Made in Abyss

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Delvers Guide to The Abyss

The Abyss

The Abyss is a colossal pit discovered years ago around the islands of the southern ocean of Beolusk. The vertical hole has a diameter of around 1000 meters and is at least 20,000 meters deep, with its exact depth being currently unknown. It possesses a unique ecosystem, wherein lie the remnants of an ancient, yet advanced civilization that made their home there in the distant past. Hiding countless treasures and relics of immense value inside, many explorers have challenged the mysterious Abyss. Some are treasure hunters looking for the Artifacts, and others are explorers determined to unveil the secrets it hides. In order to explore the Abyss, valiant cave raiders called Delvers were born, and the town of Orth was established at the edge of the abyss. Even after so many years, the Abyss still contains many sections that have never been seen, as the hole carries many dangers. A hazardous habitat that defies common sense and other-worldly creatures that have adapted to its unique environment are some of the major obstacles that face explorers of the Abyss.

All over the Abyss there is a mysterious force field called the 'Lifeblood of the Abyss'. The force field acts as its main source of energy, carrying nutrients, producing light and sustaining life, in a similar fashion to the Sun. While it is present almost everywhere, it seems to be more prominent the closer one gets to the center. More savage and dangerous creatures are often found in areas where the force field is most prevalent and the branches of vegetation always point towards the center of the hole, their main source of energy for undergoing photosynthesis. Delvers use this fact to guide themselves when they are lost. The force field itself is invisible to the naked eye, but it can be detected as a vague fog that limits vision for humanoids however all creatures natural the Abyss are capable of seeing it. There are a few selected spots in the Abyss, usually far away from the center in secluded areas, where the force field doesn't exist or is extremely weak.

The great pit also appears to have some form of time distortion, though it is unclear if this is a fact or merely a feeling. The White Whistle Ozen claims that the deeper one delves, the more your sense of time breaks, with the effect becoming extreme from the 5th Layer onwards. As an experiment she once descended what she thought were a couple of weeks, but by the time she returned to the surface several months had passed. She considers it a possibility that time speeds up the further one descends.

Abyss Faith

A religion was formed using the Abyss itself as its deity, it appears to be a very common belief for those that delve into the Abyss. Because the bottom is unknown, it is believed by some of the faith to be a sort of promised land. Followers believe that to lose your life within the Abyss, is for your soul to descend to the bottom and live as a form of spirit in a sort of afterlife. The unreachable depths of the pit makes people believe that it transcends life itself, that if one could reach it base alive, they may become immortal.

Whistles

The setting makes use of different colored 'whistles' to denote rank for those who delve into the Abyss. The Delvers Guild is responsible for distributing these whistles in addition to granting a rank change. All whistles are created and distrubted by the Guild, all but for the White Whistles, which are created in by a special case elaborated on in their section below.

These are the different types of whistles:
Bells: While technically not a whistle, it is the first rank of whistle. It is given to novices, those who are studying to become delvers but are yet to venture into the Abyss themselves. Primarily this rank is for young children.
Red: Rookie delvers earn the red whistle, they have a decent knowledge of the Abyss and have descended to its 1st layer on their own. It is the most common rank to be seen. Typically these whistles descend to a depth of 550 meters and no further, a red whistle who descends below 1350 meters is considered dead.
Blue: Adept delvers earn the blue whistle, those who are experienced and have proven themselves either through their discoveries, multiple successful returns or treasures returned. These whistles typically descend to the Forest of Temptation and no further.
Moon (Purple): Proficient delvers earn the moon whistle, they carry an extensive knowledge of the abyss and its dangers, usually becoming teachers for aspiring delvers. These whistles typically descend to the 3th or 4th layer of the Abyss, those who have ventured further have not returned.
Black: Expert delvers earn the black whistle, extremely talented, dexterous and masters of their techniques. Some black whistles work as subordinates to White whistles. These whistles typically descend to the 4th or 5th layer.
White: Legends of the Abyss, less than 10 are known to exist. These delvers have made achievements that have changed the world with astonishing discoveries. White whistles earn a title, "Lord of " something relating to their achievements, due to their status any information which derives from them, is treated as truth. These whistles typically descend to the 5th layer and beyond.

White whistles as an Object are unique, their creation unknown to all but who have earned their whistle. These whistles are created using a Life Reverberating Stone which thesmelves are obtained through the death of one that holds a close connection to the one who requires the whistle. Within the remains of the loved one, a small stone, size enough to fit within a whistle can be found, thought to be created as a side effect of the curse. Once created, the whistle will only sound for the one who held the close connection to the Life Reverberating Stone within and it will take effect on relics as well as ancient machinery.

The Abyss | Faith | Whistles

The Curse of the Abyss

Though the Abyss is riddled with countless dangers and hazards, one of the greatest challenges facing delvers is in fact, the ascent. This is due to a phenomenon called the Curse of the Abyss. The term refers to a series of symptoms that manifest upon ascending while inside the abyss, with its more scientific name being "Strains of Ascension". There's no way to avoid it through conventional means, for some reason, the Curse only affects humanoids and Narehate. The deeper one delves, the more severe the symptoms are, ranging from dizziness and nausea to intense pain throughout the body, loss of senses and even death. This makes the return trip from the Abyss extremely difficult, and it is not uncommon for delvers to perish on their way up. Particularly, the curse of the 6th Layer("loss of humanity or death") makes the return journey physically impossible for humanoids that venture beyond this point.

If a player ascends within the Abyss around 30ft or greater from their lowest point, apply the appropriate effect using the table below. If a player succeeds their saving throw, they are immune to the curse for 1000 meters of travel vertically over the next hour. All effects are temporary and last 1 hour unless stated otherwise:

The curse results from piercing the force field of the Abyss while ascending, although this fact is not generally known. Therefore, areas where the force field is weaker also result in the effects of the curse being less severe. In certain specific places (like Nanachi's Hideout and The Village of Ilblu) the force field isn't present at all, and so the Curse doesn't occur either.

The Blessing of the Abyss

An exceedingly rare and top secret phenomenon occasionally takes place within the Abyss under very specific circumstances. It was first discovered by the White Whistle Bondrewd when he was experimenting with the Curse of the 6th layer. Much like with the Curse of the Abyss, the event occurs during the ascent, but two people are needed to trigger the phenomenon. If one person bears the entire burden of the Curse for both people (through the use of an artifact or another similar instrument), the other is spared the effects of the curse all but for the mutation that has been dubbed the blessing.

If a creature should come under the effects of the Blessing of the Abyss while in the 6th layer or lower, they do not suffer the curse and instead only mutate. If in the 5th layer or lower, they simply suffer no effects of the curse. Additionally they are immune to the curse/blessing for 1000 meters of travel vertically over the next hour.

Layer Consitution save Strain of Ascent
1 DC 9 Constitution save (Light Dizziness and Nausea)
• Disadvantage on Wisdom (perception) checks
2 DC 11 Constitution save (Heavy nausea, headache and numbness of limbs)
• Disadvantage on any roll that relies on sight
3 DC 13 Constitution save (Vertigo combined with visual and auditory hallucinations)
• Disadvantage on any roll that relies on sight
• Hallucinations of their past or future
• Take 13 (5d4 + 5) damage (half this result if the constitution save is above 11)
4 DC 15 Constitution save (Intense Full-body pain and hemorrhage from every orifice of the body)
• Disadvantage on attack rolls
• Disadvantage on ability checks
• Movement reduced by 15ft. (to a minimum of 15ft)
• Take 35 (10d4 + 10) damage (half this result if the constitution save is above 12)
5 DC 17 Constitution save (Complete sensory deprivation, confusion and self-harming behavior)
• Disadvantage on all rolls
• Blinded and Deafened
• Movement reduced to 10ft.
• Take 53 (15d4 + 15) damage (half this result if the constitution save is above 13)
6 DC 19 Constitution save (Devastating body alterations that result in the loss of humanity and sometimes death)
• Disadvantage on all rolls
• Stat reduced by 2 (Roll to determine which stat)
• The target permanently mutates (see following page)
• Movement reduced to 5ft.
• Take 70 (20d4 + 20) damage (half this result if the constitution save is above 15)
• Max hitpoints are reduced by the damage taken above
7 DC 21 Constitution save (Certain death)
• Disadvantage on all rolls
• Stat permanently reduced by 2 (Roll to determine which stat)
• The target permanently mutates (see following page)
• Movement reduced to 0ft.
• Take 88 (25d4 + 25) damage (half this result if the constitution save is above 17)
• Max hitpoints are permanently reduced by the damage taken above
The Curse of the Abyss | The Blessing of the Abyss

Narehate / Mutation

Narehate (or "hollow") are beings who have survived the 6th layer's curse and whose bodies have become deformed as a result. They can take many different forms depending on the circumstances of their transformation. Their exact properties as a species are unknown. The word "narehate" comes from the term "nare no hate" (成れの果て) which means "the shadow of one's former self". When a Delver finds a Narehate, they are usually killed in order to release them from their form.

When a player mutates via the Curse of the abyss, roll on the table below to select which body part mutates, the player mutates by the 6th item on the list. However if they mutate by the Blessing of the Abyss, then roll a second time to determine how they mutate. If a body part is already mutated, add 1 to the roll untill the result is something the target is yet to mutate.

Body Part Roll 1d6 Mutation Roll 1d6
1 Skin 1 Luminescent (Your skin emits a dim light in a 5ft. radius)
2 Scales (Your skin turns scaley, Gain a swimming speed of +5ft.)
3 Carapace (A small hard shell grows on your back, Unarmored AC increased by 1)
4 Thin skin (Your skin is easily cut, Take 1d4 additional damage when you receive slashing damage)
5 Fur (Fur grows everywhere, -2 to Charisma (Intimidation) checks with Creatures that can see you)
6 Melt (Your skin is constantly melting, its hard to keep yourself together, You critical fail on a 2 and 1)
2 Arms 1 Blade (Your arms grow sharp on their sides, You may use them as Shortswords)
2 Grow (You grow a small additional arm, +2 to Grapple rolls)
3 Quills (Quills sprout from your arms, You may shoot them once a day, treat this as a Hand Crossbow)
4 Claw (Claws grow from your nails, You are unable to wear gloves)
5 Tentacle (An arm transforms into a tentacle, Critical fumble on a 2 or 1)
6 Wither (An arm withers and becomes unusable)
3 Legs 1 Hind (Your legs morph to the shape of a cats, Jump 5ft. further)
2 Grow (You grow an additional leg, +2 to Strength (Athletics) checks that rely on legs)
3 Frog (Your legs morph to the shape of a frogs, Jump 5ft. higher)
4 Claw (Claws grow from your feet, You are unable to wear boots)
5 Slug (Your feet turn slug like, -5ft movement)
6 Wither (A leg withers and becomes unusable)
4 Head 1 Beak (A beak replaces your mouth, You may use your action to peck a creature, Treat this as a Dagger)
2 Long neck (Your neck grows longer, +2 to Perception rolls)
3 Antenna (Antenna sprout from your forehead, Gain Blindsense for 10ft.)
4 Two heads (An additional head grows next to your current head, Its alignment is opposite to your own, and is either played by the DM or player) checks)
5 Tendril beard (Tendrils sprout from your chin, -2 Charisma (Persuasion) checks with Creatures that can see you )
6 Split (From chin to nose, your mouth splits open making speech impossible all but for moans or gurgles)
5 Eyes 1 Cat (Your eyes become cat like, Gain Darkvision at 30ft.)
2 Stalks (You eyes grow out on stalks, You have Advantage on Stealth checks when spying)
3 Third eye (A third eye grows on the back of your head, You cannot be surprised if not wearing a helmet)
4 Misplaced (An eye swaps places with your mouth, -2 to Wisdom (Perception) checks that rely on sight)
5 Light Sensitivity (Your pupils fill the whites of your eyes, -2 to hit while in sunlight)
6 Cyclops (Your eyes fuse into one, -2 to hit with ranged weapons)
6 Ears 1 Cat (Your ears become cat like, +2 to Wisdom (Perception) checks that rely on hearing)
2 Rabbit (Your ears become rabbit like, +2 to Charisma (Persuasion) checks with Creatures that can see you)
3 Extra ear (One ear grows on the front of your forehead, You can hear Conversations twice as far away)
4 Misplaced (An ear swaps places with your nose, -2 to Wisdom (Perception) checks that rely on hearing)
5 Elephant (Your ears become elephant like, -2 to Charisma (Intimidation) checks with Creatures that can see you)
6 Wither (One ear withers and becomes unusable, Disadvantage on Wisdom (Perception) checks that rely on hearing)
7 Spec. You always gain the following feature when you mutate at this level: You can see the flow of Consciousness created by the Curse of the Abyss, you see where it is stronger, weaker and non existant. It appears as a thick fog that tints its surroundings a color where strongest.
1 Cat tail (You grow a cat tail, Gain advantage on Dexterity checks that rely on balance)
2 Wings (You sprout wings, Gain a flying speed of +10ft.)
3 Spider (You sprout spider legs from your back, Gain a climbing speed of +10ft.)
4 Gills (Gills grow on your neck, You can breath underwater twice as long)
5 Acidic blood (Your blood is acidic, When you receive slashing damage, The Creature that caused the attack receives 1d4 Acid damage if within 5ft.)
6 Regeneration (When you reach 0 hitpoints you do not make death saving throws, instead you remain unconscious and regain 1 hit point after 1 hour. You cannot die except by disintegration or similar effect)
Narehate | Mutation

Backgrounds wip#

Delver

You are well versed in delving and know routes through its layers

  • Skill Proficiencies: Athletics, Survival
  • Tool Proficiencies: Cartographer's Tools
  • Equipment: Climber's kit, A backpack, A scroll case containing a map of the known Abyss, A delvers helmet (bullseye lantern that requires no hands to hold), A miners pick, A set of travelers clothes, A shovel, 50ft of Hempen rope, A belt pouch containing 10gp and A Whistle (Type is determined by the player and DM)

Feature:

#Good at finding paths even in magically altering terrain#

Delving Instructor

You teach others about delving and the dangers within the abyss

  • Skill Proficiencies: Survival, Medicine
  • Tool Proficiencies: Calligrapher's Supplies
  • Equipment: Climber's kit, A Healers Kit, A backpack, A scroll case containing a map of the known Abyss, A delvers helmet (bullseye lantern that requires no hands to hold), A set of common clothes, A shovel, 50ft of Hempen rope, A belt pouch containing 10gp and A Moon Whistle

Feature:

#Good at tracking/identifying creatures#

Narehate

You have been afflicted by the blessing of the abyss but somehow managed to return to the surface

  • Skill Proficiencies: Survival, Nature
  • Toll Proficiencies: Herbalism Kit
  • Languages: One of your choice
  • Equipment: A Herbalism Kit, A blanket, A lost delvers helmet (bullseye lantern that requires no hands to hold), A set of common clothes, A piece of an animal from the Abyss

Feature:

Your body is mutated up to three times using the Narehate/Mutation table, one of these mutations must be a 7 spec. mutation.

Auctioneer

You have good knowledge about relics and their value/use

  • Skill Proficiencies: Performance, Arcana
  • Tool Proficiencies:
  • Languages:
  • Equipment:

Feature:

#Good at identifying relics#

Backgrounds

The Town of Orth #WIP#

Before the Abyss itself, at its edge at the very top is the Town of Orth. Formed as a result of the many explorers who wish to explore the Abyss, it can be split into 5 Districts: Central, North, South, East and West. (There is little information to go on regarding the town at the edge, so i have only added that which is certain.)

Central District

The Grand Pier

This mechanical pier is used for the triumphant return of delvers, it is decorated in brass with gears and mechanisms at its end where a cage like gondola lowers and raises to a point half way down into the first layer.

The Gondola

North District

West District

Belchero Orphanage

The Orphanage is run by Belchero who is accompanied by the teacher Jiruo, he teaches the children who reside within the Orphanage how to delve into the Abyss. Red whistles of the Orphanage often go searching for artifacts in the first layer so they can be sold for the Orphanages maintenance.
Belchero (Orphanage Director)
Appearance: Black hair with white strains that come down in spirals at the side of her grey face, her features are gaunt with sharp eyes, she wears dark clothing beneath black robes.
Personality: Strict and enforces her rules strongly, but only has the best interests of the orphans in mind.
Jiruo (Orphanage Teacher)
Appearance: Young man with white hair and bright blue eyes, he wears a typical delvers gear and a frown on his face.
Personality: Stern and comes off as cold at times, but only because of his position as teacher, he prioritizes the childrens safety above all else. He is insightful and gives advice to those who need it.

Laffi's Spice Shop

This shop is run by Laffi who is married to the black whistle delver Hablog. The shop sells primarily food spices but also carries general needs goods.
Laffi (Shop owner)
Appearance: Orange hair tied into a pony tail with two long curls on either side of he cheeks. her eyes are purple with crows feet wrinkles at their side. She wears a red shirt and blue skirt with an apron over top.
Personality: Kind and motherly.
Hablog (Delver)
Appearance: Tall and bulky with rather rough curvy facial features and a main of hair framing his face. He wears a hat with a lamp on it similar to miners helmets, a black whistle around his neck, a large brown coat and dark brown vest below that. Personality: Bright and kind with a high level of curiosity.

South District

Delvers Guild HQ

#Probably distribute liscences for delving, whistles, Operate Belchero Orphanage#

The Wharf Quarter

Built by illegal delvers who have settled in Orth, more buildings have been added by these delvers over the years leaving little space, even so far as to protrude and sink into the Abyss, it is the deepest point of the town.

The Cast Iron Foundry

Gate to the Netherworld

This is an archway that delvers travel through when they are walking the slopes into the Abyss, it is made of stone, covered in moss and always guarded to deter illegal delvers.

East District

Unsorted

Bondrewds elevator capsule thing that goes to the 5th layer (used to transport the kids for experimentation in Ido Front)

The Town of Orth

L1: The Edge of the Abyss

Depth: 0~1350 meters

Strains of Ascent: Light Dizziness and Nausea

The first layer is the most shallow section of the abyss, right below the Town of Orth. A gondola was built between 50 and 580 meters to hasten the descent. The environment doesn't really change and wildlife consists of mostly harmless animals, though occasionally predators from the 2nd Layer might ascend in search of food. There aren't many treasures or relics either, but there is a considerable number of Praying Skeletons.

The Praying Skeletons are thought to be thousands of years old, they lie with their hands clasped together in a praying position buried under ruined burial towers. It is not known why the skeletons were left in this position, but they are not uncommon to come across.

Within this layer are a few identifiable locations:
The Seat of the Waterfall: A small pond made by the water that falls from the rivers of Orth which exit the pond into another waterfall that enters deeper into the Abyss, eventually petering out in mist
The Rock Ark: A rock hanging out towards the abyss' centre with ornate patterns on it
The Wind riding Windmill: Ancient Windmills built to use the updrafts created by the Abyss to power their machinery. Now all are out of use and covered in moss.

Hammerbeak

The Hammerbeak is an avian species whose habitat extends from the surface and down to the fourth layer of the Abyss. They're very numerous and can be observed with a simple telescope from a house in Orth. They appear to be quite fond of shiny things, and they will take it to their nest just for the amusement of it.

Their most iconic trait is their hard beak that is fused with their skull. They use it when engaging in hostile situations with other creatures, and they move in large groups relentlessly assaulting their victims. If one of their own is attacked, the whole flock will retaliate together. They will also take advantage of weakened opponents that have suffered severe wounds, even if it's a far more powerful creature like a Benikuchinawa. Despite the tight relationship with each other, male Hammerbeak are sometimes in dispute with each other, and resolve it by bashing their heads against each other until one breaks. The headbutting of two Hammerbeak often produces sparks, showcasing the sturdiness of their peaks.

Because they're usually not very big and their peck is all they have going for them as a mechanism for defense, they're not quite so fearsome, and represent a minor danger to Delvers, even in groups. Their meat is delicious and is a very convenient source of food for delvers. Their beak can also serve as a flint, cookware or a container, so catching one will provide a meal and the tools necessary to prepare it. Their feathers also work well as high quality coals.


Hammerbeak

(Hammerbeak) Small Beast, Unaligned, Abyss Layer 1/2/3/4/5


  • Armor Class 13
  • Hit Points 18 (4d6 + 4)
  • Speed 15ft. fly 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 10 (+0) 5 (-3) 14 (+2) 13 (+1)

  • Senses passive Perception 11
  • Skills Perception +4
  • Challenge 1/2 (100 XP)

Keen Sight. The Hammerbeak has advantage on Wisdom (Perception) checks that rely on sight.

Flock Tactics. The Hammerbeak has advantage on attack rolls against a creature if a different Hammerbeak has made an attack against the target the turn before.

Flyby. The Hammerbeak doesn't provoke opportunity attacks when it flies out of an enemies reach after making an attack.

Actions

Multiattack. The Hammerbeak makes two attacks: one Peck and one Talon.

Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

1st Layer - The Edge of the Abyss | Onitsuchi

Gagouge

The Gagouge is a large spider like insect that is ocassionally seen within the first layer of The Abyss. It has a 10 meter dome-shaped territory that they are very agressive within, however become less agressive when intruders have left it. The Gagouge can sense any creatures that might enter their web the moment it is touched so long as they maintain contact with the web themselves, they use this information to track their pray when they carelessly enter their territory.

They move extremely fast for their size within their dome and can spit a paralyzing poison from their mouths. These traits make them quite dangerous when one accidentally steps within their territory, but their danger level decreases outside of it. The Gagouge won't ever leave their dome and sleep at the top of it until a potential prey appears, conserving their energy. If one is cautious, avoiding them is not a hard task.

They might be edible, though it has yet to be confirmed and the paralyzing poison may be a factor to consider when attempting to eat one.



Gagouge

(Silkfang) Medium Beast, Unaligned, Abyss Layer 1


  • Armor Class 14 (Natural Armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +5
  • Senses passive Perception 10
  • Challenge 4 (1,100 XP)

Web Sense. While in contact with web, the Gagouge knows the exact location of any other creature in contact with the same web.

Web Walking. The Gagouge ignores movement restrictions caused by web.

Actions

Multiattack. The Gagouge makes two attacks: one Bite and one Claw

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw or be paralyzed for 1 minute, the target may repeat the saving throw at the start of its turn, ending the effect on a successful save.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Spit. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is Paralyzed by the Gagouges spit.

Web Grapple. The Gagouge shoots its web at a surface within 60ft. and uses it move itself to that location or bring a target towards itself. If a creature is targeted, it must make a DC 14 Dexterity saving throw to avoid the Web, on a fail it is pulled to the nearest unoccupied space next to the Gagouge.

1st Layer - The Edge of the Abyss | Gagouge

L2: The Forest of Temptation

Depth: 1350~2600 meters.

Strains of Ascent: Heavy nausea, headache and numbness of limbs.

The Forest of Temptation is the first truly dangerous section of the abyss. The fauna and environment suddenly change, turning into a tropical rainforest with huge vegetation. It is filled with dangerous beasts and ascending becomes increasingly difficult, making it a place where only experienced explorers can delve into. If a red whistle delver somehow gets to the 2nd Layer, search parties are called off and it is treated as a suicide.

At the deepest point of this layer, from 2000 meters onwards, the habitat suddenly flips around and becomes the "Inverted Forest". Predators in the air become more common and wind currents are very strong and unstable. It also gets colder and darker since it receives little light due to its inverted position. At the farthest from the center an Observation Camp was built to serve as a resting point for delvers. Currently the white whistle Ozen is using it as her base.

Within this layer are a few identifiable locations:
Heavens waterfall: The end point of the depths second layer. Its name earned by the clouds of the layer below bellowing up with the appearance of a reverse waterfall.
Hells Crossing: Through the Inverted Forest is a wooden path created for delvers as a walkway to the seeker camp Seeker Camp

Seeker Camp

The Seeker Camp is an observation structure lying at 2,540m deep within the inverted forest. It is located far from the center of the abyss because it was originally a stopover point for those descending into the third layer and being so far from the center brings less assault from formidable creatures.

The Camp was built into a particularly large tree hanging in the Inverted Forest. The tree being larger than others of the area is theorized to be due to its roots sprouting through the sea floor where it gains nutrients from.

The Camp is home to Ozen, her team of 'Subterranean Bandits' and Marulk, a young blue whistle who was rescued by Ozen after becoming lost in the Abyss, Marulks time here has caused his eyes to become sensitive to light and so he has remained with Ozen in the Camp as an assistant despite Ozens unique way of dressing him.

Ozen (Camp Leader)
Appearance: Ozen stands around 7ft tall, she is slim with a strangely shaped monochrome hairstyle which conceals the deformations of her scalp caused by the curse. Hey eyes are pitch black and lusterless, and skin is grey. Her clothing is a dark variation of a cave raiders typical gear as well as a wide disc shapped hat that (i presume) protects her from the iron rain of the 6th layer.
Personality: Ozen has absolute control over her facial expressions and as a result her actual feelings (or lack thereof) cannot be guessed with any certainty. The reasons behind her actions are unknowable as well—Ozen rarely bothers to explain herself and even when she does it's impossible to know whether she's telling the truth or just toying with those listening to her.
Marulk (Ozens Assistant)
Appearance: Marulk is a young boy with short blue hair and a rounded face. He wears a maids attire including a headband with pouches at its side. (It is implied that Ozen forces him to dress this way)
Personality: He is shy, polite and loves to talk to people his own age when the chance rarely arises.
Simred (Subterranean Bandit)
Appearance: Messy dark gray hair with bags under his eyes, he wears a dark blue muffler above a gray jacket. A black whistle hangs around his neck
Personality: Smug and devoted to Ozen
Yelme (Subterranean Bandit)
Appearance: Dark green hair with a lighter tone in the shape of a v as their fringe, they wear a brown muffler on typical delving gear with a moon whistle over top.
Personality: Kind and devoted to Ozen
Zapo (Subterranean Bandit)
Appearance: An elderly man with goggles that he often wears for spying long distances, sat on his forehead above a white messy mane of hair that curves into a trimmed beard. He wears a dark blue robe over his moon whistle.
Personality: Easily confused but overall kind, deovted to Ozen

2nd Layer - The Forest of Temptation | Seeker Camp | Inbyo

Giant Sky Jellyfish

#Nothing is known about this thing but it is seen in book 2 map of the abyss around half way through. Will figure this one out later cos it looked cool, purposefully left blank#

Inbyo

The Inbyo are dark furred, tall,
red eyed gibbon-like primates
that inhabit the inverted forest,
they have very long arms with
whip esc tendrils on their end
that enable them to swing from
trees and climb them with ease.
Inbyo live in family groups are
territorial, when a creature
enters their territory they will
first warn their targets by throwing
rocks and branches at them and if they
refuse to leave, the Inbyo will give chase.


Inbyo

Medium Monstrosity, Unaligned, Abyss Layer 2


  • Armor Class 13
  • Hit Points 38 (7d8 + 7)
  • Speed 30ft., Climb 30ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 12 (+1) 6 (-2) 12 (+1) 6 (-2)

  • Saving Throws Dex +5
  • Skills Acrobatics +5
  • Senses Darkvision 60ft. passive Perception 16
  • Challenge 2 (200 XP)

Nimble Escape. The Inbyo may take the Disengage, Hide, or Dodge action as a bonus action on each of its turns.

Actions

Multiattack. The Inbyo makes two Whip attacks so long as both whips are free.

Whip. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 6 (1d6 + 3) slashing damage.

Fling rock. Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one target. Hit 6 (1d6 + 3) bludgeoning damage.



Ottobasu

Large Beast, Unaligned, Abyss Layer 2


  • Armor Class 17 (Natural Armor)
  • Hit Points 83 (12d10 + 45)
  • Speed 35ft. swim 25ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 16 (+3) 3 (-4) 12 (+1) 5 (-3)

  • Saving Throws Str +9, Con +7
  • Skills Athletics +9, Survival +5, Intimidation +1
  • Senses Darkvision 60ft. passive Perception 11
  • Challenge 5 (2,300 XP)

Charge. If the Ottobasu moves at least 20 ft. in a straight line and then strikes a target with a Head Swipe Attack on the same turn, the target takes an aditional 9 (2d8) bludgeoning damage. If the target is a creature, it must make a DC 15 Strength saving throw or be knocked prone.

Water dwelling. The Ottobasu has Advantage on stealth rolls while submerged in water.

Actions

Head swipe. Melee Weapon Attack: +8 to hit, reach 5ft., up to Two targets adjacent to each other. Hit 18 (2d12 + 5) bludgeoning damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 22 (3d10 + 5) piercing damage and must make a DC 16 Strength saving throw or be swallowed. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other effects from outside and takes 11 (3d6) acid damage at the start of each of the Ottobasu's turns. If the Ottobasu takes 20 damage from inside its belly before its next turn, the Ottobasu must make a DC 20 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 ft. of the Ottobasu. If the Ottobasu dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 10 ft. of Movement, exiting prone.

Ottobasu

The Ottobasu are large amphibious hippo-like animals that live deep within the bottom of the second layer of The Abyss, in the area around the borders of the Inverted Forest. These animals are foreign apex predators of lakes within forests, and unexpectedly, were capable of adapting to the habitat of the Abyss. However, they were unable to compete with other predators of the 2nd layer and were periodically driven to the innermost region of the Inverted Forest where the force field is thin.

The evolutionary period they've spent after generations within the abyss made them much larger than they originally were, and they're capable swallowing humans whole. They're omnivorous so they don't necessarily rely on hunting only.

The Ottobasu have a thick layer of fat and skin, so usually are not fit for consumption. However, with proper care and preparation, one would be enough to feed hundreds.

2nd Layer - The Forest of Temptation | Ottobasu

Nakikabane

The Nakikabane are large carnivorous birds. They're notorious
for their capabilities to mimic speech and use it to hunt. If they
capture prey with high social capabilities such as a Human, they
will learn their prey's cries for help and use it to lure others thus giving
them the nickname, Crying Corpses.

They live in colonies, and raise their chicks together. When they're at a
young age and before they learn to fly, the elders will carry living prey to
their nest so the chicks may feed. As one would expect from their size, they're
quite strong, being able to swiftly carry a human around. During breeding
season, they will purposely drive their prey to their colony and hunt them together.
Delving into their colony is extremely dangerous. Despite their intimidating behavior,
they are quite affectionate and chicks can be raised to be familiar with humans. Also, while
their meat smells bad when cooked, it is incredibly tasty.

They have three eyes, two on the opposite sides of their head and a bigger one in what would be the forehead.
This gives them a superb spatial awareness, and they can respond quickly to threats coming from the sky. While they
consume meat, they don't have a beak like most birds, so they rip out meat and organs using their tongues. Males have longer quills, so they can be recognized easily. With their wings fully spread, they can exceed 10 meters in width in some cases.



Nakikabane

(Corpse-Weeper) Large Monstrosity, Neutral Evil, Abyss Layer 2


  • Armor Class 14
  • Hit Points 98 (15d10 + 15)
  • Speed 30ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 12 (+1) 7 (-2) 15 (+2) 9 (-1)

  • Saving Throws Dex +8, Wis +6
  • Skills Acrobatics +8, Perception +5
  • Senses 60 ft, Passive Perception 16
  • Challenge 5 (2,300 XP)

Mimicry. The Nakikabane is able to Mimic the sound of creatures it has heard.

Keen Hearing and Sight. The Nakikabane has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Flock Tactics. the Nakikabane has advanatage on attack rolls against a creature if a different Nakikabane has made an attack against the target the turn before

Actions

Multiattack. The Nakikabane makes two attacks: One with Talon and one with Bite.

Talon. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage and the target makes a DC 16 Dexterity saving throw or is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the Nakikabane can't use its talons on another target, if the target is a medium size or smaller, the Nakikabane may fly with the Creature they are grappling at a speed of 20ft.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 15 (2d10 + 4) Piercing damage.

2nd Layer - The Forest of Temptation | Nakikabane

Ozen, the Immovable

Ozen "The Immovable" is a legendary white
whistle Delver who has made outstanding
discoveries of The Abyss and retrieved numerous
artifacts of incredible value. Even among her fellow
white whistles, Ozen is renowned for her incredible
physical strength. She is a mysterious entity, shrouded
by countless rumors that are so absurd that are hard to
believe but equally hard to refute. She lives at the Seeker
Camp within the 2nd Layer of the Abyss, where she
commands a small team of cave raiders known as
"The Subterranean Bandits" and her young assistant, Marulk.



Ozen, the Immovable

(Ozen) Large Humanoid, Chaotic Good


  • Armor Class 18 (Armored)
  • Hit Points 161 (23d10 + 46)
  • Speed 45ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 15 (+2) 10 (+0) 10 (+0) 5 (-3)

  • Saving Throws Str +10
  • Skills Deception +1
  • Damage Resistance Bludgeoning, Piercing, Slashing, Force
  • Condition Immunities Charmed, Fatigued, Exhaustion, Frightened
  • Senses Darkvision 60ft. passive Perception 10
  • Languages Common
  • Challenge 10 (5,900 XP)

Legendary Resistance (3/Day): If Ozen fails a saving throw, she can choose to succeed instead.

Immense Strength. Ozen can lift twice her normal lifting capacity.

Frightful Presence. Each creature within 30ft. of Ozen and aware of her must make a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ozen's Frightful Presence for the next 24 hours.

Expressionless. Ozen has advantage on Charisma (Deception) checks.

Actions

Multiattack. Ozen makes three attacks, One Slam, One Stomp and One Grab or Throw.

Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 17 (2d10 + Strength Modifier) Bludgeoning damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 19 (2d12 + Strength Modifier) Bludgeoning damage.

Grab. Ozen attempts to Grapple a Creature within 5ft., make a Strength (Athletics) vs the Creatures Dexterity (Acrobatics) or Strength (Athletics).

Throw. A Creature Ozen is Grappling must make a DC 17 Strength saving throw or be throw up to 40ft. in a direction of Ozens choosing suffering 27 (6d6 + Strength Modifier) Bludgeoning damage upon impact with a solid surface, on a successful save the target remains grappled but is not thrown.

Thousand Pins (Recharge 5-6). Ozens body is pierced with hundreds of Thousand Pins, as a bonus action Ozen may draw from the strength of her pins, Ozens strength modifier is increased by +4 for this round.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

White Whistle. Ozen blows his whistle, machines activate in response to its eerie pitch. If no machines are within 30ft., a magical item other than any the user is wearing/wielding within 30ft. will activate chosen by Ozen, the result acts as if cast by the person whos magical item it belongs to.

Throw. Ozen may make the Throw Action.

Grab. Ozen may make the Grab Action.

2nd Layer - The Forest of Temptation | Ozen, the Immovable

L3: The Great Fault

Depth: 2600~7000 meters.

Strains of Ascent: Vertigo combined with visual and auditory hallucinations.

The third layer consists only of a 4000 meters vertical cliff, making it a highly challenging area to cross. Countless methods have been attempted to cross it through the use of artifacts or differently crafted devices. Aerial predators are common, including Benikuchinawa.

While the Great Fault shows no sign of safety outside, its tunnels burrowed into its walls by the Neritantan and Madokajack provide a safer path for Delvers to travel.

Within this layer are a few identifiable locations:
The Ship: A large ship hangs half out into the air and half into the caverns, made home of by some Madokajack
Barracocha Corridors: Hollows created by the growing Baracocha fruits that pierce this layers walls. Within is space large enough for smaller humanoids to pass through safely.

Madokajack

The Madokajack usually hunt and nest in the 3rd layer of the abyss, but have made appearences in higher layers gathering food when unable to find enough of their usual meal of Neritantan.

Their appearance seems to be a combination of insect and reptilian with their eyes on stalks, pincer like mouth and reptilian skin.


Madokajack

Large Monstrosity, unaligned, Unaligned, Abyss Layer 3


  • Armor Class 14
  • Hit Points 113 (15d10 + 30)
  • Speed 30 ft. fly 60 ft. climb 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 6 (-2) 9 (-1) 6 (-2)

  • Skills Acrobatics +5
  • Senses Darkvision 60ft. Passive Perception 16
  • Challenge 5 (1,800 XP)

Actions

Multiattack. The Madokajack makes three attacks: one bite and two claw attacks, if the Madokajack is flying, it may not use this feature.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (2d6 + 4)

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d4 + 4)

Neritantan

The Neritantan is a species that lives in hollowed-out roots. Their flat bodies are shaped by their ribs which can deform and elongate as needed by exchanging air with their surroundings. Their primary diet consists of Baracocha fruits and because of this, their meat is described as very delicious. To protect themselves from predators, they bunch up together in their nests and inflate their bodies, forming a near impregnable wall within the huge baracocha fruits.

They have a symbiotic relationship with the trees that they live in, as they eat the trees' fruits and spread their seeds via feces.


Neritantan

Tiny Beast, Unaligned, Abyss Layer 3


  • Armor Class 12
  • Hit Points 16 (8d4)
  • Speed 30ft., climb 20ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (0) 3 (-4) 13 (+1) 8 (-1)

  • Senses passive Perception 11
  • Challenge 1/8 (25 XP)

Keen Sense. The Neritantan has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Expand. The Neritantan expands its body to fill a 5ft. gap becoming difficult to remove. A DC 16 strength athletics check is required to push or pull the Neritantan free.

3rd Layer - The Great Fault | Madokajack | Neritantan

Amakagame

The Amakagame burrows underground, creating a large space for itself to expand and fill, after it is set up, the Amakagame releases the scent of Baracocha fruit from its head where it mouth lay which blends into the surface above, so that it might attract Neritantan to it, a Neritantan unfortunate enough to get caught by this creature will likely be digested by the acidic goo inside the Amakagame in a few minutes


Amakagame

Huge Monstrosity, Unaligned, Abyss Layer 3


  • Armor Class 12
  • Hit Points 190 (20d12 + 60)
  • Speed 5ft.

STR DEX CON INT WIS CHA
15 (+2) 3 (-4) 20 (+5) 7 (-2) 7 (-2) 3 (-4)

  • Saving Throws Con +6,
  • Condition Immunities Charmed, Frightened, Prone, Exhaustion, Grappled
  • Senses Blindisght 60ft., passive Perception 3
  • Challenge 7 (2,900 XP)

Baracocha Scent. The Amakagame produces the scent of Baracocha fruit.

Swallowed. A swallowed creature takes 21 (6d6) acid damage at the start of the Amakagames turn, A swallowed creature can try and escape by succeding a DC 16 Dexterity check at disadvantage due to the slippery stomach walls, if the Amakagame is defeated a swallowed creature may use 20ft. of movement to escape

Actions

Consume. The Amakagame may open its head to consume anything above it, a creature above must make a DC 16 Dexterity saving throw or be swallowed (15ft square above)

Stomach walls. The Amakagame uses its stomach walls to attack, Melee Weapon Attack: +1 to hit, reach 0 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Benikuchinawa

The Benikuchinawa is a giant red snake species that live primarily in the third layer's steep cliffs. By spreading its hood it is able to swiftly surf the air currents. Sometimes they might fly to the upper layers in search of food, but it is exceedingly rare to see them in these shallow sections of the abyss. They have vestigal eyes and many wart-like appendages on their lower jaws.

Whether it's to harvest the nutriets, or to tempter the gizzard is unknown, but they are known to habitually swallow relics and minerals. There is no doubt that their stomach bears treasure in great quantities, though the possibility of it being ruined cannot be crossed out either.

They're ferocious predators that attack any delver on sight, so are typically avoided at all costs.Any Benikchunawa stands as one of the most dangerous creatures on the third layer.

Despite their danger, the reward of their meat is not one so gret, their meat is edible however it is not very tasty.

3rd Layer - The Great Fault | Amakagame | Benikuchinawa


Benikuchinawa

(Crimson Splitjaw) Gargantuan Monstrosity, Unaligned, Abyss Layer 3


  • Armor Class 18 (Natural Armor)
  • Hit Points 384 (22d20 + 154)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (0) 24 (+7) 3 (-4) 10 (0) 6 (-2)

  • Saving Throws Str +12
  • Skills Athletics +12, Intimidation +4
  • Senses Dark vision 60 ft. passive Perception 16
  • Challenge 17 (18,000 XP)

Legendary Resistance (3/Day): If the Benikuchinawa fails a saving throw, it can choose to succeed instead.

Frightful Presence. Each creature within 120 feet of the Benikuchinawa and aware of it must make a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect end for it, the creature is immune to the Benikuchinawas Frightful Presence for the next 24 hours.

Siege Monster. The Benikuchinawa deals double damage to objects and structures.

Actions

Multiattack. The Benikuchinawa makes two attacks, one Maw and one Tail sweep.

Maw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 32 (4d12 + 6) piercing damage and the target is grappled, additionally all Creatures in a 10 ft radius must make a DC 20 dexterity saving throw or suffer 19 (2d12 + 6) bludgeoning damage or no damage on a successful save.

Tail sweep. Melee Weapon Attack: The Benikuchinawa sweeps its Tail. Each creature within a 15ft. radius of the Benikuchinawa must make a DC 20 Dexterity saving throw or take 38 (7d8 + 6) bludgeoning damage and be knocked prone. On a successful save, damage is halved and the target is not knocked prone.

Swallow. The Benikuchinawa makes a Maw attack against a Creature it is grappling, on a hit they are swallowed after suffering Maw damage. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other effects from outside, and it takes 21 (6d6) acid damage at the start of each of the Benikuchinawa's turns. If the Benikuchinawa takes 39 damage from inside its belly or more before its next turn, the Benikuchinawa must make a DC 20 Constitution saving throw at the end of that turn or regurgitate the creatures, which fall prone in a space within 10 ft. of the Benikuchinawa. If the Benikuchinawa dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 ft. of Movement, exiting prone.

3rd Layer - The Great Fault | Benikuchinawa

L4: The Cup of Giants

Depth: 7000~12000 meters.

Strains of Ascent: Intense Full-body pain and hemorrhage from every single orifice of the body.

The 4th layer is the point where the curse of the abyss becomes truly severe and could potentially kill a person if they were already wounded or weak. It is invaded by some absurdly overgrown vegetation, with 800-meter-tall plants shaped like cups named 'Flat -Creepers' release water vapor creating their fills cups. Plants grow extremely fast making the layout of the place constantly changing and impossible to map or chart. The most dangerous beast is the Tamaugachi. While it is a herbivore, it is highly defensive of what it considers its territory, and will attack anyone it sees nearby on 'sight'.

Within this layer are a few identifiable locations:
Garden of the Flower of Resilience: In the middle region, at the 9000 meters mark, there is the famous Garden of the Flower of Resilience, an area filled with Eternal Fortunes, the trademark flower of the Abyss. The distinctive sight produced by the countless glowing flowers make the garden one of the most beautiful landscapes within the Abyss.
Withering Crystal Cave: The cave dimly glows by the light of crystals melted away by the acid of a broken Flat-creeper, the cave leads to the Garden of the Flower of Resiliences
Hidden Hot Springs: Warmed by geothermal heat, the hotsprings are secluded away from danger, few creatures travel here and those that do are of little threat.
Nanachis Hideout: A home was built by the Narehate Nanachi which lay in the outer edge of this layer of the Abyss, it holds tools and beds, even a small garden of Flowers of Resilience with a stream.

Onitsuchi

The Onitsuchi is a Giant variant of the Hammerbeak. The Onitsuchi can be found nesting in branches with hold the Flat-creepers aloft, there is little to note differently about the giant variant of the Hammerbeak other than its size and greater strength.


Onitsuchi

(Giant Hammerbeak) Large Beast, Unaligned, Abyss Layer 4/5


  • Armor Class 13
  • Hit Points 39 (6d10 + 4)
  • Speed 20ft. fly 80 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 16 (+3) 14 (+2)

  • Senses passive Perception 13
  • Skills Perception +5
  • Challenge 3 (200 XP)

Keen Sight. The Onitsuchi has advantage on Wisdom (Perception) checks that rely on sight.

Flock Tactics. The Onitsuchi has advantage on attack rolls against a creature if a different Onitsuchi or Hammerbeak has made an attack against the target the turn before.

Flyby. The Onitsuchi doesn't provoke opportunity attacks when it flies out of an enemies reach after making an attack.

Actions

Multiattack. The Onitsuchi makes three attacks: one Peck and one Talon.

Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

4th Layer - The Cup of Giants | Onitsuchi

Takeguma

A Takegumas appearence resembles that of a Bear mixed with a pig but at the size of a small dog, they often carry parasitic watershrooms on their back due to their love of mushrooms, which gives it its more common name, Shroombear (it is also known to some as a Bambear)


Takeguma

(Shroombear) Small Beast, Unaligned, Abyss Layer 4


  • Armor Class 10
  • Hit Points 21 (6d6)
  • Speed 30ft. Climb 20ft.

STR DEX CON INT WIS CHA
6 (-2) 5 (-3) 8 (-1) 8 (-1) 7 (-1) 10 (+0)

  • Skills Survival +1
  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Parasitic Watershroom. (6/day) When the Takeguma dies, you may use this feature. The Takeguma revives with 1d4-1 hit points.

Parasitic Watershrooms

While a Parasitic Watershroom being attached to a Creature causes extreme pain and distress when touched, they have the benefit of bringing those close to death renewed life. A Creature can spend 10 minutes sewing a Shroom onto a willing Creature. 1 Hour after being attached, the Shrooms will take root and that Creature will gain the following benefits and detrimets.

Shroom Nutrients. When the attached Creature reaches 0 hitpoints OR is afflicted with poison, the Watershroom expends its stored liquid to aid them, A shroom has one charge and refills this charge daily at dawn. When a watershroom uses its liquid, gain 1d4 hitpoints and become immune to poison for 1 minute.

Jostled. If the shroom is Jostled (touch/movement) The Creature must make a DC 10 Constitution saving throw or fall prone due to the pain.

Removal. The attached Creature must make a DC 15 Constitution saving throw or fall unconcious for 10 minutes. If the Shroom is being removed carefully by another creature with tools, you have advantage on your save.

Tamaugachi

The Tamaugachi is a dangerous creature that inhabits the 4th Layer of The Abyss. It resembles a large porcupine with a head that looks like a red mask. It is a herivore that eats algae from flat-creepers, however it is ferociously defensive over its territory. Delvers take a route through part of the Tamaugachis territory (approximetly 1 km of it) which is usually safe so long as it does not make an appearance. A single one has taken the limbs and/or lives of over 100 black whistle Delvers.

As dangerous as it is, it is seemingly a rare creature, since only a single one has been spotted on the fourth layer. If its life is threatened, it will shed its needles to use as chance to escape. Their needles have a slow growing rate, so their scarcity might be due to the fact that not many get to a fully matured state. It is covered with long sharpened needles that can pierce through metal like paper, and are laced with a deadly poison. While the Tamaugachi's poison is quite slow at killing its victim, it is extremely effective, greatly weakening those affected by it and expanding quickly, which is why many delver resort to amputating their limbs.

They are able to instantly unleash a fearsome amount of strength at any moment, even on wet ground. Its most impressive trait is their ability to sense the forcefield of the abyss, which is very uncommon for creatures of the 4th layer. This grants them a foresight-like instinct that allows them to predict movements of other living beings. This makes it almost impossible to emerge victorious in battle against it. It has one major weak point however, The five holes on his face is its force field sensing organ, and it's an extremely sensitive spot. If hit or touched there, the Tamaugachi will be thrown into an inconceivable pain and a state of confusion that makes it go berserk. However, since it can read one's movements, it is likely that one would never be able to touch it. White Whistle Delvers are likely the only humans capable of defeating one in combat.

4th Layer - The Cup of Giants | Takeguma | Parasitic Watershrooms | Tamaugachi



Tamaugachi

(Orbed-Piercer) Large Monstrosity, Unaligned, Abyss Layer 4


  • Armor Class 16 (20 with Foresight)
  • Hit Points 237 (25d10 + 100)
  • Speed 45ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 11 (+1) 17 (+3) 8 (-1)

  • Saving Throws Dexterity +11
  • Skills Acrobatics +11, Athletics +9, Perception +6, Stealth +11, Survival +8
  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned, Deafened,
  • Senses Blindsight 120 ft, Passive Perception 16
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/Day). If the Tamaugachi fails a saving throw, it can choose to succeed instead.

Foresight. When the Tamaugachi makes a Perception check, its armor class is increased by 4, it cannot be surprised and has advantage on dexterity saving throws until the end of its next turn. If the Tamaugachi is grappled by its red sensing organ, it may no longer benefit from this feature, has disadvantage on all attacks and is unable to make perception checks until it is no longer grappled in this way.

Poison Needles. The Tamaugachi has poison tipped needles, Creatures that gain the poisoned condition suffer the effects listed below.

When a target is poisoned, roll 1d6 to determine the afflicted body part, 1 (Left arm), 2 (Right arm), 3 (Left leg), 4 (Right leg), 5 (Torso) or 6 (Head)

A Creature suffers the effects of their poisons stage at the start of their turn, they repeat the stage at the start of their turn if they succeed their saving throw and move to the next stage at the start of their next turn should they fail.

• 1 - The target must make a DC 12 Constitution saving throw or the afflicted body part begins to shake uncontrollably, resulting in different effects depending on the body part (Arm, disadvantage on attack rolls using the afflicted arm. Leg, movement is reduced by 10ft. Torso, Constitution modifier is reduced by 1. Head, Disadvantage on rolls that rely on sight).

• 2 - The target must make a DC 14 Constitution saving throw or the afflicted body part becomes numb and unusable, resulting in different effects depending on the body part (Arm, drop anything held in this hand and disadvantage on attack rolls using the afflicted arm. Leg, movement is reduced by 20ft. Torso, Constitution modifier is reduced by an additional 1. Head, gain the blinded condition).

• 3 - The target must make a DC 16 Constitution saving throw or the afflicted body part grows twice its natural size and the target begins vomiting (the target may no longer take bonus actions).

• 4 - The target must make a DC 17 Constitution saving throw or it is unable to stand, their movement becomes 0 and they fall prone (If the subject is not cured upon failing this save, body part tied off or the body part removed, the poison has spread across their body, removal of limb will no longer stop the poison) additionally move to the next stage of poison needle next turn.

• 5 - The target must make a DC 18 Constitution saving throw, on a fail target is blinded and unable to speak, other body parts begin to grow twice their original size, additionally move to the next stage of poison needle next turn.

• 6 - The target must make a DC 19 Constitution saving throw, on a fail they fall unconcious.

• 7 - The target must make a DC 20 Constitution saving throw, on a fail, Death.

Frightful Presence. Each creature within 30 feet of the Tamaugachi and aware of it must succeed on a DC 15 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Tamaugachi's Frightful Presence for the next 24 hours.

Actions

Multiattack. The Tamaugachi makes two actions: one Needle Melee and one Needle Ranged attack or Perception check.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) Piercing

Needle Melee. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 22 (3d10 + 5) Piercing, and the must make a DC 17 constitution saving throw or be poisoned.

Needle Ranged. Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit 22 (3d10 + 5) Piercing, and the must make a DC 17 constitution saving throw or be poisoned

Needle Barrage (Recharge 5-6). The Tamaugachi sends out a barrage of needles in a line or cone, (Line 30 ft. Cone 15 ft.), each creature in the afflicted area must make a DC 17 dexterity saving throw or suffer 26 (4d10 + 5) Piercing and then make a DC 17 constitution saving throw or be poisoned. on a successful save, ignore the effect/s.

Release Needles. The Tamaugachi releases all its needles at once as an Action or Reaction. Any creature within 30 ft. must make a DC 17 dexterity saving throw or take 21 (3d10 + 5) Piercing damage and then make a DC 17 constitution saving throw or be poisoned. on a successful save, ignore the effect/s. The Tamaugachi may now disengage freely and move 50 ft, but is unable to use needle attacks for 7 days until its needles regrow.

4th Layer - The Cup of Giants | Tamaugachi

Kuongatari

The Kuongatari are insects that live within the impenetrable 6th layer of The Abyss, where return becomes impossible for humans. Because they live in such a deep section of the great pit, their existance is only known from a few reports made by white whistles. The letter from Lyza "the Annihilator" has expanded the knowledge of these insects, displaying sketches and ecological surveys. Recently, they have been spotted in other layers of the abyss like the 4th Layer. The reason behind their migration is unknown but there are concerns of them spreading to other sections.

These treacherous insects have a very peculiar appearance. Their wings closely resemble the appearance of Eternal Fortunes, also known as Flowers of Resilience, that bloom practically everywhere within the abyss. By sneaking within these flowers, the Kuongatari will turn them into death traps. They will attack living things that get too close and plant their larvae inside their bodies. Even more so, they will assume dormancy during mimicry, allowing them to deceive even creatures that can read the flow of conciousness by observing the force field of the abyss. After planting their larvae, they will slowly start to consume their host from the inside and increase their numbers. Once the head is invaded the host becomes a food source for the larvae for as long as it lives, and ocassionally adults will enter through the host's mouth to feed it and prolong their survival.

While in a direct encounter they are not nearly as threatening as other creatures like the Tamaugachi, their deceptive and furtive nature makes their danger level equally high, and they have taken the lives of many black whistle delvers without giving them even a chance to react, remaining unaware that they're being invaded until it's too late.



Kuongatari Swarm

(Amaranthine-Deceptor) Medium swarm of tiny beasts, Unaligned, Abyss Layer 4/5/6


  • Armor Class 15 (Natural Armor)
  • Hit Points 76 (14d8 + 14)
  • Speed 10ft. fly 50ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 12 (+1) 3 (-4) 15 (+2) 6 (-2)

  • Saving Throws Dex +6
  • Skills Stealth +7
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Resistance Bludgeoning, Piercing, Slashing
  • Senses Blindsight 30ft., Darkvision 60ft., Passive Perception 10
  • Challenge 3 (700 XP)

Swarm. The swarm can occupy another creature's space and vice versa. The swarm can also move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain Temp hit points.

False Appearance. While the insect remains motionless on foliage, it is near indistinguishable from any plant.

Larvae. The swarm infects its victims with Larvae when they are stung, a target can have up to 10 stacks of Larvae, at the end of a creatures turn 1 stack of Larvae is removed, a creature infected with Larvae takes 1d4 damage per stack at the start of their turn, if a creature has 10 stacks of Larvae, they must make a DC 14 Constitution saving throw or fall unconcious until the Larvae stacks drop below 10.

Actions

Sting. Melee Weapon Attack: +6 to hit, reach 0ft., one target in the swarm's space. Hit: 14 (4d4 + 4) piercing damage and add Two stack of Larvae to the Creature, or if the swarm has half of its hit points or fewer 9 (2d4 + 4) piercing damage and One stack of Larvae to the Creature.

4th Layer - The Cup of Giants | Kuongatari Swarm

L5: The Sea of Corpses

Depth: 12000~13000 meters.

Strains of Ascent: Complete sensory deprivation, confusion and self-harming behavior.

The 5th layer is the world that only white whistles delve into, the number of people who successfully returned alive from here can be count on the fingers of your hands. It is the thinnest layer of the Abyss vertically, being only 1000 meters deep, but it is also the widest one horizontally, probably around 10 times wider than the town of Orth. It consists mostly of a large sea with some crystallized sections, and the water is being held up by a large layer of thick mud. The water is filled with monsters of the sea, and diving deep into the water is synonymous with suicide, since swimming back up would cause one to be struck by the curse of the abyss. Because it is the last section of the abyss where it is physically possible to survive a return trip, it is quite common for white whistles to settle down here for some time.

Within this layer are a few identifiable locations:
The Sandstone Desert: A largely flat desert which lays upon hard sand stone, made home of by the Kashougashira, deadly 7 tailed scorpions
Unending Whirlpool: A whirlpool under Ido Front, it is used to provide power to the structure.

Ido Front

At the deepest point, a fort was established by the white whistle Bondrewd, named Ido Front (or the Forward Operating Base) using the ruins of an ancient ritual site which slowly rotates on the water it rests upon. It is where research takes place under the command of Bondrewd and his Umbra Hands on the Curse and its effects. It is the the place where White Whistles begin their Last Dive, using the elevator at its central tower which safely descends through the Sea of Corpses.

The Inhabitanmce are described later as there are so few, being the Umbra hands and Bondrewd himself.

Hamashirama

The Hamashirama is a strange fish that lives in large numbers in the 5th Layer of The Abyss, the Sea of Corpses. Bizarre-looking, aquatic, swimming creatures, they are widespread in the floating sea of the fifth layer. They are said to eat sedimentary life.

Their appearance outside of the water is vastly different to the form they take when swimming, somewhat resembling an air balloon. Much like all the aquatic creatures of the 5th Layer, they're unaffected by the curse because they have a different set of sensory organs than surface organisms.

Their anatomy is quite strange. All their internal organs are packed into their head, and they spray a mucous produced by their organs through spitting from their mouth. This mucous has paralyzing properties and is used to stop the movement of predators. In some reports, they've been seen using other paralyzed creatures as living shields. Outside of the water they die very quickly and they're not quite so strong, so through fishing, they're harmless.

They're edible and quite delicious. While their appearance is quite disgusting, it is very sweet and tasty. It's best to eat it raw, much like sushi. Their skin is very tough, so it can be used as a plate. The oily organs should be removed however, since they produce the paralyzing poison.


Hamashirama

Tiny Beast, Unaligned, Abyss Layer 5


  • Armor Class 13
  • Hit Points 6 (3d4)
  • Speed 0ft., Swim 30ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) -9 (-1) 3 (-4) 13 (+1) 8 (-1)

  • Skills Stealth +5
  • Senses passive Perception 11
  • Challenge 1/8 (25 XP)

Paralyzing Reaction. If the Hamashirama is not surprised and targeted for an attack, it may immedietly use Paralyzing Spray before the attack is resolved.

Actions

Paralyzing Spray. The Hamashirama sprays Paralyzing mucous from its mouth. A target must make a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Acidic Sucker. The Hamashirama sucks on its target. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) acid damage.

5th Layer - The Sea of Corpses | Ido Front | Hamashirama

Kasshou-gashira

Kashou-gashira or Desert Hydra are dangerous creatures that live in the sandstone area in the 5th Layer of The Abyss, first officially documented by the white whistle Lyza "The Annihilator".

Described as the finest predators of the 5th Layer, Desert Hydras are huge seven-tailed scorpions that reach over 2 meters in height. Each tail contains a deadly acid that melts flesh and bone, it is no uncommon for one to instantly kill their victims with a relentless assault from their tails. While individually, they're not too troublesome for experienced Delvers, they often form large colonies and hunt in groups, so avoiding their nest entirely is the wisest course of action. Their nest can be identified by the discoloration, caused by their acidic stinger, on sandstone, it is also a sign that one previous delver was unfortunate enough to be caught by the Desert Hydra. Furthermore, the area around its nest has a very peculiar smell. It's the same smell you feel when burning dried vomit. Highly experienced delvers who have left smoke signals using their vomit will likely be able to recognize it.

They are not edible, so there's little reason to engage in battle against them.



Kasshou-gashira

(Desert Hydra) Large Monstrosity, Unaligned, Abyss Layer 5


  • Armor Class 19 (Natural armor)
  • Hit Points 306 (36d10 + 108)
  • Speed 40 ft., Burrowing 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 17 (+3) 7 (-2) 11 (+0) 6 (-2)

  • Saving Throws Str +11, Con +9
  • Skills Stealth +9, Survival +6, Intimidation +4
  • Damage Resistance Acid
  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned, Deafened
  • Senses Blindsight 60ft. Passive Perception 8
  • Challenge 17 (18,000 XP)

Acidic Blood. Any nonmagical weapon that strikes the Kasshou-gashira melts due to the acidic blood of the creature. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition that hits the Kasshou-gashira is destroyed after dealing damage.

Actions

Multiattack. The Kasshou-gashira makes six attacks: one bite, two Claw (if not being used to grapple) and three Sting attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 7 (1d8 + 2) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 11 (2d8 + 2) bludgeoning damage, and the target is grappled (Escape DC 15). The Kasshou-gashira has two claws and so may grapple two medium or smaller size targets at once.

Sting. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 11 (2d8 + 2) piercing damage, and the targets AC is permanently reduced by 1 if it is not wearing magical armor, as its armour is being melted, if the targets armor no longer provides a benefit, it is destroyed. If the target is not wearing armor, they take an additional 22 (4d10) acid.

Seven tails (Recharge 6). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 64 (14d8 + 2) piercing damage, and the targets AC is permanently reduced by -7 if it is not wearing magical armor, as its armour is being melted, if the targets armor no longer provides a benefit, it is destroyed. If the target is not wearing armor, they take an additional 88 (14d10) acid.

5th Layer - The Sea of Corpses | Kasshou-gashira

Bondrewd, the Novel

Bondrewd "The Novel", also known as "The Lord of Dawn", is a legendary white whistle delver who has made many great discoveries about the secrets of the Abyss. A researcher fascinated by the Abyss, he has often resorted to illegal and morally questionable means in order to get funds and conduct his research, including selling artifacts illicitly, developing dangerous drugs and even experimenting on living humans.

His methods went against all the ethical principles of most delvers, but he was allowed to continue due to his outstanding results. Ten years ago, he did the unthinkable by establishing a large base named the Ido Front in the deepest area within the 5th Layer of the Abyss, as well as securing a route to the then-inviolable 6th Layer.

At some point in the his past, Bondrewd was responsible for some unclear criminal offense in a foreign country and a bounty was placed for his head. Regardless of this, he became a delver and did anything he could to obtain funds for his research of the Abyss, selling drugs made through human experiments on the black market, selling artifacts and relics illegally, and many other questionable acts. Some bounty hunters would show up to claim his head, but they would all disappear and eventually no one would approach him out of fear.

Years ago, he managed to steal the Special-Grade Artifact, the Zoaholic, and used it to spread his conciousness to multiple bodies, creating the "Umbra Hands". Five years later, the achievement that earned him the rank of a White Whistle was made. After years of work, he established a large operating base in the 5th Layer and secured a passage to the 6th Layer using an ancient altar of the past. When he became a white whistle, he used his original body as the material for his Life Reverberating Stone necessary to make the white whistle he now wears around his neck. Since then, "Bondrewd" became nothing but a soul moving between bodies with the use of the Zoaholic.

Bondrewds most dreadful experimentation involves the discovery of the Blessing of the Abyss, a phenomenon where a creatures body is enhanced by the curses effects. However for one to receive the blessing, another creature with deep affection for the one to receive the blessing must suffer the full brunt of the curse. Bondrewd achieved this with elevators constructed of various relics and childred as guinea pigs.

Personality

Bondrewd is a man who values knowledge above else, even in the wake of whatever moral issues that may occur from his actions. He is willing to sacrifice anyone and everyone in the pursuit of it, not out of malice but curiosity. He doesn't show hostility to those he faces. Rather, he praises them if they manage to get the advantage over him.

Umbra Hand

Working under Bondrewd are several Umbra Hands, Black whistles whom Bondrewd has spread his consciousness among using the relic Zoaholic. They carry out most of Bondrewds work for him. Most of them are located within Ido Front as it becomes harder for Bondrewd to control them between layers. When Bondrewd dies, his consciousness is transfered into one of his Umbra Hands.


Umbra Hand

Medium Humanoid, Lawful Neutral


  • Armor Class 15
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 8 (-1) 5 (-3)

  • Skills Perception +2
  • Condition Immunities Charmed, Frightened
  • Senses passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

Zoaholic vessel. Umbra Hand has a portion of Bondrewds Consciousness within their own, they share ideals and thoughts. Should Bondrewd die, he is reborn in the closest Umbra Hand to his remains.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 10 (2d8 + 1) Bludgeoning damage.

Spellcasting. The Umbra Hand can cast one of the following Cantrips with intelligence as their spellcasting ability: Firebolt, Acid Splash, Poison Spray

5th Layer - The Sea of Corpses | Umbra Hand | Bondrewd, Lord of Dawn


Bondrewd, the Novel

(Bondrewd) Medium Monstrosity, Lawful Evil


  • Armor Class 19 (Armored)
  • Hit Points 233 (24d8 + 125)
  • Speed 45ft.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 20 (+5) 15 (+2) 15 (+2) 14 (+2)

  • Saving Throws Dex +11
  • Damage Resistance Necrotic, Radiant
  • Condition Immunities Charmed, Fatigued, Exhaustion, Frightened
  • Senses Darkvision 60ft. passive Perception 12
  • Languages Common
  • Challenge 15 (13,000 XP)

Leaping. Bondrewd can jump 30ft. high.

Zoaholic Bond. If the Zoaholic relic is still bonded with Bondrewds being, upon death, Bondrewd may transfer his Consciousness to any Umbra Hand or Creature that is a Zoaholic Vessel.

Legendary Resistance (3/Day): If Bondrewd fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Bondrewd makes four attacks: Two Rend, One Tail and one Origin-guiding Light or one Touching the Moon.

Rend. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 20 (4d6 + 6) Slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 15 (2d8 + 6) Bludgeoning damage and the target must make a DC 17 Dexterity saving throw or be knocked prone.

Origin-guiding Light. A beam of light extends from Bondrewds elbow, any Creature in a 30ft. line from Bondrewd must make a DC 17 Dexterity saving throw or take 13 (2d10 + 2) Radiant damage, on a successful save take no damage, a creature reduced to 0 hit points by this is disintegrated. Instead of using this as an attack, Bondrewd may also fire this beam straight down to propell himself upwards 50ft.

Touching the Moon. A stream of black tendrals burst from Bondrewds wrist towards a target within 40ft., A target Creature must make a DC 17 Dexterity saving throw else a 10ft. square cage of black sticky tendrals forms around them, on a successful save nothing happens. If a Creature wishes to escape the cage, they must make a DC 17 Athetlics or Acrobatics check. Instead of using this as an attack, Bondrewd may also hold onto a surface without need to make a check. The cage will melt after 1 day, if no victims are inside it or if a new cage is created.

Shaker bolt (Recharge 5-6). Ranged Weapon Attack: +11 to hit, reach 90/120ft., one target. Hit 15 (2d8 + 6) piercing damage and the tareget must make a DC 18 Constitution saving throw or be Poisoned for 1 minute, roll on the table below, the target suffers the rolled effect until the poisoned condition is removed.

Roll 1d4 Shaker Bolt Table
1 Disadvantage on rolls that rely on sight
2 Disadvantage on rolls that rely on sight, Movement reduced by 10ft. and Hallucinations of their past or future fade in and out
3 Disadvantage on all rolls, Movement reduced by 15ft. and Take 1d4 damage
4 Disadvantage on all rolls, Fall prone, Unable to speak, Take 1d6 damage, Blinded and Deafend

Ascending to the Morning Star (Recharge 6). A beam of radiant light darts from Bondrewds helmet towards a Creature within 30ft., A target Creature must make a DC 18 Dexterity saving throw or take 30 (5d10 + 2) Radiant damage, half as much on a successful save. After striking their first Creature the light darts towards another of Bodrewds choosing within 30ft. of the previously struck target, if no Creature is within range, the attack ends. Bondrewd may have the light hit 3 unique Creatures per round.

Shared Perception. Bondrewd may cast Scrying without material components using an Umbra Hand or any creature that is a Zoaholic Vessel as their target, so long as he remains bonded with the Zoaholic.

Cartridges. Bondrewd is unaffected by the Curse of the Abyss and is immune to spells that apply a curse.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Block. Bondrewd reduces a Piercing, Bludgeoning, Slashing or Missile attack by 2d10.

White Whistle. Bondrewd blows his whistle, machines activate in response to its eerie pitch. If no machines are within 30ft., a magical item other than any the user is wearing/wielding within 30ft. will activate chosen by Bondrewd, the result acts as if cast by the person whos magical item it belongs to.

Touching the Moon, Close. Bondrewd activates his Cage of black Tendrals, they quickly constrict and wrap around any Creature within the cage, they take 13 (4d6) Bludgeoning damage and are restrained, A Creature may continue to attempt to escape the cage on their turn.

5th Layer - The Sea of Corpses | Bondrewd

L6: The Capital of the Unreturned

Depth: 13000~15500 meters.

Strains of Ascent: Devastating body alterations that result in the loss of humanity and sometimes death. #wip for entire layer#

The 6th layer is the point of no return, since it becomes humanly impossible to survive the ascent. When a white whistle delver descends to the 6th layer, it is known as "The Last Dive".

The Capital of the Unreturned is spread with ruins of a majestic city with coverings of crystals, it is almost fossilized with age. A rumor in Orth exists about a Golden City sleeping at the bottom, which originated from this very city within the 6th Layer. Creatures of Irrational danger level like the Kuongatari become quite common in this layer.

The Curse that manifests upon ascending within the 6th Layer subjects the victim to an inconceivable pain and leads him to mutate into a messy pile of meat. Humans sometimes survive the effects of the curse, but their intelligence and consciousness vanish, devolving into something mindless that acts purely on basic instincts like an animal. These creatures have been named Narehate by delvers, and if encountered, they're usually killed in order to release them from their form. The form a human takes when it becomes a Narehate seems to closely relate to their desires and dreams.

Within this layer are a few identifiable locations:
Geothermal Geysers: A comfortable resting place for the Mizoujack, these geysers create a warm atmosphere in their local area, occasionally spewing their hot waters.
Iron Rain: (Not yet known, but we have a hint from nanachis story to mitty 'before they know it, the shooting stone leaves a trail, watching as it falls down as red hot iron rain, the ice covered trees proceed, transforming into frosty clouds'

The Village of Ilblu

In a secluded area of the 6th Layer, an entire Village inhabited by almost exclusively Narehate exists, named Ilblu, created and run by the Three Sages, Belafu, Juroimoh and Wazukyan.

#Due to the ongoing arc involving Ilblu and many questions still being unanswered, this is wip#

Yadone

Yadone or Hermit Rat is a species of rodent that inhabits the city areas of the 6th layer. Due to their bodies being shaped by their elastic bones, they are able to fit into tight spaces and their sturdy fangs help them to shape the inside of their dwellings, which range from various ammonites to delvers helmets. Its thought that the Hermit rat uses objects as dwellings as a form of camouflage.


Yadone

Hermit-rat Tiny Beast, unaligned


  • Armor Class 11 + Shell armour (Natural armour)
  • Hit Points 8 (4d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 15 (+2)

  • Skills Stealth +3
  • Senses passive Perception 10
  • Challenge 1/8 (25 XP)

Shell armor. The Hermit-rat wears a protective shell on its back, some are stronger than others (they use helmets, shells, shoes, anything they can crawl inside), roll 1d6, the result is added to the Hermit-rats AC as its Shell.

Camouflage While the Hermit-rat remains motionless, hidden within its mundane object shell, it has advantage on stealth checks

Elastic Bones The Hermit-rats body is extremely flexible, so much so that its bones can bend. The Hermit rat has advantage on checks made to escape grapples, leaving behind its shell and can squeeze through gaps half a foot in diameter, leaving behind its shell.


Actions

Bite Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 4 (1d6 + 1)

6th Layer - The Capital of Unreturned | Villge of Ilblu | Yadone

Ryuusazai

Gargantuan Monstrosity, Unaligned


  • Armor Class 19 (Natural Armor)
  • Hit Points 310 (20d20 + 100)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 21 (+5) 15 (+2) 16 (+3) 13 (+1)

  • Saving Throws Str +12, Con +11, Wis +9
  • Skills Athletics +12, Perception +8
  • Damage Resistance Slashing, Bludgeoning and Piercing from non-magical weapons
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60ft., Passive Perception 18
  • Challenge 18 (20,000 XP)

Legendary Resistance (3/ Day). If the Ryuusazai fails a saving throw, it can choose ot succeed instead.

Wading. The Ryuusazai has long legs that allow creatures to stand beneath it, while doing this they have disadvantage to dodge stomp attacks from the Ryuusazai. Additionally the Ryuusazai is unaffected by difficult terrain.

Keen Sight. The Ryuusazai has advantage on Wisdom (Perception) checks that rely on sight.

Impact Scales. The Ryuusazai has scales covering its body that break off when it is struck spewing poison from the wound, when the Ryuusazai takes 10 or more Piercing, Slashing, Bludgeoning or Force damage, any Creatures within 5ft. of Ryuusazai, must make a DC 19 Constitution saving throw or suffer 21 (6d6) poison damage or no damage on a successful save.

Actions

Multiattack. The Ryuusazai makes three attacks: One Neck attack and Two Stomp attacks.

Neck. The Ryuusazai sways its neck in an attack in a 10ft cone infront of it (the target area must start from the tokens edge and extend outwards) Creatures in the cone must make a DC 20 Dexterity saving throw or suffer 23 (3d10 + 6) slashing damage and then make a DC 19 Constitution saving throw suffering 21 (6d6) poison damage on a failed save, if either of these saves are successful, ignore the effect/s.

Stomp. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 17 (2d10 + 6) Piercing damage and 17 (2d10 + 6) Bludgeoning damage.

Spit rock. Ranged Weapon Attack: +8 to hit, range 90/120ft., one target. Hit 16 (2d6 + 9) Bludgeoning damage.

Ryuusazai

First documented in the notes of the white whistle Lyza "The Annihilator", it is a creature resembling a horse with a long neck and what appears to be a peak. Its skin is covered in scales like a reptile, making it an odd mixture of different kinds of animals. When it receives an impact, its scales will break off. Furthermore, they're laced with a dangerous poison.

Males often engage in fights with one other, tackling each other tenaciously. Its towering size comparable to that of a large dinosaur makes for an imposing figure, and they're considerably strong creatures, with their danger level rivalling swarms of Kuongatari and the Tamaugachi. They don't appear to be particularly violent however, so if not provoked, a safe passage is feasible even around their vicinity.

6th Layer - The Capital of Unreturned | Ryuusazai

Magic Items

Artifact and Relics are items found in The Abyss by Delvers during their expeditions. While low class artifacts have little to no use, the higher the grade the more extraordinary its effects are. They're believed to be leftovers from an ancient civilization. (Some items are known by name alone, thus i have taken some creative license)

Legendary

Unheard Bell

Legendary - Bell

An artifact retrieved by the white whistles Lyza and Ozen. It was discovered somewhere around the 4th layer but in a highly inaccessible place. Somehow, information of its location was leaked and reached multiple countries, which sparked a fierce competition to get it.

This bell is capable of stopping time for 1 hour when used, the user may move around freely during this time, if the user makes an attack, the effect ends, once used it cannot be used again until the next dawn. The bell itself is large in size and weighs 13,000 lbs

Zoaholic

Legendary - Machine

A horrifying artifact capable of planting the soul of the user, taking control of another. The soul that's been planted can also be shared among those others. Simply being touched with it is enough to become planted.

A Creature that is placed within Zoaholic must make a Charisma saving throw or suffer 5d10 Psychic damage, on a successful save half as much damage, after making connection within the Zoaholic, the creatures soul becomes bound to it, only one creature may be bound to the Zoaholic in this way at any one time, if a new Creature attempts to bond with the Zoaholic, the old bond ends and the soul is lost.

Any Creature, other than one who is bonded to the Zoaholic, touches it, must make a Wisdom saving throw, on a failure a fraction of the consciousness belonged to the bonded creature of Zoaholic is transfered to the failure of the Wisdom saving throw. (This consciousness may only be removed with a wish of remove curse spell).

As an action, the creature bonded with Zoaholic may cast scrying on any creature that holds their consciousness through touching Zoaholic.

If the creature bonded with Zoaholic should die, they may attempt to take control of the nearest living Creature that holds their Consciousness, hat creature must make a DC 15 Wisdom saving throw or lose their body to the mind of he who is bonded with Zoaholic. Should the bonded Creature fail to take control in this way, they are dead. All statistics other than Wisdom become that of the target should the he who is bonded with Zoaholic succeed. Zoaholic is a colassal machine which requires a 25 Strength score to move.

Shaker Bolt

Legendary - Crossbow Bolt

These bolts are tipped with Curse Steel. Curse Steel is an artifact capable of inducing a Curse of the Abyss in those who touch it. While this is terrifying to humans, most creatures of the deep are resistant to the curse, so these bolts have no effect on them.

Upon hitting a target, the target must make a DC 18 Constitution saving throw or be poisoned for 1 minute, roll on the table below for the effect the target will suffer for 1 minute.

Roll 1d4 Curse
1 Disadvantage rolls that rely on sight
2 Disadvantage rolls that rely on sight, Movement reduced by 10ft. and Hallucinations of their past or future
3 Disadvantage on all rolls, Movement reduced by 15ft. and Take 1d4 damage
4 Disadvantage on all rolls, Fall prone, Unable to speak, Take 1d6 damage, Blinded and Deafend

Eon Depths

Legendary - Elixer

This artifact consists of a strange container with a liquor capable of greatly extending the lifespan of those who drink it.

When drunk, increase health by 10d4 + 30, if this would surpass your normal Hitpoint max, add the remaining as temporary Hitpoints.

Ascending to the Morning Star

Legendary - Helmet - Attunement

Also known as Gangway. Produced from an artifact, the Stairway of Light. It releases a band of light from the slit on its front to strike at what the user strongly focuses on.

The helmet has 5 Charges. You can expend a charge to use the following effect as a bonus action. Hit up to 3 targets with a beam of radiant light that darts from target to target, dealing 3d10 radiant damage to each target, all targets must be in line of sight, you cannot target the same target more than once per round, targets make a DC 17 Dexterity check or are hit by the beam, if a target succeeds the check, they suffer half damage. The helmet regains 1d4 + 1 expended Charges daily at dawn. If you expend the helmets last charge, roll a d20. On a 1, the helmet crumbles into ashes and is destroyed.

Magic items | Legendary

Star Thread

Legendary - Rope

A small Shell that dispenses rope up to 500ft., the rope shimmers a dim light in a 5ft radius around it. The rope can be recalled by tightly gripping the shell, it will automatically untie any knots in it and fly back into the shell when this is done. The rope is also unbreakable unless cut with a magical weapon, when cut, the maximum rope that can be dispensed is reduced by the amount cut and the cut pieces cease to emit light becoming mundane.

The Cradle of Greed

Legendary - Egg

When this fist sized egg is touched, the creature who touched its most desirable wish is instantly granted and the egg disappears however depending on their age it may become distorted. Use the table below to determine if the wish becomes distorted in a way of the DMs choosing.

Age Chance of Distortion (d100)
0-10 5%
11-20 17%
21-30 38%
31-45 62%
46-60 83%
61+ 95%

Very Rare

White Whistle

Very Rare - Whistle

When this whistle is blown, machines activate in response to its eerie pitch. If no machines are within 30ft., a magical item other than any the user is wearing/wielding within 30ft. will activate chosen by the one who blows this whistle, the result acts as if cast by the person whos magical item it belongs to, you may do this as an action or reaction.

Origin-guiding Light

Very Rare - Reverse Wrist Weapon - Attunement

Also known as Sparagmos. An artifact that generates a mysterious blade of light.

This wrist mounted weapon has 5 Charges, You can expend a charge to use the following effect as a bonus action. A beam of light extends from your elbow along a 30ft. line, All Creatures in the 30ft. line must make a DC 17 Dexterity saving throw or take 2d10 Radiant damage and no damage on a successful save, a creature reduced to 0 hit points by this is disintegrated. This wrist mounted weapon regains 1d4 + 1 expended Charges daily at dawn, If you expend the weapons last charge, roll a d20. On a 1, the weapon crumbles into ashes and is destroyed.

Third Works

Very Rare - Wand

This artifact resembles a skeletal arm, it can be used as a wand in order to cast Telekinesis once per day and Mage Hand at will. Your spellcasting ability for these spells are Charisma.

Touching the Moon

Very Rare - Wrist Weapon - Attunement

Also known as Far Caress. A second grade artifact capable of manipulating countless tendrils. Incredibly tough and elastic. Strictly speaking, it's not exactly an artifact, but a native creature enclosed, within a cylinder. It's classified as an artifact simply because it cannot be collected outside of the Abyss.

This wrist mounted weapon has 5 Charges, You can expend a charge to use the following effect as a bonus action. A stream of black tendrals burst from your wrist at a target within 40ft., The Creature must make a DC 17 Dexterity saving thrpw or be enclosed in a 10ft. square cage of sticky black tendrals (If they succeed the save they move to the nearest unoccupied space outside the cage). If a Creature wishes to escape the cage they must make a DC 18 Strength or Dexterity check. A deployed cage can be 'closed' as a bonus action, restraining Creatures inside, if a Creature inside wishes to escape it must make a DC 17 Dexterity check. The cage will melt after 1 day, if no victims are inside it or if a new cage is created. The wrist mounted weapon regains 1d4 + 1 expended Charges daily at dawn, If you expend the weapons last charge, roll a d20. On a 1, the weapon crumbles into ashes and is destroyed.

Thousand Humans Pin

Very Rare - Pin

The thousand human pins grant any user that pierces them into their skin immense strength. When Ozen is asked where her strength comes from, she is seen to have, about 120 of these pins embedded in her body.

While wearing a pin, your strength score increases by 1, your charisma score decreases by 1, up to a maximum of 20 or minimum of 1, once per day you may call on the pins to grant you strength for one check or attack, doing this extends your maximum strength to 30 for this roll, you may wear multiple of this pin.

Magic items | Legendary | Very Rare

Blaze Reap

Very Rare - +2 Martial Weapon - Two-handed Pickaxe - 1d10 Piercing - Attunement

An abnormally large pickaxe that contains Everlasting Gunpowder allowing it to serve as an impact explosive type weapon. Due to the fact that it contains Everlasting Gunpowder it's earned the epithet of Everlasting Pickaxe. The pickaxe was previously utilized by Lyza as her signature weapon before mysteriously disappearing during her last dive and was eventually retrieved by Ozen the Immovable on the fourth layer’s Garden of the Flower of Resilience.

Upon hitting a target with the Pickaxe, the user may expend 1 use of its 7 charges, to cause an explosion, dealing 3d6 fire damage to the target in addition to normal damage.

The pickaxe regains 1d6 + 1 expended charges daily at dawn. If you expend the pickaxe’s last charge, roll a d20. On a 1, the pickaxe crumbles into ashes and is destroyed.

Aspenti

Very Rare - Mask

This items 3 charges, when this mask is donned expend 1 charge, the wearers body shifts and changes to take on the appearance of the first creature they see as if under the effects of Alter Self, the mask fusing with their new form and becomes irremovable. After 1 hour has passed the wearer transforms back into their regular form and the mask falls to the ground from their face.


The mask regains all expended charges daily at dawn. If you expend the masks last charge, roll a d20. On a 1, the mask crumbles into ashes and is destroyed.

Gorebag

Very Rare - Bag

This bags mouth opens when held near a head, upon placing the bag over the head of a dead creature, it can be heard chewing through the bones around the neck to remove the head, after one hour, the bag can be removed and the head is gone, stored within the bag.


If a headless Creature has died in the last minute, its body can be revived by placing this bag which holds a head above its neck, the bag will sew a new head onto the creature and it is revived with 2d8 hitpoints. Its voice, mannerisms, thoughts, intelligence and wisdom score become that of the creature whos head now occupies its body.


The bag may only store one head at any time and refuses to eat the same head twice.

Nilfont

Very Rare - Font

A font that produces water from nothing, the water is clean and drinkable. The Font is large, heavy and requires a Strength score of 20 to carry.

Curse-Warding Box

Very Rare - Chest

Those placed inside the Curse-warding Box do not suffer the Curse of the Abyss nor the Blessing. Additionally, Creatures that have died within the last minute and are placed within the box for 1 hour return to life with full hitpoints.


A Creature revived in this way cannot be revived by the Curse-warding Box again, and their Bond becomes 'I must reach the bottom of the Abyss'

It is possible to carry the Curse-Warding Box, requiring a Strength score of 19 or greater.

Ghost Sight

Very Rare - Glasses - Attunement

Glasses that show the unseeable, when activated, Faerie Fire is cast with a DC 17

Grim Ripper

Very Rare - +2 Dagger - Finesse, Light, Range, Thrown 20/60, Versatile - 1d4 Piercing (Versatile 1d6 Slashing) - Attunement

Iron-cutting scissors shaped like the blade of a scyth with handles, when used versatile, both hands wield the handles of the scissors to open and cut their target.

Tomorrow Signal

Very Rare - Weather Vane

The weather vane can be rotated to point in 4 different directions, each of which adjust the current weather conditions in a 5 mile radius of the signal. The directions are: North: Wind, East: Rain, South: Clear, West: Overcast

Core Phantom Genie

Common - Hood - Attunement

A Creature attuned to this mask who wears it may use their action to take control of a dead corpse that they are touching. The corpse raises as if under the effects of Animate Dead and the creature who raised it falls limp and motionless for 1 hour or until they choose to dismiss the effect. While the newly raised undead is within 100 feet of the masks user, they control it, can see through its vision and hear what it hears. During this time, the masks user is deaf and blind with regard to their own Senses. Should the undead leave its 100 ft range, the effect ends and the undead falls back to being simply dead. A corpse may only be raised in this way once per day.

Rare

Wonderwordless

Rare - Gag

When this gag is donned, the wearer is incapable of speech, the sounds which leave their mouth are gargled and unrecognizable. While the gag is donned the wearer tastes the most delicious food they could imagine and become fed after 4 hours wearing the gag. A user must be conscious to gain the benefits of the gag.

Magic items | Very Rare | Rare

Gold Shaker

Rare - Pot

A dust collecting pot, particles appears to flow towards the pot, after 24 hours left in a dusty place, 1 gold piece will materialise in the pot

Aubade Helmet

Helmet - Pot

A horned metal helmet with a circular display on its front. When the wearer uses a magical item that uses Charges, the helmet will display a pattern on its display that represents the number of charges remaining on that magical item, the more intricate the design of the pattern, the more charges remaining.

Uncommon

Fog Weave

Uncommon - Cloth

A clear and thin piece of cloth around 10ft square, users are able to slip through it from above, but unable to pass through from below, when a hole is made, it will repair immedietly, if torn in half before it can repair, it will disintigrate

Common

Star Compass

Common - Compass

A clear ball with compass dials visible inside, it always points to the bottom of the abyss.

Sun Sphere

Common - Stone

An egg shaped stone that when twisted opens to reveal a light emitting geode, creates a 30ft. radius bright light and further 20ft. dim light. If a Sun Sphere is broken (the shell/geode is pierced in any way) it will explode dealing 1d6 Radiant damage in a 15ft radius.

Scale Umbrella

Common - 2 AC - Shield

Technically, a processed relic. It is made of grade 3 relic charcoal sand, heated into bars and then put together. It is light and strong, usable as a shield, can be folded and unfolded as expected from an umbrella

Princess Bosom

Common - Pillow

Slightly larger than a human head, this oval shaped object is always soft, it used most commonly as a pillow to rest ones head on.

Magic items | Uncommon | Common

2 be added #wip#

When enough information is gained on the following or i come up with an idea~
Ripe Thing/Lifesync (Seedbed for heads)
Shiny Swarm (Hood controls emotions)
Muscle dress (Flesh clay)

Curse Deflecting Cartridge

# - #

These cartridges can only be used by one whos relationship with the creature that inhabits the cartridge was strong. These cartridges contain flesh, brains and vital organs of a creature who loved or was loyal to the owner, they are used to deflect the Curse of the Abyss from the owner to the cartridge, the owner instead suffers the Blessing of the Abyss and the cartridge cannot be used again in this way.

Notes to self #WIP stuff 2 do/add#

Fuzosheppu (Huge liquid monster, in its center is mouth, guts, bones, metal, fur, forsight with 5 eyes, its touch is acidic, flight, Chapter 46. Made up of hundreds of male slimes and one large female, when the female dies one of the males becomes the new female)
Unknown info, but they look cool so i wana add em Gorilla with a bladed chin (unknown layer, seen in shoping chapter 39)
Piercing insect (giant insect that intercepts rikos ballon on the 6th level)
Lords/Sorverigns
Ozen-Immovable: Brute - yup
Bondrewd-Dawn: Agile/Ellegant - yup
Srajo-Eldritch: Warlock? unless revealed in manga/anime
Wakuna-Guidance: Druid? unless revealed in manga/anime
Lyza-Annihilation: ???
Everything needs to be tested


Meinastoirim

Tiny Beast, unaligned


  • Armor Class 11
  • Hit Points 6 (3d4)
  • Speed 30 ft., Fly 30ft.

STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 11 (+0) 10 (+0) 12 (+1) 15 (+2)

  • Senses passive Perception 11
  • Challenge 1/8 (25 XP)

Keen Hearing The Meinastoirim has advantage on Wisdom (Perception) checks that rely on hearing.

Curse Resistant Scent Sniffing Meinastoirims fur grants immunity to the Curse of the Abyss for 1 hour. A Creature may only benefit from this feature once per long rest.


Actions

Bite Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)


Small Narehate

Small Monstrosity, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 49 (11d6 + 11)
  • Speed Roll on the movement table to determine which is used.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

  • Senses passive Perception 11
  • Languages Ilblen, Common
  • Challenge 1 (200 XP)

Passive. Roll on the passive table to determine which is used.

Actions

Basic attack. Roll on the attack table to determine which is used.

Special. Roll on the special table to determine which is used.

Roll 1d6 Movement
1 Slug (1 leg) Speed. 15ft.
2 Centipede (100 legs) Speed. 25ft. Climb 20ft.
3 Frog (2 legs) Speed. 25ft. Jump 15ft.
4 Bat (2 legs and wings) Speed. 30ft. fly 25ft.
5 Cat (2 legs) Speed. 35ft. Climb 30ft.
6 Horse (4 legs) Speed. 40ft.
Roll 1d6 Passive
1 Carapace (Hard shell on its back) Slashing Resistance. Slashing damage is halved.
2 Scaley (Scaled body) Piercing Resistance. Piercing damage is halved.
3 Spongey (Skin is squishy and flexable) Bludgeoning Resistance. Bludgeoning damage is halved.
4 Glowing (Skin shimmers) Magical Resistance. Magic damage is halved.
5 Camouflage (Skin adjusts to background) Camouflage. Advantage on Dexterity (Stealth) checks.
6 Stalked eyes (Eyes sit on tall stalks) Keen sight. Advantage on Wisdom (Perception) checks.
Roll 1d6 Attack
1 (4 Tentacles) Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 13 (3d6 + 2) Bludgeoning damage
2 (2 Clawed arms) Slash. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) Slashing damage
3 (Spiked torso) Poke. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 16 (7d4 + 3) Piercing damage
4 (No arms) Spit. Ranged Weapon Attack: +3 to hit, reach 30/60ft., one target. Hit 12 (3d6 + 3) Acid damage
5 (2 Pincered arms) Pinch. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 7 (2d6 + 2) Bludgeoning damage and the target is grappled by this Creature, this Creature has advantage on attacks against Creatures it has grappled.
6 Psychic blast (2 Arms) Blast. Ranged Weapon Attack: +3 to hit, reach 120ft., one target. Hit 7 (1d10 + 3) Psychic damage
Roll 1d6 Special
1 (1 Large tail) Sweep. Creatures within 5ft. of this Creature must make a DC 13 Dexterity save or take 6 (1d8 + 2) Bludgeoning damage and be knocked prone by the tail of this Creature.
2 (Branches and vines on body) Tangle. A 15ft. Cone of brambles burst from the ground, Creatures in the cone must make a DC 13 Dexterity save or take 6 (1d8 + 2) Piercing damage and their movement is halved.
3 (Tusks) Charge. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 11 (2d8 + 2) Piercing damage and the target must make a DC 13 Strength save or be knocked prone.
4 (Green visible breath) Breath Weapon. The Creature exhales poisonous gas in a 15ft. cone. Each Creature in that area must make a DC 13 Constitution save, taking 7 (3d4) Poison damage, or half as much damage on a successful one.
5 (Skin adjusts to background) Invisibility. The Creature turns invisible for 10 minutes. The spell ends if the creature makes an attacks or casts a spell.
6 (Smoldering ashy body) Fire Bolt. Fire spins out from the smoldering arms of this Creature in a small ball of fire which it throws at a target within 60ft., dealing 6 (1d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Medium Narehate

Medium Monstrosity, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 104 (16d8 + 32)
  • Speed Roll on the table to determine which is used.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 15 (+2) 9 (-1) 12 (+1) 10 (+0)

  • Senses passive Perception 11
  • Languages Ilblen, Common
  • Challenge 3 (700 XP)

Passive. Roll on the table to determine which is used.

Actions

Multiattack. This Creature may make Two attacks. One Basic attack and One Special or Two Basic attacks.

Basic attack. Roll on the table to determine which is used.

Special. Roll on the table to determine which is used.

Roll 1d6 Movement
1 Slug (1 leg) Speed. 15ft.
2 Centipede (100 legs) Speed. 25ft. Climb 20ft.
3 Frog (2 legs) Speed. 25ft. Jump 15ft.
4 Bat (2 legs and wings) Speed. 30ft. fly 25ft.
5 Cat (2 legs) Speed. 35ft. Climb 30ft.
6 Horse (4 legs) Speed. 40ft.
Roll 1d6 Passive
1 Carapace (Hard shell on its back) Slashing Resistance. Slashing damage is halved.
2 Scaley (Scaled body) Piercing Resistance. Piercing damage is halved.
3 Spongey (Skin is squishy and flexable) Bludgeoning Resistance. Bludgeoning damage is halved.
4 Glowing (Skin shimmers) Magical Resistance. Magic damage is halved.
5 Camouflage (Skin adjusts to background) Camouflage. Advantage on Dexterity (Stealth) checks.
6 Stalked eyes (Eyes sit on tall stalks) Keen sight. Advantage on Wisdom (Perception) checks.
Roll 1d6 Attack
1 (4 Tentacles) Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 13 (3d6 + 2) Bludgeoning damage
2 (2 Clawed arms) Slash. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) Slashing damage
3 (Spiked torso) Poke. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 15 (5d4 + 3) Piercing damage
4 (No arms) Spit. Ranged Weapon Attack: +3 to hit, reach 30/60ft., one target. Hit 14 (3d6 + 3) Acid damage
5 (2 Pincered arms) Pinch. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) Bludgeoning damage and the target is grappled by this Creature, this Creature has advantage on attacks against Creatures it has grappled.
6 Psychic blast (2 Arms) Blast. Ranged Weapon Attack: +3 to hit, reach 120ft., one target. Hit 9 (1d10 + 3) Psychic damage
Roll 1d6 Special
1 (1 Large tail) Sweep. Creatures within 5ft. of this Creature must make a DC 13 Dexterity save or take 7 (1d8 + 2) Bludgeoning damage and be knocked prone by the tail of this Creature.
2 (Branches and vines on body) Tangle. A 15ft. Cone of brambles burst from the ground, Creatures in the cone must make a DC 13 Dexterity save or take 7 (1d8 + 2) Piercing damage and their movement is halved.
3 (Tusks) Charge. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 11 (2d8 + 2) Piercing damage and the target must make a DC 13 Strength save or be knocked prone.
4 (Green visible breath) Breath Weapon. The Creature exhales poisonous gas in a 15ft. cone. Each Creature in that area must make a DC 13 Constitution save, taking 7 (3d4) Poison damage, or half as much damage on a successful one.
5 (Skin adjusts to background) Invisibility. The Creature turns invisible for 10 minutes. The spell ends if the creature makes an attacks or casts a spell.
6 (Smoldering ashy body) Fire Bolt. Fire spins out from the smoldering arms of this Creature in a small ball of fire which it throws at a target within 60ft., dealing 6 (1d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Large Narehate

Large Monstrosity, Unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 137 (16d10 + 32)
  • Speed Roll on the table to determine which is used.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 9 (-1) 12 (+1) 10 (+0)

  • Senses passive Perception 11
  • Languages Ilblen, Common
  • Challenge 5 (1,800 XP)

Passive. Roll on the table to determine which is used.

Actions

Multiattack. This Creature may make Three attacks. Two Basic attacks and One Special or Three Basic attacks.

Basic attack. Roll on the table to determine which is used.

Special. Roll on the table to determine which is used.

Roll 1d6 Movement
1 Slug (1 leg) Speed. 15ft.
2 Centipede (100 legs) Speed. 25ft. Climb 20ft.
3 Frog (2 legs) Speed. 25ft. Jump 15ft.
4 Bat (2 legs and wings) Speed. 30ft. fly 25ft.
5 Cat (2 legs) Speed. 35ft. Climb 30ft.
6 Horse (4 legs) Speed. 40ft.
Roll 1d6 Passive
1 Carapace (Hard shell on its back) Slashing Resistance. Slashing damage is halved.
2 Scaley (Scaled body) Piercing Resistance. Piercing damage is halved.
3 Spongey (Skin is squishy and flexable) Bludgeoning Resistance. Bludgeoning damage is halved.
4 Glowing (Skin shimmers) Magical Resistance. Magic damage is halved.
5 Camouflage (Skin adjusts to background) Camouflage. Advantage on Dexterity (Stealth) checks.
6 Stalked eyes (Eyes sit on tall stalks) Keen sight. Advantage on Wisdom (Perception) checks.
Roll 1d6 Attack
1 (4 Tentacles) Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 13 (3d6 + 2) Bludgeoning damage
2 (2 Clawed arms) Slash. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) Slashing damage
3 (Spiked torso) Poke. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 15 (5d4 + 3) Piercing damage
4 (No arms) Spit. Ranged Weapon Attack: +3 to hit, reach 30/60ft., one target. Hit 14 (3d6 + 3) Acid damage
5 (2 Pincered arms) Pinch. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) Bludgeoning damage and the target is grappled by this Creature, this Creature has advantage on attacks against Creatures it has grappled.
6 Psychic blast (2 Arms) Blast. Ranged Weapon Attack: +3 to hit, reach 120ft., one target. Hit 9 (1d10 + 3) Psychic damage
Roll 1d6 Special
1 (1 Large tail) Sweep. Creatures within 5ft. of this Creature must make a DC 13 Dexterity save or take 11 (2d8 + 2) Bludgeoning damage and be knocked prone by the tail of this Creature.
2 (Branches and vines on body) Tangle. A 15ft. Cone of brambles burst from the ground, Creatures in the cone must make a DC 13 Dexterity save or take 11 (2d8 + 2) Piercing damage and their movement is halved.
3 (Tusks) Charge. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 15 (2d12 + 2) Piercing damage and the target must make a DC 13 Strength save or be knocked prone.
4 (Green visible breath) Breath Weapon. The Creature exhales poisonous gas in a 15ft. cone. Each Creature in that area must make a DC 13 Constitution save, taking 11 (3d6) Poison damage, or half as much damage on a successful one.
5 (Skin adjusts to background) Invisibility. The Creature turns invisible for 10 minutes. The spell ends if the creature makes an attacks or casts a spell.
6 (Smoldering ashy body) Fire Bolt. Fire spins out from the smoldering arms of this Creature in two small balls of fire which it throws at a target within 60ft., dealing 11 (2d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Additional Creatures

A list of Creatures from the Monster Manual by Layer of where the might fit most appropriately.

Abyss Layer Creature
1 The Edge of the Abyss Ankheg (CR2,pg21), Bulette (CR5,pg34) Cockatrice (CR1/2,pg42), Dragons (CR#,pg86), Faerie Dragon (CR1,2,pg133), Galeb Duhr (CR6,pg139), Gargoyle (CR2,pg140), Griffon (CR2,pg174), Hippogriff (CR1,pg184), Owlbear (CR3,pg249), Pegasus (CR2,pg250), Pixie (CR1/4,pg253), Pseudodragon (CR1/4,pg254), Shambling Mounds (CR5,pg270), Sprite (CR1/4,pg283)
2 The Forest of Temptation Aarakocra (CR1/4,pg12), Ankheg (CR2,pg21), Bulette (CR5,pg34), Carrion Crawler (CR2,pg37), Centaur (CR2,pg38), Cloaker (CR8,pg41), Cockatrice (CR1/2,pg42), Dragons (CR#,pg86), Dryad (CR1,pg121), Griffon (CR2,pg174), Hags (CR3,5,2,pg179), Harpy (CR1,pg181), Owlbear (CR3,pg249), Pixie (CR1/4,pg253), Satyr (CR1/2,pg267), Sprite (CR1/4,pg283), Treant (CR9,pg289), Unicorn (CR5,pg294), Wyverns (CR6,pg303)
3 The Great Fault Ankheg (CR2,pg21), Behir (CR11,pg25), Carrion Crawler (CR2,pg37), Cloaker (CR8,pg41), Darkmantle (CR1/2,pg46), Dragons (CR#,pg86), Grell (CR3,pg172), Grick (CR2,7,pg173), Griffon (CR2,pg174), Hippogriff (CR1,pg184), Oozes (CR#pg241), Peryton (CR2,pg251), Piercer (CR1/2,pg252), Roc (CR11,pg260), Roper (CR5,pg261), Rust Monster (CR1/2,pg262), Wyverns (CR6,pg303)
4 The Cup of Giants Basilisk (CR3,pg24), Bullywug (CR1/4,pg35), Carrion Crawler (CR2,pg37), Dragons (CR#,pg86), Dragon Turtle (CR17,pg119), Fungi (CR1/2,0,1/4,pg138), Goblins (CR1/4,1,pg166), Hobgoblins (CR1/2,3,6,pg186), Hydra (CR8,pg190), Lizardfolk )CR1/2,2,4,pg204), Myconids (CR0,1,1/2,2,pg230), Otyugh (CR5,pg248), Sahuagins (CR1/2,2,5,pg263), Shambling Mounds (CR5,pg270), Slaadi (CR#276), Water Weird (CR3,pg299), Yuan-ti (CR#,pg307)
5 The Sea of Corpses Aboleth (CR10,pg13), Carrion Crawler (CR2,pg37), Dracolich (CR17,pg84), Hydra (CR8,pg190), Kraken (CR23,pg197), Kuo-toa (CR1,6,1,pg199), Lamia (CR4,pg201), Lich (CR21,pg202), Purple Worm (CR15,pg255), Androsphinx (CR17,pg281), Gynosphinx (CR11,pg282), Water Weird (CR3,pg299), Yuan-ti (CR#,pg307)
6 The Capital of Unreturned Aarakocra (CR1/4,pg12), Animated Armor (CR1,pg19), Flying Sword (CR1/4,pg20), Rug of Smothering (CR2,pg20), Bugbears (CR1,3,pg34), Chuul (CR4,pg40), Cloaker (CR8,pg41), Cyclops (CR6,pg45), Drider (CR6,pg120), Duergar (CR1,pg122), Drow (CR1/4,5,7,8,pg128), Ettercap (CR2,pg131), Ettin (CR4,pg132), Flumph (CR1/8,pg135), Fomorian (CR8,pg136), Galeb Duhr (CR6,pg139), Giants (CR#,pg154), Gibbering Mouther (CR2,pg157), Deep Gnome (CR1/2,pg164), Grimlock (CR1/4,pg175), Half-Dragon (CR5,pg180), Hook Horror (CR3,pg189), Kenku (CR1/4), Kobolds (CR1/4,1/8,pg195), Manticore (CR3,pg213), Minotaur (CR3,pg223), Nagas (CR4,8,10,pg233), Nothic (CR2,pg236), Ogres (CR2,1,7,pg237), Orcs (CR#pg246), Quaggoth (CR2,pg256), Rakshasa (CR13,pg257), Roper (CR5,pg261), Salamanders (CR1,5,pg265), Satyr (CR1/2,pg267), Stirge (CR1/8,pg284), Thri-kreen (CR1,pg288), Troglodyte (CR1/4,pg290), Troll (CR5,pg291), Umber Hulk (CR5,pg292), Xorn (CR5,pg304), Yuan-ti (CR#,pg307), Yugoloths (CR#,pg311)
7 The Final Maelstrom (These are just a guess at this point) Beholders (CR13,14,3,pg28), Demons (CR#pg55), Devils (CR#pg70), Gibbering Mouther (CR2,pg157), Hell Hound (CR3,pg182), Helmed Horror (CR4,pg183), Intellect Devourer (CR2,pg191), Magmin (CR1/2,pg212), Mind Flayer (CR7,pg222), Skeletons (CR1/4,2,1/2,pg272), Yugoloths (CR#,pg311)
0 Misc Angels (CR10,16,21,pg16), Azer (CR2,pg22), Banshee (CR4,pg23), Blights (CR1/4,1/8,1/2,pg32), Cambion (CR5,pg36), Chimera (CR6,pg39), Couatl (CR4,pg43), Crawling Claw (CR0,pg44), Death Knight (CR17,pg47), Demilich (CR18,48), Demons (CR#pg55), Devils (CR#pg70), Displacer Beast (CR3,pg81), Doppelganger (CR3,pg82), Dracolich (CR17,pg84), Dragons (CR#,pg86), Elementals (CR5,pg124), Flameskull (CR4,pg134), Genies (CR11,pg123), Ghost (CR4,pg147), Ghouls (CR1,2,pg148), Gith (CR3,8,2,6,pg160), Golems (CR9,5,16,10,5,pg168), Invisible Stalker (CR6,pg192), Lich (CR21,pg202), Lycanthropes (CR#,pg208), Medusa (CR6,pg214), Memphit (CR#,pg215), Mimic (CR2,pg220), Mummies (CR3,15,pg228), Nightmare (CR3,pg235), Revenant (CR5,pg259), Shadow (CR1/2,pg269), Specter (CR1,pg279), Succubus/Incubus (CR4,pg285), Vampires (CR13,5,pg297), Wight (CR3,pg300), Will-o'Wisp (CR2,pg301), Wraith (CR5,pg302), Zombies (CR#,pg315)

Made In

Abyss

The Abyss—a gaping chasm stretching down into the depths of the earth, filled with mysterious creatures and relics from a time long past. How did it come to be? What lies at the bottom? Countless brave individuals, known as Divers, have sought to solve these mysteries of the Abyss, fearlessly descending into its darkest realms. The best and bravest of the Divers, the White Whistles, are hailed as legends by those who remain on the surface.

 

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