


The Arachne race possesses specific racial attributes
superior vision in dark and dim conditions. You can see in
due to their shared origin.
dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. However, you can’t discern
͡ Ability Score Increase. Increase one ability
colors in darkness, only shades of gray.
score by 2 and increase a different one by 1, or
you increase three different scores by 1.

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.

͡ Speed. Your base walking speed is 30 feet.


SPIDER CLIMB 
͡ Languages. You can speak, read, and write
Common and Undercommon. You can climb Difficult Surfaces, including upside down
on ceilings, without needing to make an ability check.

WEB WEAVER 

You ignore movement restrictions caused by webbing.


In addition, once per short rest you can cast the Web spell.

246 247

UNEARTHLY ALLURE 

Your irresistible charm and seductive aura have the


ADVENTURES OF THE RIVE / RACES / ARACHNE

ADVENTURES OF THE RIVE / RACES / ARACHNE


power to captivate those around you. You gain proficiency in
Charisma (Persuasion).

TOXIC BITE 

As an Action you can make a special melee attack using


your fangs, dealing (1d6 + your Strength modifier) piercing
damage.

Additionally, the creature must also make a Constitution


saving throw equal to (10 + proficiency bonus +
Constitution modifier) or suffer (1d10) poison damage.

The damage of your Toxic Bite increases as you gain


levels in this class, increasing to (2d10) at 5th level, (3d10) at
11th level, and (4d10) at 17th level.

You can use your Toxic Bite a number of times equal to


(your proficiency bonus), regaining any expended uses
after a long rest.
LYCAN
RACE

“In the silent embrace of the moon, our primal


nature speaks the loudest”

BEHAVIOURAL CHARACTERISTICS

I n the realm of Lycans, the moon’s silvery glow


weaves a complex tale of transformation.
Lycans stand at the intersection of humanity and
͡ Feral Instincts. Lycans possess strong feral
instincts that guide their actions, keenly attuned
bestial instincts, distinctive with their bipedal form, to their surroundings and trusting their primal
resembling a crossover between humanoid and senses and intuition. This acute awareness
animal. Their skin is often adorned with fur, and their makes them exceptional at tracking, sensing
clothing is adapted to accommodate their tails. danger, and reacting swiftly to threats, even in
the most challenging of environments. However,
Their teeth and claws are formidable weapons, during a full moon, you may lose control and may
and they share a defining feature: bright amber experience beastly urges.
eyes, earning them the nickname ‘gold-eyes’ in some
societies. ͡ Moonlit Rituals. Lycans hold moonlit gatherings and
rituals in high regard. They celebrate the phases of
Three lineages have ingratiated themselves the moon, believing them to be a source of strength
into society: Lupin (wolves), Tigris (tigers), and and guidance. During these gatherings, they share
Ursa (bears). They possess the ability to transform stories, wisdom, and traditions passed down
248 into their beastly ancestors but do so cautiously in through generations. Moonlit rituals play a crucial 249
populated areas, fearing the reaction of terrified role in reinforcing their unity and connection to their
townsfolk. Lycanthropic heritage.

Lycans prowl gracefully through underbrush,


ADVENTURES OF THE RIVE / RACES / LYCAN

ADVENTURES OF THE RIVE / RACES / LYCAN


their steps a rhythmic dance on leaves and twigs.
They embrace their dual nature, mastering their
transformations and achieving a delicate balance
between humanity and primal instincts.
when threatened, their collective howl drives them into a
RACIAL TRAITS BEAST SHAPE 
ferocious frenzy, tearing through any adversary that dares
As an Action, you can magically transform into a beast to challenge their unity.
A mimickin character exhibits a number of abilities
specified by your subrace for up to 1 hour or until you use an
evolved from its mimic heritage and extensive
Action to change back. While transformed, you must follow ͡ Ability Score Increase. Your Dexterity score increases
muscle growth.
the limitations of druids’ Wild Shape. However, during a by 2.
full moon, you lose control and transform into the chosen
͡ Ability Score Increase. Your Strength score
subrace. You can’t use this feature again until you finish a ͡ Howl of the Pack. As an Action, you can howl, inspiring
increases by 1, and your Charisma score
long rest. allies within 15 feet. They can use their Reaction to make
increases by 1.
one melee weapon attack against a nearby creature. The
͡ Lupin: At 1st level you can transform into a Wolf. At 6th howl can be heard for 500 feet. You can use this feature
͡ Age. Mimickin reach physical maturity in just
and 11th levels you can transform into a Dire Wolf and a again after a long rest.
over a year but can walk and talk only a few short
Winter Wolf (with the beast type), respectively, instead.
weeks after being born and can live to be around
Subrace: Tigris
a hundred years old while still retaining peak
͡ Tigris: At 1st level you can transform into a Panther. At Strong and lithe, the Tigris would make excellent
physical conditioning.
6th and 11th levels you can transform into a Tiger and a soldiers if it weren’t for their proclivity to avoid civilization.
Saber-toothed Tiger, respectively, instead. Typically solitary, They form temporary breeding pairs and
͡ Size. Mimickin are amorphous, ooze-like
move on when their young can fend for themselves. Tigris
entities often standing around 4 feet tall. They
͡ Ursa: At 1st level you can transform into a Black Bear. At are wary due to their valuable fur, which sparks bidding
can transform their bodies into an imposing,
6th and 11th levels you can transform into a Brown Bear wars in markets.
muscular humanoid shape at will, ranging in
and an Polar Bear (with the beast type), respectively,
height from between 6 and 8 feet tall. Your size is
instead. ͡ Ability Score Increase. Your Strength score increases
Medium.
by 2.

͡ Speed. In your true form, your base walking


͡ Daunting Roar. As a Bonus Action, you can let out an
speed is 20 feet, while in your muscle form, it DARKVISION 
especially menacing roar. Creatures of your choice
increases to 30 feet.
Thanks to your bestial influence, you have superior vision in within 10 feet of you that can hear you must succeed on a
250 dark and dim conditions. You can see in dim light within 60 feet Wisdom saving throw or become frightened of you until 251
͡ Languages. You can speak, read, and write
of you as if it were bright light, and in darkness as if it were dim the end of your next turn. The DC of the save equals (8 +
Common and one extra language of your choice.
light. You can’t discern color in darkness, only shades of gray. your proficiency bonus + your Constitution modifier).
Mimickin are hardy folk, capable of living just
Once you use this trait, you can’t use it again until you
about anywhere there are weights to lift and foes
finish a long rest.
to best.
ADVENTURES OF THE RIVE / RACES / LYCAN

ADVENTURES OF THE RIVE / RACES / LYCAN


KEEN SIGHT 
Subrace: Ursa
You have proficiency in the Perception skill. Pensive and dependable, Ursa have an innate desire
to roam. Their keen nose makes them skilled caravaneers
capable of detecting threats and food from a distance. When
NATURAL WEAPONRY  an Ursa arrives in town, their imposing presence elicits both
fear and wonder.
Your razor claws and fanged maw serve as natural
weapons for unarmed strikes, dealing (1d4 + your Strength ͡ Ability Score Increase. Your Wisdom score increases
modifier) in slashing or piercing damage, respectively, by 2.
instead of the usual bludgeoning damage.
͡ Keen Smell. You have Advantage on Wisdom
(Perception) checks that rely on smell.
LYCAN ANCESTRY 
͡ Powerful Build. You count as one size larger when
The Lycan race is divided into three subraces: Lupin, determining your carrying capacity and the weight you
Tigris, and Ursa, each with its unique characteristics. can push, drag, or lift.
Choose one of the following subraces:

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

T he mimickin are a magical offshoot of the


traditional adventurer-eating mimic and is an
exuberant race of amorphous, ooze-like beings. They
possess the extraordinary ability to transform into BEHAVIOURAL CHARACTERISTICS
massive, muscular humanoid forms, often described
as resembling living walls due to their imposing ͡ Feral Instincts. Lycans possess strong feral
stature and robust bodies. These versatile creatures instincts that guide their actions, keenly attuned
make exceptional companions for adventurers, owing to their surroundings and trusting their primal
to their remarkable strength, agility, and unique knack senses and intuition. This acute awareness
for merging their gelatinous bodies with everyday makes them exceptional at tracking, sensing
objects such as barrels or chests. danger, and reacting swiftly to threats, even in
the most challenging of environments. However,
This remarkable trait, inherited from their shared during a full moon, you may lose control and may
mimic lineage, allows them to conceal themselves experience beastly urges.
within their chosen object or use it as a protective shell
during battles. In contrast to their mimic relatives, ͡ Moonlit Rituals. Lycans hold moonlit gatherings and
however, the object doesn’t vanish when they assume rituals in high regard. They celebrate the phases of
their humanoid form. Instead, it remains visible, the moon, believing them to be a source of strength
becoming an integral part of their new appearance, and guidance. During these gatherings, they share
serving as their head, limbs, or even their torso. stories, wisdom, and traditions passed down
252 through generations. Moonlit rituals play a crucial 253
role in reinforcing their unity and connection to their
Lycanthropic heritage.
ADVENTURES OF THE RIVE / RACES / MIMICKIN

ADVENTURES OF THE RIVE / RACES / MIMICKIN


RACIAL TRAITS ADHESIVE GRIP  MIMIC ANCESTRY 

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

ADVENTURES OF THE RIVE / RACES / MIMICKIN


larger when determining your carrying capacity and the
weight you can push, drag, or lift.
NOCTORUM
RACE

“I am a creature of the night, bound by my hunger


and the dreams that torment me.”

BEHAVIOURAL CHARACTERISTICS

T he curse’s onset is a painful and terrifying


journey. Those afflicted lose all need for
sustenance, rendering food and water meaningless.
͡ Hunger-Driven Tenacity. The unrelenting
hunger from the blood curse of Blodstadt can
Their slumber is plagued by nightmarish visions of consume Nocterum to the point where they lose
death, bloodthirsty battles, and the looming presence themselves, endangering both themselves and
of Blodstadt itself. After ten days of this hunger, the those close to them.
affected individuals begin to bleed from their eyes,
mouth, and ears, eventually slipping into a coma that This intense craving drives them to act out of
can last up to 48 hours. During this coma, their teeth character, risking their own well-being and
and nails elongate, their skin pales, and their bodies drawing loved ones into perilous situations.
undergo a profound transformation driven by the To avoid such risks, Nocterum often choose a
curse. solitary life. Yet, this loss of self grants them an
unusual resilience, allowing them to endure
Upon awakening, the hunger consumes them, hardships and draw strength from their
driving them to seek out the nearest living creature to relentless hunger.
satisfy their bloodlust. Once their hunger is satiated,
256 their senses return, and their transformation ͡ Bloodthirsty Dreams. Nocterum are plagued 257
solidifies. by vivid and unsettling dreams filled with
nightmarish visions of death, bloodthirsty battles,
Nocterum possesses a portion of Blodstadt’s and Blodstadt itself.
dark power, enabling them to endure prolonged
ADVENTURES OF THE RIVE / RACES / NOCTORUM

ADVENTURES OF THE RIVE / RACES / NOCTORUM


periods without food or rest. They draw strength Because of these nightmarish dreams, Nocterum
from the shadows and have the ability to shift into a usually can’t sleep very well and become sleep-
primal, predatory form. deprived. This ongoing sleep deprivation further
exacerbates their brooding and introspective
nature. They withdraw from social interactions
as they grapple with the unsettling visions they
experience during their sleepless nights. The
constant fatigue from lack of rest can make
Nocterum irritable and prone to mood swings.
It also fuels their desire for power and strength,
pushing them to seek out new ways to harness
their dark gifts and satisfy their primal urges as
they believe that achieving such mastery might
grant them respite from the relentless night
terrors that haunt them.
RACIAL TRAITS DARKVISION  VAMPIRIC TRANSFORMATION 

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.

͡ Languages. You can speak, read, and write


258
Common and one extra language of your choice.
THE RELENTLESS HUNGER  259

You do not require food or water to survive but must


consume one pint of blood every day or gain a point of
exhaustion. A creature that you drink a pint of blood from
ADVENTURES OF THE RIVE / RACES / NOCTORUM

ADVENTURES OF THE RIVE / RACES / NOCTORUM


suffers 1 point of exhaustion. If the creature is fed on a
second time without at least 24 hours to rest, the creature
suffers (1d4) points of exhaustion.

VAMPIRIC BITE 

You can use an Action to feed on a creature that has died


within the last 10 minutes. When you do so, you regain (1d10)
hit points and remove any levels of exhaustion resulting
from The Relentless Hunger. This does not not work on a
construct or an undead.

You can use this Action once a day, regaining the use
after a long rest.
THE
FRAGMENTS
RACE

“I remember... my past. It’s all coming back. I’m


not just a fragment anymore.”

BEHAVIOURAL CHARACTERISTICS

W hen a creature dreams, it enters the Dream-


scape; sometimes, a part of its essence
remains when it awakens. This essence can give
͡ Existential Struggle. At times, Fragments
may have fleeting glimpses of past memories,
rise to a copy of the person within the Dreamscape, remnants of the original copy.
known as a Fragment.
Some Fragments even become aware of their
These Fragments inherit the physical form of nature and attempt to break free from their daily
their original selves but are devoid of any memories routines, striving to return to their original lives.
and identity from their previous life. As a result, a
Fragment created from a wicked creature may not Coping with the realization of being a copy can be
necessarily be evil. challenging for a Fragment, often leading them to
strongly desire to prove themselves as worthy, or
The Fragments continue to exist within the ever- even superior, to the original self.
shifting realm, embracing its boundless imagination
260 261
and participating in the Dreamscape’s unpredictable ͡ Emotionally Responsive. Fragments in the
landscape, all the while remaining unaware of the Dreamscape are highly sensitive to the emotional
illusions that surround them. energies that flow through this ever-shifting
realm. They can react and respond to the
ADVENTURES OF THE RIVE / RACES / THE FRAGMENTS

ADVENTURES OF THE RIVE / RACES / THE FRAGMENTS


emotions of dreamers and other creatures, often
reflecting these feelings through their actions.
Fragments may become playful and cooperative
when the Dreamscape is filled with joy and
positivity. Conversely, in moments of fear or
distress, they might withdraw or act defensively,
seeking to protect themselves from perceived
threats.

This emotional responsiveness makes the


Dreamscape a dynamic and ever-changing
place, as the Fragments adapt to the emotional
landscape and contribute to the overall emotional
tone of the realm.
RACIAL TRAITS DARKVISION  KNOWLEDGE FROM A PAST LIFE 

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.

͡ Speed. Your base walking speed is 30 feet.


Scholar. Gain proficiency in a specific
FLICKER  2 Intelligence-based skill of choice (Arcana,
͡ Languages. You can speak, read, and write
History, Investigation, Nature or Religion).
Common and 2 languages of your choice.
As a Bonus Action, you can disappear with a flicker of
light, reappearing in an unoccupied space within 30 feet. Survivalist. Gain proficiency in a specific
Wisdom-based skill of choice (Animal
3
You can use Flicker a number of times equal to (your Handling, Insight, Medicine, Perception, or
proficiency bonus), regaining any expended uses after a Survival).
long rest.
Diplomat. Gain proficiency in a
specific Charisma-based skill of choice
262 4 263
RESTLESS REFUGE  (Deception, Intimidation, Performance, or
Persuasion).
You no longer need to sleep and can’t be forced to sleep
by any means. To gain the benefits of a long rest, you can
spend all 8 hours doing light activities, such as reading and
ADVENTURES OF THE RIVE / RACES / THE FRAGMENTS

ADVENTURES OF THE RIVE / RACES / THE FRAGMENTS


keeping watch. Once you use this feature, you can’t do so again until you
finish a short or long rest.
RIVEKIN
RACE

“We are the children of the Rive, born from chaos,


but we choose to bring light to the world.”

BEHAVIOURAL CHARACTERISTICS

R ivekin, dragon-like humanoids, originate from


the Primordial being known as A’Nexodus. They
are not born in the traditional sense but rather come
͡ Indomitable Resolve. Rivekin exhibit unwavering
tenacity and resilience in the face of adversity.
into existence when A’Nexodus collides with a new Despite facing hostility and prejudice due to their
realm. In these moments of convergence, these raw otherworldly nature, they stand firm in their
primal energies give rise to dragon-like humanoids determination to prove their worth and overcome
adorned with scales resembling purple magma. the chaos that birthed them.

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

ADVENTURES OF THE RIVE / RACES / RIVEKIN


keenly focused on making the most out of every
moment. This awareness drives them to cherish
the time they have and to live life to the fullest.
They embrace the philosophy of “seize the day”
and encourage others to do the same, believing
that every day is a precious gift.
Rive Chaos Table
RACIAL TRAITS RIVE CONNECTION 

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

ADVENTURES OF THE RIVE / RACES / RIVEKIN


BREATH WEAPON  At 11th level, you can roll twice on the Rive Chaos Table
and choose whichever result you want.
When you take the Attack action on your turn, you can At 17th level, you have the option to forgo rolling the d4
replace one of your attacks with an exhalation of magical and instead select the desired effect.
energy in a 15-foot cone.
You can use your Breath Weapon a number of times
Each creature in that area must make a Charisma equal to (your proficiency bonus), regaining any expended
saving throw equals to (8 + your Constitution modifier + uses after a long rest.
your proficiency bonus) or takes 1d10 force damage and
suffers a random magical effect from the Rive Chaos table
(Roll a d4 on and apply the effect to the creature).

On a successful save, it takes half as much damage and


suffers no effects from the Rive Chaos table.
VINEBORNE
RACE

“The world’s struggles seem small when you’ve


seen civilizations rise and fall like the leaves in
autumn.”
BEHAVIOURAL CHARACTERISTICS

W ith their skeletal figures concealed by moss


and vines, Vineborne are easily mistaken
for flora, especially in the dense woodlands they
͡ Perennial and Timeless. The Vineborne, an
eccentric plant-like race, share their roots with
ancient fungi. Much like wildflowers, they pass
call home. They dwell in remote, pristine locales, away naturally after just a few years. However,
nurturing a deep love for nature and forming bonds their distinctive cycle of death and rebirth allows
with druids and the world’s forgotten inhabitants. some Vineborne to live for centuries. In rare
instances, if a Vineborne’s form remains intact
Nonetheless, their natural life cycle, though after death, it decomposes and revitalizes itself
not intentionally harmful, can disrupt unprepared by siphoning energy from nearby foliage, forming
ecosystems, resulting in extensive damage to local a fresh body. This unique experience shapes
wildlife. Vineborne counter this by replanting seeds, their perspective on life and death, making the
but in larger communities, the saplings often perish conflicts of other races appear trivial compared
before maturing. This localized damage extends to to the broader world’s challenges.
farmlands and cities where vegetation is sparse,
potentially leading to famine and economic hardship ͡ Wanderlust and Benevolence. Vineborne
268 if a Vineborne dies in a bustling marketplace, for possess an innate drive for exploration and 269
example, might drain the life out of an entire village’s adventure, compelled by their unique, cyclical
produce, leading to famine or economic disaster. lifespan. They view each day as a precious gift,
driving them to make the most of every moment,
often lending their assistance to locals before
ADVENTURES OF THE RIVE / RACES / VINEBORNE

ADVENTURES OF THE RIVE / RACES / VINEBORNE


embarking on new horizons, reflecting their
intrinsic desire to positively impact the world
around them.
Eventually, this feature stops working, and you die
RACIAL TRAITS DARKVISION 
permanently; work with your GM to determine how many
Accustomed to the dark undergrowth of thick cycles your character starts with. Most Vineborne don’t
A Vineborne character has a variety of natural
know how many cycles they have left before a true death,
abilities at its disposal, evolved from its years of rapid forests and broad-reaching canopies, you have
so consider leaving this knowledge with your GM for added
rebirth. superior vision in dark and dim conditions. You can roleplay options.
see in dim light within 60 feet of you as if it were
͡ Ability Score Increase. Your Wisdom score
bright light, and in darkness as if it were dim light.
increases by 2, and your Constitution score
increases by 1.
However, you can’t discern colors in darkness, only SENSE NATURE 
shades of gray.
The Vineborne possesses an innate connection with
͡ Age. Vineborne reach physical maturity in a
the natural world, enabling it to effortlessly perceive the
matter of weeks, living for about five years before
rhythms of its environment. Within dense woodlands, you
rejuvenating. GRASPING VINES  can cast the Commune with Nature spell. Once you use this
feature, you can’t do so again until you finish a long rest.
͡ Size. Vineborne range from under 4 to over 5 Vineborne have an exoderm of thick, writhing creepers,
feet tall and have broad builds, composed of which hold together their frail forms, broaden their physical
dirt, moss, and tightly-knitted vines. Your size is appearance, and let them hide easily in dense undergrowth.
Medium. You can attempt to hide even when you are only lightly
obscured by foliage, heavy rain, falling snow, mist, and other
͡ Creature Type. You are a humanoid. You are also natural phenomena.
considered a plant for any prerequisite or effect
that requires you to be a plant. Additionally, the vines can be manipulated into long
fingers to grasp or use intricate objects such as door
͡ Speed. Your base walking speed is 30 feet. handles or small tools, but aren’t strong enough in this form
to wield weapons or lift objects weighing more than 1lb. You
͡ Languages. You can speak, read, and write have a reach of 10 feet while using your vines as fingers.
Common, Druidic and one extra language of your
270 271
choice.
PLANT-KIN ADAPTATIONS 
In addition, you can communicate with small
beasts, through a series of gestures and vocal Being so closely related to plants offers a natural
grunts. resilience to flora others would consider deadly to consume.
ADVENTURES OF THE RIVE / RACES / VINEBORNE

ADVENTURES OF THE RIVE / RACES / VINEBORNE


You have Advantage on saving throws against poison, and
you have resistance against poison damage.

In addition, you know the Poison Spray cantrip and can


cast it without requiring verbal components. Constitution is
your spellcasting ability for it.

REJUVENATION 

A Vineborne can typically undergo roughly 50 to 100


cycles, potentially reaching an age of 500 years. When you
die of old age, your body decomposes into soft mulch within
an hour. At the end of this decomposition, if you are within
10 feet of foliage, you sap away its energy and create a new
body for yourself from the decomposed mulch. All foliage
within range immediately dies, and you stand up with full hit
points.

Your new body retains all your old memories, class


levels, ability scores, proficiencies, and any other features
you had before you died, but your attunement to any magical
items is lost when you die.
BLOOD KNIGHT
SUBCLASS

A t 3rd level, a Fighter gains the Martial archetype


feature. Here is a playtest option for that feature:
the Blood Knight.

You have been known by many names, Hemo-


phages, Crimson Fighters, and Blood Benders, but
most know you as a Blood Knight—a warrior capable
of using blood as a weapon to confront foes. As a
Blood Knight, you can mend your wounds with rapid
regeneration or burst open enemy wounds.nVeteran
Blood Knights can even siphon the life force of their
enemies, using it to empower their abilities.

Blood Knights acquire their powers through


ominous pacts with corrupted deities, internal
mutations, or, most frequently, by succumbing to
the Blodstadt curse, prevalent among the Nocterum
offspring. For those who attain their abilities through
mutation or the curse, these powers often awaken
during moments of extreme duress.
272 273
A prevalent legend among Blood Knights narrates
the sudden emergence of their powers when
confronted with grave injuries. These newfound
abilities serve the dual purpose of saving their lives
ADVENTURES OF THE RIVE / SUBCLASSES / BLOODKNIGHT

ADVENTURES OF THE RIVE / SUBCLASSES / BLOODKNIGHT


and eliminating any nearby threats.
BLOOD RITES  BLOOD BORN  IMPROVED BLOOD RITES  ENDLESS FLUX 
3rd-level Blood Knight Feature 7th-level Blood Knight Feature 15th-level Blood Knight Feature 18th-level Blood Knight Feature

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

ADVENTURES OF THE RIVE / SUBCLASSES / BLOODKNIGHT


͡ Siphon. When a humanoid within 10 feet is reduced to 0
hit points, you can use your Reaction to rip the last of its
life force from its body and regain 1 hit die.
CIRCLE OF
UNDEATH
SUBCLASS

A t 2nd level, a Druid can choose to identify with a


Circle of Druids. Here is a playtest option for that
feature: the Circle of Undeath.

The Druids belonging to the Circle of Undeath


are dedicated to the creative process of reviving
forsaken communities, converting them into thriving
ecosystems for animals. Simultaneously, they employ
deceased bodies as protective guardians and employ
innovative organisms to cleanse society’s refuse.

Their profound belief lies in the concept that


genuine death only occurs when a soul leaves its
physical vessel for the afterlife, and those who
embrace undeath pledge themselves to the broader
natural order.

While these druids find joy in their decaying forms,


276 277
they are unwavering in their commitment to banish or
condemn those who exploit undeath for selfish ends,
thus safeguarding the delicate equilibrium of nature.
ADVENTURES OF THE RIVE / SUBCLASSES / CIRCLE OF UNDEATH

ADVENTURES OF THE RIVE / SUBCLASSES / CIRCLE OF UNDEATH


CIRCLE SPELLS  Once you use this feature, you can’t use it again until you to direct these spores to assault a creature within the aura.
2nd-level Circle of Undeath Feature finish a short rest. If you use this feature again on a new The creature must succeed on a Constitution saving throw
corpse, the new armour created replaces your old one. against your Druid save DC or be poisoned for 1 minute.
Your strong connection to the cycle of life and undeath
grants you special spells. Starting at 2nd level, you learn A poisoned target experiences hallucinations of its
the Spare the Dying cantrip. Then, at 3rd, 5th, 7th, and 9th GARDENER OF THE DEAD  demise by your hands, taking (2d8) psychic damage at the
level, you automatically gain access to the spells shown in 6th-level Circle of Undeath Feature start of each turn. The target can make a saving throw at
the Circle of Undeath spells table. These spells are always the end of its turns to end the effect.
prepared for you and don’t count against your daily spell You learn to imbue fungi and plant matter with limited
preparation limit. Even if a spell isn’t on the druid spell list, it sentience and bind them to corpses, animating them for a You can use this feature a number of times equal to
becomes a druid spell for you. time. You can use your Bonus Action and expend one use of (your Wisdom modifier, minimum of once). You regain all
your Wild Shape to reanimate the body of a small, medium expended uses when you finish a long rest.
Spells Table or large creature that has been dead for no longer than one
week as an Undead Servant.
IMPROVED GARDENER OF THE DEAD 
Cantrip Spare the Dying The Undead servant uses a Skeleton or Zombie 14th-level Circle of Undeath Feature
stat block in the Monster Manual, but with the following
Ray of Enfeeblement, modifications: As your mastery over the cycle of life and death deepens,
3rd
Gentle Repose you gain a better understanding of controlling the life
͡ The size of the Undead Servant is the same size the essence of plant matter.
5th Speak with Dead, Vampiric Touch creature had in life.
͡ It gains a bonus to attack and damage rolls equal to (your ͡ Master Gardener. When you use the gardener of the
7th Blight, Death Ward proficiency bonus). dead feature you can choose to target two corpses
͡ It has a number of hit points equal to (4x your druid instead of one, creating two Undead Servants at once.
level).
9th Contagion, Reincarnate
͡ On each of your turns, you can use a Bonus Action to ͡ Spore cloud. Your Undead Servants’ explosion now
mentally command any creature you made with this covers a 10-foot radius and creates a Spore Cloud of the
278 ability if the creature is within 60 feet of you (if you same size for 1 minute. 279
ARMOUR OF UNDEATH  control multiple creatures, you can command any or all
2nd-level Circle of Undeath Feature of them at the same time, issuing the same command to Any creature inside or entering the cloud must make a
each one). If you don’t give it an instruction, it defends Wisdom saving throw, DC equal to (your Druid save DC).
Your attunement to the natural process of death allows itself and follows you, and takes the Dodge Action. On a failed save, they act as if you had cast the Command
ADVENTURES OF THE RIVE / SUBCLASSES / CIRCLE OF UNDEATH

ADVENTURES OF THE RIVE / SUBCLASSES / CIRCLE OF UNDEATH


you to bind the remains of the recently departed to yourself ͡ It remains under your control for 1 hour or until you spell on them for that turn. Creatures immune to poison or
for protection. When you are within 30 feet of a dead dismiss it as a free action, after which time it collapses not needing to breathe succeed automatically. The cloud
creature, you can perform a 1 minute ritual to reshape and and dies. disperses in 4 rounds with moderate wind (10 mph) and in 1
assimilate parts of its corpse onto your body, forming an round with strong wind (20 mph).
armour that has the following features: When the Undead Servant dies, you can use a Reaction
to have it explode in a 5-foot radius. All creatures in the area
͡ The armour has a magical barrier of hit points, equal must make a Dexterity saving throw equal to (your Druid
to (your druid level + 4). Whenever you take damage, save DC) or take (2d6) necrotic damage, or half as much on
the armour takes the damage instead. If this damage a success. The base damage is increased by (1d6) for each
reduces the armour’s barrier to 0 hit points, you take size category above small.
any remaining damage.
͡ The armour grants you an AC equal to (12 + your
Wisdom modifier) while you wear it. AURA OF NECROTIC SPORES 
͡ As an Action, you can don or doff the armour. 10th-level Circle of Undeath Feature
͡ When the armour is not worn by you, it falls apart after 1
minute. Your body begins to decay and the necrotic energy
flowing through your being alters you. You no longer be
The armor reflects your alignment, taking on an frightened, become resistant to necrotic damage and no
appearance of your choice. For good alignment, it could longer need to eat, drink or sleep (but you must still spend at
look like polished bone plate armor, while for evil alignment, least 4 hours resting for the benefit of a long rest).
it might resemble menacing scale mail made from bone
spikes and bloodstained sinew. Additionally, while you are conscious, you exude an Aura
of Necrotic spores in a 10 foot radius. You can use an Action
DREAMHOLDER
PATRON
SUBCLASS

3 rd level, a Warlock gains gifts from its otherworldly


patron in recognition of their loyal service. Here
are new options for that feature: the Dreamholder
Patron.

Becoming the Patron of the Dreamholde, an entity


deeply entangled with the realms of the subconscious,
grants you loyal gifts steeped in the essence of dreams
and emotions.

Warlocks of this patronage wields dreams as


potent weapons and conjure emotions as deadly
ammunition. They possess the ability to tap into the
realm of nightmares, infusing their adversaries with
overwhelming feelings of anger, fear, guilt, and even
shame, thereby influencing the course of battles with
the power of the subconscious.
280 281
Veteran Dreamholder Patrons rise to extra-
ordinary heights, transcending boundaries, bolstering
the abilities of allies and blurring the lines between
reality and the ethereal. These Warlocks become
ADVENTURES OF THE RIVE / SUBCLASSES / DREAMHOLDER

ADVENTURES OF THE RIVE / SUBCLASSES / DREAMHOLDER


masters of dreams, crafting a reality where the
boundaries of existence are altered.
DREAMHOLDER EXPANDED SPELLS  MANIFEST NIGHTMARES  RELENTLESS NIGHTMARE  DREAMSCAPE 
1st-level Dreamholder Patron Feature 6th-level Dreamholder Patron Feature 10th-level Dreamholder Patron Feature 14th-level Dreamholder Patron Feature

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

ADVENTURES OF THE RIVE / SUBCLASSES / DREAMHOLDER


points, you can use your Reaction to gain 1 point of Potential.
Once you use this feature, you can’t do so again until you
finish a long rest.
This Potential can be used to reroll a failed attack roll,
skill check, or saving throw.

When you take a long rest, all Potential absorbed from


killing creatures disappears.
IRON MASTER
SUBCLASS

A t 3rd level, a Ranger can choose an archetype


that they strive to emulate. Here is a playtest
option for that feature: the Iron Master.

In a world where the thundering beat of industry


meets the unrelenting roar of the waves, the Iron
Masters rise as a distinct breed of Rangers. These
individuals have honed their skills to master crafting,
whether it be mighty vessels that sail the oceans or the
destructive power of firearms.

Embracing their formidable ability to meld


mechanics and the unforgiving sea, Iron Masters
emerge as the rulers of the seas, defending their
watery dominions with ironclad determination. They
command not only the powerful might of advanced
weaponry but also the art of naval engineering, forging
vessels that traverse the seas with a purpose.

Fueled by their relentless pursuit of the sea’s


284 depths, these Rangers stand as formidable hunters 285
and protectors, embodying a new wave of maritime
power that seamlessly blends artifice and waterways.
ADVENTURES OF THE RIVE / SUBCLASSES / IRON MASTER

ADVENTURES OF THE RIVE / SUBCLASSES / IRON MASTER


IRON MASTER SPELLS  IRON ARSENAL  MAGICAL ARSENAL  ADVANCED IRON ARSENAL 
3rd-level Iron Master Feature 3rd-level Iron Master Feature 7th-level Iron Master Feature 11th-level Iron Master Feature

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

ADVENTURES OF THE RIVE / SUBCLASSES / IRON MASTER


a different form. at 11th level, and (8d4) at 15th level. at 15th level.

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

A t 3rd level, a Paladin swears the oath that binds


themselves as a paladin forever. Here are new
options for that feature: the Oath of the Nightflame.

Paladins of the Oath of the Nightflame defend


their realm from malevolent beings in the shadows.
Originating in a once-sunny land, they embraced the
Oath of the Flame when monsters invaded. Trapped
by a mysterious cloud, they adopted the Oath of the
Nightflame, battling darkness but losing their way.
Seeking a new sanctuary, they grapple with their dual
nature, bound by their oath.

The colour of a nightflame’s fire often symbolses


their character; flames of a midnight blue might
represent a patient hunter that waits in the shadows,
while a piercing white fire might springfrom a
righteous zealot.
288 289

TENETS OF THE NIGHTFLAME

A paladin who assumes the Oath of the Night flame


ADVENTURES OF THE RIVE / SUBCLASSES / OATH OF THE NIGHTFLAME

ADVENTURES OF THE RIVE / SUBCLASSES / OATH OF THE NIGHTFLAME


swears to safeguard the lands of the vulnerable with
steel and flame, marching fearlessly into the dark to
purge it of the evil that festers Within.

͡ The Night Belongs To Me. Take back the dark from


those who lurk within it. Make them fear it as they
would fear you.
͡ Purge the Monster, Protect the Vulnerable. No
evil is safe from your sword, and no monster shall
escape your holy fire. March fearlessly into the
lion’s den to protect those in need, and let the flame
be your shield.
͡ Tread The Line. Though the darkness surrounds
you, never let it consume you.
OATH SPELLS  CHANNEL DIVINITY  SHADOW’S EMBRACE 
3rd-level Oath of the Nightflame Feature 3rd-level Oath of The Nightflame Feature 15th-level Oath of The Nightflame Feature

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

ADVENTURES OF THE RIVE / SUBCLASSES / OATH OF THE NIGHTFLAME


vivid blue flames that form a torrent of crescent and settle on you and your allies and protect you from hidden would be hit by an attack, you can use your Reaction
ethereal azure fire with each swing. Make a ranged threats. When a creature attacks you or any creatures of to interpose one of the Fire Elementals between
spell attack. your choice within 10 feet of you, they don’t get Advantage the attacker and their target, causing that attack to
On a hit, the target takes (2d6 + your spellcasting on the attack roll as a result of being hidden from you or automatically hit the elemental instead, regardless of its
modifier damage) fire or radiant, your choice. being in dim light or darkness. AC.
Additionally, you can either stand up from being prone ͡ Once you use this feature, you can’t do so again until you
or move up to 15 feet in any direction, ignoring Difficult In addition, once per long rest you can use an Action to finish a short rest.
Terrain and avoiding opportunity attacks. draw power from these embers and bolster your vision. Choose
any number of creatures you can see in your aura’s range.
At Higher levels. For the next hour, those creatures have darkvision out to
The spell creates more than one blade of fire when you a range of 60 feet. If you use this ability on a creature that
cast it at higher levels: two blades with a 3rd-level slot, already has darkvision, the range of its vision is increased by
and three blades with a 5th-level slot. Make a separate 30 feet instead.
attack roll for each blade.
At 18th level, the range of this aura increases to 30 feet.
PATH OF THE
WRESTLER
SUBCLASS

B arbarian at 3rd level, a barbarian gains the


Primal Path feature. Here is a playtest option for
that feature: the Path of The Wrestler.

Focusing on perfecting their bodies through


various acrobatic fighting styles, fighters who
choose to follow the path of the Wrestler do so with
an unmatched fanaticism, augmenting their attacks
by sheer muscle mass and bolstering their ally’s
resolve with their rippling swoleness. As a wrestler,
you might have honed your abilities through years of
underground pit fights, trained under the watchful
eye of a famous instructor, or refined your skills
through performative bouts in crowd-laden arenas.

292 293
ADVENTURES OF THE RIVE / SUBCLASSES / PATH OF THE WRESTLER

ADVENTURES OF THE RIVE / SUBCLASSES / PATH OF THE WRESTLER


MASTER PUMMELER  Showtime Moves:
3rd-level Wrestler Feature
͡ War Cry. Your ability to entertain the masses while you
You gain proficiency in the Athletics skill, and your lay the smackdown on your opponents bolsters your
proficiency bonus is doubled for any checks made with it. ally’s resolve in combat.

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

ADVENTURES OF THE RIVE / SUBCLASSES / PATH OF THE WRESTLER


Prizefighter Dice. You have two prizefighter dice, which
are d6s. A prizefighter die is expended when you use it. You ͡ Body Slam. You can use an Action and expend 1
regain all of your expended prizefighter dice when you finish prizefighter die to slam your body into the ground
a short or long rest. You gain another prizefighter die at 12th and produce a rippling shockwave, which radiates
level, and one more at 17th level. out from you in a 15-foot radius sphere. Creatures in
the shockwave’s area must make a Strength saving
The saving throw DC for this feature equals to (8 + your throw, taking damage equal to (your proficiency
proficiency bonus + Strength or Charisma modifier, your bonus + Strength modifier + number rolled on your
choice). prizefighter die).

On a failed save, or half as much on a successful one.


Large or smaller creatures that fail this saving throw by
5 or more are also knocked prone.

͡ Suplex. When you grapple a creature, you can use a


Bonus Action and expend 1 prizefighter die to force
that target to make a Strength saving throw. On a
failure, you hoists the grappled target into the air and
slams them into the ground in an unoccupied space
within 5 feet of you. The target lands prone and takes
bludgeoning damage equal to (5d6 + your Strength
modifier).
RIVE INFUSED
SUBCLASS

A t 1st level, a sorcerer gains the Sorcerous Origin


feature. Here is a playtest option for that feature:
the Rive Infused.

When a sorcerer embraces the Rive Infused origin,


they unlock the profound ability to manipulate the
very essence of space. This unique sorcery empowers
them to create portals, bending the fabric of reality
and traversing the boundaries of the world.

The power of Rive Infused sorcery is granted


through an ancient pact with A’nexodus, the Primordial
Rive, an otherworldly entity. In exchange for their
service in protecting the realms between worlds,
A’nexodus bestows the gift of space manipulation.
Rive-infused sorcerers use these abilities to explore,
uncover hidden knowledge, and serve as guardians
of the cosmic order. They embark on quests that
challenge the boundaries of the known.

296 297
ADVENTURES OF THE RIVE / SUBCLASSES / RIVE INFUSED

ADVENTURES OF THE RIVE / SUBCLASSES / RIVE INFUSED


PORTAL  LEVITATION  RIVE MASTER 
1st-level Rive Infused Feature 6th-level Rive Infused Feature 18th-level Rive Infused Feature

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

ADVENTURES OF THE RIVE / SUBCLASSES / RIVE INFUSED


6th-level Rive Infused Feature The creature suffers the effects of the Slow
spell for 1 minute. The creature can make a
3
You gain a deeper connection to the fabrics of reality Charisma saving throw at the end of its turn
and how to manipulate it. to end this effect.

͡ 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.

6 Choose one effect above and roll again.


WAY OF THE
WEAVING
STRINGS
SUBCLASS

A t 3rd level, a Monk commits themselves to a


monastic tradition. Here is a playtest option for
that feature: the Way of the Weaving Strings.

In the hidden enclave of the Monaster y of


Marionettes, the Way of the Weaving Strings
was forged by Monks seeking a path for silent
assassinations. Drawing inspiration from the worlds of
puppetry and stealth, they mastered the art of string
manipulation. With their lithe movements and crafty
tactics, they dance through combat, orchestrating
battles with an extraordinary blend of grace, precision,
and silence.

Through the delicate weaving of threads, these


300 Monks command the realms of combat and covert 301
operations, ensnaring their adversaries in a web of
control, surprise, and perilous poisons. By mimicking
a spider, they can gracefully move themselves or
their surroundings with precision, allowing them to
ADVENTURES OF THE RIVE / SUBCLASSES / WAY OF THE WEAVING STRINGS

ADVENTURES OF THE RIVE / SUBCLASSES / WAY OF THE WEAVING STRINGS


control the battlefield with silent elegance and deadly
intent. Their way of fighting transcends mere combat,
making them elusive adversaries who can vanish from
sight at will. These Monks are not just puppeteers;
they are assassins who weave shadows around them
as effortlessly as pulling strings, striking their targets
with lethal grace and deception.
IRON MASTER SPELLS  PUPPET MASTER  ARACHNID EMPOWERMENT 
3rd-level Iron Master Feature 3rd-level Way of the Weaving Strings Feature 11th-level Way of the Weaving Strings Feature

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

ADVENTURES OF THE RIVE / SUBCLASSES / WAY OF THE WEAVING STRINGS


skill if you don’t already have it. saving throw at the end of each of its turns.
6th-level Way of the Weaving Strings Feature

Mimicking the skills of the spider, you learn to stick to


walls and move with unnatural grace. While conscious you are TOXIC SILK EMBRACE 
under the effects of the Spider Climb spell. 17th-level Way of the Weaving Strings Feature

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.

The creature must make a Constitution saving throw or


become Paralyzed for 1 hour.
PRIMAL COMPANIONS

304
PRIMAL
COMPANIONS
305

PRIMAL COMPANIONS
PRIMAL COMPANIONS

T his section details new companions that can be


crafted from the remains of the unique Champions
(boss monsters) found in this book. The players can craft
This section draws inspiration from the Tamer
PLAYING THE PRIMAL COMPANION 

Primal Companions are mystical, dutiful companions


Losing Companions
If a Primal companion dies, the primal energy stored
within returns to the bonded player, allowing it to choose a
class and the craftable familiars in Heliana’s
a new, smaller, cuter creature using any of the creature’s Guide To Monster Hunting. It is designed to work both in and outside combat. They obey your commands and new Primal Boon. If a creature component is still available,
components. While generally friendlier than their independently or can serve as a supplement to those are friendly to you and your allies. the player could choose the same boon and go through the
monstrous counterparts, these companions have unique, who own Heliana. crafting process again.
annoyingly adorable flaws. The following are guidelines for combat, as well as their
If a player chooses Heliana’s Tamer class, we stats and progression. Primal Trainer
recommend disregarding the information and rules As you gain levels, your Primal Companion levels with
CRAFTING COMPANIONS  on how to play these Primal Companions. Instead, Combat you. You start with the stat block of the selected companion
use only the Primal Companion’s base stat block to In combat, your Primal companion shares your initiative and calculate the bonuses based on your current character
To craft a companion, a player must invest their Primal create an additional Bespoke Companion per the count, acting immediately after you. It can move and use its level.
Boon energy, one of the unique monster’s components, Tamer class description found in Heliana. reaction independently, defaulting to the Dodge action on its
and a drop of the player character’s blood (see page 46 turn. However, you can use a Bonus Action or Action on your ͡ Bonded. Primal Companions utilize your proficiency
for more information on Primal Boons). After 24 hours, Alternatively, you could only disregard Riveborne’s turn to command it to take different Actions, which may be bonus instead of their own, modifying their attack, saving
the companion is crafted and immediately bonded to the ‘Playing the Primal Companion’ page in favor of the from its statistics or other available Actions, Bonus Actions, throw, skill modifiers, and saving throw DCs.
character who crafted the companion, who has become a Tamer class explanations found in Heliana’s Guide or object interactions.
Primal Trainer. To Monster Hunting. The Primal Companion’s level- ͡ Tamer Bonus. Upon crafting and bonding a Primal
specific developments will work in unison with the Hit Points Companion, you can immediately add 2 Hit Dice to its hit
During the companion’s existence, the player cannot Tamer Class’s Tamer Level. Primal Companions calculate their maximum number of dice total.
use their existing Primal Boon. Only upon the companion’s hit points by taking the average of its Hit Dice and adding its
306 demise will the Primal Boon energy be returned to the Constitution modifier (minimum of 0) once for each Hit Die. ͡ Primal Potential. At the 1st, 3rd, 5th, 9th, 13th, and 17th 307
owner, allowing them to utilize it again for other purposes. level, choose one of the unique options listed next to
͡ The Primal Companions use the same rules for each Primal Companion’s stat block for which it meets
recovering Hit Points as player characters do and the the prerequisites and level.
same rules for resting.
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

exuding a gentle warmth and protective nature.


Cloaked in blue flames that harm only its foes,
TRAINING OPTIONS 1 Growth I
3 Speedster Armored Soldier
Charcoal is both a beacon in the darkness and a ͡ Creature component.
fiery shield for its allies. With a wagging flaming tail Any part of Sir Rainer. 5 Growth II Protective Flames I
expressing its joy and a fierce determination to guard 9 Scorched Leap Shielded Soldier
those it holds dear, Charcoal embodies the heart of a ͡ Save. 13 Growth III Protective Flames II
true friend and the soul of a valiant protector. The saving throw DC for Charcoal’s skills and abilities
17 True Friend
equals (8 + Proficiency Bonus + Constitution modifier).

1ST LEVEL  9TH LEVEL 

͡ Growth I. ͡ Armored Soldier II.


Prerequisite: become a companion. Prerequisite: Armored Soldier I.
Charcoal’s size increases to Small, and its Hit Die size Charcoal’s suit of armor improves and gains an
increases to a d6 (its hit point maximum consequently additional +2 bonus to its AC.
increases). The damage die of its Bite and Claw attack
increases to a d8. ͡ Scorched Leap.

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

PRIMAL COMPANIONS / CHARCOAL


allows Charcoal to serve as a light source in darkness. 5TH LEVEL 
Skills Perception +2 from a d10 to a 2d6.
͡ Additionally, its flame-infused body does not cause harm to
͡ Damage Immunities Acid those it considers friendly. However, any unfriendly creature ͡ Growth II.
Senses Darkvision 60 ft., passive Perception 12 Prerequisite: Growth I. ͡ Protective Flames II.
͡ that comes into direct physical contact with Charcoal takes
Charcoal’s size increases to Medium, and its Hit Die size Prerequisite: Protective Flames I.
͡ Languages Understands Common radiant damage equal to (1d4 + proficiency bonus).
͡ Challenge 1/8 (25 xp) increases to a d8 (its hit point maximum consequently In addition to Protective Flames I’s Disadvantage on
Proficiency Bonus +2 increases). The damage die of its Bite and Claw attack the attacker’s attack roll, the attacking creature takes
͡ Wagging. Charcoal exhibits an involuntary reaction of wagging
increases from a d8 to a d10. radiant damage equal to (1d8 + proficiency bonus)on
its flaming tail when it feels excited, receives treats, or is
hit
complimented. While this display is a sign of its happiness and
contentment, Charcoal’s lack of control in these moments can ͡ Protective Flames I.
lead to accidental fires, as its flaming tail may ignite flammable As a Reaction, Charcoal can impose Disadvantage on
materials nearby. the attack roll of one creature it can see that is within 5 17TH LEVEL 
feet of it, provided the attack roll is against a creature
other than Charcoal. ͡ True Friend.
ACTIONS  Charcoal demonstrates its loyalty through a protective
instinct.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage. As a Reaction, when a bonded ally or a friendly creature
within 20 feet is attacked, Charcoal can swiftly leap to its
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. defense, interposing itself between the attacker and the
Hit: 5 (1d6 + 2) slashing damage. ally. Charcoal takes the attack in their stead.

If Charcoal takes melee damage through this, the


attacker may also suffer radiant damage due to
Charcoal’s Flame Body trait. After intervening, Charcoal
positions itself adjacent to the protected creature.
Chipper is a small and lively robot that makes
CHIPPER’S PRIMAL POTENTIAL

for a great, albeit handful, companion. It has a


body-engineered mechanical gun, throat-storing
TRAINING OPTIONS 1 Growth I
3 Hyperactive Fuel
cannonballs, and sensors ready for more flavorful ͡ Creature component.
sweets. Chipper’s obsession with sugar has often Any part of The Sharkinator. 5 Cannon Blast I Specialized Systems
caused his circuits to sweeten up, giving this ball of 9 Growth II Weak Stomach
energy some much-not-needed extra. All in all, with ͡ Save. 13 Cannon Blast II Specialized Systems DX
Chipper, not a day can be considered dull. After all, The saving throw DC for Chipper’s skills and abilities
17 Sea Shanty
Chipper prefers all that is shiny. Much like itself. equals (8 + Proficiency Bonus + Constitution modifier).

1ST LEVEL  9TH LEVEL 

͡ Growth I. ͡ Growth II.


Prerequisite: become a companion. Prerequisite: Growth I.
Chipper’s size increases to Small, and its Hit Die size Chipper’s size increases to Medium, and its Hit Die size
increases to a d6 (its hit point maximum consequently increases to a d8 (its hit point maximum consequently
increases by 1 for each of its Hit Dice). The damage die of increases). The damage die of its Gun-Attachment attack
its Gun-Attachment attack increases to a d6. increases from a d6 to a d8.

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

PRIMAL COMPANIONS / CHIPPER


Prerequisite: Cannon Blast I.
attack with it. The ammunition the weapon creates vanishes
Damage Immunities Poison, Psychic 5TH LEVEL  The damage of Chipper’s Cannon Blast Action increases
͡ immediately after it hits or misses a target.
͡ Senses Darkvision 60 ft. to 31 (9d6), and the line increases to 120 feet.
͡ Languages Understands Common Aqua-Mechanism. Due to how its body is built, Chipper can ͡ Cannon Blast I.
Challenge 1/8 (25 xp) As an Action, Chipper can open its mouth wide and Chipper gains a +1 bonus to the save DC of this Action.
͡ move and attack in aquatic environments as if on land.
͡ Proficiency Bonus +2 shoot a cannonball.
When Chipper reaches the 17th level, the damage of this
All-The-Things. Chipper has an odd fascination with anything
All creatures in a 60-foot, 5-foot wide line need to make Action increases to 42 (12d6).
shiny, reminiscent of a pirate’s love for treasure. Chipper
often collects small, shiny items, storing them in hidden a Dexterity saving throw, taking 17 (5d6) bludgeoning
damage on a failed save, or half as much damage on a ͡ Specialized Systems DX.
compartments within its body. Occasionally, Chipper might
successful one. Chipper gains proficiency in one more skill of your
present these trinkets to its allies as gifts or use them to distract
choice and expertise in one of the skills chosen with
enemies.
After Chipper has used this Action, it can’t do so again Specialized Systems.
until it finishes a Short Rest.
ACTIONS 
When Chipper reaches the 9th level, the damage of this 17TH LEVEL 
Gun-Attachment. Ranged Weapon Attack: +4 to hit, range action increases to 24 (7d6).
20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage. ͡ Sea Shanty.
͡ Specialized Systems. Chipper starts a magic-infused shanty to bolster its
Chipper gains proficiency in two skills of your choice. allies in combat.

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

a proud spirit. It often shows a playful mastery over


gravity and portals, yet its noble dragon lineage
TRAINING OPTIONS 1 Growth I
3 Warp Strike I Portal Mastery I
sometimes leads it to act haughtily, especially when ͡ Creature component.
it feels its talents are underappreciated. Inherently Any part of A’Nexodus. 5 Growth II Breath Weapon I
adventurous, Exo is as unpredictable as the portals it 9 Warp Strike II Portal Mastery II
weaves. ͡ Save. 13 Growth III Breath Weapon II
The saving throw DC for Exo’s skills and abilities equals (8
17 Portal Explosion
+ Proficiency Bonus + Constitution modifier).

1ST LEVEL  9TH LEVEL 

͡ Growth I. ͡ Warp Strike II.


Prerequisite: become a companion. Prerequisite: Warp Strike I.
Exo’s size increases to Small, and its Hit Die size Exo can use a portal as an origin point for its Breath
increases to a d6 (its hit point maximum consequently Weapon Action.
increases). The damage die of its Bite attack increases to
a d8. ͡ Portal Mastery II.

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

PRIMAL COMPANIONS / EXO


Little Dragon’s Pride. Due to its dragon heritage, Exo Medium.
Skills Perception +2 increases). The damage die of its Bite attack increases
͡ occasionally exhibits a streak of arrogance. It may refuse or
Damage Immunities Acid from a d10 to a 2d6.
͡ act haughtily before complying when asked to perform tasks it
͡ Senses Darkvision 60 ft., passive Perception 12 deems unworthy of its noble dragon lineage. 5TH LEVEL 
͡ Languages Understands Common ͡ Breath Weapon II.
͡ Growth II. Prerequisite: Breath Weapon I.
͡ Challenge 1/8 (25 xp) Portal Weaver (small). Exo can use its Action to create a portal.
Proficiency Bonus +2 Prerequisite: Growth I. The damage of the Breath Weapon Action increases to
͡ Designate two unoccupied spaces within 20 feet to place each
Exo’s size increases to Medium, and its Hit Die size 31 (9d6), and the area of the cone increases to 30 feet.
gateway.
increases to a d8 (its hit point maximum consequently Exo gains a +1 bonus to the save DC of this action.
increases). The damage die of its Bite attack increases When Exo reaches the 17th level, the Breath Weapon’s
Anything passing through one end of the portal instantly
from a d8 to a d10. damage increases to 42 (12d6).
emerges from the other end. The portal can accommodate
creatures and objects up to size Small and lasts until the start of
Exo’s next turn. ͡ Breath Weapon I.
As an Action, Exo exhales a powerful breath attack in 17TH LEVEL 
a 15-foot cone. Each creature in an area must make a
ACTIONS  Dexterity saving throw, taking 17 (5d6) Force damage ͡ Portal Explosion.
on a failed save, or half as much damage on a successful Exo can channel its energy to cause an explosive rive,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: one. causing a portal to turn unstable and explode.
5 (1d6 + 2) piercing damage. As an Action, Exo selects portal(s) (created through Portal
Once you use this feature, you can’t do so again until you Weaver) within sight. The portal(s) explode in a burst of
finish a Short Rest. force energy within a 20-foot radius. All creatures in the
area must make a Dexterity saving throw or take 36(8d8)
When Exo reaches the 9th level, this Action’s damage force damage and be pushed 20 feet away from the
increases to 24 (7d6). explosion’s origin. On a successful save, the creature takes
half the damage and remains in place. After Exo has used
this Action, it can’t do so again until it finishes a Long Rest.
A mischievous and agile tiny monstrosity, this
FURBLADE’S PRIMAL POTENTIAL

one. It combines a feline’s cunning with a skilled


swordsman’s elegance. Its personality is a charming
TRAINING OPTIONS 1 Shadow Weaving
3 Growth I Charming Display
blend of playful trickery and swift grace. Quick to ͡ Creature component.
adapt and always ready for a challenge, Furblade’s Any part of Raya Asghar. 5 Rakish Resilience Limited Antimagic
loyalty to its companion is as unwavering as its need 9 Growth II Dazzling Display
for companionship… although it may sometimes hide ͡ Save. 13 Air Bolt Barrage
that fact. The saving throw DC for Furblade’s skills and abilities
17 Growth III Shadow Synchrony
equals (8 + Proficiency Bonus + Constitution modifier).

1ST LEVEL  9TH LEVEL 

͡ Shadow-Weaving. ͡ Growth II.


Prerequisite: become a companion. Prerequisite: Growth I.
As a Bonus Action, Furblade can manifest a shadow of Furblade’s size increases to Medium, and its Hit Die size
itself in an unoccupied space it can see within 30 feet. increases to a d8 (its hit point maximum consequently
Once per turn, Furblade can use a Bonus Action to switch increases). The damage die of its Sword attack increases
places with the shadow. The shadow lasts for 1 minute. from a d8 to a d10.

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

PRIMAL COMPANIONS / FURBL ADE


reduced to 0 hit points but not killed outright, Furblade’s hit ͡ Charming Display. 13TH LEVEL 
͡ Skills Acrobatics +4, Deception +4 points drop to 1 hit point instead. As an Action, Furblade can perform an enchanting (and
͡ Damage Immunities Acid maybe cute) show of prowess with his sword. Choose ͡ Air Bolt Barrage.
Senses Darkvision 60 ft. one creature within 30 feet who can see its display. The As an Action, Furblade can swing his blade forcefully,
͡ Hairball Havoc. Once per Long Rest, Furblade can use an
Languages Understands Common creature must succeed on a Charisma saving throw or creating strong bursts of wind. Make three ranged
͡ Action to cough up a magical hairball at a target within 10 feet.
Challenge 1/8 (25 xp) become charmed by Furblade and its bonded ally until attack rolls using your weapon’s regular attack bonus.
͡ The target must succeed on a Dexterity saving throw or be
Proficiency Bonus +2 the end of Furblade’s next turn. On a hit, the target takes damage equal to 2d8 +
͡ restrained by the sticky hairball until the end of its turn.
Proficiency Bonus and is pushed back 5 feet.
After Furblade has used this Action, it can’t do so again After Furblade has used this Action, it can’t do so again
until it finishes a Short Rest. until it finishes a Long Rest.
ACTIONS 

Sword. Melee weapon attack: +4 to hit, reach 5 ft., one target.


Hit 5 (1d6 + 2) slashing damage. 5TH LEVEL  17TH LEVEL 

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

a seasoned grappler’s determination. Clumsy yet


endearing, it enthusiastically applies its wrestling
TRAINING OPTIONS 1 Growth I
3 Suplex Reposition
maneuvers in and out of combat, often mimicking ͡ Creature component.
famous wrestling poses. This combination of childlike Any part of Giga Mimic. 5 Growth II
wonder and wrestling obsession makes Tiny Titan a 9 Thick Skin Pin
uniquely amusing and loyal companion. ͡ Save. 13 Clothesline Clinch Strike
The saving throw DC for Tiny Titan’s skills and abilities
17 Growth III
equals (8 + Proficiency Bonus + Constitution modifier).

1ST LEVEL  9TH LEVEL 

͡ Growth I. ͡ Thick Skin.


Prerequisite: become a companion. Tiny Titan gains a +2 bonus to its AC while not wearing
Tiny Titan’s size increases to Small, and its Hit Die size armor.
increases to a d6 (its hit point maximum consequently
increases). The damage die of its Pseudopod attack ͡ Pin.
increases to a d8. Prerequisite: Suplex

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

PRIMAL COMPANIONS / TINY TITAN


statue. It may take on muscle-flexing poses when motionless. itself.
͡ Skills Athletics +4, Stealth +2 13TH LEVEL 
͡ Damage Immunities Acid Child-like. Reflecting its child-like intelligence, Tiny Titan might ͡ Reposition.
Senses Darkvision 60 ft. On a successful grapple check, Tiny Titan can drag itself ͡ Clothesline.
͡ insist on doing things its way, such as trying to grapple objects
Languages Understands Common and the target creature (doesn’t cost an Action) 5 feet If Tiny Titan moves at least 15 feet in a straight line
͡ or creatures significantly larger than itself or attempting to
Challenge 1/8 (25 xp) in a direction of choice, provided Tiny Titan and the before taking the attack action and the first attack hits,
͡ climb on things despite its clumsy nature.
͡ Proficiency Bonus +2 creature are adjacent at the end of this movement. the target has to make a Strength saving throw or be
knocked prone.
ACTIONS 
5TH LEVEL  ͡ Clinch Strike.
Prerequisite: Reposition
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
͡ Growth II. When a creature escapes Tiny Titan’s grapple, Tiny Titan
target. Hit: 5 (1d6 + 2) piercing damage.
Prerequisite: Growth I. can use its Reaction to make a Pseudopod attack.
Tiny Titan’s size increases to Medium, and its Hit Die size
increases to a d8 (its hit point maximum consequently
increases). The damage die of its Pseudopod attack 17TH LEVEL 
increases from a d8 to a d10.
͡ Growth III.
Prerequisite: Growth II.
Tiny Titan’s size increases to Large, and its Hit Die size
increases to a d10 (its hit point maximum consequently
increases). The damage from its Pseudopod attack
increases from a d10 to a 2d6.
LEGAL

We get it, legal text can be daunting, so here’s the gist of it in plain and descriptions of characters, spells, enchantments, personalities, 7. Use of Product Identity: You agree not to Use any Product 14. Reformation: If any provision of this License is held to be
language. All characters, items, creatures, spells, and any other teams, personas, likenesses and special abilities; places, locations, Identity, including as an indication as to compatibility, except as unenforceable, such provision shall be reformed only to the extent
original content featured in “Riveborne: Champions from Beyond” environments, creatures, equipment, magical or supernatural expressly licensed in another, independent Agreement with the necessary to make it enforceable.
are the creative invention of Eightfold Paper V.O.F. and protected abilities or effects, logos, symbols, or graphic designs; and any other owner of each element of that Product Identity. You agree not to
under copyright laws. We kindly ask that you do not reproduce or trademark or registered trademark clearly identified as Product indicate compatibility or co-adaptability with any Trademark or 15. COPYRIGHT NOTICE
distribute any part of this book without our permission, except for identity by the owner of the Product Identity, and which specifically Registered Trademark in conjunction with a work containing Open • Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
direct links to authorized platforms where this work is available. excludes the Open Game Content; Game Content except as expressly licensed in another, independent Inc.
This includes, but is not limited to, specific names like characters, (f) “Trademark” means the logos, names, mark, sign, motto, designs Agreement with the owner of such Trademark or Registered • System Reference Document Copyright 2000-2003, Wizards of
places, and unique items, as well as our miniatures, spells, magic that are used by a Contributor to identify itself or its products or the Trademark. The use of any Product Identity in Open Game Content the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
items, and player options. The artwork within this book, unless associated products contributed to the Open Game License by the does not constitute a challenge to the ownership of that Product Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
otherwise noted, is licensed and credited on our Credits page. This Contributor Identity. The owner of any Product Identity used in Open Game Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
content builds upon the System Reference Document 5.1 © 2016 by (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, Content shall retain all rights, title and interest in and to that original material by E. Gary Gygax and Dave Arneson.
Wizards of the Coast, under the Open Game License (OGL). format, modify, translate and otherwise create Derivative Material Product Identity. • Riveborne: Champions from Beyond © 2024, Alanay Cekic, YuTing
of Open Game Content. Liam Yuen,, Eightfold Paper, powered by LootTavern Publishing.
Here’s the OGL text, cue legalese: OPEN GAME LICENSE Version 1.0a (h) “You” or “Your” means the licensee in terms of this agreement. 8. Identification: If you distribute Open Game Content You must
clearly indicate which portions of the work that you are distributing
The following text is the property of Wizards of the Coast, Inc. and 2. The License: This License applies to any Open Game Content that are Open Game Content.
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights contains a notice indicating that the Open Game Content may only
Reserved. be Used under and in terms of this License. You must affix such a 9. Updating the License: Wizards or its designated Agents
notice to any Open Game Content that you Use. No terms may be may publish updated versions of this License. You may use any
1. Definitions: added to or subtracted from this License except as described by the authorized version of this License to copy, modify and distribute any
(a)”Contributors” means the copyright and/or trademark owners License itself. No other terms or conditions may be applied to any Open Game Content originally distributed under any version of this
who have contributed Open Game Content; Open Game Content distributed using this License. License.
(b)”Derivative Material” means copyrighted material including
derivative works and translations (including into other computer 3. Offer and Acceptance: By Using the Open Game Content You 10. Copy of this License: You MUST include a copy of this License
languages), potation, modification, correction, addition, extension, indicate Your acceptance of the terms of this License. with every copy of the Open Game Content You Distribute.
upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; 4. Grant and Consideration: In consideration for agreeing to use 11. Use of Contributor Credits: You may not market or advertise the
(c) “Distribute” means to reproduce, license, rent, lease, sell, this License, the Contributors grant You a perpetual, worldwide, Open Game Content using the name of any Contributor unless You
broadcast, publicly display, transmit or otherwise distribute; royalty-free, non-exclusive license with the exact terms of this have written permission from the Contributor to do so.
(d) “Open Game Content” means the game mechanic and includes License to Use, the Open Game Content.
the methods, procedures, processes and routines to the extent 12. Inability to Comply: If it is impossible for You to comply with
such content does not embody the Product Identity and is an 5. Representation of Authority to Contribute: If You are contributing any of the terms of this License with respect to some or all of the
enhancement over the prior art and any additional content clearly original material as Open Game Content, You represent that Your Open Game Content due to statute, judicial order, or governmental
identified as Open Game Content by the Contributor, and means any Contributions are Your original creation and/or You have sufficient regulation then You may not Use any Open Game Material so
work covered by this License, including translations and derivative rights to grant the rights conveyed by this License. affected.
works under copyright law, but specifically excludes Product Identity.
(e) “Product Identity” means product and product line names, logos 6. Notice of License Copyright: You must update the COPYRIGHT 13. Termination: This License will terminate automatically if You fail
and identifying marks including trade dress; artifacts; creatures; NOTICE portion of this License to include the exact text of the to comply with all terms herein and fail to cure such breach within
characters; stories, storylines, plots, thematic elements, dialogue, COPYRIGHT NOTICE of any Open Game Content You are copying, 30 days of becoming aware of the breach. All sublicenses shall
incidents, language, artwork, symbols, designs, depictions, modifying or distributing, and You must add the title, the copyright survive the termination of this License.
likenesses, formats, poses, concepts, themes and graphic, date, and the copyright holder’s name to the COPYRIGHT NOTICE of
photographic and other visual or audio representations; names any original Open Game Content you Distribute.

You might also like