Disclaimers and Information for the ReaderThis is an unofficial fan work unaffiliated with Wizards of the Coast or Akihito Tsukushi. This work is not approved/endorsed by Wizards of the Coast or Akihito Tsukushi. Portions of the materials used are property of Wizards of the Coast or Akihito Tsukushi.
This supplement assumes the events of the Anime/Manga (Reg and Rikos journey down) are yet to occur but will soon. The setting outside of the island the Abyss is located within has been purposefully left vague so it may be placed within your own settings, though it would likely work best in a lower magic setting however not one without magic, due to the nature of the Abyss and its relics (magic items).
Sometimes content will refer to other pages or different books such as DGA pg52 (Delvers Guide to the Abyss page 52) #ADD CLICKABLE LINKS LATER WHEN DONE# Other abbreviations can be found here https://www.reddit.com/r/dndnext/comments/9zqiq4/glossary_of_dd_acronyms_and_abbreviations/
Sometimes key information will be in bold to help you identify it at a glance
If you wish to contact me, the best way is through Twitter - @MoonsPod.
I am in the process of rearranging parts of this work and adding new pieces so bare in mind this is very WIP.
Please enjoy.
Credits ShenYH - Cover & Back Images (https://www.artstation.com/artwork/mbnOY)
LT Tim (Twitter) - Redrawn map of the Abyss (https://twitter.com/Lt_TimTwitch)
SETIEM-13 (DeviantArt) - Image of Flower Field (https://setiem-13.deviantart.com/art/Made-in-Abyss-Panoramic-Fanart-719100382)
MiA Wiki (Fandom) - Images/Information (https://madeinabyss.wikia.com/)
MiA Manga (MAL) - Images/Background (https://myanimelist.net/manga/91941/Made_in_Abyss)
MiA Anime (MAL) - Images/Background (https://myanimelist.net/anime/34599/Made_in_Abyss)
Download PDF version, includes images
Table Of Contents
- 3 - General Setting
- 3 - Map of The Abyss
- 4 - The Abyss
- 4 - Whistles
- 5 - Abyss Faith
- 5 - Birthday-Death Disease
- 5 - The Curse of the Abyss
- 5 - The Blessing of the Abyss
- 5 - Knowledge of the People
- 6 - The Curse of the Abyss table
- 7 - Narehate Characters/Mutation
- 8 - Backgrounds
- 9 - Layer 0 - The Town of Orth
- Central District
- North District
- West District
- South District
- East District
- Out of Town
- Special Events
- Layer 1 - The Edge of the Abyss
- Layer 2 - The Forest of Temptation
- Seeker Camp
- Layer 3 - The Great Fault
- The Ship
- Kazura Eggs
- Layer 4 - The Cup of Giants
- Nanachi's Hideout
- Layer 5 - The Sea of Corpses
- Ido Front
- Layer 6 - The Capital of the Unreturned
- Ilblu
- Layer 7 - The Final Maelstrom
- Adventures in the Depths
- Maps
- Items from Orth and Above
- Relics (Magic Items)
- Monsters
The Abyss
The Abyss is a colossal pit discovered years ago around a cluster of islands in the ocean. 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 Artifacts, while others are explorers determined to unveil the secrets it hides. In order to explore the Abyss, Delvers were born, and the town of Orth established at the abyss' edge. Even after so many years, the Abyss still contains many sections that have never been seen, due to its many dangers. A hazardous habitat that defies common sense and other-worldly creatures that have adapted to its unique environment.
On the previous page is a map of the Abyss with a faint grid which can be used to track the characters location. Layers and special places are also labeled on this map. Each square represents 200 meters.
All throughout the Abyss there is a mysterious force field dubbed '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 is 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 branches of vegetation always point towards the center of the hole. Delvers use this fact to guide themselves when they are lost. The force field itself is invisible to the naked eye, but at a distance can be detected as a vague fog that limits vision, however all creatures natural to the Abyss are capable of seeing this force field. There are a few select spots in the Abyss, usually far from the center in secluded areas, where the force field does not exist at all.
Abyss Faith
A religion was formed using the Abyss itself as its deity, its a very common belief for those that delve into the Abyss as well as those that live arounds its edge. Because the bottom is unknown, it is believed by those of the faith to be a sort of promised land and that reaching its depths alive will grant them immortality. Ashes of the deceased are scattered into the Abyss along with their name written on a wooden plate and petals from eternal fortunes, the flower of the Abyss, during funerals.
Alignment: True Neutral Suggested Domains: Nature, Life, Death Symbol: Eternal Fortune (white flower with 5 points) on a circular black background
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 by a special case elaborated on in their section below.
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. 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, they are those who are experienced and have proven themselves either through their discoveries, multiple successful returns or treasures discovered. 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, often becoming teachers for aspiring delvers. These whistles typically descend to the 3rd 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(DGA pg#) as an object are unique, their creation unknown to all but those who have earned their own. These whistles are created using a Life Reverberating Stone which themselves are obtained through the death of one that holds a close connection to the one who requires the whistle within Abyss. Within the remains of the loved one, a stone around the size of a human fist can be found with form to be used as a whistle, thought to be created as a side effect of the curse. Once obtained, the whistle will only sound for the one who held this close connection.
Time Distortion
There are reports of some form of time distortion within the abyss, 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.
The Time Distortion effect is optional to include in your version of the setting. If you choose to use it, 1 hour on the surface = half the layers number which the characters inhabit rounded up in hours.
Birthday-Death Disease
A disease which occurs on the surface around the Abyss. A person falls horribly ill with symptoms similar to Flu on their birthday, and by the end of that day they will have died despite any medical treatment. The disease is thought to be a rumor with a few coincidental deaths supporting its existence at this point.
It is also thought to be the cause of the 2000 year old praying skeletons found in burial towers around the 1st layer. Beneath these towers tombs were found more praying skeletons dating back 4000 years and below even that were more up to 6000 years old. If this were related, then the time for the disease to return is nearing.
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 within the great pit, 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, all other creatures within the Abyss are immune to its effects. 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 those that venture beyond this point.
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 (if an area has a weak force field, you may wish to give the characters advantage versus the curses save). In certain specific places (like Nanachi's Hideout and The Village of Ilblu) the force field is not present at all, and so the Curse does not occur.
The Blessing of the Abyss
An exceedingly rare phenomenon known by few occasionally takes place within the 6th layer under special circumstances. One way to receive the blessing was discovered by the White Whistle Bondrewd. Much like with the Curse of the Abyss, the event occured during the ascent, but two people were needed to trigger the phenomenon. One person to bear the entire burden of the Curse (through the use of an artifact or another similar instrument), the other is then spared the curse and mutates in a different way this mutation has been dubbed the blessing.
Details on what the Curse and Blessing effects are can be found on the Mutation table (DGA pg#).
Travel
Travel through the Abyss is different to travel in traditional D&D due to the verticallity of the setting. Each layers section in this supplement provides simple calculations with yes or no questions that can be used to determine how far characters travel per hour, add or subtract from the starting travel distance.
If characters should try to descend or ascend using feather fall or fly, make it obvious how bad it may turn out either by simply telling them or showing them with random encounters which involve flying creatures, creatures with ranged attacks or battering them saving throws versus the powerful winds present in the 2nd and 3rd layers.
Knowledge of the People
Not all knowledge regarding the Abyss is known to those on the surface, below is a table to help you decide what knowledge a person might know.
Creature | Knowledge of.. |
---|---|
Outsider | Primary pieces such as, strange monsters, great treasures and the Curse |
Citizen of Orth | 1st layer with minimal knowledge down to the 2nd layer |
Bell Whistle | 1st layer with minimal knowledge down to the 2nd layer |
Red Whistle | 2nd layer with minimal knowledge down to the 3rd layer |
Blue Whistle | 3rd layer with minimal knowledge down to the 4th layer |
Moon Whistle | 4th layer with minimal knowledge down to the 5th layer |
Black Whistle | 5th layer with minimal knowledge down to the 6th layer |
White Whistle | 6th layer with minimal knowledge down to the bottom |
The Curse of the Abyss Table
If a creature ascends within the Abyss around 30ft or greater from their lowest point, apply the appropriate effect using this table. On a successful saving throw, they are immune to the curse for 300 meters of travel vertically over the next hour. Damage caused by the Curse cannot be avoided, a Creature immune to the curses Force damage is resistant instead. Teleportation within the Abyss is limited to 120 ft due to the forcefield interrupting any greater distance, teleporting upwards within the abyss causes those who teleport to suffer effects still as if they had traveled 30ft. Plane shift and similar spells work however all strains of ascending occur as if traveling the full distance to the surface one after another. All effects are temporary and last 1 hour unless stated otherwise:
Layer | Con save DC | Strains of Ascent |
---|---|---|
1 | 9 | (Light Dizziness and Nausea) • Disadvantage on Wisdom (perception) checks |
2 | 11 | (Heavy nausea, headache and numbness of limbs) • Disadvantage on any roll that relies on sight |
3 | 13 | (Vertigo combined with visual and auditory hallucinations) • Disadvantage on any roll that relies on sight • Hallucinations of their past or future • Take 11 (3d4 + 3) force damage (half this damage if the constitution save is above 11) |
4 | 15 | (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 21 (6d4 + 6) force damage (half this damage if the constitution save is above 12) |
5 | 17 | (Complete sensory deprivation, confusion and self-harming behavior) • Disadvantage on all rolls • Blinded and Deafened • Movement reduced to 15ft. • Take 32 (9d4 + 9) force damage (half this damage if the constitution save is above 13) |
6 | 19 | (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 10ft. • Take 42 (12d4 + 12) force damage (half this damage if the constitution save is above 15) • Max hitpoints are reduced by the damage taken above until a long rest is taken |
7 | 21 | (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 5ft. • Take 53 (15d4 + 15) force damage (half this damage if the constitution save is above 17) • Max hitpoints are permanently reduced by the damage taken above |
Note that permanent changes can usually be undone with Greater or Lesser restoration, if you would like to maintain a more hardcore feeling consider making undoing these effects harder to remove.
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, the Narehate is usually killed in order to release them from their form.
When a creature mutates via the Curse of the abyss (DGA pg5), roll on the table below to select which body part mutates, the creature mutates by the 6th item in that list. However if they mutate by the Blessing of the Abyss and it is their first blessing, their background becomes Blessed Narehate (DGA pg#) and its 'feature' imedietaly applied, else roll a second time to determine how they mutate. If a body part is already mutated, add 1 to the result until it is something the target is yet to mutate.
Mutation Roll 1d6, Body part / Mutation | |
---|---|
1Skin | 1 Luminescent (Your skin emits a dim light in a 5ft. radius)2 Scales (Your skin turns scaley, Swimming speed +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, Always fail checks or saves on a 3 or less) |
2Arms | 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, Attacks crit fail on a 2 or 1)6 Wither (An arm withers and becomes unusable) |
3Legs | 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 speed) 6 Wither (A leg withers and becomes unusable) |
4Head | 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) 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 very difficult, You cannot say vowels) |
5Eyes | 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, disadvantage on ranged checks and attacks) |
6Ears | 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) |
7Spec. | You always gain the following feature when you gain one of the mutations below. Flow sense: You can see the flow of Consciousness created by the Curse of the Abyss, where it is stronger, weaker and non existant. It appears as a fog that tints its surroundings a blue color. When you or your allies must roll versus the Curse of the Abyss, you may point out safer locations to ascend, granting those creatures advantage on their saving throws versus the curse. You may only use this feature if there is more than one path to ascend.1 Tail (You grow a 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 Acrid blood (Your blood is acidic, If you receive slashing damage, Attacking targets within 5ft take 1d4 Acid damage) 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) |
Backgrounds
During character creation, players can select the following backgrounds for their characters, with the DMs approval, should they wish to be from Orth or the Abyss. They are created specifically for the setting and as such their features are likely not be applicable to locations outside of the island or its pit.
Delver
You are well versed in delving and know routes through its layers having spent a decent amount of time in the depths of the Abyss.
- Skill Proficiencies: Athletics, Survival
- Tool Proficiencies: Climber's Kit, 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)
Delving Instructor
You teach others about delving and the dangers within the Abyss, you have spent a good number of years researching the creatures that live within the depths as well as survival techniques.
- Skill Proficiencies: Survival, Medicine
- Tool Proficiencies: Climber's Kit, Healer's Kit
- 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: Analyse Creature
When observing a Native Creature within the Abyss, you can learn basic information about the creature by making a Wisdom (Survival) check with a DC equal to the layers Curse DC (DGA pg#). The information you learn is, what kind of damage it does, armor class, resistances, immunities and vulnerabilities as well as unique abilities (such as the Nakikabanes Mimicry)
Blessed Narehate
You have been afflicted by the blessing of the Abyss. You may have been a delver before, or perhaps you arrived in the depths by other means. No matter how you ended up there, you were struck by the blessing of the Abyss (Your DM will help you determine how you received the blessing)
- Skill Proficiencies: Survival, Nature
- Tool 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: Blessing and a Curse
Your body is mutated three times using the Narehate/Mutation table (DGA pg#), one of these mutations must be a '7 spec.' mutation.
Auctioneer
You have seen many a relic pass through the auction house and seen them sold for piles of gold. With this knowledge of relics, their worth and usefulness, you have decided its time to discover your own treasure or perhaps to find something no-one else has yet seen or just to find out what lures so many into the Abyss.
- Skill Proficiencies: Performance, Arcana
- Tool Proficiencies: Calligrapher's Supplies
- Languages: Two of your choice
- Equipment: Calligrapher's Supplies, Your favorite gavel, a common magical item retrieved from the Abyss, a set of nobles clothes and a pouch containing 25 gp.
Feature: Relic Identification
You have seen, read of and sold many relics retrieved from the Abyss, when you find a magic item in the Abyss, you may make an Intelligence (Arcana) check to determine what it is and does (DMs, if you choose to allow any player to make these checks to determine an items functionality, consider allowing auctioneers to make this check with advantage). The DC is equal to the layers Curse DC (DGA pg#) the item originates from.
The Town of Orth
Before the Abyss itself built at the edge, is the Town of Orth. Formed as a result of the many explorers who wished to explore the Abyss, it finds most of its prosperity from delvers, it can be split into 5 Districts: Central, North, South, East and West.
The buildings of Orth are mostly built of plastered stone with cobble stone defining corners and edges, roofs are most often covered with red or brown clay tiles.
If the characters should explore residence other than those listed below, consult the following table to determine the house's occupants
d20 | Occupant |
---|---|
1-3 | None |
4 | Guard Dog (1 Mastiff MM pg332) |
5 | Cat (1d4 Cats MM pg320) |
6-8 | Hammerbeaks nest (2d4 Hammerbeak DGA pg#) |
9-19 | Orth Townsfolk (1d4 Commoner MM pg345 and 1 Red/Blue/Moon/Black/Whistle Delver DGA pg#) |
20 | Cultists of the Abyss (2d4 Cultist MM pg345) see Adventure (DGA pg#) |
Areas of Orth
The following areas correspond to labels on the map of Orth (DGA pg#), creatures are highlighted in bold so at a glance it is easy to see what might be found at each location.
Central District
This area typically keeps structures relating to delvers and tourists.
C1 - The Grand Pier
This long brass trim pier stretches out over the limitless depths, it is used for the triumphant return of Black or White Whistle Delvers (DGA pg#), its cage like gondola lowers and raises to a point half way down into the first layer. At the end of the pier is a long curving brass arm which has attached a large mesh basket crafted of metal faced down towards the abyss, it can swivel around the gondolas docking area to catch balloons that might be sent up by delvers, Guards equiped with delving gear (MM pg345) take shifts to patrol and operate the gondola and its balloon catching device. This area is strictly off limits to all but high ranking Delvers Guild members.
C2 - Gondolas
While the Grand Pier is reserved for the mightiest returning Delvers (DGA pg#), these smaller gondolas are set about several locations at the Abysses edge, patroled by Guards equiped with delving gear (MM pg345) in a similar fashion to the Grand Pier but to a far less substantial degree. Most of these Gondolas lower to 300 meters, some to small camps.
C3 - Orth Town Hall
Where choices are made regarding the Town with influence from the Delvers Guild due to its importance to the economy. The location is guarded by armored Knights (MM pg345) (Wears a dark blue tabard over armor.) who protect and serve the overly curious Town Manager Yezni Varell (Black Whistle Delver DGA pg#).
C4 - Churches of the Abyss
These churches are funded by the government and are near identical in design, with 7 spires that represent the 7 layers of the Abyss, stained glass windows that portray the Eternal Fortune flowers so commonly found in the depths, inside, behind a dais where a Priest (MM pg348) would stand during sermons is a pit 7 meters deep, 3 meters wide, where donations are given. Priests take short sermons in the morning of every day, and then operate other functions in the afternoon such as weddings and funerals.
C5 - South West Commerce Crescent
A Crescent shaped area of shops, being so close to the S4 - Cast Iron Foundry, a few shops are closely linked to it. The following table shows some of the shops which might be found in the area:
d6 | Merchant |
---|---|
1 | The Kiln: A pottery workshop with a small kiln at its rear, the owner dislikes visitors that try to talk to them while they work. |
2 | The Food Alley: This is a road of shops selling fast foods and packed lunch type meals, its the stop for local workers to get their lunch. |
3 | Marlos Sundries: Marlo, a crotchety old man, runs this pawn shop, buying and selling used items, the shop is a maze of shelves, some customers have even gotten lost inside. |
4 | The Metalworks: A large circular building with a single smoking chimney, inside is a central forge with anvils surrounding it, weapons, tools and armor all being crafted here, they work in competition to S4 - The Cast Iron Foundry. |
5 | Brick and Mortar Warehouse: A Masonry warehouse where the materials used for a lot of the construction around town are stored and crafted. |
6 | Sole Sisters: A shoe shop run by twin sisters, they are so similar its difficult to tell which one you are talking too even for their close friends, they hate bits and bobs (see C7 table) for stealing their 'thing'. |
C6 - West Trade Overlook
At the edge of the Abyss is this area of shops, being located between a richer area and . The following table shows some of the shops which might be found in the area:
d4 | Merchant |
---|---|
1 | The Timber Workshop: A building made of wood from the Abyss, standing out from the others surrounding. It is a Carpentery workshop that specializes in furniture. |
2 | Netherworld Emporium: A General goods shop with localy grown fruits or vegetables displayed out front. |
3 | The Stables: The stable hold a number of Kyaraguma (DGA pg#) native to the surface layer of the island which can be rented and bought. |
4 | Library: A public library that features a wide variety of reading pertaining to not only the island of Orth but surrounding lands. |
C7 - South East Edge Commerce
Overlooking the Abyss is this area of shops, being located at th edges of a richer part of the Town, the shops are more focused on these people. The following table shows some of the shops which might be found in the area:
d6 | Merchant |
---|---|
1 | The Humble Hands: Hirable workers and mercanaries. |
2 | L'Abîme: A Restuarant which sells overpriced meals, some of the materials for the meals are sourced from the Abyss but most are imported, the owner doesn't like to say from where. |
3 | The Neglected Cottage: A cottage which appears abandoned, however its chimney puffs smoke regularly, inside is a witch who creates potions, sells herbs and insence, she wonders why she doesn't get much business. |
4 | Fish Market: Fishmongers from the Shoreline come to sell at this market. |
5 | Lainu's Topography: A seller and creator of maps regarding the local area and the Abyss, they are paid by the Delvers Guild to keep their Abyss' map up to date using information gathered by Delvers, these full maps are not publicly available. |
6 | Bits and Bobs: A general store run by a pair named bob and bits (bits being a nickname) they finish each others sentences and hate sole sisters (see C5 table) for stealing their 'thing'. |
C8 - Central District Guard station
A Guard (MM pg345) station located near the Abysses Edge.
C9 - Gate to the Netherworld
This stone archway stands as the entrance to the path delvers walk when entering the Abyss, it is covered in moss and flora and always protected by two Guards with delving equipment and crossbows (MM pg345) to deter illegal delvers and beasts. It appears to have had attached walls at some point but the sides have fallen away, one side into the depths.
North District
A busy district primarily for shopping, tourists pass through on their way to view the great pit.
N1 - North Market Promenade
Visitors arriving by O2 - Orth Harbourage pass through this area when entering Orth. The following table shows some of the shops which might be found in the area:
d6+d8 | Merchant |
---|---|
2 | Potions by Harrini: This alchemists features a Nilfont (DGA pg#) at its center which tends to attracts visitors as a high value relic, Harrini received this as a gift from a Moon Whistle relative at the opening of their shop. |
3 | Bronze Pipe Cafe: A little cafe that keeps Neritantan to attract customers, the Neritantan live in a series of pipes along the walls. |
4 | The Hammerbeak: A large inn, tourists staying in Orth often make it their temporary home. |
5 | North Promenade Reliquary: A seller of mostly common or uncommon magic items that they purchase, no questions asked. |
6 | Orth Auction House: Common, uncommon and occasionally rare relics arrive at the Auction House brought in from various sources other than the Delvers Guild, some brought up by Illegal Delvers. |
7 | Laffis Spice Shop: Sells primarily food spices but also carries a few general goods, items seem to be placed at random about the shop however Laffi knows exactly where everything is when asked. Laffi is married to the black whistle Hablog. |
8 | The Little Patisserie: A Bakery with pastries themed after layers or creatures of the Abyss. |
9 | Butcher of the Depths: A Butchers who sell a variety of meats purchased from delvers, the taste is not particularly different for most normal meats found on the surface. |
10 | Orth Archive: A Book store which supplies a number of books relating to the Abyss such as biographies from delvers, creature studies or flora listings alot of information is outdated. |
11 | Florists of Fortunes: A Flower shop that sells a variety of flowers from the Abyss but mostly the common white five point Eternal Fortunes. |
12 | Ravine Greens: A Grocers who sell a variety of vegetables and fruits purchased from delvers, these greens do not grow as efficiently outside of the Abyss. Some examples of fruits and vegetables would be the sweet Baracocha fruits (DGA pg#) or Gintoko mushrooms (DGA pg#). |
13 | Fightmallet Games Board and card games shop, with such classics as mineopoly and scribble |
14 | Faible Boutique: Despite its fancy name, the shop supplies clothing for most commoners in Orth, their owner likes to think otherwise. Rag pickers from the wharf supply some materials used here. |
N2 - Market Promenade Guard Station
A larger Guard (MM pg345) station located at the center of N1 - North Market Promenade.
N4 - North Brae School
A school whos Teachers (Commoner MM pg345) teach the normal curriculum as well as some survival lessons which relate to delving in the 1st layer of the Abyss, most of the Children ( Commoner MM pg345) here have atleast one parent who delves during the day.
West District
This district holds most every day citizens home.
W1 - Belchero Orphanage
The Orphanage is run by Belchero (Noble MM pg348) who is accompanied by the teacher Jiruo (Moon Whistle Delver DGA pg#), the orphanage is sponsored by the Delvers Guild, in exchange, the orphanage teaches the normal curriculum along with basic survival skills required to delve within the 1st layer, sending any relics the Children (Commoner MM pg345) gather to the Delvers Guild.
South District
The poorest area of Orth and industrial area where equipment is forged and crafted.
S1 - The Wharf Quarter
Built by Illegal Delvers (Bandit MM pg#) who have settled in Orth, more poorly made buildings have been added by these delvers over the years leaving little space for further expansion, even so far as to protrude and sink into the Abyss, it is the deepest point of the town.
S2 - The Sanctum of Abyss Verities
This is the main hideout for the cult, set inside a building similar to those that surround it so to avoid arousing suspicion from guards. Inside, the Cultists (MM pg345) have dug into the 1st layer of the Abyss and even to a shelf where sacrifices are thrown into the depths by their 'Priests' (Cult Fanatic MM pg345). More detailed information can be found in the Adventure #NAME# (DGA pg#).
S3 - Miners Guild HQ
The Abyss allows easy access for these Miners (Commoner with pickaxe MM pg345) to create shafts. The Miners guild have been given special liscense by the Delvers guild which allows them to delve and create a number of mine shafts down to the 2nd layer where they collect strange unique minerals such as glowstone, in return for this, the Delvers guild receives cheaper equipment generated by S4 - The Cast Iron Foundry.
S4 - The Cast Iron Foundry
This area is made up of several industrial buildings that work with metals formed of minerals found in the Abyss, all gathered by the Miners guild.
S6 - South Guard Station
A number of Guard (MM pg345) stations are scattered around S1 - The Wharf Quarter in order to quell its growth.
East District
Home of the rich, such as retired successful Delvers, Governors or large business owners.
E1 - Delvers Guild HQ
The home of delvers, where they are born and leave from before descending. The guild claims ownership of the Abyss, thus those who wish to delve must first purchase a liscense to do so legally (The Delvers Guild DGA pg#). While the guild does not run the town, their influence is very heavy in what happens due to the Abyss being an important source of income and prosperity. The guild works in co-operation with several other operations in Orth, Belchero Orphanage (DGA pg#) receives funding from the guild, in return the children are taught the basics of delving and relics they retrieve are to be turned over to the guild, The Miners Guild (DGA pg#) are granted special permission to dig down to the 2nd layer for minerals, in return they provide a percentage of their minerals to be crafted into equipment and Lainu's Topography (DGA pg#) work under the guild to create and update maps of the abyss.
E2 - Exhibition Hall of Cave-raiding History
The halls display a number of Artifacts gathered by the Cave Raiding guilds famous White Whistles, unique Abyssal language nether glyphs found at the deeper sections of the Abyss and even stuffed Creatures such as Madokajack. #More info, relates to adventure#
E3 - Church of the Abyss
This church is identical to C4 - Churches of the Abyss in all aspects except it is run by a Cultist (Cult FanaticMM pg345) of the Abyss, who uses their position tolure more members into their cult. More informationcan be found in the adventure#ADVENTURE NAME# (DGA pg#)
E5 - East Square
Perched on a shelf between E1 - The Delvers Guild HQ and E2 - Exhibition Hall of Cave-raiding History, this area keeps a number of shops for the more well of, richer folk. The following table shows some of the shops which might be found in the area:
d8 | Merchant |
---|---|
1 | Tim & Sons: Crafting jewelery using materials from the Abyss, some even with magical effects. |
2 | The Scribery: This scribes copies documents and records, producing a large number of works for the Delvers Guild, they also ghost write and send letters. |
3 | Deep Boutique: A Fancy clothes shop for the more well of folk. Often using materials gathered from the Abyss such as Hammerbeak feathers. |
4 | The Emperorshell Hotel: This Hotel houses the richer tourist that visit for business and novelty. |
5 | Gifts from Below: A gift shop themed around things relating to the Abyss, such as stuffed animals, replica whistles, postcards or miniature pickaxes. |
6 | Orth Reliquary: This Relic expert operates under the Delvers Guild, their shop located close to the HQ, most items here are overpriced but the shop carries a huge variety thanks to its affiliations. |
7 | The Delvers Guild Auction House: This Auction house is officially affiliated with the delvers guild, selling for them the items uncovered below to those that attend. Foreign rich folk from all around interested in the unique relics gather here to make purchases. |
8 | The Plummet Pub: A pub frequented by delvers, this is where information travels fastest |
Special Events
You may wish to include random encounters through the town of Orth during the characters time (DMG pg114). Additionally the following events may occur under specific circumstance or at random.
- White Whistles return: When a White Whistle returns from a major expedition, a festival is held to celebrate with food, drink, music, market stalls, festival games, puppet shows etc.
- Funeral: When a person dies in the town, a funeral will usually be held soon after, their name written onto a wooden plate, their ashes scattered into the Abyss with petals from Eternal Fortunes and prayers spoken by Priests of the Abyss.
Out of Town
O1 - Caldera Peaks Windmills
Several windmills are placed around the Peaks of the Caldera that surrounds the town of Orth, these windmills pump water into the streams that flow through Orth and grind grain and spices.
O2 - Orth Harbourage
This Harbourage at the Northern most point of the Island of Orth is where most ships come to dock. The following table shows some of the locations which might be found here:
d6 | Location |
---|---|
1 | The Beach: Golden sands stretch along the northern side of the island. |
2 | The Ship Inn: An Inn made from the rear end of a galleon style ship, the owner likes to talk like a pirate. |
3 | Flawless Sails Shipwright: Crafting ships in a large Warehouse at the waters edge. |
4 | Tigbys General: Supply most of the general needs for those who live in this area of the Island. |
5 | Fishmongers: A Fishing market, stalls set up along the docks with loud mouth salesmen. |
6 | Farms: Leaving the village towards the Town of Orth are a number of farms growing crops and rearing animals. |
O3 - Orth Fishing Shoreline
The Shoreline here is scattered with rocks placed to break the waves which would otherwise assault the small village, a few small piers jut out into the waters. The following table shows some of the locations which might be found in this area:
d4 | Location |
---|---|
1 | The Dancing Lights Inn: An Inn which is lit by the fireflies that strangely gather in and around it. |
2 | East Shore Boat Rental: A small warehouse of boats up for rental stacked high inside. |
3 | Fishmongers: Fishing market stalls set up along the docks with loud mouth salesmen. |
4 | Jinweis Grocers: Jinweis shop is set inside a tower, 3 floors tall, Vegetables on the bottom, Fruits at the top and Baked goods in the middle. |
The Delvers Guild
When the players first approach the Delvers Guild, read the following:
The Guilds Creation
The guild was formed by Yezni Varell who now keeps Orth running as its Mayor. Yezni arrived at the Abyss when the town of Orth was but a village, he arrived after tales of the great pit had reached him and he became instantly enamoured with it. He Created the guild in his own pursuit to create a book about the Abyss, paying members for anything they brought back. After pumping near all his savings into this project, the book was printed and sold, to Yeznis displeasure of releasing an unfinished work. However, his book sold exceptionally inside and outside of Orth, so popular that many more people arrived in the town looking for their own discoveries. New comers kept coming to Yezni asking him to guide them, and so the guild evolved from Yezni paying others, to them paying him to be members. From that point the guild became the Abyss controlling monopoly we see now.
Guild Resources and Perks
The guild provides a number of useful perks for its members, these include but are not limited to access the Abyss, their library, accommodation, training rooms and discounted equipment, if a resource is not listed which you feel would be appropriate for it to exist within the Guild, then it exists.
Guild Quests
Almost all quests from the Guild revolve around delving into the Abyss, these are just a few simple examples:
d6 | Quest |
---|---|
1 | Relic: Track down a Relic sighted within the depths |
2 | Delver: Locate a missing Delver at their families behest |
3 | Creature: Capture a Creature and return it dead or alive |
4 | Delivery: Take supplies to a forward camp within the Abyss |
5 | Guides: Acompany a group of fresh delvers to the early levels of the Abyss |
6 | Clear: Clear out a travel route that has been adopted as a home by dangerous Creatures |
Rank by Whistles
The Delvers Guild represents rank with different colored whistles. Detailed information can be found at the start of this book (DGA pg#) but the rank determines your proficiency at delving within the Abyss and how far your are allowed, by the guilds rules, to delve. Bells are for children who are being trained in delving, Red Whistles may delve to the 1st layer, Blue the 2nd, Moon the 4th, Black the 5th and White beyond that.
A Guild members rank increases after they have made a number of discoveries in their deepest allowed delving layer. Rather than keeping track of the number of relics retrieved, increase a players rank when they reach level milestones after returning a Relic and award XP when a relic is returned, use the following table:
Layer | Lvl | Whistle | Common | Un common | Rare | Very Rare | Artifact |
---|---|---|---|---|---|---|---|
1 | 1 - 4 | Red | 50xp | 100xp | 200xp | - | - |
2 | 4 - 6 | Blue | 100xp | 450xp | 700xp | 1100xp | - |
3 | 6 - 8 | Moon | 200xp | 700xp | 1100xp | 1800xp | - |
4 | 8 - 10 | Moon | 300xp | 900xp | 1450xp | 2050xp | 2300xp |
5 | 10 - 12 | Black | 400xp | 1100xp | 1800xp | 2300xp | 2900xp |
6 | 12 - 14 | White | 500xp | 1450xp | 2050xp | 2600xp | 3500xp |
7 | 14 - 15 | White | 600xp | 1750xp | 2900xp | 3500xp | 5000xp |
Returning with a Relic
Any and all Relics retrieved from the Abyss must be given to the Guild for Indexing and Classification, by the guilds rules, which takes a day, after which the delver may collect their Relics or sell it to the guild for the value offered upon collection.
Group Patron
If you are looking to use the Delvers Guild as a hub for your characters, you may wish to reference Group Patrons (TCE pg 83). The Delvers Guild is a Guild Patron, their type being a Merchant Consortium.
Joining the Guild
Before joining the guild, an applicant must first pass a series of tests to assess whether the individual is capable enough to be delving, this involves 3 tests as follows:
The Test of Skill
Inside the Delvers Guild HQ is a room dedicated to practicing climbing, the walls and ceiling are formed with foot holds that can be retracted and returned with the pull of a lever, when taking this portion of the test, there are 3 checks to be made,
- First a DC 10 Wisdom (Survival) check to assess the best route to the goal marked by their instructor. On a fail, taking a longer route, on a success, taking the best route.
- Then a DC 10 Strength (Athletics) check to climb that with provided equipment. On a fail, occasionaly losing their footing or hand holds, on a success, making it up with relative ease.
- Finally a DC 10 Dexterity (Acrobatics) check to abseil down. On a fail, spinning on the wire or losing their footing, on a success, sliding down with no problems.
If the Applicant succeeds at least 2 of the 3 checks, they may proceed to the next portion of testing.
The Test of Constitution
In another room within the HQ is one of the brass bird cage like gondolas found at the edges of the Abyss, hanging above a thin hole into darkness. The applicant must enter the cage, be lowered down and raised back up 3 times, making a check against the 1st layers curse (DGA pg#) each time. If the Applicant succeeds at least 2 of the 3 checks or hides the fact they are failing with deception, they may proceed to the next portion of testing.
The Test of Knowledge
Next they will be asked to fill out several questions on a form, the applicant must make 3 checks,
- First a DC 10 Intelligence (History) check with advantage if they have a little knowledge of the 1st layer of the abyss.
- Then a DC 10 Intelligence (Arcana) check with advantage if they have a little knowledge of relics retrieves from the abyss.
- Finally a DC 10 Intelligence (Nature) check with advantage if they have a little knowledge of the flora or fauna in the abyss.
If the Applicant succeeds at least 2 of the 3 checks, they may proceed to the next portion of testing.
The Test of Combat
Finally they will be pit against a mock battle with another delver (DGA Moon Whistle DGA pg#) to assess their fighting capability. Their opponent surrenders when their hit points are half or less.
If the Applicant succeeds, they are offered a contract which grants them permission to delve.
New Member Contract
After successfully passing each test, the applicant is offered to join the guild as a Red Whistle Delver after signing a big wordy contract, its most important parts are listed as bullet points below:
- The Signatory acknowledges that any harm, loss of limbs or life that occurs to themselves is their own responsibility, The Delvers Guild takes no responsibility for any bodily harm or psychological damage that may occur while delving in the Abyss
- The Signatory acknowledges the restrictions of delving upheld by The Delvers Guild which may change and must be acknowledged before delving, including but not restricted to Whistle Rank and its Delving Limit.
- The Signatory acknowledges a monthly or yearly payment listed at the bottom of this contract for the rights to Delve which must be payed before the 1st of every month or start of every year respectably, The Delvers Guild retain the rights to adjust this cost at the start of every year.
- The Signatory acknowledges that any and all discoveries found and brought to the surface by the Signatory must be returned to The Delvers Guild for classification and indexing, after which the Signatory may do with as they wish or accept payment by the guild for the discovery.
- The Signatory acknowledges for their first delve they shall be accompanied by a Moon Whistle delver assigned by The Delvers Guild.
The cost is written in a dedicated box at the bottom at 20g per Month or (20 x Number of Months in your calendar) g per Year which must be payed before the first delve.
After making payment and signing, they are given their Red Whistle and Certificate, informed to keep these items with themselves at all times while delving and may schedule a Moon Whistle Delver for their first delve whenever they would like, the moon whistle delver accompanies them for the first delve.
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. The environment is consistent and sunny, full of hollows in the grass rockfaces and petrified trees. The wildlife consists of mostly harmless animals whilst left undisturbed.
Gondolas (DGA pg#) were built between 50 and 580 meters to hasten the descent. Treasures and relics are rare to find being the easiest layer to explore. 2nd layer predators may sometimes ascend in search of easy food. Praying Skeletons (DGA pg#) are a common sight to be found beneath rocks and within burial tombs (DGA pg#).
Recommended Treasure
Common magic items table (XGTE pg140) Magic items table A (DGA pg#) 10 or 50gp Gemstones tables (DMG pg134) 25gp Art object table (DMG pg134)
Travel
When characters are traveling through the 1st layer, you may wish to use the following to determine how far characters travel per hour. First select the appropriate section from those below, then add or subtract from the 'Travel time without modifiers' using the questions in that section. every hour of travel roll a Random Encounter on the Random Encounters in the 1st Layer table.
Descending
Travel time without modifiers: 1 hour = 700 meters Minimum travel after modifiers 1 hour = 150 meters
At the start of travel, a leading character must make a DC 9 Wisdom (Survival) check;
- on a success, there are no ascents during travel
- on a failure, there is 1 ascent (-100 meters) character may repeat this Wisdom (Survival) check once to avoid the ascent, but do so at disadvantage (additional -50 meters on a repeat failure). If the characters ascend, they must roll versus the 1st layers curse (DGA pg#),
Is a character slowed by an effect that reduces their speed? (-50 meters per party member up to -200)
Do all characters have a climbers kit? (+200 meters, if atleast half characters then +100 meters)
Are all characters also proficient with a climbers kit? (+100 meters, if atleast half characters then +50 meters)
Do characters have a bonus which would help them traverse? (+50 per party member up to +200)
Ascending
Travel time without modifiers: 1 hour = 450 meters Minimum travel after modifiers 1 hour = 100 meters
At the start of travel, a leading character must make a DC 9 Wisdom (Survival) check;
- on a success, no additional changes.
- on a failure, the characters take a longer route (-100 meters)
Is a character slowed by an effect that reduces their speed? (-50 meters per party member up to -200)
Do all characters have a climbers kit? (+100 meters, if atleast half characters then +50 meters)
Are all characters also proficient with a climbers kit? (+60 meters, if atleast half characters then +30 meters)
Do characters have a bonus which would help them traverse? (+50 per party member up to +200)
Random Encounters
The Following encounters can be found in this layer of the Abyss, however are not limited to these, do not be afraid to come up with your own or use an appropriate table from another source (XGTE pg92).
Random Encounters in the 1st Layer
d12 + d8 | Encounter |
---|---|
2 | Seat of a Waterfall |
3 | Praying Skeleton |
4 | Wind riding Windmill |
5 | Ancient Homes |
6 | Delvers Camp |
7 | Burial Tomb |
8 | Rock Arc |
9 | Grave marker |
10 | Delvers |
11 | Corpse |
12 | Abandoned equipment |
13 | 1 Swarm of Insects |
14 | 1 Owlbear |
15 | 1d4 Hammerbeaks |
16 | 1 Bulette |
17 | 1d4 + 1 Bandits |
18 | 1 Gagouge |
19 | 1 Giant Sky Jellyfish |
20 | 1 Benikuchinawa |
2 Seat of a Waterfall
This pond is a source of water which can be clensed and drunk. The Demon Fish (Quipper MM pg335) within the pool are aggressive and will, if a creature tries to gather water from the pool, try to bite them. Demon Fish are edible.
3 Praying Skeleton
The boulder requires a DC 20 Strength check to move aside. Beneath the boulder is a praying skeleton, it lies with its hands clasped tightly together in prayer.
It requires a DC 13 Strength check to unclasp their hands which within hold an onyx gem necklace worth 50gp. If your setting makes use of undead creatures, the skeleton (MM pg#) may then rise and attack the characters after its rest has been disturbed. Else nothing happens.
4 Wind riding Windmill
Upon approaching, any Creature proficient in Survival or with the Delver background (DGA pg#) may make a DC 13 Survival check. Then read the following:
On a successful check read the following, else skip this:
Inside:
These are Ancient Windmills which used the updrafts created by the 2nd Layer to power their machinery. Now moss and fungus covered, the machinery no longer turns, a few praying skeletons can be found inside covered with the same fungus, one skeleton rests its head on an egg shaped Relic (magic item), a Princess Bossom (DGA pg#), if a skeleton or the machinery is interacted with 1d4 Violet Fungus (MM pg138) attacks.
5 Ancient Homes
These homes once belonged to a 2000 year old civilization, now it is home to praying skeletons or possibly wildlife. The characters may take advantage of the structures and rest inside safely, however there is a chance it is already inhabited, roll a d6 to determine the inhabitance: 1: 1d4 Hammerbeaks (DGA pg#) which attack when provoked 2: 1 Ankheg (MM pg21) which attacks on sight 3: 1 Faerie Dragon (MM pg133) which is invisible and plays tricks on the characters, avoiding a fight. 4: 1d4 Minor Creature size: small or very small (DGA pg#) hurries out of the home when the characters enter 5-6: None
6 Delvers Camp
A small camp with several tents where 1d4+1 friendly Blue, Moon or Black Whistle Delvers (DGA pg#) have made their temporary home while they stay in the Abyss. They have a common Relic (magic item) (DGA pg#), food and water which they are willing to trade for other items, they will not trade for coins as they have no use for them and do not want the unnecessary weight.
7 Burial Tomb
Inside:
The tower is filled with praying skeletons dating back 2000 years, buried beneath this tower is a further tomb hidden under the stone tiled floor housing further skeletons of 4000 and 6000 years even below that, if your characters discover this, you may wish to use the Dungeon: Tomb table (DMG pg295) and its following tables to create a short series of rooms they may explore. If your setting makes use of undead creatures, when disturbed, 1d4 skeletons (MM pg#) awake and attack the characters.
8 Rock Arc
The large rock was cut into shape more than 2000 years ago by an ancient civilization that made the Abyss their home, there are a number of these rock arcs scattered around the 1st layer, a DC 9 Intelligence (Investigation) check reveals the patterns have words within them written in Nether Glyphs, a character that can read Abyssal learns names written on the rock (example names: Hisudutis, Yigu, Qoex) It is unclear exacly what the rock arcs symbolize, however its believed to be a memorial for the dead.
9 Grave Marker
The helmet had a name written on the inside but has been scrubbed out and is now unreadable. Beneath the earth lies the corpse of a delver, a DC 15 Intelligence (Medicine) check reveals them to have been dead less than a day, their neck broken, likely from a fall.
10 Delvers
Roll a d6 to determine the nature of these delvers: 1-3. 1d4 Blue Whistle delvers (DGA pg#) are searching for treasures, they give a polite wave as one sees the characters. 4. 1 Black Whistle delver (DGA pg#) is passing by with a backpack filled to capacity with relics. If the characters try to steal something, they must make a DC 16 Dexterity (Sleight of Hand) check else the delver notices their attempt, on a success the characters receive a item from Magic Items table A (DGA pg#). 5. 1d4 Blue Whistle delvers (DGA pg#) are searching for their lost companion, if the characters choose to help, roll 1d8 + 12 on the random encounters in the 1st layer table, the delver is alive nearby but in conflict with or being chased by the encounter rolled. 6. 1d4+1 Orphaned Children (Red Whistle delvers DGA pg#) follow their teacher Jiruo (Moon Whistle Delver DGA pg#) who is showing them signs animals leave behind or fauna to avoid.
11 Corpse
Roll a d6 to determine the nature of the corpse: 1-2. The corpse belonged to an Ankheg with holes in its body created by pickaxes. 3-5. The corpse belonged to a Delver who has been burnt badly by some form of acid. 6. The corpse is a young child, its torso has been ripped open and insects eat at its still fresh wounds, its hand clings tightly to a drawing of two adults labeled mama and papa.
12 Abandoned equipment
Roll to determine the nature of this equipment: 1-3. A sack containing 30ft of rope, 1 ration and a random small trinket (DMG pg#) 4-5. A climbers kit, some of the components are starting to break, when a character next uses the kit, a rope snaps and they fall. 6. A backpack which starts to move when a character gets close. It contains a friendly Neritantan (DGA pg#) and a lot of crumbs.
13 Swarm of Insects
The Swarm of Insects (MM pg#) have not yet noticed the group, but will should they attack them or continue moving before the insects pass in 1 minute.
14 Owlbear
An owlbear was hoping to have a nice meal of Hammerbeak, but the bird is giving it the 'run' around, unfortunently leading the Owlbear towards the party. Still hungry, the owlbear tries its luck against the party and will run away when it reaches half hitpoints.
15 Hammerbeaks
1d4 Hammerbeaks (DGA pg#) attack the party, angry that they, and definently they, knocked their nest from the tree.
16 Bandits
Have one of the characters make a DC 9 Wisdom (Perception) check, on a success read the following
On a failure or if the characters try to talk to them, read the following
If the characters sneak past, have them make a stealth check versus the banidts passive perception, sneaking past on a success. The bandits have no loot, they seem to be illegal delvers from The Wharf (DGA pg#) district.
17 Bulette
A Bullette (MM pg#) burrows out from the earth towards the characters, a fight insues.
18 Gagouge
The characters have entered a Gagouge (DGA pg#) nest, they may choose to go back and find another path to avoid danger, in which case no encounter happens and their travel is reduced by 50. However if they press, they will encounter a Gagouge (DGA pg#) which currently hides in the trees watching them.
The Gagouge (DGA pg#) has sensed the characters approach and made the first attack using Web Grapple as described above.
19 Giant Sky Jellyfish
The Giant Sky Jellyfish (DGA pg#) is traveling towards the characters but is not looking to fight them, it is searching for something. The aim here is for the characters to get out of its way so they are not caught in the Jellyfishes Static Aura. If the characters decide to try and attack the jellyfish, read the following.
A fight insues with the Giant Sky jellyfish (DGA pg#).
20 Benikuchinawa
Roll to determine the nature of this encounter: 1-3. The Benikuchinawa (DGA pg#) is hunting a pair of Hammebeaks (DGA pg#) thus will ignore the characters, the characters realise this with a passive perception of 12 and above 4-5. The Benikuchinawa (DGA pg#) is chasing a Red Whistle Delver (DGA pg#) who is screaming for help, nearby are some narrow pathways through a fossilized forest the characters might be able to lose the Benikuchinawa in with a successful DC 12 Wisdom Survival check. If the characters manage to help the Red Whistle Delver escape alive, he will offer them a reward rolled from the 50gp Gemstones table (DMG pg#) 6. The Benikuchinawa (DGA pg#) is hunting the characters, nearby are some narrow pathways through cracked cliff walls which they can lose the Benikuchinawa in, if they use these, have the character leading the escape roll a DC 12 Wisdom Survival check, on a success read the following:
on a failure read:
The characters have a several options at this point, if they are struggling for ideas, offer the following, they could climb the walls of the corridor to the light above and risk the curse (DC 9 Athletics to succeed followed by a check versus the Cursed of the Abyss), stay quiet and hope the Benikuchinawa doesn't find them (DC 16 Stealth check to succeed). If the Benikuchinawa finds the characters, it will try to Swallow one of them before leaving.
L2: The Forest of Temptation
Depth: 1350~2600 meters.
Strains of Ascent: Heavy nausea, headache and numbness of limbs.
The first truely dangerous section of the Abyss. The fauna and environment suddenly change, turning into a tropical rainforest with huge vegetation.
Things to keep in mind
Predators are not uncommon, more tame creatures living further from the center of the Abyss Heavens Waterfall is where the mists of the 3rd layer fall upwards like a reverse waterfall into the 2nd layer The Inverted Forest: At 2000 meters, the ground twists under and trees hang from a long deep overhang, travel is done here with bridges hanging from the ceiling, nicknamed hells crossing by Delvers. Strong winds blow all throughout the Inverted Forest making flight impossible for all but those who can see the forcefield. If a creature attempts to fly or float, use the rules for Strong wind (DMG pg110) The Seeker Camp is a building of respite for delvers deep within the Inverted Forest at 2540 meters deep (DGA pg#)
Recommended Treasure
Magic items table F (DGA pg#) 50gp Gemstones tables (DMG pg134) 25gp Art object table (DMG pg134)
Travel
When characters are traveling through the 2nd layer, you may wish to use the following to determine how far characters travel per hour. Every hour of travel roll a Random Encounter on the Random Encounters in the 2nd Layer table.
Descending
Travel time without modifiers: 1 hour = 600 meters Minimum travel after modifiers 1 hour = 150 meters
At the start of travel, a leading character must make a DC 11 Wisdom (Survival) check;
- on a success, there are no ascents during travel
- on a failure, there is 1 ascents (-100 meters per ascend) characters may repeat this Wisdom (Survival) check once to avoid the ascent, but do so at disadvantage (additional -50 meters on a repeat failure). If the characters ascend, they must roll versus the 2nd layers curse (DGA pg#)
Is a character slowed by an effect that reduces their speed? (-50 meters per party member up to -200)
If characters are within the Inverted Forest, they must make a DC 11 Dexterity (Acrobatics) check, using the average of their rolls as the result;
- on a success, the characters are not slowed by the strong winds
- on a failure, the characters are slowed by the strong buffeting winds, occasionally knocking the weaker of the rolls prone or almost over dangerous edges (-100 meters)
Do all characters have a climbers kit? (+200 meters, if atleast half characters then +100 meters)
Are all characters also proficient with a climbers kit? (+100 meters, if atleast half characters then +50 meters)
Do characters have a bonus which would help them traverse? (+50 per party member up to +200)
Ascending
Travel time without modifiers: 1 hour = 400 meters Minimum travel after modifiers 1 hour = 100 meters
At the start of travel, a leading character must make a DC 11 Wisdom (Survival) check;
- on a success, no additional changes.
- on a failure, the characters take a longer route (-100 meters)
Is a character slowed by an effect that reduces their speed? (-50 meters per party member up to -200)
If characters are within the Inverted Forest, they must make a DC 11 Dexterity (Acrobatics) check, using the average of their rolls as the result;
- on a success, the characters are not slowed by the strong winds
- on a failure, the characters are slowed by the strong buffeting winds, occasionally knocking the weaker of the rolls prone or almost over dangerous edges (-100 meters)
Do all characters have a climbers kit? (+100 meters, if atleast half characters then +50 meters)
Are all characters also proficient with a climbers kit? (+60 meters, if atleast half characters then +30 meters)
Do characters have a bonus which would help them travel? (+50 per party member up to +200)
Random Encounters
The Following encounters can be found in this layer of the Abyss, however are not limited to these, do not be afraid to come up with your own or use an appropriate table from another source (XGTE pg92).
Random Encounters in the 2nd layer
Add 6 to the result if the characters are in the Inverted Forest (below 2000 meters).
d6 + d6 | Encounter |
---|---|
2 | Forest of Lillys |
3 | Trinket |
4 | Dense Forest |
5 | Migration |
6 | Delvers |
7 | 1 Carrion Crawler and 1d4 Swarm of Insects |
8 | 1 or 2 Nakikabane |
9 | 1d6 Cockatrice |
10 | 2 Kuongatari Swarm |
11 | 1d4 + 3 Hammerbeak |
12 | 1 Giant Sky Jellyfish |
13 | Hells Crossing |
14 | Inverted Depths |
15 | Ozen |
16 | Inverted Tree House |
17 | 1d6 + 1 Inbyo |
18 | 1 Wyvern |
2 Forest of Lillys
The giant lilly pad field provides cover from flying predators and rain, it is a good place to camp and grants +50 to the characters travel.
3 Trinket
A random character finds a lost trinket. Roll on the Trinkets table (PHB pg160).
4 Dense Forest
The characters travel is reduced by -50, this area is dimmly lit and counts as difficult terrain, it is a dangerous place to camp. If the characters camp, roll 1d4 + 6 on the random encounters in the 2nd layer table, the result interrupts rest.
5 Migration
If the characters choose to stay in the area, read the following
The characters have a few moments to react, but a pack of Minor Creatures (DGA pg#) move towards the characters, if they do not react they must make a DC 11 Dexterity saving throw or suffer 6d6 bludgeoning damage or half as much on a successful save.
6 Delvers
Roll a d6 to determine the nature of these delvers: 1-3. 1d4 Moon Whistles Delvers (DGA pg#) are searching for treasure, they give a polite wave as they pass. 4. 1d4 Illegal Delvers (Bandits (DMG pg#)) are traveling through the layer, they wear fake Moon Whistles and try to avoid talking with the characters. 5. 1d4 Blue Whistles Delvers (DGA pg#) are tending to a companion Blue Whistle who appears to be afflicted by the 2nd layers curse. 6. 1d4 + 1 Moon or Blue Whistle Delvers (DGA pg#) are in conflict with a creature, roll 1d6 + 5 on the random encounters in the 2nd layer table to determine what they are fighting.
7 Carrion Crawler
1 Carrion Crawlers (MM pg#) and 1d4 Swarm of Insects (MM pg#) attack the characters.
8 Nakikabane
If the characters chase after the voice, read:
The Bird is a Nakikabane (or Corpse Weeper) (DGA pg#) which mimics the noise of its victims to attract more victims. If the characters don't act immedietely, read:
If the characters don't act even after that, read:
Combat begins with 2 Nakikabane, one from the pillars and the other from the corpse
9 Cockatrice
1d6 Cockatrice (MM pg#) attack the characters.
10 Kuongatari Swarm
2 Kuongatari Swarm (DGA pg#) attack the characters.
11 Hammerbeak
1d4 + 3 Hammerbeaks (DGA pg#) attack the characters.
12 Giant Sky Jellyfish
Unlike the encounter in the 1st layer, this Giant Sky Jellyfish (DGA pg#) is looking for a fight as it was recently angered by another creatures attacking it, evidence of this is visible on the creatures body.
13 Hells Crossing
Through the Inverted Forest is a wooden path created by delvers as a walkway to the Seeker Camp, if the characters come across this encounter, they gain an additional +100 to their travel so long as they travel at least 400 meters horizontally.
14 Inverted Depths
Inverted Depths become more common the further from the center of the abyss one travels into the Inverted Forest. Being impossible to miss if the characters are searching for one beyond the Seeker Camp. The inverted depths is quiet and creatures tend to keep to themselves, the characters find no trouble unless they seek it
If the characters seek food they find 1d4 Minor Creatures size: large or smaller (DGA pg#) on a successful DC 11 Wisdom (survival) check.
If the characters seek water:
15 Ozen
Roll to determine the nature of this encounter: 1-3.Ozen (DGA pg#) and her subterranean bandits, Zapo, Simred and Yelme (DGA pg#) are working on repairing a broken bridge:
After some time a creature attacks, roll 1d6+16 on the Random Encounters in the 2nd layer table to determine which creature is involved in the encounter, read the following:
4-5. If Ozen has already met the characters, treat this result no encounter. Ozen (DGA pg#) and her subterranean bandits, Zapo, Simred and Yelme (DGA pg#) are out to check the status of the bridges as they routinely do, they catch the characters on a bridge that is on the verge of falling apart, read the following:
6. If Ozen has already met the characters, treat this result no encounter. Ozen (DGA pg#), flanked by Zapo, Simred and Yelme (DGA pg#) believes the characters to be bandits who broke into the Seeker Camp and stole a number of items recently, If the characters show interest in helping find the bandits and returning the items, Ozen can offer them a safe place to rest, free meals and baths as well as 1d4 50gp Gemstones (DMG pg134), consider replacing an encounter during an ascent with these bandits later, read the following:
This encounter will either continue as a fight or become a conversation should the players be able to Persuade (DC 10) Ozen they are not the Bandits she is searching for, read after determining the nature of this encounter and the characters being close enough to identify those involved:
16 Inverted Tree House
The structure is a home once used by ancient delvers, it was the equivelent to the Seeker Camp in its day 2000 years ago. If the characters climb up, DC 13 Strength (Athletics) check to do so successfully, roll on the curse table then read the following:
Inside is basic furniture made from roots, like a bed, seats, tables etc., there is a piece of fabric in the centre of the room, made from thin strips of bark woven together, it covers something, roll a d6 to determine the nature of the bulge beneath this cloth: 1-2. A skeleton kneels beneath the cloth with hands clasped together in prayer, it holds a piece of bark with nether glyphs carved into it, a creature who can read Abyssal understands this writing to read 'I have fallen to illness, the depths call my name.' 3-4. A Druid (MM pg346) is asleep under the cloth, woken by the characters when the cloth is removed. This druid has lived here a number of years, making it their home due to the fascination they have with this unique forest. If the characters are nice to the Druid, they will offer to guide them up to 1 hour from their home within the Inverted Forest, any combat rolled on the Random Encounters in the 2nd Layer table becomes no encounter while they do so.
5. A Giant Constrictor Snake (MM pg#) was asleep under the cloth, and attacks the characters when the cloth is removed. 6. Nothing appears to be under the cloth, though there was definently a shape before. If your setting makes use of undead creatures, a Ghost (MM pg147) was under the cloth, and follows the characters for the next hour of travel after they leave, they feel like they are being followed, see eyes between the trees. The Ghost attacks the characters if they damage or leave a mess in the Inverted Tree House.
17 Inbyo
A group of 1d6 + 1 Inbyo (DGA pg#) angered that the characters are in the Inbyos territory.
18 Wyvern
Roll a d6 to determine the nature of this Wyvern: 1-3. A Wyvern (MM pg#) carries an Inbyo back to its nest, the characters can make a DC 15 Wisdom (perception) check to try to identify what it is holding, seeing it to be a struggling Inbyo on a success, on a failure or not making a check describe the body as a struggling humanoid. 4-6. A Wyvern (MM pg#) flies towards the characters looking for a meal, it will try to kill the character it perceives to be weakest, then carry their body back to its nest.
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 as it was originally a stopover point for those descending into the third layer, 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.
When the characters first approach the Seeker Camp, read the following:
When the characters are at the Gondolas lowering point for the first time, the Gondola waits already lowered waiting for them. Read F1 - Gondola (DGA pg#) should they enter.
Seeker Camp Locations
The following areas correspond to labels on the maps of the Seeker Camp (DGA pg #).
Rooftop
On the rooftop itself, the outer perimeter walkway leads at one point above F1 - Pier, here the Gondolas lifting and lower mechanism can be maintained.
R1 - Ozens Dwelling
When Ozen isn't out fixing bridges or scolding her underlings, she sits in her dwelling at a table and chair, keeping record of her exploits, the papers document bridges fixed, relics obtained and shipped to the surface and visitors, these records go back to when she first made the Seeker Camp her home, when Lyza, the Annhilator (DGA pg#) left to pursue Abyss' bottom, though this is only mentioned in records simply with 'Lyza has left to pursue the bottom, i have begun managing the Seeker Camp'.
The White Cube at the end of the room is a Curse-warding Box (DGA pg#), Ozen used the box to carry Lyza, the Annihilators (DGA pg#) child Riko to the surface after she was born in the 4th layer.
Ozens Armor is dark Plate armor (PHB pg#) however it requires a strength score of 18 to wear in full as the gloves and hat are made from an extraordinarily heavy black metal, this metal cannot be eroded. The gloves are large, smooth and curved while the hat is a wide cone similar to a rice hat.
Books refer to information about the 2nd layer such as creatures and relics. There are also a few folded Maps that show bridge locations and highlight dangerous areas within the Inverted Depths, these maps are out of date. If the characters try to use a map during Travel (DGA pg#) they soon realize the maps are useless (-50 meters to their travel)
R2 - Ozens 'Bedroom'
Ozen sleeps here at irregular hours and for very little time, up to 4 hours but often for just 1, she would only sleep 8 hours when feeling particularly weak.
The Framed Images present include an image of Ozen, her Subteranean bandits (DGA pg#) and Marulk (DGA pg#) infront of the Seeker Camp. An image of Orth and finally an image of Ozen, Lyza (DGA pg#) and Jiruo (DGA pg#) infront of W1 - Belchero Orphanage (DGA pg#), this last image is the only image in which Ozen smiles.
Floor 1
The main living area for the denizens of the Seeker Camp, its warm, well lit and feels homely.
F1 - Gondola
When the characters first ride the Gondola to the Seeker Camp, read the following:
The Gondola is made from brass as are its chains which lower and raise it, the door to the Gondola has a latch for safety however leaning against it would likely lead to the door opening anyway.
F2 - Pier
If the characters are arriving without Ozen (DGA pg#) as a guide, she meets them here with Marulk (DGA pg#) behind her else Marulk waits to welcome Ozen and the group.
F3 - Bathroom
F4 - Kitchen
F5 - Lounge
This space is where meetings take place, food is eaten and people relax, it is a common room of sorts.
Basement 1
As the floor above, it feels warm and inviting. The air feels more damp here.
B1 - Relic Processing
This room is where Relics are processed, sorted, categorized, and stored, prepared for collection by the Delvers Guild, When Marulk is not observing the surrounding area through the Telescope in the Observation room (DGA pg#) they can be found here cleaning and sorting various relics, on occasion delvers might drop off their relics here so they may continue their delve without the weight of their finds.
B2 - Wash Room
This room is for the washing of relics, the constant flowing water taking grim out to be filtered, the water later reused.
B3 - Water Tank
The Water Tank pulls water from special bowls placed in the higher reaches of the tree that are made to increase productivity of dew.
The smell is coming from behind the water tank, an Inbyo (DGA pg#) has been living here, eating bugs and drinking water from the cracks in the tank, a DC 13 Wisdom (Investigation) check reveals the Inbyo.
Basement 2
Dark and gloomy, lit by green lanterns whose glow originates from a firefly like insect trapped inside.
B4 - Observation
Peaking through the telescope the players can plan their coming routes, spending 10 minutes doing so with a successful DC 13 Wisdom (Survival) check +50 meters to their next travel.
B5 - Yelmes Bedroom
This bedroom belongs to Yelme, they read, write and draw a lot in their downtime, on the surface it would appear all this would be relevent to the Abyss however beneath these papers lay hidden Yelmes other interest, writing what can only be described as 'fan-fiction' of their favorite books, where a recuring character named 'Semley' always ends up with a beutiful woman, to this point, Yelme has illustrated in irredeemable detail some of their works.
B5 - Zapos Bedroom
This bedroom belongs to Zapo, he might appear elderly but this man is still quite capable at climbing, he is most comfortable at a perch like position which is why his bed is where it is.
B5 - Simreds Bedroom
This bedroom belongs to Simred, they are lazy evident by their rooms appearance, stuffing used clothes under their bed which are gathered by Marulk for cleaning periodically, beneath the bed a nest of Insects has made home, if the characters attempt to pull clothes from under the bed, a Swarm of Insects emerges either attacking or running from the characters.
B8 - Marulks Bedroom
Inhabitance
Ozen (Camp Leader) Ozen "The Immovable" is a legendary white whistle Delver who has retrieved numerous artifacts of incredible value and made outstanding discoveries within The Abyss. Unusually Strong: Even among her fellow white whistles, Ozen is renowned for her incredible physical strength despite her misleading frame depicting otherwise. Her strength is gained from the many Thousand Human Pins (DGA pg#) pierced into her arms. Friend of Lyza: Ozen came to know a young Lyza who she was unwelcoming to, attempting to drive her away with threats of violence. Through Lyzas unyielding stubbornness, Ozen allowed her to become her apprentice. The time spent together drew them to become close friends by which point Lyza became a Whiste Whistle. Disdain of Torka: Ozen, a pregnant Lyza and Torka, Lyzas husband as well as several other delvers formed an urgent expedition group to retrieve the Unheard Bell (DGA pg#) from the 4th layer. Ozen felt Torka was unworthy of Lyza and to Ozen she was proven right when he (and the other delvers) died on their descent. The Curse-warding Box: After finding the bell as well as by chance the Curse-warading Box (DGA pg#) nearby, Lyza gave birth to a stillborn child in the 4th layer, she placed the childs corpse in the Box on a whim and was surprised when it started to cry. Lyzas insistance left them to abandoned the Bell in favor of bringing the child to the surface within the box. Alone: Two years after their failed expedition, Lyza decided to make her last dive, to try and reach the Abyss' bottom leaving her child in an orphanage and Ozen without her only friend. Seeker Camp: With no direction, Ozen volunteered to take up post in the Seeker Camp. Ozen commands a small team of cave raiders known as "The Subterranean Bandits" that joined a few days after beginning her control of the camp, assigned to her by the Cave Raiders Guild to aid in repair of structures, collection of relics and returning those relics to the guild. Airship Crash: An airship crashed at the entrance to the 3rd layer, while searching for survivors, Ozen and her bandits found only Marulk, a young child who Ozen took pity on, though would not freely admit it. Marulk now serves Ozen.
Appearance: Ozen stands around 7ft tall, at around 60 years old but looks very young, 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 grey. Her clothing is a dark variation of a cave raiders typical gear. While out of the seeker camp, she wears huge gloves and a hat similar in style to a rice hat that are both made from a heavy dark metal which cannot be eroded.
Personality: Ozen is cold, cruel and most of all cynical. She would take logical action over action driven by the heart in most cases. Her emotions are difficult to read, most of the time she holds a neutral expression with her monotone voice. She can find comedy and joy in others suffering
Stats: Ozen, the Immovable (DGA pg#)
Marulk (Ozens Assistant) Marulk is originally from a foreign counrty, their father traveled by airship here, ignored the warnings of the locals and attempted to delve into the Abyss via airship, of course, the ship crashed, at the edge of the 3rd layer, all the passengers died but for Marulk, who hid from the Monsters who ate their family and friends, eventually Marulk was found by Ozen. Marulks eyes developed an extreme sensitivity to the light since being so young in the Abyss, so they don't typically return to the surface, when they do they keep an umbrella to shroud from the sun. they are in charge of the telescope inside the camp and are often keeping watch of the surroundings so the gondola can be lowered when a Delver shows up.
Appearance: Marulk is a young feminine boy (nothing is confirmed by the show as to whether they identify as male or female, i will refer to them as they/them within the module) with short blue hair and a round face. They wear a maids attire including a headband with pouches at its side. (It is implied that Ozen got Marulk to dress this way) Personality: Marulk is shy, polite and loves to talk to people their own age when the chance rarely arises. Stats: Scout (without longbow) (MM pg349)
Simred (Subterranean Bandit) #BACKGROUND#
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 Stats: Bandit Captain (MM pg344)
Yelme (Subterranean Bandit) #BACKGROUND#
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 Stats: Bandit (MM pg343)
Zapo (Subterranean Bandit) #BACKGROUND#
Appearance: An elderly man wearings Eyes of the Eagle 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 Stats: Acolyte (with Eyes of the Eagle DMG pg168) (MM pg342)
#ADD MAP OF LOCATION SOMEWHERE#
L3: The Great Fault
Depth: 2600~7000 meters.
Strains of Ascent: Vertigo combined with visual and auditory hallucinations.
A sheer rocky cliff face with numerous holes in its walls for 4000 meters, strong winds and airborne predators are numerous through the sky.
Things to keep in mind
Vicious Aerial Predators inhabit the air Strong Winds blow all throughout the Great Fault making flight impossible for all but those who can see the forcefield. If a creature attempts to fly or float outside, use the rules for Strong wind (DMG pg110) Thick Fog caused by the Forcefield makes visiblity limited to 500ft. Baracocha Corridors created by the Baracocha fruits (DGA pg#) trees grow through the earth here creating these tunnels. Though slow, it is far safer to travel this layer through them. The Ship hangs half embedded into the wall of the 3rd layer at 4000 meters (DGA pg#) Kazura squid (Octopus but size tiny MM pg333) eggs are embedded into the walls of the 3rd layer below 6500 meters (DGA pg#). When they hatch, the squid fall into the water filled flat creepers below. Mother Kazura squid throw their eggs up to the wall where they harden, sticking in place while they incubate.
Recommended Treasure
Magic items table B (DGA pg#) 50/100gp Gemstones tables (DMG pg134) 25gp Art object table (DMG pg134)
Travel
When characters are traveling through the 3rd layer, you may wish to use the following to determine how far characters travel per hour. Every hour of travel roll a Random Encounter on the Random Encounters in the 3rd Layer table.
Descending
Travel time without modifiers: 1 hour = 600 meters Minimum travel after modifiers 1 hour = 150 meters
At the start of travel, a leading character must make a DC 13 Wisdom (Survival) check;
- on a success, there are no ascents during travel
- on a failure, there is 1 ascent (-100 meters) character may repeat this Wisdom (Survival) check once to avoid the ascent, but do so at disadvantage (additional -50 meters on a repeat failure). If the characters ascend, they must roll versus the 3rd layers curse (DGA pg#)
Is a character slowed by an effect that reduces their speed? (-50 meters per party member up to -200)
If characters are traveling exclusively outside of the Baracocha Corridors (+50 meters), they must make a DC 13 Dexterity (Acrobatics) check, using the average of their rolls as the result;
- on a success, the characters are not slowed by the strong winds
- on a failure, the characters are slowed by the strong buffeting winds, occasionally knocking the weaker of the rolls against the walls (-100 meters)
If characters are traveling exclusively by Baracocha Corridors, a leading character must make a DC 13 Wisdom (Survival) check;
- on a success, the characters are not slowed by additional ascents
- on a failure, the characters are slowed by additional ascents as they find themselves lost in the caves (-100 meters) and roll versus the 3rd layers curse (DGA pg#)
Do all characters have a climbers kit? (+200 meters, if atleast half characters then +100 meters)
Are all characters also proficient with a climbers kit? (+100 meters, if atleast half characters then +50 meters)
Do characters have a bonus which would help them traverse? (+50 per party member up to +200)
Ascending
Travel time without modifiers: 1 hour = 400 meters Minimum travel after modifiers 1 hour = 100 meters
At the start of travel, a leading character must make a DC 13 Wisdom (Survival) check;
- on a success, no additional changes.
- on a failure, the characters take a longer route (-100 meters)
Is a character slowed by an effect that reduces their speed? (-50 meters per party member up to -200)
If characters are traveling exclusively outside of the Baracocha Corridors (+50 meters), they must make a DC 13 Dexterity (Acrobatics) check, using the average of their rolls as the result;
- on a success, the characters are not slowed by the strong winds
- on a failure, the characters are slowed by the strong buffeting winds, knocking the weaker of the rolls against the walls (-150 meters)
If characters are traveling exclusively by Baracocha Corridors, a leading character must make a DC 13 Wisdom (Survival) check;
- on a success, the characters are not slowed by additional ascents
- on a failure, the characters are slowed additional ascents as they find themselves lost in the caves (-100 meters) and roll versus the 3rd layers curse (DGA pg#)
Do all characters have a climbers kit? (+100 meters, if atleast half characters then +50 meters)
Are all characters also proficient with a climbers kit? (+60 meters, if atleast half characters then +30 meters)
Do characters have a bonus which would help them travel? (+50 per party member up to +200)
2 Mist
While the thick mist blocks the characters vision it actually covers their traversal from attackers, though they don't know that, continue to mention noises to scare them but never attack while the mist covers them.
Random Encounters in the 3rd Layer
Roll 1d6 + 1d4 if the characters are traveling exclusively outside of the Baracocha Corridors, add 10 to the result if the characters are traveling exclusively by the Baracocha Corridors, else roll 1d12 + 1d8
d12 + d8 | Encounter |
---|---|
2 | Mist |
3 | Glider |
4 | Wind |
5 | 1 Onitsuchi |
6/7 | 1d4 + 1 Madokajack |
8 | 1 Cloaker |
9 | 1 Roc |
10 | 1 Benikuchinawa |
11 | Cave in |
12 | Delver |
13 | River |
14 | Basalt |
15 | Crystals |
16 | 3d4 Neritantan |
17 | 1 Grick |
18 | 1 Darkmantle |
19 | 1 Amakagame |
20 | 1 Behir |
3 Glider
Roll to determine the nature of this encounter. 1-3. The glider has crashed, beyond repair, into the walls and gotten caught. If the characters go to investigate, they find a body wearing goggles and a warm jacket, the body is ancient. 4-6. The glider is hurtling downwards out of control, a person is visible piloting it as it passes, suddenly a gust of wind pushes it a different direction into one of the great faults many caves. If the characters go to investigate, they find the pilot dead, broken bones and glider beyond repair.
4 Wind
The Characters must make a DC 13 Strength (Athletics) check losing their grip on the wall on a failure, a Character who falls may attempt to regrip the wall and automatically succeeds if they are using climbing equipment, on a failure they suffer 3d6 bludgeoning damage landing on an outcrop.
5 Onitsuchi
An Onitsuchi (DGA pg#) flies through the mist looking for food to feed its chicks.
6/7 Madokajack
1d4 + 1 Madokajack (DGA pg#) fight the characters, they do not work together and fight over who gets to eat the characters. first
8 Cloaker
The sound originates from a Cloaker, hiding just above the entrance to the cave, it waits for a creature to enter then uses its moan to frighten them further into its lair. Should a character enter its lair, the Cloaker attacks.
9 Roc
Roll a d6 to determine the nature of this Roc: 1-2. It carries a tree which it intends to use for a nest, the nest is located in a larger cave entrance above that it has carved out, the Roc will ignore the characters unless they provoke it. 3-4. It carries a Madokajack (DGA pg#) which it intends to feed on, the Roc will ignore the characters unless they provoke it. 5-6. It is flying towards the characters, they can use the cave to hide from the bird, but it is persistant and waits outside for 1 hour for the characters to venture back into the open. The characters travel is reduced by -50 unless they can figure out a way to make the Roc leave.
10 Benikuchinawa
The Benikuchinawa (DGA pg#) is flying nearby but is yet to notice the characters who are 1d4 rounds away from the safety of a cave, the characters may choose to continue with haste or stealth, if they continue with haste they do not make checks and the Benikuchinawa will make DC 13 Wisdom (Perception) checks each round to notice the characters, if they continue with stealth they must make DC 11 Dexterity (Stealth) check each round, if the Benikuchinawa succeeds its check or the characters fail theirs, the Benikuchinawa will reach them in 1 round.
11 Cave in
A character who is on look out or leading may make a DC 13 Wisdom (Perception) check, on a success they notice the ground ahead is loose and weak, read the following:
On a failure or if the characters try to walk on it weighing greater than 100 lbs, read the following:
The first 3 characters in the travel order must make a DC 13 Dexterity saving throw, on a failure they are buried beneath the fallen earth, they suffer 2d6 bludgeoning damage, are restrained and cannot breath until the earth no longer covers them, a creature restrained in this way may make a Strength or Dexterity saving throw, gaining enough space to move their arms and dig out on a success.
With any result, if the characters are descending, they gain an additional +50 meters to their travel, if ascending, they lose -50 meters.
12 Delver
Roll 1d6 to determine the nature of this encounter: 1-3. Lost delvers:
These Blue Whistle Delvers (DGA pg#) are lost in the Baracocha Corridors, its their first time delving this deep and they, by the rules layed out by the Delvers Guild (DGA pg#), are delving deeper than they are allowed. If the characters guide the delvers to a cave exit, the Delvers will reward them with an item from Magic Items table A (DGA pg#) and their travel is reduced by -100, if the characters only point a way out, they Delvers become lost again and are found by the players 1 hour later still within the corridors, if no help is given or they are pointed the way out a second time, upon ascending through the 3rd level, the characters will find these delvers dead, being picked apart by a Grick (DGA pg#) which turn and attacks the characters if they are not quiet. The delvers bodies have an item from Magic Items table A (DGA pg#) as well as climbers equipment. 4-5. Dead delver:
Their body has been torn apart by a Grick (MM pg#), if the characters should continue travel in this layer, do not roll, their next encounter is 17 Grick (DGA pg#) 6. Mad delver:
This Moon Whistle Delver (DGA pg#) has lost thier mind, they encountered a Gibbering Mouther (MM pg#) in the layer below which they ran from, in their time ascending they were repeatedly hit with the 3rd layers Curse (DGA pg#) reliving the memory they would rather forget. If a character tries to touch them, the delver gets violent pushing characters away, if the characters are persistant and unsuccessful in persuading the delver they wish to help, the delver will straight up attack. The delver has no exceptional items, only typical delvers equipment.
13 River
The stream is not fresh, following it to its source it drips from several crystals that a number of small insects call home, a DC 13 Intelligence (Nature) check reveals that drinking this water would cause the drinker a disease. If a character drinks the water they must make a DC 11 Constitution saving throw, else become diseased with Sewer Plague (DMG pg#).
14 Basalt
The rocks in this area are basalt, formed by volcanic activity, they are warm to touch. Roll 1d4 to determine if the path away heads (even) up or down (odds), it is the only way out except the way they arrived, if the characters were traveling the opposite direction the path heads, travel is reduced by -50, else increased by +50, if they ascend they must make a save versus the 3rd layers Curse of the Abyss (DGA pg#). At the top/bottom of the path are Baracocha fruit (DGA pg#) sprouts from roots piercing the wall, these fruits are too large to carry whole but are edible and very sweet.
15 Crystals
If the characters turn back, their travel is reduced by -50, if they enter the chamber ahead:
This light is from a collection of crystals growing from a small pool of glittery water, the crystals have expanded throughout a 30 foot chamber to decorate it into something quite beautiful, the crystals are harmless and fairly worthless however the water is poisonous and can be harvested as an ingested poison, a humanoid who has not received the Blessing of the abyss (DGA pg#) that drinks a dose of this glitter water must make a DC 13 Constitution saving throw, falling unconscious for 1 hour on a failure.
16 Neritantan
3d4 Neritantan (DGA pg#) follow the path the characters take and will run away if attacked unless the characters have Baracocha fruit (DGA pg#) or have encountered 19 Amakagame (DGA pg#) before their last rest, if this is the case the Neritantan will attack, hungry for their favorite meal of Baracocha fruit. If no conflict occures, the Neritantan make for friendly companions to the journey, and help guide the characters on their way, the characters gain +50 to their travel.
17 Grick
This is a Grick (MM pg#) lair, the bones belong to an unfortunate Neritantan, the grick hides in a hole in the wall and will attack the last character to leave this chamber, characters notice the grick hiding if their passive perception is 13 or greater.
18 Darkmantle
The Darkmantle (MM pg#) drops on a character in the middle of their travel order using its Crush feature, if the characters are noisey in dealing with the creature, roll 1d4, 1. Nothing happens. 2. A group of 1d4+1 Neritantan (DGA pg#) scurry past in fear. 3. A Cloaker (MM pg#) is attracted by the noise. 4. A Behir (MM pg#) comes to feast.
19 Amakagame
This smell originates from an Amakagame (DGA pg#) which lays in wait burrowed just below the path ahead, if the first 4 characters in the travel order do not have a passive Perception of 13 or greater, the Amakagame uses its Consume feature with those first 4 characters as the targets.
20 Behir
A Player with passive Perception 13 or greater hears the Behir (MM pg #) scuttling around on the ceiling or the crackling of its lightning breath, if no player notices the Behir, it attacks the entrance they came through with its lightning breath, blocking the exit with rubble, then goes in for the kill.
The Ship
A large ship (Map DGA pg#) hangs half out into the air and half into the caverns resting around 4000 meters deep, made home of by some Madokajack (DGA pg#)
When the characters are within 400 meters of The Ship read the following:
When the characters first approach the ship outside, read the following:
When the characters first enter inside the ship, read the following:
At first, the ship seems like a safe area to rest away from danger outside. However, in the dark corners of this cave sleep Madokajack (DGA pg#), should the characters choose to long rest here or make some form of disturbance, 1d4 Madokajack (DGA pg#) attack the characters
Kazura Eggs
Nearing the end of the 3rd layer at around 6500 meters, spikey eggs begin to appear embedded into the walls which contain Kazura (small squids), how the eggs arrive to this location is unknown to most, thrown here by their mothers from below flat creeper pools, when they hatch, the kazura fall and land into a flat creeper in the layer below.
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 bysome absurdly overgrown vegetation, with800-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'.
Things to keep in mind
Withering Crystal Cave: Glowing by light of crystals melted away by the acid of a broken Flat-creeper, this cave around 8800 meters leads to the Garden of the Flower of Resiliences. Garden of the Flower of Resilience: At the 9000 meters mark lies the famous Garden of the Flower of Resilience, an area filled with Eternal Fortunes, the trademark flower of the Abyss. The sight produced by the countless glowing flowers make the garden one of the most beautiful landscapes within the Abyss. Kuongatari (DGA pg#) are known to live in swarms here. 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. Kazura Assembly: Here, the young Kazura (Octopus but size tiny MM pg333) fall from their eggs on the walls of the 3rd layer and land in a flat creeper filled with water. Spiral Ice Pillar: Frozen water has shaped into a rising spiral by the air currents spinning around this area. Nanachis Hideout: Details follow.
Recommended Treasure
Magic items table G (DGA pg#) 100gp Gemstones tables (DMG pg134) 250gp Art object table (DMG pg135)
Travel
When characters are traveling through the 4th layer, you may wish to use the following to determine how far characters travel per hour. Every hour of travel roll a Random Encounter on the Random Encounters in the 3rd Layer table.
Descending
Travel time without modifiers: 1 hour = 600 meters Minimum travel after modifiers 1 hour = 150 meters
At the start of travel, a leading character must make a DC 15 Wisdom (Survival) check;
- on a success, there are no ascents during travel
- on a failure, there is 1 ascent (-100 meters) character may repeat this Wisdom (Survival) check once to avoid the ascent, but do so at disadvantage (additional -50 meters on a repeat failure). If the characters ascend, they must roll versus the 3rd layers curse (DGA pg#)
Is a character slowed by an effect that reduces their speed? (-50 meters per party member up to -200)
If the characters are traveling between 7000m and 7600m, are aware of the Tamaugachis (DGA pg#) hunting ground and are yet to encounter it, they may make a DC 15 Dexterity (Stealth) check, characters automatically fail if they are unaware of the Tamaugachi;
- on a success, they avoid attracting the attention of the Tamaugachi (DGA pg#)
- on a failure, they are found by the Tamaugachi (DGA pg#) and enter initiative atop a Flat Creeper (DGA pg#)
Whatever the result, their travel distance will be halved.
Do all characters have a climbers kit? (+200 meters, if atleast half characters then +100 meters)
Are all characters also proficient with a climbers kit? (+100 meters, if atleast half characters then +50 meters)
Do characters have a bonus which would help them traverse? (+50 per party member up to +200)
Ascending
Travel time without modifiers: 1 hour = 400 meters Minimum travel after modifiers 1 hour = 100 meters
At the start of travel, a leading character must make a DC 15 Wisdom (Survival) check;
- on a success, no additional changes.
- on a failure, the characters take a longer route (-100 meters)
Is a character slowed by an effect that reduces their speed? (-50 meters per party member up to -200)
If the characters are traveling between 7000m and 7600m, are aware of the Tamaugachis (DGA pg#) hunting ground and are yet to encounter it, they may make a DC 15 Dexterity (Stealth) check, characters automatically fail if they are unaware of the Tamaugachi;
- on a success, they avoid attracting the attention of the Tamaugachi (DGA pg#)
- on a failure, they are found by the Tamaugachi (DGA pg#) and enter initiative atop a Flat Creeper (DGA pg#)
Do all characters have a climbers kit? (+100 meters, if atleast half characters then +50 meters)
Are all characters also proficient with a climbers kit? (+60 meters, if atleast half characters then +30 meters)
Do characters have a bonus which would help them travel? (+50 per party member up to +200)
3 Flat-Creeper
Roll 1d6 to determine the age of this Flat-Creeper: 1-4. Older and long standing, this Flat Creepers waters are very hot but are not damaging, the characters may make a DC 15 Intelligence (Investigation) check to see if the water is safe to parse, on a failure believing it to be acidic. 5-6. Younger, this Flat-Creepers (DGA pg#) acid is still pure, creating dangerous waters to parse, the characters may make a DC 15 Intelligence (Investigation) check to identify if the water is safe to enter, on a failure believing it to be so.
The characters may attempt to shimmy around rims edge, they must make a successful DC 15 Climbers Kit check or Athletics (Strength) check at disadvantage if they lack a Kit, on a failure the Flat-Creepers shell breaks and Acid pours onto the character dealing 2d6 Acid damage if it was a Young Flat-Creeper or just getting them wet if it was Older, either way their travel is slowed -50 meters.
Random Encounters in the 4th Layer #WIP
Roll 3d6
d6 + d6+ d6 | Encounter |
---|---|
3 | Flat-Creeper |
4 | Bramble Forest |
5 | Cave |
6 | Delvers |
7 | Ancient Skeleton |
8 | Balloon Message |
9 | Nanachi |
10 | 2d4 + 2 Takeguma |
11 | 1 Froghemoth and 1d6 + 1 Bullywug |
12 | 1d4 Onitsuchi and 2d4 + 1 Hammerbeak |
13 | 1d4 Basilisk |
14 | 2 Shambling Mound |
15 | 3 or 4 Kuongatari Swarm |
16 | 1 Hydra |
17 | 1 Young Green Dragon |
18 | 1 Tamaugachi |
4 Bramble Forest
This forest is not particularly dangerous unless a character was shoved or fell into the brambles, dealing 2d4 Piercing damage. The characters may choose to avoid passing through the forest, doing so adds -100 meters to their travel or they can choose to ascend making a save versus the 3rd layers Curse of the Abyss (DGA pg#) reducing their travel by 0 meters.
5 Cave
Roll 1d6 to determine the nature of this cave: 1-2. Mushrooms:
A number of mushrooms fill the cave space, some poisonous, others edible, 1d12-1 edible mushrooms, 1d4-1 poisonous mushrooms and 1d4-1 Parasitic Watershrooms (DGA pg#) decorate the space, its up to the characters to determine which is which 3-4. Baracocha shortcut:
If this shortcut has already been found, treat this result no encounter. The Baracocha Roots from the layer above reach down into this space, the characters have discovered a route they might take to ascend faster, +100 to travel when used, mark this location down so you don't forget. 5-6. Takeguma:
The cave contained 1d6+1 Takeguma spooked by the players approach.
6 Delvers
Roll 1d6 to determine the nature of this cave: 1-4.
Text
5-6.
Text
7 Ancient Skeleton
FROM A LONG DEAD GIANT CREATURE.
8 Balloon Message
ROLL 1D6 BALLOON CONTAINS SOMETHING DIFFERENT, IT CAN BE REPAIRED AND ALLOWED TO CONTINUE ITS JOURNEY OR TAKE THE STUFF I GUESS.
9 Nanachi
NANACHI IS WATCHING THE CHARACTERS, THEY ARE WAITING FOR THEM TO DIE TO COLLECT THEIR STUFF, PLAYERS WITH A PASSIVE PERCEPTION ABOVE 15 NOTICE THEY ARE BEING WATCHED, NANACHI AVOIDS FIGHTS AND INTERACTION.
11 Bullywug
BULLYWUG KINGDOM NEARBY, A SCOUTING GROUP FINDS THE PLAYERS AND TRIES TO TAKE THEM PRISONER, IN THE HOPES THESE NEW SLAVES WOULD SERVE AS SUITABLE OFFERING TO GAIN BETTER POSITION WITHIN THE KINGDOM, KING BULLYWUG WANTS TO HAVE THE PLAYERS CLEAN OUT THE CLEAR POOLS (MAKE THEM MUCKY COS THATS WHAT THEY PREFER) AND BEG FOR MERCY WHILE THEY DO IT, IF THEY ACTUALLY DO IT, THEY WILL BE FREE TO GO AND REWARDED.
12 Onitsuchi + Hammerbeak
BIRD ATTACK, THATS ALL.
13 Basilisk
NEAR SOME WATER STONE STATUE OF A DELVER FIRST, THEN THE BASILISKS ARRIVE.
14 Shambling Mound
LOOKS LIKE A NICE PLACE TO REST, BUT ITS A SHAMBLING MOUND UH OH.
15 Kuongatari Swarm
EITHER PATH THROUGH FLOWERS OR ASCENT, IF GO THROUGH FLOWERS CHANCE OF KUONGATARI SWARM.
16 Hydra
WHILE WALKING BY THIS LAKE, SNAKE HEAD POPS OUT, THEN 4 MORE, HYDRA.
17 Young Green Dragon
HIDE CHECKS, FAIL AND IT SWOOPS DOWN, HAS A LAIR NEARBY, IF DEFEATED THIS IS NO RESULT.
18 Tamaugachi
YOU ENTERED THE WRONG NEGHBOURHOOD.
Nanachi's Hideout
A home built by the Narehate Nanachi which lies in the outer edge of this layer where the curse does not reach, it holds tools and beds, even a small garden of Flowers of Resilience with a stream.
Inhabitance
Nanachi (Blessed Narehate) Nanachi is a Narehate warped by the 6th layers Curse in experiments by Bondrewd, she escaped Bondrewd with Mitty and founded a new home in the 4th layer where she tries to find a way to kill Mitty so she may no longer suffer. Nanachi was originally from a slum where her only possession was a book pertaining to the Abyss, she became interested by it and when Bondrewd arrived offering a new home in the abyss, she couldn't refuse. Appearance: Rabbit like, save for her long sturdy tail, horizontally slanted pupils, carnivorous teeth and human hair which is cream colored. She has tan colored fur covering her body, cat like whiskers and tall rabbit ears. She wears gray-green, baggy, drop-crotch pants, with dark-pink hip-bags on both sides, red pant legs and a pink flap that is used to cover her torso when pinned up, atop her head is a pink and white hat with a layered, like scales, back, down to her lower back. Personality: Cool and reserved, keeping her distance emotionally and physically, often sarcastic or even cynical however behind this mask is kind and gentle. Stats: # (MM pg342)
Mitty (Cursed Narehate) Mitty, like Nanachi, is from the slums and came to the Abyss with Nanachi among other children after Bondrewd extend his offer. After bondrewds experiment proved successful, Mitty was left as a mass of flesh, immortal, undying. Appearance: Amorphous blob with light pink fur growing on her head and ears, she has two short arms with sharp claws, a mouth split open vertically and a single right eye. Personality: It is difficult for her to show personality in her new form, however as a human she was upbeat, positive and always one to look on the bright side. Stats: Mitty is a small creature, she has 1 hitpoint and her speed is 10ft. When she reaches 0 hitpoints she falls unconscious and regains 1 hit point after 1 hour. Mitty cannot die except by disintegration or similar effect.
L5: The Sea of Corpses #WIP
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.
Recommended Treasure
Magic items table C (DGA pg#) 100/500gp Gemstones tables (DMG pg134) 250gp Art object table (DMG pg135)
Place of Interest | |
---|---|
1 | Frozen Wasteland: A largely flat snowy wasteland lays upon hard stone, made home of by the Kashougashira (DGA pg#). |
2 | # |
3 | The Sea: Not difficult to find, the sea spans most of the layer with many aquatic creatures inhabiting it including Hamashirama (DGA pg#). |
4 | # |
5 | Unending Whirlpool: A whirlpool under Ido Front, it is used to provide power to the structure. |
6 | Ido Front: Details follow. |
Ido Front
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 place where White Whistles begin their Last Dive, using the Elevator, Altar of the Absolute Boundary, in its central tower which safely descends through the Sea of Corpses.
Locations
The following areas correspond to labels on the map of the Seeker Camp (DGA pg #).
Place Name
Inhabitance
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.
In his past, Bondrewd was responsible for multiple 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, 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 passage to the 6th Layer using an ancient altar. 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 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 a pair of elevators constructed of various relics with homeless children as his test subjects.
Appearance: A tall man wearing black clothing and a jacket, he wears a black helmet with a violet light slit at its front covering his face. His body when mutated via the blessing of the abyss becomes more animalistic, growing a large tail and claws. A white whistle that has the appearance of two hands clasped together hangs from his neck.
Personality: Bondrewd is a man who values knowledge above all 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 should they get the advantage over him. Stats: Bonbdrewd, the Novel (DGA pg#) .
Prushka (Bondrewds Adopted Daughter) Prushka was the daughter of an Umbra Hand until said Umbra Hand lost their conscious to Zoaholic. Prushka has suffered physical and mental trauma due to accidentally being subjected to the 5th layers curse, a Black Whistle named Gueira attempted to heal her to no avail, he considered killing her so she would not suffer any further however Bondrewd hugged her and declared she would be his daughter, giving her the name Prushka. Growing up she was very timid and displayed fits of hysteria. One day Bondrewd gifted her a Meinastoirim which she named Meinya, it was this gift that helped her begin recovering. Appearance: A young girl with short white and green hair and red eyes. She wears a green coat and gloves atop a white shirt and skirt as well as wearing a large flat green hat. Personality: Cheerful, amiable, loving and trusting of her adoptive father. Stats: Commoner (MM pg345) with a pet Meinastoirim (DGA pg#).
Umbra Hand (Bondrewds Assistant) Description# Appearance: Description# Personality: Description# Stats: Umbra Hand (DGA pg#)
L6: The Capital of the Unreturned #WIP
Depth: 13000~15500 meters.
Strains of Ascent: Devastating body alterations that result in the loss of humanity and sometimes death.
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.
Recommended Treasure
Magic items table H (DGA pg#) 500gp Gemstones tables (DMG pg134) 750gp Art object table (DMG pg135)
Things to keep in mind
The Golden City: A lot of the layer consists of buildings from ancient civilizations that were believed to once live within the Abyss, however the buildings are not made of gold but fossilized and grown crystals. Mockwater Pool What at first appears to be water, but is infact gathering of small transparent creatures. When drunk, deforms the body of the creature then hardens it into a lead like material, Mockwater spreads by the Geothermal Geysers blasting it from pool to pool, making it common within the Geothermal Geysers area. (A person who drinks Mockwater must make a DC 15 Constitution saving throw or be infected with Mockwater, after 2d4 days they become petrified, their body begins to show signs after the first day, this disease can be cured by any thing which cures disease) Iron Rain The Phenomenom of lead falling from the skies during a Geothermal Geyser erruption is caused by Mockwater victims being blasted into the air. The Village of Illblu Details follow. Geothermal Geysers: Occasionally, these geysers will activate after building up a lot of thermal energy, when this happens
- A bubble builds to a 30 ft sphere centered on the geyser over 3 rounds (10ft ever round), anything within the bubble suffers 1d6 fire damage and 1d6 poison damage at the start of their turn
- The round the bubble reaches 30 foot, it pops, anything within its area must succeed a DC 19 Dexterity saving throw or take 4d6 fire damage and is throw 20 feet into the air (Which may trigger the Curse of the Abyss), on a success half as much damage and is not thrown into the air
- The round after the bubble pops, rubble falls to the ground within 120 feet of the geyser, choose 3d4 10 foot squares within this space for rubble to land, any Creature within a rubble landing area must make a DC 10 Dexterity saving throw or take 2d6 bludgeoning damage, on a success no damage
- Any area containing rubble spews poisonous gas for the next minute, a Creature who starts their turn within 10 feet of this rubble must make a DC 19 Constitution saving throw or take 1d6 poison damage or no damage on a success.
The Village of Ilblu
In a secluded area of the 6th Layer, an entire Village inhabited by almost exclusively Narehate exists named Ilblu, run by the Three Sages, Belafu, Juroimoh and Wazukyan.
The village of Ilblu came to be as a result of the relics known as the Cradle of Greed (A wish granting relic), though this information is not known by any except the three sages and Vueko now, all others in the village never knew or seem to have forgotten.
Members of a group named 'Ganja', a group of outcasts, came to the 6th layer seeking a golden city, however upon meeting a couple interference units they discovered they would not be able to return to the surface so set up permanent camp on the 6th layer.
The Ganja members fell ill due to Mockwater (Water that petrifies its victims), however during this illness they discovered a Cradle of Greed. Irumyuui (a child) was given the relic in the hopes she would be able to create a wish that would save them.
The relic changed Irumyuuis body and allowed her to give birth to creatures which looks similar to hermit rats without their shell that, when eaten, cured mock water. Later a second cradle of greed was discovered and given to Irumyuui by Wazukyan.
Over time, Irumyuui transformed until she became what is now the village of Ilblu. She took the bodies of the Ganja and reformed them into Narehate, however in doing so, trapped them within the village.
#The birth of Faputa#
#The importance of value and the balancing#
#Its own language (Examples)#
#Map of Ilblu (there is one on wiki)#
Locations
The following areas correspond to labels on the map of the Seeker Camp (DGA pg #).
Place Name
Boundless Inhabitance
These inhabitance are not found in any particular location but rather wander about the village (this does not imply other inhabitance must remain in any single location)
Majikaja "Kajya" (Village guide) Description#. Appearance: Kajyas form is actually formed of 'Good smells' as he likes to refer to it, the body he controls is made of many different things he has cobbled together over the years and moves in a way that represents this. His boney animal skull like head sits upon a long neck which appears to be made of bone, wood and fabric, his spherical torso is where his gaseous form is contained, within strips of sewn together leather and cloth. At his front he has two pincers taken from Interference units and similarly his 5 legs are mechanical and taken from interference units. While this is his main body, he can take control of any body by entering it as his gaseous form. Personality: Friendly and helpful, particularly to new visitors to the village, they speak robotically. Stats: # (DGA pg#).
Mothers Envelope
Description#.
Inhabitance
Wazukyan (Sage) Description#. Appearance: Large and covered with an intricately crafted fur robe. His face is flat with the left half marked in a shape reminiscent to a white skull. Two large blunt horns protrude from the sides of his head and arch upwards before looping down again. His arms are a tangled mess of lots of segmented limbs. He walks on two legs. Personality: Laid back despite his intimidating appearance with a pleasant relationship to the other Narehate in the village, often casually greeting them as he passes by. Stats: # (DGA pg#).
Belafu (Sage) Description#. Appearance: A long, large centipede-like body, while his head is more reminiscent of a flower. He has almost no facial features but for two empty eye sockets. These eyes are actually more akin to mouths; a proboscis-like tube protrudes from each hole to take in food and his voice comes from these openings. Personality: Intense and intimidating, willing to destroy his own body to get what he wants, despite this he is considerate towards others. Stats: # (DGA pg#).
Juroimoh (Sage) Description#. Appearance: The largest of the sagest, and most terrifying to gaze upon. His form is bulk and somewhat flabby, he has three horns on his head that go over his body into an armor-like shell, covering his back. His limbs are thick like an elephants, his mouth is large with sharp teeth and a secondary mouth on his stomach with arrows drawn pointing towards it which he stores large objects within. Around his midriff he grows pelt-like hair and right below it tentacle-like growths down to his feet. Personality: #, if the village is in trouble, he is the first to respond as its will and guardian. Stats: # (DGA pg#).
The Bazaar
Description#
Inhabitance
Moogie (Restaurant worker) A friendly worker at the Restaurant in Ilblu.# Appearance: She has many tentacles making up the majority of her body, all but for her arms which are thicker and furrier, and her more traditional face, on her chin to the left of her mouth is a feeler and her eyes have a streak through them horizontally. Personality: Open and direct due to the interactions she has daily in the restaurant, she can be patient when she needs to be. Stats: # (DGA pg#).
Embellith (General merchant) Description#. Appearance: Appears to be a flat jellyfish like creature, walking on their many short tendrils. On the front of the flat square body is a squished face. Personality: Personal#. Stats: # (DGA pg#).
Poriyon (Jewel merchant) This Jewel merchant not only collects and analysis rare minerals but crafts life reverberating stones into a more elegant whistle form.# Appearance: Appear#. Personality: Gentle and polite. Stats: # (DGA pg#).
Jezen (Puppet crafter) Description#. Appearance: Makes bodies for Kajya#. Stats: # (DGA pg#).
Haniisku
A public resting place where rooms can be rented for value#.
Inhabitance
"Mepopohon" (Lodge owner) Mepopohon is not their name but what they like to be called, it means 'napper' in Ilblun.# Appearance: Most of Mepopohon is covered in soft cloth, they are quite short and have big eyes peeking out between layers of cloth, their toes and fingers are long. Upon their head, they have a frilly decorative pillow. Personality: They do not speak and spend most of their time asleep. Stats: # (DGA pg#).
Ilblu Pinacle
The top of the giant pillar at the center of Ilblu#.
Inhabitance
Vuelo "Vueko" Eluko (Former sage) Description#. Appearance: Appear#. Personality: Personal#. Stats: # (DGA pg#).
Adventures in the Depths
#Adventure ideas made for the setting, wip, figurin it out#
Searching for Marulk
Initial Notes: this has to change as Marulk OVA ONA or whatever it is gives some Marulk background, Marulk was the lone survivor of a crashed airship (foreigners) expedition into the abyss, ozen took pity on them and took them under her wing, someone related to marulk is looking for them and hired expedition groups from the cave raiders guild to go find and return with anyone from the expedition
Hired to kill/capture Bondrewd
Initial Notes: Concerned rich Noble parents whos child ran away from home and hid amongst the homeless children of their city want their kid back, Bondrewd showed up and took the children, offering them shelter and food in the abyss, some homeless people saw him take them. OR Contract was sent out by a Black whistle in Orth to assassins guild/s in surrounding countries, the black whistle has personally seen some experiments Bondrewd has performed, bringing it up with the Delvers guild they refuse to listen as they have ulterior motive of letting him continue due to his achievements, this is why the black whistle turns to assassins. OR Secret government group from another country know that Bondrewd stole the artifact Zoaholic and want it retrieved for themselves, they want Bondrewd and his assistants out of the picture and Zoaholic safely secured so a secondary group may retrieve it.
Cult of the Abyss
Initial Notes: While there is a religeon surrounding the belief in the Abyss as a deity, some folks have taken this further where sacrifices are made to the great pit in the hope of rewards being returned from it upon delving. (Technically, the religeon worshiping this pit is basically a cult by definition, however the people of Orth see it not. The cult falls under the definition to a further degree due to its acts.) The players have received letters sent to their individual homelands to call them to Orth in order to rid the town of the cult due to recent disappearences and sighting believed to be related, foreigners were brought in to investigate this as citizens of orth might be recognised and froughted and tourists are often the target. (plays like an investigation, then a mini dungeon through the cults lair which has a tunnel being dug into the abyss to delve illegally from as well as treasures received from the abyss, ends with the cult leader throwing himself into the abyss and probably being snatched out of the air by a benikuchinawa or something.)
Miners Rescue
Initial Notes: Miners guild had a cave in on the 2nd layer and the players are delvers that happen to be passing by, miners who are okay but injured ask players to rescue their buddies, another entrance into the mine is still open but requires climbing up a ladder (this entrance is usually only used as an exit) and while the miners are injured they cant do it themselves. Searching for the miners reveals lots of signs of creatures burrowing through the rock and encounters with them, eventually resulting with a boss encounter with burrowing mama monster and the rescue of the miners (because this is entering the mine shaft in reverse, we can have a few places where the players have to ascend where the miners would usually descend). Tbh not sure about this idea because it could be placed in any adventure, the only thing making it unique to the setting is the ascending aspects, id rather have monsters be involved but cant see any useable.
Exhibition Hall Heist
Initial Notes: Heists are always fun. Here the characters would break into the Cave Raiding Exhibition hall to steal some of the artifacts that are just left in display cases. Of course the place is heavily guarded and trapped in order to protect these precious items. The characters will likely need a get away boat at one of the two ports or some other means of getaway. Who put the characters up to this heist? Why do the characters want to do it? What items are they specifically after? Maybe (to make use of the settings abyss) the way they can break in is through the floor, but delving into the Abyss would be necessary to access it.
Items and Flora from Orth and Below
Unique items relevant to Orth and the Abyss it surrounds.
Flora
Baracocha Fruit
A human torso size purple fruit with a rough outside body and squishy inside, the fruit is sweet to taste and the ravenously favourite food of the Neritantan (DGA pg#). They grow from the roots within the 3rd layers Baracocha Corridors.
Eternal Fortune
Eternal Fortunes are the flower of Orth, a major symbol for the island, they grow everywhere in and around the Abyss being quite persistant especially in cooler climates, they are used in cooking, celebrations and decoration.
Flat-creeper
The largest plants of the 4th layer, these gargantuan cup shaped plants are held up by thick stems 20 to 30 foot around, the cup catches liquid falling into the Abyss to be used for its own nutrience, the liquid is heated by acid which the Flat-creepers naturally produce, within fully grown Flat-creepers this acid is not dangerous as it is less pure, however younger Flat-creepers acid is, a Creature that steps within these suffers 2d6 acid damage when they enter the acid or start their turn within it. Many Creatures live or make use of the Flat-creepers pools including the Tamaugachi (DGA pg#) and Kazura squid (DGA pg#)
Gintoko mushroom
Often mistaken for Shiitake mushrooms, brown, short and quite edible, a great addition to meals.
Ouba Bush
They produce a pleasent scent and are edible, its leaves used often to mask the scent of terrible smelling food such as the Corpse-weepers (DGA pg#) meat, these bushes are found throughout the Abysses first layers 1 through 5.
Parasitic Watershroom
Found within the caves of the 4th layer, these mushrooms fuse with the skin of Creature who rest near them, most notably Takeguma (DGA pg#). They are fist size with a white stalk and transparent purple head which is filled with liquid. A Creature who long rests within 5 feet of a Parasitic Watershroom must make a DC 20 Constitution saving throw, on a failure the mushroom takes root on their body. Alternatively, A Creature can spend 10 minutes sewing a Shroom onto a willing Creature, 1 hour after being attached this way, the mushroom will take root. While these Mushrooms cause extreme pain and distress while attached and then touched, they have the benefit of bringing those close to death renewed life. A Creature with Parasitic Watershrooms on their body gains 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.
Yellow-shining grass
Growing beneath the Flat-creepers found in the 4th layer, this grass as it implies, is bioluminescent, glowing yellow, it continues to glow when uprooted for 10 minutes emiting a dimlight for 5 feet.
Items
Balloon kit
This kit is used for the crafting of a small Balloon which can carry a package weighing up to 5lbs, using the air currents of the Abyss it rises to the surface, though unlikely to actually make it to the top, Delvers use these to send back messages to loved ones along with small objects, these balloons hover just above the great pits opening when they arrive there. Within this kit is a pair of scissors, 2 thin sheets of leather, 2 needles and thread, a small metal frame, a flask of oil and a burner.
Relics (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)
Magic Items Table Addition
These Magic Item tables are to be used in conjunction with the tables found in the Dungeon Masters Guide (DMG pg#), when rolling on a Magic Item Table, roll 1d100 as normal, but also roll 1d10 and add the result to the total.
Magic Items Table A
d100+d10 | Magic Item |
---|---|
101-105 | Princess Bosom |
106-107 | Air Dumpling |
108-109 | Echoing Egg |
110 | Star Compass |
Magic Items Table B
d100+d10 | Magic Item |
---|---|
101-104 | Sun Sphere |
105-106 | Echoing Egg |
107-108 | Prism Lens |
109-110 | Fog Weave |
Magic Items Table C
d100+d10 | Magic Item |
---|---|
101-104 | Gold Shaker |
105-106 | Gentle Knock |
107-108 | Lifesync |
109-110 | Wonder wordless |
Magic Items Table D
d100+d10 | Magic Item |
---|---|
101-102 | Gorebag |
103-104 | Tomorrow Signal |
105-106 | Ghost Sight |
107-108 | Nil fount |
109 | Apsenti |
110 | Cold Fantoccini |
Magic Items Table E
d100+d10 | Magic Item |
---|---|
101-105 | Eon Depths |
106-107 | Shaker Bolt |
108-109 | Star Thread |
110 | The Cradle of Greed |
Magic Items Table F
d100+d10 | Magic Item |
---|---|
101-104 | Sun Sphere |
105-106 | Third Works |
107-108 | Everlasting Gunpowder |
109-110 | Scale Umbrella |
Magic Items Table G
d100+d10 | Magic Item |
---|---|
101-104 | Vat of Muscle Dress |
105-106 | Charcoal Sand |
107-108 | Grim Ripper |
109-110 | Aubade Helmet |
Magic Items Table H
d100+d10 | Magic Item |
---|---|
101-103 | Grim Ripper |
104 | Touching the Moon |
105 | Origin-guiding Light |
106-108 | Thousand Human Pins |
109 | Curse-Warding Box |
110 | Blaze Reap |
Magic Items Table I
d100+d10 | Magic Item |
---|---|
101-105 | Ascending to the Morning Star |
106-108 | Unheard Bell |
109-110 | The Cradle of Greed |
Common
Air Dumpling
Common - Oxygen Ball This dumpling shaped object features a glass side which displays how much air it contains, the Air Dumpling can hold up to 1 hour of any gas, the contained air is slowly expelled when the Dumpling is bitten down upon through a straw like extrusion at its top, every day at dawn, the Air Dumpling regains 1 hour of air, the air it regains is of whatever gas it has been left around when regaining its use.
Echoing Egg
Common - Egg This Egg shaped item is made from stone, complex patterns decorate its shell. When a word is spoken with lips pressed against the egg, it repeats the word once 1 minute later in the same voice and volume.
Princess Bosom
Common - Pillow Slightly larger than a human head, this oval shaped object is always soft, it is used most commonly as a pillow to rest ones head on, often used by delvers as it squashes down to fit into backpacks with ease.
Scale Umbrella
Common - 2 AC - Shield Technically a processed relic. It is made of charcoal sand, heated into bars and then entwinned onto a strong umbrella. It is light and strong, usable as a shield, can be folded and unfolded as expected from an umbrella.
Star Compass
Common - Compass A clear ball with compass dials visible inside, it always points towards the center of the Abyss.
Sun Sphere
Common - Orb An egg shaped orb that, when twisted, opens to reveal a light emitting geode. It creates a 10ft. radius bright light and further 5ft. dim light. If a Sun Sphere is broken (the shell/geode is pierced in any way) it will explode dealing 1d6 Fire damage in a 5ft radius around it.
Uncommon
Fog Weave
Uncommon - Cloth A clear, 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 repairs near instantly, if torn in half before it can repair, the item turns to dust.
Gentle Knock
Uncommon - Lockpick (Attunement) A device for picking locks, its shape like that of a robotic arm, an attuned Creature can make a thieves tools check using this and may choose to add their modifier or +3 to the result, the device can be operated mentally from up to 30 feet away.
Prism Lens
Uncommon - Monocle A full spectrum of colours reflects on the surface of this flat lens. A Creature that wears this monocle can always see in full color.
Rare
Aubade Helmet
Rare - Helmet A horned metal helmet with a circular display on its front. When the wearer uses a magical item that uses Charges, roll 1d20, if the result is a 20 the item does not expend a charge. Additionally, the helmet will display a pattern on its circular display that represents the number of charges remaining on that magical item, the more intricate the design of the pattern, the more charges remaining.
Charcoal Sand
Rare - Sand (Consumable) This course dark red sand is warm to touch, specks within it glisten reflecting the light, this sand can be thrown as a Reaction when you would take fire damage, reducing the fire damage you and any Creature within 5ft of you take by half as if you all had fire resistance.
Gold Shaker
Rare - Pot A dust collecting pot, particles appears to flow towards the pot, after 24 hours left in a dusty place, 1 unminted gold piece will materialize in the pot.
Lifesync
Rare - Branch This 3 foot long branch sprouts 1d4 + 3 heads like budding cherry blossom every spring, these heads reach the size of a newborn babies at the end of spring, they can make noises similar to that of a baby. On the first day of autumn, the heads start crying, at the end the day, these heads stop crying, disconnect from the branch and shrivel into shrunken heads. If a drop of blood from a creature is dripped onto the branch, one of the next heads which grow will have similarities to the creature whose blood was used.
Shiny Swarm
Rare - Hood This hood covers the back half of the wearers head with a hard white shell like material, 2 strings wrap around the side of the wearers head to hold a black metal tiara in place at the front.
A Creature attuned to this Hood may expend 1 of 3 charge to cast the following spells with Intelligence as their spell casting ability: Calm Emotions, Charm Person (at 2nd level)
The hood regains 1d3 expended charges daily at dawn. If the last charge is expended, roll a d20. On a 1, the hood crumbles into ashes and is destroyed.
Vat of Muscle dress
Rare - Vat This Vat contains 3d6 + 5 lbs of clay which has the sensation of flesh when touched. A Creature may expend an amount of clay to craft one of the following.
- 8 lbs - A Tiny Creature of CR 1 or lower which follows your commands but does not regain hitpoints except by expending 1 lb of clay per hitpoint. It does not speak or think for itself and is immune to charmed, exhaustion, frightened, paralyzed, petrified and poisoned.
- 10 lbs - An arm of a medium size creature which can be crafted directly onto a creature. The limb becomes useable after 24 hours attached. If this arm would go one beyond the creatures usual number of arms, they may only use it to hold objects.
- 14 lbs - A leg of a medium size creature which can be crafted directly onto a creature. The limb becomes useable after 24 hours attached. If this leg would go one beyond the creatures usual number of that legs, they may only use it to gain 5ft of additional speed when dashing.
Wonder Wordless
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 continuously wearing the gag. A user must be conscious to gain the benefits of the gag.
Very Rare
Apsenti
Very Rare - Mask Once per day, a creature that dons this mask shifts and changes to take on the appearance of the first beast they see as if under the effects of Polymorph if they fail a DC 15 Wisdom saving throw, the mask fusing with their new form becoming irremovable. After 1 hour has passed the wearer transforms back into their original form and the mask falls to the ground releasing from their face.
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 in 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 the last charge is expended, roll a d20. On a 1, the pickaxe crumbles into ashes and is destroyed.
Cold Fantoccini
Very Rare - Hood - Attunement A Creature attuned to this mask who wears it may use their action to take control of a corpse that they touch. 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 deafened and blinded with regard to their own Senses and Incapacitated with regard to their body. Should the undead leave its 100 ft range, the effect ends, the masks wear awakes and the undead returns to being a corpse. A corpse may only be raised in this way once.
Curse Deflecting Cartridge
Very Rare - Cartridge These cartridges can only be used by someone whos relationship was positive with the creature that inhabits it. These cartridges contain flesh and vital organs of a creature, they are used to deflect the Curse of the Abyss from the owner of it to the cartridge, the owner instead suffers the Blessing of the Abyss and the cartridge then cannot be used again in this way.
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 placed within the box return to life with full hitpoints after 1 hour.
A Creature revived in this way cannot be revived by the Curse-warding Box again, and their Personality trait 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
Everlasting Gunpowder
Very Rare - Gunpowder This gunpowder is never consumed when burnt, instead, it explodes the moment it touches flame dealing 3d6 fire damage to a Creature within 5ft of the Gunpowder and continues to burn until exstinguished, dealing 1d6 fire damage to a Creature who touches it or starts their turn in a space containing lit Gunpowder. 1oz of Gunpowder must be used per 5ft square to take any effect else the Gunpowder sputters a bright flare of light in a 30ft radius and further 30ft dim light. Gunpowder becomes lit if it is adjacent to a space containing flame. This Gunpowder is found with 1d6+4 ounces.
Ghost Seek
Very Rare - Glasses - Attunement Glasses that show the unseeable, while wearing these, you may as an action cast faerie fire with a DC of 15, however only the wearer may see and benefit from this faerie fire.
Gorebag
Very Rare - Bag This bags mouth opens when held near a head, upon placing the bag over the head of a willing living creature, it can be heard chewing through bones, after one hour, the bag can be removed and the head is gone, stored within the bag, the creature is dead.
If a headless Creature has died in the last hour, 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 after 1 hour. Its voice, mannerisms, thoughts, intelligence, wisdom and charisma score become that of the creature whos head now occupies its body, all other statistics become that of the body.
The bag may only store one head at any time.
Grim Ripper
Very Rare - +1 Dagger - Finesse, Light, Range, Thrown 20/60, Versatile - 1d4 Piercing (Versatile 1d6 Slashing) - Attunement Large scissors with blades like scythes that cut through metal like paper. Attacks made with this weapon ignore Non-magical armor, instead use the targets unarmored AC.
Nil Fount
Very Rare - Font A font that produces water from nothing, as a bonus action a Creature can speak the command word to fill the Font instantly with 1 gallon of clean water, additionally, if the command word is spoken and another liquid is within its bowl, any poison or disease is removed from that liquid instead. The Font is large, heavy and requires a Strength score of 20 to carry.
Origin-guiding Light
Very Rare - Reverse Wrist Weapon - Attunement Also known as Sparagmos. An artifact that generates a blade of light.
This arm mounted weapon has 5 Charges, You may expend a charge as a bonus action to send a beam of light 30ft. long 5ft wide, All Creatures in this line must make a DC 15 Dexterity saving throw or suffer 2d10+2 Radiant damage or no damage on a successful save, a creature reduced to 0 hit points by this damage 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 twice per day and Mage Hand at will. Your spellcasting ability for these spells is Charisma.
Thousand Human Pin
Very Rare - Pin A thousand human pin pierced into a wearers skin grants them immense strength.
While wearing a pin, your strength score is increased by 1, your charisma score decreased 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 your next roll.
Tomorrow Signal
Very Rare - Weather Vane This 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 after 1 minute. The directions are: North: Wind, East: Rain, South: Clear, West: Overcast
Touching the Moon
Very Rare - Wrist Weapon - Attunement Also known as Far Caress. An artifact capable of manipulating countless incredibly tough and elastic tendrils. Strictly speaking, it's not exactly an artifact, but a native creature enclosed within a cylinder. It has been classified as an Artifact by those unaware of its true nature.
This wrist mounted weapon has 5 Charges, You may expend a charge as a bonus action to send out a stream of black tendrals at a target within 40ft., A Creature must make a DC 15 Dexterity saving throw or be enclosed in a 10ft. radius dome of sticky black tendrals on a successful save they move to the nearest unoccupied space outside the cage. If a Creature wishes to escape the cage they must make a DC 15 Athletics or Acrobatics check. A deployed cage can be 'closed' as a bonus action, restraining Creatures inside, if a Creature inside wishes to end the restrained condition it must make a DC 15 Athletics or Acrobatics check. The cage will melt after 1 round or if no victims are inside the cage 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.
If the Weapon is broken open, its Creature escapes, it is a #WHAT IS IT#
White Whistle
Very Rare - Whistle - Attunement This Whistle formed from the remains of a dearly loved Creature only works and creates noise for the Creature who loved this Whistles origin, additionally, while held on their person, the owner of the Whistle may have dreams where they communicate with their loved one, their soul still within the Whistle
When this whistle is blown, the user may activate a machine within 30ft., if a construct is chosen, choose an action it is capable of which it uses as a reaction, if no machines are within range instead a magic item other than those worn by the user is activated in a manner chosen by the user of this whistle.
Legendary
Ascending to the Morning Star
Legendary - Helmet - Attunement Also known as Gangway. 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 as a bonus action to send a beam towards a target you can see within 30 feet, your target must make a DC 17 Dexterity saving throw or suffer 3d10 radiant damage on a failure and half as much on a success, then choose another target within 30 feet of your first target to make the same save against the same damage then choose 1 final target within 30 feet of the second to make the same save against the same damage, if no target is within 30 feet the attack ends. 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.
The Cradle of Greed
Legendary - Egg When this fist sized egg is touched, the creature who touched its most desired wish is granted and the egg disappears, depending on their age the user may begin to petrify, becoming fully petrified after 1 hour. Use the table below to determine if the wish causes petrification of the user.
Age | Chance of Petrification (d100) |
---|---|
0-10 | 5% |
11-20 | 17% |
21-30 | 38% |
31-45 | 62% |
46-60 | 83% |
61+ | 95% |
Eon Depths
Legendary - Elixer This artifact consists of a twirling container with a liquor capable of greatly extending the lifespan of those who drink it. When drunk, heal 10d4 + 30 hit points, if this would surpass your normal Hit point max, add the remaining as temporary Hitpoints.
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, creatures of the deep are immune to the curse, so these bolts have no effect on them.
Upon hitting a humanoid, 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 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 |
Star Thread
Legendary - Rope A small Shell that dispenses thin thread up to 500ft. long, the thread shimmers a dim light in a 5ft radius around it. The thread can be recalled by tightly gripping the shell, automatically untying any knots in it. The thread is 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.
Unheard Bell
Legendary - Bell An artifact retrieved by the white whistles Lyza and Ozen. It was discovered somewhere around the 4th layer in a highly inaccessible place. Somehow, information of its location was leaked and reached multiple countries, which sparked a fierce competition to get it.
When rung as an action, time stops for 1 hour for all but the one who rung this bell, 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.
Zoaholic
Legendary - Machine - Attunement A horrifying artifact capable of planting the soul of the user into other creatures. Simply touching the machine is enough to become a vessel for the attuned Creature.
A Creature that is placed within Zoaholic must make a DC 17 Charisma saving throw or suffer 12d10 Psychic damage, on a successful save half as much damage, after making connection within Zoaholic, the creatures soul becomes bound to it and they are attuned, if a new Creature attempts to attune with Zoaholic, the old attunement ends.
Any Creature who touches Zoaholic, other than the one attuned to it, must make a DC 17 Wisdom saving throw, on a failure they are cursed and a fraction of the consciousness belonged to the attuned creature of Zoaholic is transfered to the creature who failed this saving throw. (This consciousness may only be removed with a wish or remove curse spell or by ending the attunement of Zoaholic).
As an action, the creature bonded with Zoaholic may cast scrying on any creature that holds part of their consciousness.
If the creature attuned to Zoaholic should die, they may attempt to transfer their soul to the nearest living Creature that holds part of their Consciousness, that creature must make a DC 17 Charisma saving throw or lose their body to the mind of the creature who is attuned to Zoaholic and they are no longer cursed, the attuned Creature gains all the statistics of their target except Charisma, Wisdom and Intelligence which become their current values except their Charisma score is reduced by 1. Should the attuned Creature fail to take control in this way, they are dead.
Zoaholic is a colassal machine which requires a 26 Strength score to move.
Minor Creatures
Sometimes this supplement will call for minor creatures to be created using the tables below, each creature generated is common throughout the Abyss and act as a way for the environments to be more varying with little effort. These creatures are not worth any experience, have hitpoints equal to their roll on the size table x2 and will run 30ft per round when attacked. Roll on the tables below in order (be aware some calls for minor creatures may specify choices be made such as the creature being large or smaller rather than rolling normally), reading the description text as you go.
d8 | Size |
---|---|
1 | Tiny: A very small.. |
2 | Small: A small.. |
3-4 | Medium: A.. |
5-6 | Large: A large.. |
7 | Huge: A huge.. |
8 | Gargantuan: A gargantuan.. |
d8 | Creature Type |
---|---|
1-2 | Mammal: ..furry creature.. |
3-4 | Bird: ..feathered creature.. |
5 | Fish: ..wet scaley creature.. |
6 | Reptile: ..scaley creature.. |
7 | Amphibian: ..wet rubbery creature.. |
8 | Arthropod: ..insectoid creature.. |
d8 | Movement |
---|---|
1 | Unipedal: ..crawls on its belly.. |
2 | Bipedal: ..walks on two limbs.. |
3 | Burrow: ..pulls itself out from the ground.. |
4 | Quadrapedal: ..bounds on four limbs.. |
5 | Swim: ..swims past.. |
6-7 | Flight: ..flies through the air.. |
8 | Uncountable: ..scuttles on many limbs.. |
Example Generation
A small feathered creature scuttles on many limbs, a tongue hangs from its mouth and a tail stretches half the length of its body behind it
d8 | Face Feature |
---|---|
1 | Horn: ..1d8 horn/s pretrude/s from its head.. |
2 | Beak: ..a beak upon its face.. |
3 | Mane: ..a mane of hair surrounds its face.. |
4 | Antler: ..1d8 antler/s curl/s around its face.. |
5 | Tongue: ..a tongue hangs from its mouth.. |
6 | Trunk: ..a trunk hangs from its face.. |
7 | Eyes: ..many eyes make its face.. |
8 | Tusks: ..two tusks emerging from its mouth.. |
d8 | Body Feature |
---|---|
1 | Spiney: ..and spines cover its body. |
2 | Camouflage: ..you almost didn't see it, its body changing colour to match its surroundings. |
3 | Sense organs: ..and wet organs around its body with holes in them seem to smell the air. |
4 | Tentacles: ..1d8 tentacles help its movement along. |
5 | Smell: ..the stentch of the creature is horrible, ooze seems to slide from it. |
6 | Tail: ..and a tail streches half the length of its body behind it. |
7 | Tendrils: ..and many tendrils cover sections of its body which move slowly. |
8 | Carapace: ..and a hard shell covers its back. |
Monsters and NPCs
CR | Common Layer | Rare Layer | Creature |
---|---|---|---|
7 | 3 | - | Amakagame |
17 | 3 | 1, 2 | Benikuchinawa |
- | - | - | Delvers |
1/2 | 1 | 2 | -Red Whistle Delver |
1 | 2 | 1 | -Blue Whistle Delver |
3 | 3, 4 | 1, 2 | -Moon Whistle Delver |
5 | 4, 5 | 1, 2, 3 | -Black Whistle Delver |
15 | 5 | 6 | -Bondrewd, the Novel |
2 | 5 | - | -Umbra Hand |
10 | 2 | - | -Ozen, the Immovable |
- | - | - | Emporershell |
8 | 6 | - | -Young Emporershell |
15 | 6 | - | -Adult Emporershell |
21 | 6 | - | -Ancient Emporershell |
8 | 6 | - | Fuzosheppu |
4 | 1 | - | Gagouge |
8 | 2 | 1, 3 | Giant Sky Jellyfish |
1/8 | 5 | - | Hamashirama |
1/2 | 1, 2, 3 | 4, 5 | Hammerbeak |
3 | 4, 5 | 3 | Onitsuchi |
2 | 2 | - | Inbyo |
- | - | - | Interference Unit |
- | 6 | 5 | -Large Interference Unit |
- | 6 | 5 | -Small Interference Unit |
17 | 5 | - | Kashou-gashira |
3 | 4, 5, 6 | 2 | Kuongatari Swarm |
1/4 | 0 | - | Kyaraguma |
5 | 3 | - | Madokajack |
1/8 | 6 | - | Meinastoirim |
3 | 6 | - | Mizoujack |
5 | 2 | 3 | Nakikabane |
CR | Common Layer | Rare Layer | Creature |
---|---|---|---|
- | - | - | Blessed Narehate |
- | 6 | - | -Faputa |
- | 6 | - | -Majikajya |
- | 5 | - | -Nanachi |
- | 6 | - | -Belafu |
- | 6 | - | -Juroimoh |
- | 6 | - | -Wazukyan |
1 | 6 | - | -Small Blessed Narehate |
3 | 6 | - | -Medium Blessed Narehate |
5 | 6 | - | -Large Blessed Narehate |
1/8 | 3 | - | Neritantan |
5 | 2 | - | Ottobasu |
1/4 | 4 | - | Takeguma |
15 | 4 | - | Tamaugachi |
18 | 6 | - | Ryuusazai |
1/8 | 6 | - | Yadone |
Amakagame
The Amakagame burrows underground during its larval stage, creating a large space for itself to expand and fill, after it has grown to fit the space, 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 161 (14d12 + 70)
- Speed 0ft, burrowing 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.
Hidden in plain sight. While submerged beneath earth and motionless, the Amakagame becomes hidden, a DC 15 Wisdom (Perception) check reveals it.
Swallowed. A swallowed creature takes 21 (6d6) acid damage at the start of the Amakagames turn, the Amakagame may only swallow 2 medium size or smaller Creatures at any time. If the Amakagame takes 30 damage or more on a single turn from a Creature inside it, the Amakagame must succeed on a DC 16 Constitution saving throw at the end of that turn or be stunned until the end of its turn. A swallowed creature can try and escape by succeding a DC 16 Strength (Athletics) check at disadvantage due to the slippery stomach walls, if the Amakagame is defeated a swallowed creature may use 20ft. of movement to escape, exiting prone.
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.
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 sort after, their meat is edible however not very tasty.
Benikuchinawa
(Crimson Splitjaw)Gargantuan Monstrosity(titan), Unaligned, Abyss Layer3
- Armor Class 17 (Natural Armor)
- Hit Points 215 (13d20 + 78)
- Speed 10ft., fly 60ft.
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 23 (+6) 5 (-3) 10 (0) 6 (-2)
- Saving Throws Str +11
- Skills Athletics +11, Intimidation +3
- Senses Darkvision 60 ft. passive Perception 16
- Challenge 14 (11,500 XP)
Legendary Resistance (3/Day): If the Benikuchinawa fails a saving throw, it can choose to succeed instead.
Siege Monster. The Benikuchinawa deals double damage to objects and structures.
Actions
Maw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 23 (5d6 + 6) piercing damage and the target is grappled, additionally all Creatures in a 10 ft radius must make a DC 16 dexterity saving throw or suffer 13 (2d6 + 6) bludgeoning damage or no damage on a successful save.
Tail sweep. Melee Weapon Attack: The Benikuchinawa sweeps its Tail. Each creature within 5ft. of the Benikuchinawa must make a DC 16 Dexterity saving throw or take 20 (3d8 + 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 sized large or smaller, 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 30 damage or more on a single turn from a Creature inside it, the Benikuchinawa must make a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed 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.
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.
Delvers
Red Whistle Delver
Medium Humanoid (any race), Any Alignment
- Armor Class 12 (leather)
- Hit Points 18 (4d8)
- Speed 30ft
STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 11 (+0) 10 (+0) 12 (+1) 10 (+0)
- Skills Athletics +2, Acrobatics +3, Perception +3
- Senses passive Perception 13
- Languages any one language (usually common)
- Challenge 1/2 (100 xp)
Actions
Multiattack. The delver makes two pickaxe attacks.
Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Moon Whistle Delver
Medium Humanoid (any race), Any Alignment
- Armor Class 15 (leather)
- Hit Points 70 (12d8 + 16)
- Speed 30ft Climb 20ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 13 (+1) 16 (+3) 12 (+1)
- Skills Athletics +4, Acrobatics +6, Survival +5, Perception +5, Nature +5
- Senses passive Perception 15
- Languages any one language (usually common)
- Challenge 3 (700 xp)
Practised Delver. The delver can with a run up, long jump 15ft. and high jump 10ft.
Actions
Multiattack. The delver makes two pickaxe attacks.
Pickaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, reach 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Blue Whistle Delver
Medium Humanoid (any race), Any Alignment
- Armor Class 14 (leather)
- Hit Points 52 (8d8 + 16)
- Speed 30ft Climb 15ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
- Skills Athletics +4, Acrobatics +5, Survival +4, Perception +4, Nature +4
- Senses passive Perception 14
- Languages any one language (usually common)
- Challenge 1 (200 xp)
Actions
Multiattack. The delver makes two pickaxe attacks.
Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Black Whistle Delver
Medium Humanoid (any race), Any Alignment
- Armor Class 15 (leather)
- Hit Points 97 (18d8 + 16)
- Speed 30ft Climb 20ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 15 (+2) 14 (+2) 17 (+3) 12 (+1)
- Skills Athletics +6, Acrobatics +7, Survival +6, Perception +6, Nature +6
- Senses passive Perception 16
- Languages any one language (usually common)
- Challenge 5 (1,800 xp)
Expert Delver. The delver can with a run up, long jump 20ft. and high jump 10ft.
Actions
Multiattack. The delver makes three attacks, two Pickaxe attacks and one Hand Crossbow attack.
Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, reach 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Bondrewd, the Novel
(Bondrewd) Medium Monstrosity, Neutral Evil
- Armor Class 18 (Armored)
- Hit Points 233 (24d8 + 125)
- Speed 45ft. Climb 10 ft.
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 (Expel Cartridge x 1). Bondrewd can high jump and long jump 30ft.
Zoaholic Bond. If Zoaholic is attuned to Bondrewd, upon death, Bondrewd may transfer his Consciousness to any Umbra Hand or Creature that is a Zoaholic Vessel, that creature is incapacitated and becomes Bondrewd, the Novel after 1 minute.
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 (Expel Cartridge x 3). Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 21 (4d6 + 6) Slashing damage.
Tail (Expel Cartridge x 5). Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 20 (3d8 + 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 in a 30ft. line 5ft wide, any Creature in this line 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. radius dome cage of black sticky tendrals forms around them, on a successful save they move to a space outside the cage chosen by the target. 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 hang from a surface without need to make a check. The cage will melt after 1 round, if no creatures are inside it or if a new cage is created.
Shaker bolt. 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 targeting an Umbra Hand or any creature that is a Zoaholic Vessel as their target, so long as he remains attuned to Zoaholic.
Reaction
Expel Cartridge (7/Uses). Bondrewd expels a Cartridge when he must roll against the Curse of the Abyss, he instead does not roll and gains beast like features (via the blessing) when this feature is used, only after all 7 cartridges are used does he start to suffer the curse.
Legendary Actions
Bondrewd 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. Bondrewd regains spent legendary actions at the start of his turn.
Block. Bondrewd reduces a Piercing, Bludgeoning, Slashing or Missile attack by 11 (2d10).
White Whistle. Bondrewd blows his whistle, a machine within 30ft. activates chosen by him, if a construct is chosen, bondrewd chooses an action it is capable of which it uses as a reaction, if no machines are within range instead a magic item other than those worn by Bondrewd is activated in a manner chosen by him.
Touching the Moon, Close. Bondrewd activates his Cage of black Tendrals, they quickly constrict and wrap around any Creature within the cage, the target takes 15 (4d6) Bludgeoning damage and is restrained, A Creature may attempt to end the restrained condition on their turn by succeeding a DC 17 Athetlics or Acrobatics check.
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 (Chain shirt)
- Hit Points 55 (10d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 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 due to the length of this shared consciousness. Should Bondrewd die, he may choose to be reborn in an Umbra Hand after 1 minute.
Actions
Multiattack. Umbra Hand makes two Slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 10 (2d8 + 2) Bludgeoning damage.
Spellcasting. The Umbra Hand can cast one of the following Cantrips with intelligence as their spellcasting ability as if they were a 1st level Spellcaster: Firebolt, Acid Splash, Poison Spray
Ozen, the Immovable
Ozen, the Immovable
(Ozen) Large Humanoid, Chaotic Neutral
- Armor Class 18 (Full Plate)
- Hit Points 172 (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 her whistle, a machine within 30ft. activates chosen by her, if a construct is chosen, Ozen chooses an action it is capable of which it uses as a reaction, if no machines are within range instead a magic item other than those worn by Ozen is activated in a manner chosen by her.
Throw. Ozen may make the Throw Action.
Grab. Ozen may make the Grab Action.
Emporershells
A lizard like creature large in size, it has adapted an incredibly tough shell to protect itself from predators and the 6th layers iron rain. They are quite ferocious but edible. Their exact life expectancy is unknown as they appear to age and grow indefinently, the largest known towering at around 30 meters.
Young Emporershell
Huge Monstrosity, Unaligned, Abyss Layer 6
- Armor Class 18 (Natural Armor)
- Hit Points 152 (16d10 + 64)
- Speed 25ft.
STR DEX CON INT WIS CHA 20 (+5) 7 (-2) 18 (+4) 10 (+0) 14 (+2) 6 (-2)
- Saving Throws Str +9, Con +8
- Skills Survival +6
- Damage Resistances Slashing, Bludgeoning, Piercing, Fire, Lightning, Poison
- Condition Immunities Petrified
- Senses Darkvision 60ft., Pasive perception 12
- Challenge 8 (3,900 XP)
Amphibious. The Emporershell can breathe air and water.
Actions
Multiattack. The Emporershell makes two attacks: One Stomp and One Bite attack.
Stomp. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 19 (3d8 + 5) Bludgeoning damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 20 (6d4 + 5) Piercing damage and the target is grappled, while grappled in this way the target may attempt to escape the grapple on each of its turns by making a DC 17 Strength or Dexterity saving throw, escaping the Emporershells bite on a success. While the Emporershell has a creature grappled using bite, it may not target another creature for bite unless it chooses to drop the creature it currently holds.
Thunderous Roar (Recharge 6). The Emporershell bellows an angry roar in a 30ft cone. Each creature in that area must make a DC 16 Constitution saving throw suffering 42 (12d6) thunder damage and fall prone on a failed save, or half as much and do not fall prone on a successful one.
Adult Emporershell
Gargantuan Monstrosity, Unaligned, Abyss Layer 6
- Armor Class 20 (Natural Armor)
- Hit Points 207 (18d12 + 90)
- Speed 30ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 21 (+5) 12 (+1) 16 (+3) 8 (-1)
- Saving Throws Str +12, Con +10
- Skills Survival +12
- Damage Resistances Slashing, Bludgeoning, Piercing, Fire, Lightning, Poison
- Condition Immunities Petrified
- Senses Darkvision 60ft., Pasive perception 13
- Challenge 15 (13,000 XP)
Amphibious. The Emporershell can breathe air and water.
Legendary Resistance (3/Day). If the Emporershell fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The Emporershell makes three attacks: One Stomp, One Bite and One Tail attack.
Stomp. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 24 (3d10 + 7) Bludgeoning damage and all creatures within 5ft of the target creature must make a DC 20 Dexterity saving throw or suffer 7 (2d6) Bludgeoning damage.
Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 28 (6d6 + 7) Piercing damage and the target is grappled, while grappled in this way the target may attempt to escape the grapple on each of its turns by making a DC 20 Strength or Dexterity saving throw, escaping the Emporershells bite on a success. While the Emporershell has a creature grappled using bite, it may not target another creature for bite unless it chooses to drop the creature it currently holds.
Tail. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 24 (3d10 + 7) Bludgeoning damage
Frightful Presence. Each creature of the Emporershell's choice that is within 60 feet of the Emporershell and aware of it must succeed on a DC 20 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 Emporershell's Frightful Presence for the next 24 hours.
Thunderous Roar (Recharge 5-6). The Emporershell bellows an angry roar in a 30ft cone. Each creature in that area must make a DC 18 Constitution saving throw suffering 51 (16d6) thunder damage and fall prone on a failed save, or half as much and do not fall prone on a successful one.
Legendary Actions
The Emporershell can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Emporershell regains spent legendary actions at the start of their turn.
Curl. The Emporershell retreats into its shell, its AC is increased by 2 until the end of the next creatures turn. Tail Attack. The Emporershell makes a tail attack. Swallow (Costs 2 Actions). The Emporershell swallows a creature that was restrained by its Bite attack. While swallowed 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 Emporershell's turns. If the Emporershell takes 28 damage from inside its belly or more before its next turn, the Emporershell must make a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 ft. of the Emporershell. If the Emporershell dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 ft. of Movement, exiting prone. The Emporershell may only have swallowed one Creature at any one time.
Ancient Emporershell
Gargantuan Monstrosity (Titan), Unaligned, Abyss Layer 6
- Armor Class 24 (Natural Armor)
- Hit Points 330 (22d20 + 99)
- Speed 35ft.
STR DEX CON INT WIS CHA 28 (+9) 11 (+0) 27 (+8) 13 (+1) 17 (+3) 9 (-1)
- Saving Throws Str +16, Con +15
- Skills Survival +16
- Damage Resistances Slashing, Bludgeoning, Piercing, Fire, Lightning, Poison
- Condition Immunities Petrified
- Senses Darkvision 60ft., Pasive perception 13
- Challenge 21 (33,000 XP)
Amphibious. The Emporershell can breathe air and water.
Magic Resistance. The Emporershell has advantage on saving throws against spells and other magical effects.
Siege Monster. The Emporershell deals double damage to objects and structures.
Legendary Resistance (3/Day). If the Emporershell fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The Emporershell makes three attacks: One Stomp, One Bite and One Tail attack.
Stomp. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 29 (3d12 + 9) Bludgeoning damage and all creatures within 10ft of the target creature must make a DC 24 Dexterity saving throw or suffer 11 (3d6) Bludgeoning damage.
Bite. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 36 (6d8 + 9) Piercing damage and the target is grappled, while grappled in this way the target may attempt to escape the grapple on each of its turns by making a DC 24 Strength or Dexterity saving throw, escaping the Emporershells bite on a success. While the Emporershell has a creature grappled using bite, it may not target another creature for bite unless it chooses to drop the creature it currently holds.
Tail. Melee Weapon Attack: +16 to hit, reach 20ft., one target. Hit: 29 (3d12 + 9) Bludgeoning damage
Frightful Presence. Each creature of the Emporershell's choice that is within 60 feet of the Emporershell and aware of it must succeed on a DC 23 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 Emporershell's Frightful Presence for the next 24 hours.
Thunderous Roar (Recharge 5-6). The Emporershell bellows an angry roar in a 30ft cone. Each creature in that area must make a DC 24 Constitution saving throw suffering 66 (19d6) thunder damage and fall prone on a failed save, or half as much and do not fall prone on a successful one.
Legendary Actions
The Emporershell can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Emporershell regains spent legendary actions at the start of their turn.
Curl. The Emporershell retreats into its shell, its AC is increased by 4 until the end of the next creatures turn.
Tail Attack. The Emporershell makes a tail attack.
Swallow (Costs 2 Actions). The Emporershell swallows a creature that was restrained by its Bite attack. While swallowed 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 Emporershell's turns. If the Emporershell takes 36 damage from inside its belly or more before its next turn, the Emporershell must make a DC 24 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 ft. of the Emporershell. If the Emporershell dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 ft. of Movement, exiting prone. The Emporershell may only have swallowed one Creature at any one time.
Fuzosheppu
Description
Fuzosheppu
(Oogasumi) Gargantuan Swarm of tiny monstrosities, Unaligned, Abyss Layer 6
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage
General Ability Description. General Attack Description
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 Monstrosity, 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 40ft. 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.
Giant Sky Jellyfish
Description
Giant Sky Jellyfish
Gargantuan monstrosity (titan), Unaligned, Abyss Layer 2
- Armor Class 11
- Hit Points 186 (12d20 + 60)
- Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 17 (+3) 5 (-3) 12 (+1) 6 (-2)
- Saving Throws Str +6, Dex +4, Con +6
- Damage Vulnerabilities Slashing
- Damage Resistances Poison, Piercing and Bludgeoning
- Damage Immunities Lightning
- Condition Immunities Poisoned
- Senses Blindsight 60ft., passive Perception 11
- Challenge 8 (3,900 xp)
Static Aura. The Jellyfish emits an aura of static, creatures within 10ft. of the Jellyfish at the start of their turn must make a Dexterity saving throw or suffer 1d10 lightning damage.
Conductive Touch. A Creature that touches the Jellyfish with their bare hand or a metal melee weapon receives 1d10 lightning damage.
Actions
Multiattack. The Jellyfish makes two Tendril attacks.
Tendril. Melee Weapon Attack: +4 to hit, reach 20ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 12 (2d10 + 1) lightning damage and the creature must make a constitution saving throw or become poisoned for 1 minute.
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. The oily organs should be removed however, as 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.
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 Orth. They are fond of shiny things, and will take it to their nest just for the amusement of it.
Their most iconic trait is their hard beak fused with their skull. They use it to fight with other creatures in flocks, relentlessly assaulting their victims. If one of their own is attacked, the whole flock will retaliate together. Despite the tight relationship with each other, male Hammerbeak will sometimes fight eachother, 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.
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.
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.
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.
Interference Units
Description#
Kasshou-gashira
Kashou-gashira or Stingerhead 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, Stingerhead 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 Stingerhead. 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
(Stingerhead) 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.
Kuongatari Swarm
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 monstrosities, Unaligned, Abyss Layer 4/5/6
- Armor Class 14
- 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
- Vulnerability Fire
- 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 an Eternal Fortune flower.
Larvae. The swarm infects its victims with Larvae when it hits with Sting, a target can have up to 6 stacks of Larvae, at the start of the Swarms turn 1 stack of Larvae is removed, a creature infected with Larvae takes 1d4 piercing damage per stack at the start of their turn, if a creature has 5 stacks of Larvae, they must make a DC 14 Constitution saving throw at the start of their turn or become incapacitated until their Larvae stacks drop below 5.
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.
Kyaraguma
The pack mules of Orth, they were found on the surface of the island when the town was first established and were friendly enough to be domesticated with little difficulty.
Kyaraguma
Large Beast, Unaligned
- Armor Class 10
- Hit Points 15 (2d10 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
- Senses darkvision 30 ft., passive Percveption 11
- Challenge 1/4 (50 XP)
Keen Smell. The Kyaraguma has advantage on Wisdom (Perception) checks that rely on smell.
Beast of Burden. The Kyaraguma is considered to be a Huge creature for the purpose of determining its carrying capacity.
Sure-Footed. The Kyaraguma has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (2d4 + 2) slashing damage.
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)
Flyby. The Madokajack doesn't provoke opportunity attacks when it flies out of an enemy's reach.
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)
Meinastoirim
Description#
Meinastoirim
Tiny Beast, unaligned, Abyss Layer 6
- 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) 13 (+1)
- 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 a creature the ability to see the flow of the Abyss, they may find areas where the Abyss is weaker, gaining advantage on their save versus the Curse of the Abyss.
Actions
Bite Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Mizoujack
Mizoujacks are two-legged frog-like creatures around the size of a small horses. Despite being around the size of a small horse, they are timid and use their heat resistant bodies to find safety in and around the geothermal geysers where many predators are unable to approach due to the extreme heat. Their eggs have quite a unique shape being spiraled, delvers have found freshly laid eggs to be quite delicious while older eggs hatch when boiled with the child still living.
Mizoujack
Medium Monstrosity, Unaligned, Abyss Layer 6
- Armor Class 13
- Hit Points 61 (11d8 + 1)
- Speed 35 ft. swim 40 ft.
STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 11 (+0) 7 (-2) 13 (+1) 9 (-1)
- Saving Throws Dex +5, Wis +3
- Skills Athletics +1, Acrobatics +5, Stealth +5, Survival +3
- Damage Vulnerabilities Cold
- Damage Resistances Fire
- Senses Darkvision 40ft., Passive perception 13
- Challenge 3 (700 XP)
Amphibious. The Mizoujack can breathe air and water.
Slippery Skin. The Mizoujack has advantage on Dexterity (Acrobatics) checks when escaping a grapple.
Leap. The Mizoujacks long jump is up to 15ft. and its high jump is up to 10ft., with or without a running start.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) Piercing damage.
Tail Swipe. The Mizoujack swipes its tail striking one creature within range, or two creatures within 5ft of each other. A target must succeed on a DC 13 Dexterity saving throw or suffer 9 (1d6 + 3) Bludgeoning damage.
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, Unaligned, Abyss Layer 2, 3
- 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, Deception +2
- Senses Passive Perception 16
- Challenge 5 (2,300 XP)
Mimicry. The Nakikabane is able to Mimic the sound of creatures it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) Check.
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.
Narehate
Description#
Faputa
Majikajya
Nanachi
Three Sages
Description#
Belafu
Juroimoh
Wazukyan
Small Blessed Narehate
Small Monstrosity, Unaligned, Abyss Layer 6
- 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 (If from Ilblu)
- Challenge 1 (200 XP)
Forcefield Sight. The Narehate can see the flow of the Forcefield of the Abyss.
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. Climb 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 Blessed Narehate
Medium Monstrosity, Unaligned, Abyss Layer 6
- 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 (If from Ilblu)
- Challenge 3 (700 XP)
Forcefield Sight. The Narehate can see the flow of the Forcefield of the Abyss.
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. Climb 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) check |
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 Blessed Narehate
Large Monstrosity, Unaligned, Abyss Layer 6
- 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 (If from Ilblu)
- Challenge 5 (1,800 XP)
Forcefield Sight. The Narehate can see the flow of the Forcefield of the Abyss.
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. Climb 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. |
Neritantan
The Neritantan is a species that lives in hollowed-out roots. Their flat bodies are shaped by their ribs which deform and elongate as needed. Their diet consists of Baracocha fruits (DGA pg#) 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.
Neritantan
Tiny Beast, Unaligned, Abyss Layer 3
- Armor Class 12
- Hit Points 16 (8d4)
- Speed 30ft., climb 20ft. burrow 5ft.
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.
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.
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 (DGA pg#) on their back due to their love of mushrooms and resting near them, this gives it its more common name, Shroombear.
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.
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.
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 (1/week). 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.
Ryuusazai
(Turbinid Dragon) Gargantuan Monstrosity, Unaligned, Abyss Layer 6
- 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.
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, Abyss Layer 6
- 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) 12 (+1)
- 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)
Monster Manual Creatures
A list of Creatures from the Monster Manual sorted by Abyss Layer to where they might fit most appropriately.
Abyss Layer | Creature |
---|---|
1 The Edge of the Abyss | Ankheg (CR2,pg21), Bulette (CR5,pg34) Cockatrice (CR1/2,pg42), Displacer Beast (CR3,pg81), 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), Pseudodragon (CR1/4,pg254), Shambling Mounds (CR5,pg270) |
2 The Forest of Temptation | Ankheg (CR2,pg21), Bulette (CR5,pg34), Carrion Crawler (CR2,pg37), Cloaker (CR8,pg41), Cockatrice (CR1/2,pg42), Dragons (CR#,pg86), Griffon (CR2,pg174), Owlbear (CR3,pg249), 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), 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), 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) |
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) Faputa (She has the 3 cradles of greed, she can transform into a sort of transportation form that lets her fly, 6 arms, 6 attacks, very strong even more so than reg, immortal unless the eggs are removed) Unknown info, but they look cool so i wana add em Gorilla with a bladed chin (unknown layer but probably 6th, seen in shopping chapter 39) Piercing insect (giant insect that intercepts rikos ballon on the 6th level) Relic nanachi uses in movie 3 26:30, it produces air and has limited uses, display like regs helmet Lords/Sorverigns Ozen-Immovable: Brute - yup Bondrewd-Dawn: Agile/Ellegant - yup Srajo-Eldritch: Warlockesc? unless revealed in manga/anime Wakuna-Guidance: Druidesc? unless revealed in manga/anime Lyza-Annihilation: ??? Everything needs to be tested Detail out locations as best can Maps for important places like Ilblu or Seeker camp blah blah Altar of the Absolute boundary for instance is quite detailed in image book 6 Eternal Fortunes are burned for celebrations and funerals detailed map of abyss locations in book 6 around 10 pages in Belafu has some sort of memory gas, breathing it in would stun a creature for x rounds while they are baraged by their memories Gentle knock magic item (lock picking device) Maama Intobaap (unknown) Delver rest (delver who has been dead for years beyond the city of narehate) Your hair might twist and change colour if you delve for years, this is called an abyssal twist Seeker camp, high luminance (high glowstone lantern signal for alerts)
The Nest is a hidden location within the 2nd layer, it is unclear what it does, 'the shrine maiden' is interested in it, i dont know who that is yet, wtf? Who are the cursed fleet?
Prepare for
the Delve
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? Brave individuals, known as Delvers, seek to solve these mysteries.
This supplement equips you with Setting information, Creatures, Backgrounds, Magic Items and more based on the Anime/Manga Made in Abyss.
There are treasures waiting to be uncovered.
@Moonspod (Twitter)