My Documents
Support GM Binder!
Lucian's Journal of Adventures
\pagebreakNum # Introduction Should my journal fall into the hands of a good and just reader, I can ask only that you see to its immediate demise. Tear out these pages and scatter them across the many planes, lest they become mended and their contents obtained by an evil being. For within these pages are secrets of arcana, both powerful and perilous. This journal contains recounts of my journeys to various places, a loose bestiary of the inhabitants of those places, and some of my own research findings.
| **Introduction** || 2 |:---|:---|:---: || Location Stat Block (Template) | 3 | **Places** || **4** || Liante Mar (Underdark) | 5 || Moorewoods (Forest) | 6 || Bounding Plains (Grassland) | 7 || Spierling Peninsula (Forest) | || Stygia (Hell) | || Brass Desert (Desert) | || Dragon's Spine (Mountain) | | **Monsters** || **?** || Yrvineye | || Shadows | || Viz Astraea's Demons | | **Things** || **?** || Gemstones | || Platinum Guardians |
\pagebreak # Location Stat Block (Template) ___ ___ > ## Area Name >*Environment Type* >___ >|Navigation|Foraging|Identification|Encounter >|:---:|:---:|:---:|:---:| >|DC 10|DC 10|DC 10|DC 10| >___ > - **Helpful Skills** Important checks to watch out for while traversing this area > - **Visibility** Description of the conditions, as well as effect on passive Perception > - **Helpful Languages** usually languages spoken by inhabitants of this area > - **Challenge** Rough difficulty level of an area > ___ > > ***Special Features.*** Any extenuating area effects or special features should be noted here. For example, frequent lightning storms or extreme heat or cold. > > ### Resources > ***Plants, Minerals, and Animals.*** List any plants, minerals, or animals that may aid travelers in surviving. Be sure to highlight what important appearance, medicinal, and behavioral traits of these resources. > > ### Notable Locations > ***Location Name.*** A brief description of the location, its inhabitants, and their culture and behavior. > > ### Combat Encounters > For every hour of that passes, make an Encounter roll. If the roll hits the Encounter DC, roll 1d10 and consult this table. >| 1d10 | Encounter | >|:---:|:-----------| >| 1 | >| 2 | >| 3 | >| 4 | >| 5 | >| 6 | >| 7 | >| 8 | >| 9 | >| 10 |
In this journal, I jot down notes about my experiences exploring many different places. Shown here is the format I use for describing these places. I hope they clear up any confusion that may arise from further reading.
\columnbreak >Note the lack of detail regarding area layout and size. These location stat blocks are meant to supplement maps, not to replace them entirely.
Places | Location Stat Block (Template)
\pagebreakNum
# Places ##### of the World
\pagebreakNum # The Underdark ___ ___ > ## Liante Mar >*Underdark* >___ >|Navigation|Foraging|Identification|Encounter >|:---:|:---:|:---:|:---:| >|DC 15|DC 20|DC 15|DC 12| >___ > - **Helpful Skills** Survival, Perception, Religion > - **Visibility** Complete darkness, passive Perception -5 > - **Helpful Languages** Undercommon, Elvish > - **Challenge** 7 > ___ > > ### Resources > ***Planeshrooms.*** These bioluminescent mushrooms contain a potent hallucinogen. If consumed by a creature, they must make a DC 15 Constitution saving throw, becoming poisoned for 1d4 hours on a failed save. The creature also suffers hallucinations of being on one of the four elemental planes for the duration. > > ***Gemstones.*** Within the depths of these underdark tunnels, occasional deposits of precious arcane gemstones can be found. > > ***Quippers.*** These feisty fish live in small pools of water scattered throughout the underdark. For a starving adventurer, they can be fished up and cooked. > > ### Notable Locations > ***Liante Mar.*** A drow trading outpost, Liante Mar contains "inns" for travelers to rest at, as well as a drow traders selling potions, weapons, rations, and other supplies. Take heed of the warning "leave the spiders alone." > > Liante Mar is defended by a 1d6 *Drow Elite Warriors*, 1d6 *Drow Mages*, and 4d6 *Drow*. They are spread out among the camp, and will not attack unless aggravated. However, many of the drow may seek to trade or steal. > > ***The Weaver's Den.*** The lover's den of a male and female *Drider*, this stretch of tunnels is covered all around with thick webs. These webs are considered difficult terrain, but can be destroyed with fire or slashing quite easily. Setting webs on fire will provoke 1d6 *Swarms of Spiders*, and eventually 4d4 *Giant Spiders and the two *Driders*. > > If both Driders are killed, either within the Weaver's Den or as random encounters, remove them from the Combat Encounters table. > > ***Hallowed Tunnel.*** Within a 30 foot wide branching tunnel, there exists a circle, imperceptible by most, that is hallowed ground. The hallowed ground serves as a barricade against a hoard of *Shadows* trapped on the other side. > > Past the Hallowed Tunnel lies 6d6 *Shadows*. They fight with ambush tactics, and if left long enough can grow to ridiculous strength. > > If the hallow spell on the tunnel is dispelled, the shadows will begin to roam the underdark. > > ### Combat Encounters > For every hour of that passes, make an Encounter roll. On a roll of 12 or higher, roll 1d8 and consult this table. If the hallow spell on the tunnel has been dispelled, roll 1d10 instead. >| 1d8 (1d10) | Encounter | >|:---:|:-----------| >| 1 | 2d10 Piercers >| 2 | 2d4 Horror Hooks >| 3 | 1 Drider + 2d4 Giant Spiders >| 4 | 1 Roper + 2d4 Swarms of Quippers >| 5 | 1d6 Ghosts >| 6 | 1d6 Carrion Crawlers >| 7 | 1d6 Purple Wormling >| 8 | 1 Purple Worm >| ( 9-10 | 4d6 Shadows )
##### June 16, 411 I would have never expected that but a few miles from the bustling Kinston city there could exist a world as savage and unclaimed as the depths of Liante Mar. Our guide, a drow man by the name of Chaszmol, warned us earlier of the perils that stalk these tunnels. Many of the brash war veterans thought he was exaggerating. They were then quickly shown the truth in his words. Against all odds, we managed to make our way to the outpost, Liante Mar proper, where I am writing this entry.
Places | Liante Mar
\pagebreakNum ___ ___ > ## Moorewoods >*Forest* >___ >|Navigation|Foraging|Identification|Encounter >|:---:|:---:|:---:|:---:| >|DC 20|DC 10|DC 12|DC 17| >___ > - **Helpful Skills** Survival, Perception, Stealth, Nature > - **Visibility** Heavily wooded, passive Perception -5 > - **Helpful Languages** Elvish, Sylvan > - **Challenge** 7 > ___ > > ***Charm of the Feywild.*** When attempting to navigate the Moorewoods, travelers that do not have fey ancestry must make a DC 10 Wisdom saving throw every 24 hours. On a failed save, they forget the events of the 24 hours, as per the modify memory spell. > > ### Resources > ***Goodberries.*** Travelers smart enough to look in the right places may find bushels of goodberries growing within the Moorewoods. > > ### Notable Locations > ***Filenuma.*** Grown from the trees, Filenuma stands as the largest elven city in the land, home to a quarter million elves. The verdant city contains inns, taverns, woodworkers, enchanters, and various shrines to nature gods. There is a distinct lack of smiths and metal weaponry within Filenuma. Travelers may be able to sell metal weapons for quite a high price. > > Getting to the city is a tremendous task on its own, as travelers must brave the chaotic magic of the Moorewoods to reach it. Without an elven guide, reaching the city is nearly impossible. > > ***Rea Asari.*** A seaside elven town just a couple day's travel from Filenuma, Rea Asari serves as Filenuma's main connection to the outside world. Its location by the coast gives it access to ocean trade routes. People from all over the world pass through Rea Asari's port, either to exchange goods or as a rest stop on a longer journey. > > Rea Asari contains many taverns, as well as a bustling marketplace near the docks. Goods from many lands come through here. > > ***Montull, the Great Tree.*** A gargantuan sentient plant, Montull protects the Moorewoods, a vigilant guardian against forest intruders. Some animals that dwell near Montull's roots become transformed by the tree's magic, becoming half-plant half-beast creatures with bark skin. > > ### Combat Encounters > For every hour of that passes, make an Encounter roll. On a roll of 17 or higher, roll 1d10 and consult this table. >| 1d10 | Encounter | >|:---:|:-----------| >| 1 | 3d10 Wolves >| 2 | 2d4 Dire Wolves >| 3 | 3d6 Blink Dogs >| 4 | 1d4 Displacer Beasts >| 5 | 2d6 Will-o'-Wisps >| 6 | 1d4 Brown Bears >| 7 | 1 Treant >| 8 | 1 Dryad + 1 Knight + 3 Wolves >| 9 | 1 Shambling Mound >| 10 | 1d6 Phase Spiders
##### August 21, 408 The journey from Rea Asari to Filenuma was not quite as daunting as I had expected, perhaps due in part to the skill of our guide. I can't help but feel that there's something I'm forgetting though... On a completely unrelated note, I seem to have torn a gash in my hat while on the road. It must have snagged on a branch during our travels.
Places | Moorewoods
\pagebreakNum ___ ___ > ## The Bounding Plains >*Grassland* >___ >|Navigation|Foraging|Identification|Encounter >|:---:|:---:|:---:|:---:| >|DC 5|DC 10|DC 10|DC 15| >___ > - **Helpful Skills** Stealth > - **Visibility** Normal > - **Helpful Languages** Elvish, Sylvan > - **Challenge** 5 > ___ > > ***Tall Grass.*** The Bounding Plains is covered with four-foot tall golden-yellow grass. This grass can be used by travelers and predators alike to hunker down and hide. Any creature of size large or smaller can attempt a stealth check by falling prone. Creatures of size small or tiny do not have to fall prone. This stealth is broken if the creature moves at more than half of their movement speed. > > ### Resources > ***Hayflowers.*** Low to the ground, under the cover of the long grass, beautiful five-petaled flowers bloom. They possess no leaves with which to catch sunlight, instead acting as parasites on the tall grass and raining the grass's roots for nutrients. > > These flowers can be cut up and used in medicine or brewed into tea. > > ### Notable Locations > ***Yrvineye Camp.*** A collection of tents out on the plains serves as home to a tribe of nomadic goat-men abominations, the Yrvineye. The sylvan-blooded Yrvineye are masters of archery, hunters of the great bounding plains. They have deep-seated hatred towards anything draconic in nature, and will attack Dragonborn travelers on sight. > > The Yrvineye's hunting prowess is the stuff of legends. They are the sole reason for the lack of dragons south of the Dragon's Spine mountain range. > > ***Il'Daeus River.*** The mighty Il'Daeus flows south from the Dragon's Spine and brings with it a menagerie of goods from the north. The river acts as a means of trade between the craftsman dwarves of Dal Valor and the plentiful harvest of Kinston. From the south, riverboats carry lumber and leathers from the Spierling Peninsula up to Kinston. > > During the day, there will be 3d6 fishing boats along almost any stretch of the Il'Daeus, and 1d4 riverboats traveling up or downstream. > > ### Combat Encounters > For every hour of that passes, make an Encounter roll. On a roll of 15 or higher, roll 1d10 and consult this table. >| 1d10 | Encounter | >|:---:|:-----------| >| 1 | 2d6 Axe Beaks >| 2 | 1d4 Tigers >| 3 | 1d6 Boars >| 4 | 2d4 Cockatrice >| 5 | 2d6 Scarecrow >| 6 | 2d6 Bandits >| 7 | 1 Gorgon >| 8 | 1d6 Hobgoblin + 3d6 Goblins >| 9 | 1d4 Ghosts >| 10 | 1 Stone Golem
##### June 01, 411 As we prepare to delve into the underdark, my band of merry travelers passes through the beautiful golden fields of Kinston's Bounding Plains. We were promptly waylaid by a band of goblin marauders. As we prepared to fight, black needles flew through the sky, felling many of the assailants. The Yrvineye of the plains had come to our aid! With their marksman accuracy and the might of our guards, we made quick work of the attackers. Leading the hunt was a Yrvineye woman by the name Umgandor. She offered us rest at their camp, just a few miles away, but Lady Stormgale was reluctant to delay our expedition.
Places | Bounding Plains
\pagebreakNum
# Monsters ##### in the World
\pagebreakNum ___ ___ > ## Yrvineye >*Large monstrosity, chaotic good* > ___ > - **Armor Class** 14/16 (Natural Armor/+Shield) > - **Hit Points** 60 (7d10 + 21) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|18 (+4)|16 (+3)|10 (+0)|16 (+3)|10 (+0)| >___ > - **Skills** Athletics +6, Nature +3, Animal Handling +6, Perception +9, Survival +6, > - **Saving Throws** Strength +6, Dexterity +7 > - **Senses** passive Perception 19 > - **Languages** Common, Sylvan, Draconic > - **Challenge** 4 (1,100 XP) > ___ > > ***Sharpshooter.*** Attacking at long range doesn't impose disadvantage on the Yrvineye's ranged weapon attack rolls. Its ranged weapon attacks ignore half cover and three-quarters cover. > > Before the Yrvineye makes an attack with a ranged weapon, it can choose to take a -5 penalty to the attack roll. If the attack hits, it add +10 to the attack's damage. > > ***Charge.*** If the Yrvineye moves at least 10 ft. straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 7 (1d12) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 ft. away and knocked prone. > > ***Defensive Tactic.*** Opportunity attacks targeting the Yrvineye are made with disadvantage. > > ***Dragon Slayer.*** The Yrvineye gain a +4 bonus to damage rolls with weapon attacks against dragons. Additionally, it has advantage on Wisdom (Survival) checks to track track dragons, as well as on Intelligence checks to recall information about them. > > Additionally, the Yrvineye has advantage on saving throws against the spells and abilities used by a dragons. > > ***Nomadic.*** The Yrvineye has advantage on initiative rolls, ignores difficult terrain, and during the first turn in combat, has advantage on attack rolls against creatures that have not yet acted. > > ***Superiority Dice.*** The Yrvineye has four superiority dice, which are d8's. They can be used for the following maneuvers: *Trip Attack*, *Precision Attack*, *Evasive Footwork.* > > ***Colossus Slayer.*** When the Yrvineye hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. It can deal this extra damage only once per turn. > > ### Actions > ***Multiattack.*** The Yrvineye makes two horn bow attacks, or two lance attacks and a hoof attack. > > ***Horn Bow.*** *Ranged Weapon Attack:* +9 to hit, range 1200 ft., one target. *Hit* 13 (2d8 + 4) piercing damage. > > ***Lance.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit* 10 (1d12 + 3) piercing damage. Disadvantage at 5 ft. > > ***Hoof.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 7 (1d6 + 3) bludgeoning damage. > > ***Don Shield.*** The Yrvineye equips a wooden shield, increasing its armor class by 2.
Monsters | Yrvineye
\pagebreakNum ## Anatomy of a Shadow Shadows are undead that resemble dark exaggerations of humanoid shadows. Born from the basest impulses cast aside by good and pious creatures, shadows are creatures highly amorphous in nature. ***Amalgamation.*** The repressed darkness of myriad creatures join together into grotesque beings. Shadows seek vitaliy as they seek one another, for both will bring them heightened strength. Draggting a creature to its demise spawns new shadows, while coagulating and melting together forms long shadows of increased power. ***Undead Nature.*** A shadow doesn't require air, food, drink, or sleep. ### Strength in Numbers Shadows seek the pious living in order to create new shadows to haunt the world. It is with these overwhelming numbers that shadows hunt. Working together to hunt down their prey, shadows in large numbers can easily overwhelm a single creature. This in turn leads to the rise of new shadows, increasing the group's lethality. ### Amass the Darkness Once a large enough group has formed, the shadows will begin melding together, fusing into a larger and more formidable shadow. These fused shadows are tougher and serve as defensive bastions to the weaker shadows. These fused shadows represent not the base natures of a single creature, but rather the shared dark desires of many. ### Whirlpool of Darkness As more and more shadows fuse together, they will eventually assume the form of a huge mighty shadow. Once it has reached this phase, the shadow gains the ability to suck the vitality from everything around it. It is at this point where shadows begin to hunt alone. The basest natures and darkest desires of the fallen creatures are unrecognizable now, and within the shadow rolls the dark sins of many creatures merged together. ### Darkest Hour If allowed to feed uncontrolled, a massive shadow titan will form. This form transcends the power of mere fallen mortals, and is composed of the darkness of life itself. Hundreds of different tormented souls tumble and weave through the hulking form, each screaming out its own dark desires. The vitality-draining siphon of the shadow extends, and the titan casts an everlasting fog of magical darkness, protecting it even from the light of the sun. \columnbreak ___ > ## Shadow >*Medium undead, chaotic evil* > ___ > - **Armor Class** 12 > - **Hit Points** 16 (3d8 + 3) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|14 (+2)|13 (+1)|6 (-2)|10 (+0)|8 (-1)| >___ > - **Skills** Stealth +4 (+6 in dim light or darkness) > - **Damage Vulnerabilities** radiant > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** — > - **Challenge** 1/2 (100 XP) > ___ > > ***Amorphous.*** The Shadow can move through a space as narrow as 1 inch wide without squeezing. > > ***Shadow Stealth.*** While in dim light or darkness, the Shadow can take the Hide action as a bonus action. > > ***Sunlight Weakness.*** While in sunlight, the Shadow has disadvantage on attack rolls, ability checks, and saving throws. > > ***Long Shadows.*** If the Shadow has drained 5 points of Strength, it grows into a Shadow Juggernaut. Any damage dealt carries over to the new form. > > ### Actions > ***Strength Drain.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit* 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until it finishes a short or long rest. > >If a non-evil humanoid dies from this attack, a new Shadow rises from the corpse 1d4 hours later. Undead and constructs do not suffer the Strength score reduction. > > ***Fused Shadows.*** Six Shadows can merge into one Shadow Juggernaut. It has hit points equal to the sum of the Shadows, but cannot exceed its max hit points. For every point of Strength drained by the Shadows, the Shadow Juggernaut gains temporary 5 hit points.
Monsters | Shadows
\pagebreakNum ___ ___ > ## Shadow Juggernaut >*Large undead, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 60 (7d10 + 21) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|6 (-2)|10 (+0)|8 (-1)| >___ > - **Skills** Stealth +4 (+7 in dim light or darkness) > - **Damage Vulnerabilities** radiant > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** — > - **Challenge** 5 (1,800 XP) > ___ > > ***Amorphous.*** The Shadow Juggernaut can move through a space as narrow as 1 inch wide without squeezing. > > ***Shadow Stealth.*** While in dim light or darkness, the Shadow Juggernaut can take the Hide action as a bonus action. > > ***Sunlight Weakness.*** While in sunlight, the Shadow Juggernaut has disadvantage on attack rolls, ability checks, and saving throws. > > ***Long Shadows.*** If the Shadow Juggernaut has drained 10 points of Strength, it grows into a Shadow Behemoth. Any damage dealt carries over to the new form. > > ### Actions > ***Multiattack.*** The Shadow Juggernaut makes two Strength Drain attacks. > > ***Strength Drain.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit* 12 (2d8 + 3) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until it finishes a short or long rest. > >If a non-evil humanoid dies from this attack, a new Shadow rises from the corpse 1d4 hours later. Undead and constructs do not suffer the Strength score reduction. > > ***Fused Shadows.*** Four Shadow Juggernauts can merge into one Shadow Behemoth. It has hit points equal to the sum of the Shadow Juggernauts, but cannot exceed its max hit points. For every point of Strength drained by the Shadow Juggernauts, the Shadow Behemoth gains 5 temporary hit points. ___ ___ > ## Shadow Behemoth >*Huge undead, chaotic evil* > ___ > - **Armor Class** 15 > - **Hit Points** 150 (13d12 + 65) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|20 (+5)|6 (-2)|10 (+0)|8 (-1)| >___ > - **Skills** Stealth +5 (+10 in dim light or darkness) > - **Damage Vulnerabilities** radiant > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** — > - **Challenge** 9 (5,000 XP) > ___ > > ***Amorphous.*** The Shadow Behemoth can move through a space as narrow as 1 inch wide without squeezing. > > ***Shadow Stealth.*** While in dim light or darkness, the Shadow Behemoth can take the Hide action as a bonus action. > > ***Sunlight Weakness.*** While in sunlight, the Shadow Behemoth has disadvantage on attack rolls, ability checks, and saving throws. > > ***Long Shadows.*** If the Shadow Behemoth has drained 20 points of Strength, it grows into a Shadow Titan. Any damage dealt carries over to the new form. > > ### Actions > ***Multiattack.*** The Shadow Behemoth makes two slam attacks. > > ***Slam.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one creature. *Hit* 14 (2d8 + 5) bludgeoning damage and 5 (1d8) necrotic damage. > > ***Strength Siphon (Recharge 5-6).*** Each creature within 10 ft. of the Shadow Behemoth makes a DC 18 Constitution saving throw. On a fail, the creature's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until it finishes a short or long rest. > >If a non-evil humanoid dies from this attack, a new Shadow rises from the corpse immediately. Undead and constructs do not suffer the Strength score reduction. > >***Fused Shadows.*** Three Shadow Behemoths can merge into one Shadow Titan. It has hit points equal to the sum of the Shadow Behemoths, but cannot exceed its max hit points. For every point of Strength drained by the Shadow Behemoths, the Shadow Titan gains 5 temporary hit points.
Monsters | Shadows
\pagebreakNum ___ ___ > ## Shadow Titan >*Gargantuan undead, chaotic evil* > ___ > - **Armor Class** 17 > - **Hit Points** 315 (18d20 + 126) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|8 (-1)|25 (+7)|6 (-2)|10 (+0)|8 (-1)| >___ > - **Skills** Stealth +5 (+11 in dim light or darkness) > - **Damage Vulnerabilities** radiant > - **Damage Resistances** acid, cold, fire, lightning, thunder > - **Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons > - **Condition Immunities** exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 120 ft. (ignores magical darkness), passive Perception 10 > - **Languages** — > - **Challenge** 18 (20,000 XP) > ___ > > ***Amorphous.*** The Shadow Titan can move through a space as narrow as 1 inch wide without squeezing. > > ***Aura of Shadows.*** The Shadow Titan emits magical darkness around it in for 20 ft., and dim light for another 20 ft. beyond that. > > ***Strength Absorption.*** The Shadow Titan regains 5 hit points for every point of Strength it drains. > > ***Shadow Absorption.*** The Shadow Titan will gain the remaining hit points for each Shadow, Shadow Juggernaut, or Shadow Behemoth that merges with it. If the Shadow Titan is at its maximum hit points, it will be unable to benefit from this feature. > > ***Magical Weapons.*** The Shadow Titan's slam and tail attacks are considered magical for the purpose of overcoming resistances and immunities. > > ***Legendary Resistance (3/Day).*** If the Shadow Titan fails a saving throw, it can choose to succeed instead. > > ### Actions > ***Multiattack.*** The Shadow Titan makes three attacks: two with its slam and one with its tail. > > ***Slam.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one creature. *Hit* 16 (2d8 + 7) bludgeoning damage and 9 (2d8) necrotic damage. > > ***Tail.*** *Melee Weapon Attack:* +13 to hit, reach 20 ft., one creature. *Hit* 18 (2d10 + 7) piercing damage and 11 (2d10) necrotic damage. . If the target is medium or smaller, it is grappled (escape DC 21). Until this grapple ends, the target is restrained, the Shadow Titan can automatically hit the target with its tail, and the Shadow Titan can't make tail attacks against other Targets. > > ***Strength Siphon (Recharge 5-6).*** Each creature within 20 ft. of the Shadow Titan makes a DC 21 Constitution saving throw. On a fail, the creature's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until it finishes a short or long rest. > >If a non-evil humanoid dies from this attack, a new Shadow rises from the corpse immediately. Undead and constructs do not suffer the Strength score reduction. > > ### Legendary Actions > The shadow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shadow regains spent legendary actions at the start of its turn. > > ***Shadow Glide.*** The shadow moves up to half its movement without provoking attacks of opportunity. > > ***Attack.*** The shadow makes a tail or slam attack. > > ***Devour (Costs 2 Actions).*** The shadow pulls in a grappled creature. The creature must break the grapple or be swallowed by the Shadow Titan. > >A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Shadow Titan, and it must make a DC 21 Constitution saving throw start of each of the Shadow Titan's turns. On a fail, the creature's Strength score is reduced by 1. > >If a non-evil humanoid dies from this effect, a new Shadow rises from the corpse immediately and fuses with the Shadow Titan. The corpse is left behind, ejected within 10 ft. of the Shadow Titan. Undead and constructs do not suffer the Strength score reduction. > >If the Shadow Titan takes 30 damage or more on a single turn from a creature inside it, or takes any amount of radiant damage from a creature inside it, the Shadow Titan must succeed on a DC 21 Constitution saving throw at the end of that turn or eject all swallowed creatures, which fall prone in a space within 10 ft. of the Shadow Titan.
Monsters | Shadows
\pagebreakNum ## Running an Encounter Presented here are some basic ideas on how to effectively run a Shadow encounter. While each campaign is different, and each group's playing style will vary, this lays out some basic mechanics that could be used in order to provide interesting and challenging encounters. ### Low-Tier (Levels 1-4) A level 1-4 party should be threatened by an encounter consisting of 4-5 basic Shadows. Keeping the number of Shadows under 6 means that the party will have some time to thin out the numbers before any of the Shadows grows into a Shadow Juggernaut. The Shadows' resistance to nonmagical weapons may pose problems to low-magic campaigns and make the encounter harder to deal with. For increased danger and lethality, take advantage of the Shadows' natural stealth abilities and lure the party into unfavorable terrain, such as tight enclosed spaces with no access to light, as the Shadows can move through tight spaces with no trouble. This also protects the Shadows from ranged attacks, which they have few means of dealing with. Furthermore, having the shadows target the single most pious or good-aligned character will increase the lethality even further, forcing the party on the defensive. ### Middle-Tier (Levels 5-10) A level 5-10 party should be able to easily deal with up to 6 basic Shadows without much trouble. To present a tougher challenge, begin the encounter either with 9-12 basic shadows, or a fully formed Shadow Juggernaut and 3-5 basic Shadows supporting it. This immediately lays out a critical target, which the party may focus their fire at, which in turn gives the basic Shadows some time to grow. Using a Shadow Juggernaut and some basic Shadows provides interesting priority decisions: should we get rid of the smaller Shadows first while the Shadow Juggernaut smashes us, or should we focus-fire the Shadow Juggernaut and risk the basic Shadows growing? As with the low-tier encounter, the danger of this encounter can be increased by taking advantage of the Shadows' natural stealth ability. Dark enclosed spaces allow the Shadows to move through tight spaces while restricting the party's mobility. Again, this protects the Shadows from ranged attacks, which they have few means of dealing with. Furthermore, having the Shadow Juggernaut target the single most pious or good-aligned character will increase the lethality even further, forcing the party on the defensive. ### High-Tier (Levels 11-16) A level 11-16 party should be able to easily deal with up to 4 Shadow Juggernauts without much trouble. To present a tougher challenge, begin the encounter either with 30-40 basic Shadows, 6 fully formed Shadow Juggernauts, or a single Shadow Behemoth and if possible some easy prey (like villagers or low-level mercenaries) to consume. Once the Shadow Behemoth utilizes its Strength Siphon, basic Shadows will form to support it. This again lays out a critical target and forces the party to make a decision. Because Shadows' Strength Drain restores after a short or long rest, one way of increasing danger is to keep the party moving. This can be accomplished quite easily using the basic Shadows, especially if the party is in a crypt or otherwise dark and enclosed unholy ground. Because the Shadow Behemoth's Strength Siphon encompasses the area around it, it is preferable to have the party surround the Shadow Behemoth, or otherwise stand in a tight formation. ### Top-Tier (Levels 17-20) A level 17-20 party should be able to deal with a singe Shadow Behemoth, albeit not easily. However, to create a spectacular and difficult encounter, begin the encounter with a single raging Shadow Behemoth surrounded by plenty of weak and easy prey (like villagers or low-level mercenaries) to consume. Once killed by the Shadow Behemoth's Strength Siphon, these souls will rise as basic Shadows immediately, adding both drama and increased challenge to the encounter. This increases the encounter difficulty two-fold: by providing the Shadow Behemoth with easy targets for Strength Siphon, the Shadow Behemoth can grow into a Shadow Titan. Meanwhile, the slain villagers also create more basic Shadows upon dying, which can aid the Shadow Behemoth in combat. This encounter does not necessarily have to be run underground or in a crypt setting, as when a Shadow Behemoth grows into a Shadow Titan, it loses its *Sunlight Weakness.* The *Aura of Shadows* provides the Shadow Titan some protection against ranged attacks, as creatures unable to see through the magical darkness will be unable to directly see the titan, and therefore attacks at disadvantage. #### Shadow Titan Lair Actions If the party chooses to pursue a Shadow Titan back to its resting place, they may find themselves within the lair of the shadowy beast. These lair actions are provided in order to compensate for some of the Shadow Titan's weaknesses, and to highlight its strengths. The Shadow Titan can use a lair action to harness the ambient darkness in its lair. On initiative count 20 (losing all initiative ties), the titan can use one of its lair action options, or forgo using any of them that round. - A tremor shakes the lair in a 60-ft. radius around the Shadow Titan. Each non-shadow creature on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. - A burst of dark energy erupts out in a 60-ft. radius around the Shadow Titan. Each non-shadow creature must make a DC 15 Constitution saving throw. On a fail, the creature's Strength score is reduced by 1, and a basic Shadow enemy appears behind the creature. It acts on the Shadow Titan's initiative. - A dense vortex of dark energy forms around the Shadow Titan, reaching out in a 60-ft. radius. Each non-shadow creature must make a DC 15 Strength saving throw. On a fail, the creature is pulled 10 ft. towards the Shadow Titan.
Monsters | Shadows
\pagebreakNum ## Casting Shadows In order to create Shadows, many methods can be used. Some will feed a Shadow, allowing it to multiply, while others will use necromancy in order to draw the dark essense from fallen corpse. ### Feeding and Farming For many nefarious villains, increasing the size of a Shadow army comes as an appealing prospect. Once a single Shadow has been obtained, non-evil humanoids (usually innocent unsuspecting people) can be corralled into the Shadow's clutches. Once they fall victim to Shadow's Strength Drain, they will become Shadows as well in 1d4 hours. This method can be used to economically raise a large fighting force of Shadows, but comes with many dangers and difficulties. First, the Shadows act on their own volition, as they are not under the command of any control magics. Second, the disappearance of many people will likely raise suspicion, and perhaps lead to investigation of the Shadow farm. Third, the creation of new Shadows is slow and arduous, as it takes 1d4 hours in order to raise a new Shadow. Fourth, a single Shadow must first be obtained in order to start the farm. This is regarded by many as one of the most difficult steps in the process. ### Necromancy Necromancers can channel their arcane energies into raising packs of Shadows, either to hunt their enemies or to guard their domains. A high level Necromancers can theoretically raise an army of Shadows that is permanently under his or her control using the *Finger of Death* spell. #### Animate Dead This spell can be used on the remains of a non-evil humanoid. The humanoid becomes a Shadow instead of a Zombie or Skeleton, and behaves as the spell describes. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over one additional Shadow for each slot above 3rd. #### Create Undead This spell can be used on the remains of up to three non-evil humanoids. The humanoids become Shadows instead of Ghouls, and behave as the spell describes. **At Higher Levels:** When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four Shadows. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five Shadows or one Shadow Juggernaut. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six Shadows or two Shadow Juggernauts. #### Finger of Death **At Higher Levels:** When you cast this spell using a 9th level slot, you can instead cause a non-evil humanoid killed by this spell to rise at the start of your next turn as a Shadow instead of a Zombie. It is permanently under your command, following your verbal orders to the best of its ability.
### Summoning Interplanar portals are precarious and exceedingly rare. If a malevolent entity were to find a portal to the Shadowfell, they would be capable of bringing in vast numbers of Shadows and unleashing them on the world. These Shadow are volatile and dangerous, as they act on their own volition, and will seek to hunt down non-evil humanoids to bolster their numbers. For those seeking to unable to create a Shadow using necromancy, this is an alternative way of procuring Shadows for use in raising a Shadow army. ## Containment Some entities seek to entrap and contain Shadows, either to prevent them from wreaking havoc, or in order to save them for future use. It was with these goals that the *orb of shadow* was developed. ### Orb of Shadow *Glass orb, very rare* This hollow glass orb is enchanted with powerful abjuration magic. Its surface is perfectly smooth, with no openings to the hollow inside. The Orb of Shadow can be used to capture and contain a shadow type entity. In order to contain a Shadow, the holder presents the orb toward the target. The Shadow then makes a DC 15 Wisdom saving throw. On a failed save it is trapped within the orb. The orb can only contain one Shadow at a time. As an attack, this orb can be thrown 20 ft., shattering it and releasing the trapped shadow. ### Arcane Means An *orb of shadow* is a difficult item to find, and some entities may have to resort to other arcane means of sealing the darkness. The *hallow* spell can be used to designate a spherical area of 60-ft. radius that cannot be entered by undead (among other things.) This can potentially be used in conjunction with a single entrance cave formation or artificially created containment chamber in order to block off the single entrance or exit. However, if there is a single 1 inch gap leading outside of the containment chamber, the Shadows can use their amorphous nature to slip free. Despite its flaws and given the right conditions, this method could be used to seal Shadows away indefinitely, or at least until the *hallow* spell is dispelled. Similarly, the *magic circle* spell can be used to designate a 10-ft. radius by 20-ft. tall cylindrical area that cannot be entered by undead (among other things.) This could also be used to create a bottleneck, albeit only lasting a limited duration (1 hour, adding an extra hour for every higher level spell slot.) While not quite as powerful as *hallow*, this method is available to more classes, and can buy time in order to figure out a way to defeat the Shadows.
Monsters | Shadows
\pagebreakNum ## Viz Astraea's Demons ___ ___ > ## Demon Naga >*Medium monstrosity (fiend), chaotic evil* > ___ > - **Armor Class** 14 (Natural Armor) > - **Hit Points** 75 (10d10 + 20) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|15 (+2)|14 (+2)|14 (+2)|13 (+1)|14 (+2)| >___ > - **Immunities** poison > - **Condition Immunities** charmed, poisoned > - **Resistances** cold, fire, lighting; bludgeoning, piercing, and slashing damage from nonmagical weapons > - **Senses** Darkvision 60 ft, passive Perception 15 > - **Languages** Abyssal, Common > - **Challenge** 7 (2,900 XP) > ___ > ***Rejuvenation.*** If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. > > ***Spellcasting.*** The naga is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following Wizard spells prepared: > >• **Cantrips (at will):** Shocking Grasp, Minor Illusion, Ray of Frost >• **1st level (4 slots):** Charm Person, Levitate, Shield >• **2nd level (3 slots):** Shatter, Hold Person >• **3rd level (2 slots):** Stinking Cloud, Fireball > > ### Actions > ***Multiattack.*** The naga makes two longsword attacks or one bite attack. > > ***Longsword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.
##### January 03, 412 New enemies came upon us today, down here in the sweltering heat. Above the waist, beautiful women. Below, the tail of a serpent. Leading the charge was a four-armed one. She seemed to be ascended, at least part ways evolved toward becoming a full Marilith. Bahamut protect us if Viz Astraea were to gain another such as herself. One Marilith is trouble enough.
___ ___ > ## Pseudolith >*Medium monstrosity (fiend), chaotic evil* > ___ > - **Armor Class** 16 (Natural Armor) > - **Hit Points** 128 (15d10 + 20) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|17 (+3)|16 (+3)|16 (+3)|15 (+2)|16 (+3)| >___ > - **Immunities** poison > - **Condition Immunities** charmed, poisoned > - **Resistances** cold, fire, lighting; bludgeoning, piercing, and slashing damage from nonmagical weapons > - **Senses** Darkvision 60 ft, passive Perception 15 > - **Languages** Abyssal, Common > - **Challenge** 10 (5,900 XP) > ___ > ***Rejuvenation.*** If it dies, the pseudolith returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. > > ***Improved Reaction.*** The pseudolith can take two reaction. > > ***Spellcasting.*** The pseudolith is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following Wizard spells prepared: > >• **Cantrips (at will):** Shocking Grasp, Fire Bolt, Ray of Frost >• **1st level (4 slots):** Charm Person, Levitate, Shield >• **2nd level (3 slots):** Detect Thoughts, Hold Person, Shatter >• **3rd level (3 slots):** Lightning Bolt, Stinking Cloud, Fly >• **4th level (3 slots):** Blight, Dimension Door >• **5th level (2 slots):** Dominate Person, Hold Monster > > ### Actions > ***Multiattack.*** The pseudolith makes three longsword attacks and one bite attack. > > ***Longsword.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.
Monsters | Viz Astraea's Demons
\pagebreakNum
# Things ##### of the World
\pagebreakNum ## Gemstones The gleam of shimmering coins and ornate trinkets dazzle our brave adventurers as they stumble into the dragon's lair. Contained inside, a vast fortune on the scale of a small kingdom's treasury. One gleam in particular catches the rogue's eye: a brilliant gemstone, deep blue in color and iridescent in the light. Gingerly reaching down, he plucks the stone from amidst the mound of gold. ### Natural Resource Gem are often used as a light-weight way of transporting wealth, and can be used by some arcane practitioners as catalysts for their spells. In this compendium, alternative uses for gems are described, in order to grant players and DM's alike more freedom in designing and customizing items. ### Setting a Gem In order to harness the energy of a gem, the gem must be inserted into socketed weapon or armor. Bejeweling weapons or armor is a three-step process: #### Socketing In order to add a socket to an item, a smith must modify the weapon or armor to receive the gem. The smith can make a DC 15 smith's tools (Dexterity) check in order to create the socket. The DC for this check goes up by 5 for every socket added beyond the first. On a failed check, the weapon breaks. #### Setting In order to place a gem into socketed weapon or armor, a jeweler must carefully secure the stone. The jeweler can make a DC 15 jeweler's tools (Dexterity) check in order to bejewel the desired object. The DC for this check goes up by 5 for every socket added beyond the first. On a failed check, the gem is shattered. #### Enchanting In order to harness the gem's magical abilities, an enchanter must imbue the gem with power. The enchanter can make an Arcana (Intelligence) check in order to enchant the gem. The DC of this check depends on the quality of gem, and is equal to the saving throw DC listed in the ***Quality of Gem*** table. ### Volatile Nature The magic abilities of enchanted gems is volatile and dangerous. If a gem is ever cracked or shattered, it will forcefully release its enchantment, creating an explosion of raw elemental power around it. When shattered, a gem will create a spherical explosion with varying diameter based on the gem's quality. All creatures caught within the blast make a saving throw, the type of which depends on type of gem. On a failed save, they take damage equal to the gem's remaining charges times the gem's dice type of the gem's damage type. Gems may be thrown as an *improvised weapon* with range 20/60, dealing 1d4 bludgeoning damage on a hit, or with a sling for a longer range. A creature that has been hit by the gem makes the saving throw for the explosion at disadvantage. ### Misfire Score Weapons and armor modified to hold gems often face weakness in their structural integrity. The act of striking with a weapon or deflecting attacks with armor places significant stress on the weapon or armor in question, and unless it is purposely built to receive gems, there is a small chance that the impact will damage the gem. When making an attack roll with a melee weapon containing a gem, the melee weapon should have a *misfire score* equal to the number of sockets added to the item. If the attack roll is made and the number on the d20 is lower than or equal to the misfire score, **all the gems inside the weapon will shatter**, causing the explosion effects centered around the weapon. When being you are hit with an attack while wearing armor containing a gem, the incoming attack has a *critical score* equal to 21 minus the number of sockets added. If the incoming attack roll is made and the raw dice number is higher than or equal to the critical score, **all the gems inside the armor will shatter**, causing the explosion effect centered around the armor. As a general rule of thumb, a single weapon or piece of armor should only ever be designed to hold one gem. Any additional gems should add to the misfire score. #### Weapon Destruction When a gem explodes, roll a Durability saving throw for the weapon. The DC is half the damage done to the weapon by the exploding gems. If the weapon or armor is magical or made of a stronger material, discuss with the DM about what bonus to add to the save. ### Gem Type Not all gems are created equal. Gems of different minerals possess differing elemental affinities, affecting their abilities. ##### Types of Gem | Gem | Damage | Saving Throw | |:----:|:-------------:|:--:| | Onyx | Necrotic | Constitution | | Ruby | Fire | Dexterity | | Amber | Lightning | Dexterity | | Topaz | Radiant | Constitution | | Emerald | Poison | Constitution | | Opal | Cold | Dexterity| | Amethyst | Psychic | Wisdom | | Sapphire | Force | ––––
##### December 17, 413 My gem experiments have produced interesting results: if forced to shatter in an cylindrical tube, the blast is directed in a single direction. I repeated the experiment with a ball bearing in the tube and promptly blew a hole in the ceiling.
Things | Gemstone
\pagebreakNum ### Gem Quality Gems are divided into five different levels of quality: shard, minor, plain, major, and flawless. A gem shard is merely a chip or flake, and can contain little magical energy, while a flawless gem displays structural beauty and brilliance. Each gem contains a certain number of charges, which are restored at dawn. ##### Quality of Gem | Quality | Rarity | Charges | Dice | Save DC | Value | |:--------:|:---------:|:----:|:-|:--:|:--------:| | Shard | Common | 2 | d4 | 9 | 100 GP | | Minor | Uncommon | 3 | d6 | 12 | 500 GP | | Plain | Rare | 4 | d8 | 15 | 2500 GP | | Major | Very Rare | 5 | d10 | 18 | 12500 GP | | Flawless | Legendary | 6 | d12 | 21 | 62500 GP | #### Weapons When you hit a creature with a socketed weapon, you can expend charges as a **reaction**. You deal an additional 1d4 to 1d12 for each charge expended, of gem's damage type. **For Sapphires.** When you make an attack with a sapphire socketed weapon, you can expend charges as a reaction. You gain a 1d4 to 1d12 bonus to hit for each charge expended. See the **Quality of Gem** table for dice size and number of charges. #### Armor When you are hit by an attack while wearing socketed armor, you can expend charges as a **reaction** to taking damage of the gem's damage type. You reduce the incoming damage by 1d4 to 1d12 for each charge expended. **For Sapphires.** When you are hit by an attack while wearing sapphire socketed armor, you can expend charges as a **reaction**. You gain a 1d4 to 1d12 bonus to armor class against the triggering attack for each charge expended, possibly causing the attack to miss. See the **Quality of Gem** table for dice size and number of charges. #### Ammunition Socketed ammunition can be used to launch a gem great distances, utilizing their volatile nature as a weapon. When a gem is shattered, each creature in a certain radius must make a saving throw. The type and DC of this saving throw depends on the gem's quality and type. This radius is equal to 5 feet for each charge remaining within the gem. A target takes 1d4 to 1d12 for each charge remaining, of the gem's damage, on a failed save, or half as much damage on a successful one. **For Sapphires.** When a sapphire is shattered, the gem produces a glowing dart of magical force for every charge remaining. Each dart hits a random creature within a certain radius. This radius is equal to 10 feet for each charge remaining within the gem. A target takes 1d4+1 to 1d12+5 force damage for each dart that targets it, unless they are under the effects of the shield spell. See the ***Quality of Gem*** table for dice size and number of charges. ### Flawless Gems Flawless gems all provide a passive +1 damage of their respective type when socketed in weapons, and resistance to their respective type when socketed in armor. Flawless sapphires instead provide a passive +1 to attack when socketed in weapons, and a +1 to armor class when socketed in armor. #### Arcane Secrets Each flawless gem also comes with its own additional arcane secret. Their charges can be used in the following ways. **Onyx.** If you are subjected to an effect that would kill you while holding the gem, you can expend one charge from the gem as a **reaction** and instead be restored to consciousness at 1 hit point. If you expend the gem's last charge in this way, it crumbles to dust. **Ruby.** While holding this gem, you can contain and channel the flame of a fiend. You can use an **action** to hold forth the gem, targeting the flame of a fallen fiend that you can see within 5 feet of you. If the gem does not contain another fiend's flame, target becomes trapped within the gem. You can use an **action** to hold forth the gem and release the fiend's flame the gem contains. **Amber.** As an **action**, you can expend 4 charges to cast giant insect. The amber contains within it either 1d10 centipedes, 1d3 spiders, 1d5 wasps, or one scorpion, which become transformed into their giant versions by the spell. **Topaz.** As an **action**, you can expend charges from the gem to recover hit points. For each charge expended, you regain hit points equal to one hit dice (including constitution modifier). This does not expend any of your hit dice. **Emerald.** As an **action**, you can expend 3 charges to cast haste. **Opal.** As an **action**, you can expend 2 charges to cast lesser restoration, 3 charges to cast remove curse, or 5 charges to cast greater restoration. **Amethyst.** As an **action**, you can expend charges from the gem to recover an expended spell slot. The level of the slot recovered is equal to the number of charges expended. **Sapphire.** This gem can store one level of spell for each of its unused charges. For each level of spell stored, one of the gem's charges is used for storing the spell. While holding this gem, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the gem is no longer stored in it, and the charges freed and expended.
Things | Gemstone
\pagebreakNum ## Platinum Guardians ___ > ## Platinum Guardian >*Medium construct, lawful neutral* > ___ > - **Armor Class** 18 > - **Hit Points** 77 (9d8 + 36) > - **Speed** 30 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|11 (+0)|18 (+4)|11 (+0)|14 (+2)|16 (+3)| >___ > - **Immunities** poison, psychic, radiant > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** Blindsight 60 ft. (blind beyond this radius), passive Perception 11 > - **Languages** Understands the Common and Draconic but can't speak > - **Challenge** 4 (1100 XP) > ___ > ***Antimagic Susceptability.*** The armor is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute. > > ***False Appearance.*** While the armor remains motionless, it is indistinguishable from a normal suit of armor. > > ***Powerful Build.*** The armor counts as one size larger when determining carrying capacity and weight it can lift and drag. The armor can carry 540 lbs and can push, drag, or lift 1080 lbs. > > ***Divine Sense.*** The armor can detect the presence of celestial, fiend, or undead within a 300 foot radius. > > ### Actions > ***Multiattack.*** The armor makes two greatsword attacks or makes one radiant bolt attack. > > ***Greatsword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) slashing damage. > > ***Radiant Bolt.*** *Ranged Spell Attack:* +6 to hit, range 120ft., one target. *Hit* 14 (4d6) radiant damage. \columnbreak #### Platinum Guardian Platemail *Magic armor, requires Attunement.* Once per day, the wearer of this armor may spend an action to cast *fly* on themselves, sprouting shining mirage dragon wings for the duration. The wings emit light as per a *light* spell. In order to do this, the wearer must either have an oath to Bahamut, or must succeed a DC 15 Intelligence (Religion) check each time they attempt to use it. This check can only be attempted once per day, and resets at dawn.
##### March 14, 411 The Agu'Shen tribe and their wayward coalition are more skilled than I gave them credit for. By partnering with the dwarves of Fort Kar'Angron, they've crafted the most brilliant line of animated armor I've ever seen. The tower's enchanters and the clerics in Valkenhold have been working tirelessly to stabilize the various enchantments, but today finally saw the success they had all been waiting for: The first suit of armor has taken flight! Surely with aerial support the tides of battle will turn in our favor. If the current production schedule, each company of knights should have six of these animated armors at their disposal.
Things | Platinum Guardians
\pagebreakNum
Dare To Explore
##### Korinth I hope this letter finds you well. Have you ever pondered the fragility of life; how a single slip-up, a drop of venom, an unfortunate laceration... could end it all? I find myself mulling over this subject endlessly as I prepare for my upcoming journey.
If I don't return from this mission, would you please send my best wishes to the others from the tower? Tell them to never stop their pursuit of truth. Your friend, ##### Lucian
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak
##### Leather Texture Texture Palace - [Link]( https://www.texturepalace.com/five-hq-vintage-book-paper-and-leather-cover-texture/) ##### Fantasy Landscape Azelinus - [Link](https://azelinus.deviantart.com/art/Fantasy-landscape-360785139) ##### Glowing Mushroom GreenRibena - [Link](https://greenribena.deviantart.com/art/Glowing-Mushroom-Walkthrough-578530929) ##### Sir Irvine (Yrvineye) *Berserk*, Kentarou Miura ##### Ruby Gemstone AngelGanev - [Link](https://angelganev.deviantart.com/) ##### Fire Opal Jeff Schultz - [Link](https://www.flickr.com/photos/zircons/4287166465/in/set-72157623653908340) ##### Plate Armor 4SeasonsWinter - [Link](https://4seasonswinter.deviantart.com/) ##### Shadow Monster *Unknown*