Totems and Talismans
Shamans with the power to entreat the spirits can have them agree to empower certain receptacles, their essence slumbering in these objects of the physical realm for generations. These receptacles come in two forms: talismans and totems. Talismans are crafted into wearable trinkets and have various sorts of powers they offer to their wearers, including the magick of transformation. Totems are objects to either be placed so they may confer blessings, or wielded to summon elementals or familiars. In any case, talismans and totems are strange, powerful and exceedingly rare, and only one trained in the sorcery associated with them can know how to call on the power that sleeps within.
Talisman of Transformation
Equipment (any accessory), rarity varies (requires attunement by a force-wielder)
All living creatures have an ur-spirit, an oversoul in the spirit realm that stands for all members of that species. (Meaning all gizka are tied to the single ur-gizka in the spirit realm.) Talismans of Transformation contain the essence of an ur-spirit, which lets their wearers transform into that kind of creature.
While wearing this talisman, you can use your action and expend a charge to magically assume the shape of a beast. This is a specific beast chosen by the DM, and that beast is the only beast the talisman can allow its wearer to take the form of. (For example, if the beast is a gizka, then this item will be called the Talisman of the Gizka, and can only turn its wearer into a gizka.) The talisman can hold up to two charges, and regains them both every dawn.
You can stay in a beast shape for a number of hours equal to your proficiency bonus. You then revert to your normal form unless you expend another charge of this talisman. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 Hit Points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.
- When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked unconscious.
- You can't cast powers, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a power you've already cast, however, or prevent you from taking actions that are part of a power, such as Force Confusion, that you've already cast.
- You retain the benefit of any features from your class, species, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
The rarity of the Talisman of Transformation is dependent on the nature of the creature whose ur-spirit it mirrors. A Talisman that allows transformation into a beast of CR 2 or below is a prototype enhanced item, CR 4 or lower is advanced, and CR 6 or lower is legendary.
Talisman of Age
Equipment (any accessory), prototype (requires attunement by a force-wielder)
A Talisman of Age is actually a Talisman of Transformation keyed to the ur-spirit of humans.
If you are not a human, while wearing this talisman, you can use your action and expend a charge to magically assume the shape of a human. While you are in human form, you retain all of your statistics that the human form is physically capable of, not including physical features like tails or extra arms, but including special senses such as darkvision, and your appearance is approximately that of what you would look like had you been born a human.
If you are a human, while wearing this talisman, you can use your action and expend a charge to magically change your appearance to be more youthful than you really are.
Both transformations last a number of hours up to your proficiency bonus. The talisman can hold up to two charges, and regains all its charges every dawn.
Talisman of Finding
Equipment (any accessory), prototype
This talisman can be used to track a specific target across the galaxy. The method with which it leads you to the target that has been imprinted onto it will often be indirect and vague, glowing and humming with varying intensity. If the intensity is strong, but the target isn't there, the talisman could be trying to direct your attention to something else, like a clue or a person that can lead you to them. If the glow suddenly stops, it could mean you need to look around for your next clue by yourself. One should never assume that the talisman has simply stopped working.
In order to imprint a target onto the talisman, you must place a sample of the target's blood beside the talisman for 8 hours, which can be done during a long rest. Alternatively, if you can use the Force, you may place a drop of your own blood onto your target's skin and then take a long rest with the talisman by your side, which will imprint the one you marked onto the talisman. Using either method, a Talisman of Finding can only have one target imprinted onto it at a time.
Talisman of Resurrection
Equipment (any accessory), advanced (requires attunement by a force-wielder)
This talisman has 10 charges. While wearing it, you can use an action to expend 1 or more of its charges to cast a spell that creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a Nightsister zombie (the DM has the statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
When you cast this spell by expending 2 or more charges, you animate or reassert control over two additional undead creatures for each charge above 1. Each of the creatures must come from a different corpse or pile of bones.
Alternatively, this talisman can be used by expending 3 charges to cast the revitalize force power from it, even if the target has been dead for more than 10 minutes, but not if it has been dead for more than 10 days. If the target has been dead for too long, their corpse is instead animated as if the primary effect of the talisman had been used on them.
The talisman regains 1d8+1 expended charges daily at dawn.
Talisman of Counterspell
Adventuring gear (any accessory), prototype (requires attunement by a force-wielder)
This talisman has 7 charges. While wearing it, you can use an action to expend 1 or more of its charges to cast the sever force force power from it. For 1 charge, you cast the 3rd-level version of the power. You can increase the spell slot level by one for each additional charge you expend. Additionally, if you successfully neutralize a force power using this talisman, instead of having no effect, the power rebounds on the caster, and the caster becomes its new target.
The talisman regains 1d6+1 expended charges daily at dawn.
Totem of Elementals
Adventuring gear, prototype (requires attunement by a force-wielder)
This totem holds an elemental spirit inside it, the nature of which is determined by the DM or at random when it is first obtained, and can only hold that type within it. For example, if it holds a flame elemental, it might be called a Totem of Flame. The totem is typically carved in the likeness of the spirit within.
If the totem is touching the ground, you can use an action to speak its command word and summon the elemental from within to occupy a 10-foot cube of your choosing within 90 feet of the totem. The elemental disappears when it drops to 0 hit points, when you dismiss it, or when an hour has passed. During this time, you must maintain concentration as if on a power you have cast. The totem can't be used this way again until the next dawn.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the elemental's statistics. Sample elementals can be found below. (Reroll on an 8.)
Sample Elementals
d8 | Elemental |
---|---|
1 | Night Elemental |
2 | Sunlight Elemental |
3 | Smoke Elemental |
4 | Ice Elemental |
5 | Flame Elemental |
6 | Clay Elemental |
7 | Woodrot Elemental |
When the elemental is not summoned, the totem itself may confer a blessing unto those who rest under its influence. If you or any number of allies take a long rest within 30 feet of the totem, your rests are undisturbed by effects of the climate or environment that your elemental could reasonably protect you from. For example, a flame elemental may shield you from the cold, a night elemental may dim the sun's harsh rays, or a woodrot elemental may ward away any unwanted insects. Speak with your DM about more potential applications.
Totem of Familiars
Adventuring gear, prototype (requires attunement by a force-wielder)
This totem is tied to the ur-spirits of the spirit realm, and is typically carved in the likeness of an animal. It is used to call an animal to your side and imbue it with useful magicks with which it may aid you in your tasks. If you are holding the totem, you can use an action to speak its command word and call a nearby beast of challenge rating 0 to your side. The beast must be within 100 feet of the totem, can be selected by you when you speak the command word or by the totem at random (your choice), and will initially move to an unoccupied space nearest to you. The totem then blesses the beast, making it your familiar for as long as you possess the totem.
The totem is infused with arcane knowledge of three tool proficiencies, and each totem of familiars bears its own unique set of them, as chosen by the DM or at random upon the totem's discovery. Your familiar gains these tool proficiencies, and can magically utilize the associated tools even if they may seem physically incapable of doing so.
Whenever you make an ability check using tools with which your familiar is also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. If you use this totem while you already have a familiar, you instead cause it to adopt a new animal.
Finally, when you cast a force power with a range of touch, your familiar can deliver the power as if it had cast the power. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
Other Items
The Witches of Dathomir utilize other unique objects to their culture that don't quite fit into the same designations as talismans or totems.
Crystal Ball
Adventuring gear, advanced (requires attunement by a force-wielder)
Crystal balls are used to scry on individuals from across the galaxy. The ball is about 6 inches in diameter. While touching it, you can spend 10 minutes to begin a scrying spell for 10 additional minutes, during which time you must concentrate as if with a force power, or the magick will fail.
While scrying, you can see and hear a particular creature you choose. The target must make a Wisdom saving throw (DC 17), which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) −5
Connection Save Modifier
Likeness or picture −2
Possession or garment −4
Body part, lock of hair, bit of nail, or the like −10
On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Blackroot
Consumable (medpac), premium
An ornate cup containing a special tea brewed to rejuvenate the weary and long-traveled. Mysteriously, the eldritch fluid does not seem to spill from its cup unless you want it to.
As an action, you can drink this tea to restore 2d4+2 hit points to and remove a level of exhaustion from a creature within 5 feet. If this creature is not currently exhausted, they are instead made immune to the next level of exhaustion they would take within the next 24 hours. After the blackroot is emptied, the cup vanishes in a puff of green mist.
Waters of Life
Consumable (medpac), advanced
An ornate urn containing a glowing green potion brewed from spirit ichor, the flesh of an enigmatic creature called the Sleeper, and water from its lair. Mysteriously, the eldritch fluid does not seem to spill from its urn unless you want it to.
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend.
Alternatively, if you pour this potion over a willing creature as you cast force camouflage or improved force camouflage on them, the power's duration extends to a day, and you do not need to concentrate on it.
Ichor Weapon
Weapon (any vibroweapon), advanced (requires attunement by a force-wielder)
Prerequisites: Lacks both the double property and the ability to transform.
You have a +1 bonus to attack and damage rolls made with this enhanced weapon.
While you are holding this weapon, you can use a bonus action to speak its command word, causing it to vanish in a swirl of green mist. At any time, you can repeat this bonus action and spend 2 force points to conjure this weapon out of thin air and into your hand. This weapon deals an extra 1d6 fire plus 1d6 necrotic damage to any target it hits. If the weapon is vanished when you die, it appears beside the spot where you died.
Powerful shamans of Dathomir can conjure weapons of pure ichor out of the Spirit Realm to bestow upon their warriors.
Shamanic Ichor Weapon
Weapon (any vibroweapon), legendary (requires attunement by a force-wielder)
Prerequisites: Lacks both the double property and the ability to transform.
You have a +2 bonus to attack and damage rolls made with this enhanced weapon. Additionally, the weapon ignores resistance to energy damage.
While you are holding this weapon, you can use a bonus action to speak its command word, causing it to vanish in a swirl of green mist. At any time, you can repeat this bonus action to conjure this weapon out of thin air and into your hand. This weapon deals an extra 1d8 fire plus 1d8 necrotic damage to any target it hits. If the weapon is vanished when you die, it appears beside the spot where you died.
Shamans of Dathomir the most potent of their conjured weapons for themselves.
Tainted Nightsister Crystal
Lightweapon modification (crystal), prototype
You have a +1 bonus to damage rolls with this weapon. Additionally, when you hit a creature with this weapon, you can force it to make a Constitution saving throw (DC 15). On a failed save, the creature takes an additional 1d6 poison damage and becomes poisoned until the end of its next turn.
Voodoo Doll
Focus (force), advanced (requires attunement by a force-wielder)
You gain a +2 bonus to the force attack rolls for force powers you cast through this focus generator.
Additionally, while you are attuned to this focus, you learn the sap vitality and bestow curse force powers, which do not count against your total powers known.
Finally, you can spend an action affixing a drop of blood, tuft of hair, or other piece of a creature's body to this focus, marking that creature as the victim of this focus. You are able to target the victim with force powers that have a range of touch up to 300 feet away when they are cast through this focus. These powers can target the victim even if they are obstructed or hidden from you.
Only one creature can be the victim of this focus at a time, and the victim cannot be a droid or a construct.
Shamanic Voodoo Doll
Focus (force), artifact (requires attunement by a force-wielder)
You gain a +3 bonus to the force attack rolls and save DC for force powers you cast through this focus generator.
Additionally, while you are attuned to this focus, you learn the sap vitality and bestow curse force powers, which do not count against your total powers known.
Finally, you can spend an action affixing a drop of blood, tuft of hair, or other piece of a creature's body to this focus, marking that creature as the victim of this focus. You are able to target the victim with force powers that have a range of touch at unlimited range when they are cast through this focus. These powers can target the victim even if they are obstructed or hidden from you.
Only one creature can be the victim of this focus at a time, and the victim cannot be a droid or a construct.
Mundane Items
Not everything the witches call their own is magical in nature. Many of their products are traditionally crafted or constructed using offworld technology.
Duskblade
Weapon (techblade), premium
This enhanced weapon has the piercing 1 and thrown (20/60) properties.
Duskblades are traditional shortswords favored by the Nightsisters.
Nightsister Energy Bow
Weapon (energy bow), premium
This enhanced weapon has the vicious 1 property. Additionally, this energy bow has a specialized plasma string, allowing you to make a melee weapon attack with it. The string is a melee weapon that you are proficient with, and deals 1d8 energy damage. If you deal a critical hit with the plasma string, the target is blinded until the end of its next turn.
The Nightsisters used these exotic energy bows to pierce armor and bludgeon their enemies up close.
Nightsister Energy Lance
Weapon (vibropike), prototype
You have a +1 bonus to attack and damage rolls with this enhanced weapon. Additionally, it has the disarming and shocking 15 properties, and loses its Dexterity requirement.
An elegant trident of advanced technology, built to disable a Nightsister's enemies as easily as it kills them.
Hunter's Robes
Equipment (clothes), standard
While wearing these clothes, you gain a +2 bonus to Intimidation checks you make against creatures that can see you.
Hooded, blood-red robes worn by offworlder hunters from the Nightsister clan.
Hunter's Wraps
Equipment (gloves), standard
While wearing these gloves, you gain a +1 bonus to ranged attack rolls made with energy bows.
Black, specialized cloth wrapped around the wrists, used by Nightsister hunters to protect their hands from the plasma strings of their energy bows.
Whuffa Armor
Armor (fiber armor), standard
This armor has the reactive 1 property.
The tough hide of the regenerative whuffa worm is used extensively by the witch clans in their crafts.
Crucible Melee Guard
Shield (light physical shield), prototype
This shield has the charging 2 and regulated properties.
Shoulder armor of the Crucible is worn by warriors who have triumphed over its trials.
Shadow Killer Dagger
Weapon (vibrodagger), prototype
You gain a +1 bonus to attack and damage rolls made with this enhanced weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
The primary weapon of the shadow killers, offworld assassins in the employ of the Nightsister clan.
Shadow Killer Nightwraps
Equipment (clothes), prototype
While wearing these clothes, you gain a +3 bonus to Stealth checks you make against creatures trying to see you. Additionally, if you are under an effect of invisibility that would end if you attack or cast a power, you can attack or cast a power without ending your invisibility once, and then you must wait until the next dawn to be able to do this again.
Full-body wrappings dark as the night, worn by the magical assassins of the Nightsister clan.
Crafting
A dungeonmaster may potentially allow these items to be crafted under downtime rules in Chapter 2 of Wretched Hives. However, not everyone is capable of performing the magicks of Dathomir, which are necessary in the creation of many of these items. To embrace magicks, one must first know at least one force power of 1st-level or higher, and must then undergo a ritual. The nature of this ritual is up to the dungeonmaster, but it usually involves infusing spirit ichor into the body while on Dathomir. Certain characters may have already undergone this process in the past, like if they have the Dathomir Witch background.
After this, the actual crafting process would be much the same as described in Wretched Hives, with regular tools or kits being used to craft the items in this document, and likely involving a healthy dose of ritual and chanting in the flavor of it. For the Resolution phase, the dungeonmaster is encouraged to allow the final tool check to be made with Wisdom or Charisma instead of Intelligence.
Not every item in this document is magical in nature; those in the Mundane Items category can be crafted by potentially anyone through normal crafting rules.
Creatures
Statistics for the seven elementals summoned by totems and the Sleeper harvested from to make Water of Life can be found starting on the next page.
Clay Elemental
Large elemental, chaotic balanced
- Armor Class 17 (natural armor)
- Hit Points 126 (12d10+60)
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)
- Damage Vulnerabilities sonic
- Damage Resistances unenhanced kinetic
- Damage Immunities poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
- Languages Dathomiri
- Challenge 5 (1,800 XP)
Earth Glide. The elemental can burrow through unenhanced, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) kinetic damage.
Convulsion (Recharge 5-6). The elemental chooses a point that it can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a DC 16 Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Flame Elemental
Large elemental, chaotic balanced
- Armor Class 13
- Hit Points 102 (12d10+36)
- Speed 50 ft.
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
- Damage Resistances unenhanced kinetic
- Damage Immunities fire, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60 ft., passive Perception 10
- Languages Dathomiri
- Challenge 5 (1,800 XP)
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.
Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Frost Elemental
Large elemental, chaotic balanced
- Armor Class 18 (natural armor)
- Hit Points 126 (12d10+60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 20 (+5) 5 (-3) 10 (+0) 8 (-1)
- Damage Vulnerabilities fire, sonic
- Damage Resistances unenhanced kinetic
- Damage Immunities cold, poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses darkvision 60 ft., passive Perception 10
- Languages Dathomiri
- Challenge 5 (1,800 XP)
Frost Form. The elemental can freely pass through unenhanced, unworked ice or snow. While doing so, it doesn't disturb the material it moves through and it is unaffected by difficult terrain or movement-impairing effects that would be caused by arctic conditions. If the elemental makes contact with a body of water or liquid that is principally water (not counting water-based creatures), it freezes the liquid to a depth of 6 inches over a 10-foot area around it. This ice lasts for 1 minute. In addition, a creature that touches the elemental, hits it with a melee attack, or is swimming in water frozen by it takes 3 (1d6) cold damage. If caught swimming, that creature is also pushed to the nearest unoccupied space of swimmable water.
Freezing Aura. Any creature that starts its turn within 10 feet of the elemental takes 3 (1d6) cold damage.
Actions
Multiattack. The elemental makes two puncture attacks.
Puncture. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) kinetic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or take 4 (1d8) cold damage and gain 1 slowed level until it takes fire damage or until the end of its next turn.
Blizzard (Recharge 5-6). Icy wind swirls in a 20-foot-radius sphere centered on a point within 120 feet. Each creature in that area must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.
Night Elemental
Large elemental, chaotic balanced
- Armor Class 13
- Hit Points 90 (12d10+24)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 14 (+2) 7 (-2) 10 (+0) 6 (-2)
- Skills Stealth +6
- Damage Vulnerabilities fire, enhanced energy
- Damage Resistances necrotic, psychic, sonic, unenhanced kinetic
- Damage Immunities cold, lightning, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 120 ft., passive Perception 10
- Languages Dathomiri
- Challenge 5 (1,800 XP)
Shadow Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there. The area within its space is considered heavily obscured.
Shadow Stealth. While in dim light or darkness, the elemental can take the Hide action as a bonus action.
Actions
Multiattack. The elemental makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) psychic damage or, if the elemental had advantage on the attack roll, 16 (3d8+3) psychic damage.
Gravity (Recharge 5-6). Each creature in the elemental's space must make a DC 14 Charisma saving throw. On a failure, a target takes 12 (2d8+3) psychic damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breath unless they don't need to in a vacuum. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 7 (1d8+3) psychic damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
Sunlight Elemental
Large elemental, chaotic balanced
- Armor Class 14
- Hit Points 90 (12d10+24)
- Speed 40 ft., flying 40 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 6 (-2) 10 (+0) 8 (-1)
- Damage Vulnerabilities necrotic
- Damage Resistances acid, fire, unenhanced energy
- Damage Immunities poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses passive Perception 10
- Languages Dathomiri
- Challenge 5 (1,800 XP)
Light Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there.
Illumination. The elemental sheds bright light in a 60-foot radius and dim light an additional 30 feet.
Actions
Multiattack. The elemental uses two sunbeam attacks.
Sunbeam. Ranged Weapon Attack: +7 to hit, range 40/160, one target. Hit: 13 (2d8+4) energy damage.
Sunburst (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 18 (4d6+4) energy damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown. If the target hits another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. If the Strength saving throw is successful, the target takes half the kinetic damage and isn't flung away or knocked prone.
Smoke Elemental
Large elemental, chaotic balanced
- Armor Class 15
- Hit Points 90 (12d10+24)
- Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
- Damage Resistances unenhanced kinetic
- Damage Immunities poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
- Languages Dathomiri
- Challenge 5 (1,800 XP)
Smoke Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there.
Smog Camouflage. While in dim light, darkness, or within 5 feet of a cloud of smoke, the smoke elemental can take the Hide action as a bonus action. The elemental's space is considered heavily obscured to all creatures other than smoke elementals.
Actions
Multiattack. The elemental makes two spray attacks.
Spray. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) poison damage.
Asphyxiate (Recharge 5-6). Each creature in the elemental's space must make a DC 16 Constitution saving throw. On a failed save, the target takes 14 (4d6) poison damage and becomes poisoned for 1 minute. While poisoned in this way, the target is also blinded, and takes 7 (2d6) poison damage at the start of each of the elemental's turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that does not need to breath is not affected by this attack.
Woodrot Elemental
Large elemental, chaotic balanced
- Armor Class 15 (natural armor)
- Hit Points 136 (16d10+48)
- Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
- Skills Stealth +3
- Damage Immunities necrotic, poison
- Condition Immunities blinded, deafened, exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Languages Dathomiri
- Challenge 5 (1,800 XP)
Necrotic Absorption. Whenever the elemental is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt.
Actions
Multiattack. The elemental makes two surge attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the elemental uses its engulf on it.
Surge. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) necrotic damage.
Engulf. The elemental engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the elemental's turns or take 13 (2d8+4) kinetic damage. If the elemental moves, the engulfed target moves with it. The elemental can have only one creature engulfed at a time.
The Sleeper
Huge aberration, neutral balanced
- Armor Class 17 (natural armor)
- Hit Points 136 (16d12+32)
- Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 15 (+2) 7 (-2) 15 (+2) 18 (+4)
- Saving Throws Con +6, Wis +6, Cha +8,
- Skills Perception +10, Stealth +9
- Senses truesight 120 ft., passive Perception 20
- Languages --
- Challenge 10 (5,900 XP)
Amphibious. The Sleeper can breath air and water.
A Simple Creature. The Sleeper counts as a beast for the purposes of being targeted by the dominate beast power.
Mask of the Wild. The Sleeper can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Miasma Cloud. While underwater, the Sleeper is surrounded by a hallucinatory substance. A creature that touches the Sleeper or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is frightened of the Sleeper until the end of its next turn.
Regeneration. The Sleeper regains 5 hitpoints at the start of its turn, as long as it has 1 hit point.
Innate Forcecasting. The Sleeper's forceasting ability is Wisdom (force save DC 14). It can innately cast the following force powers:
At-will: hallucination
1/day: insanity
Actions
Multiattack. The Sleeper makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 12 (2d6+5) kinetic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become grappled. While grappled in this way and frightened, the creature is also paralyzed. The Sleeper has six tentacles with which it can grapple separate targets.
Sickle. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 15 (3d6+5) kinetic damage.
Legendary Actions
The Sleeper 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 Sleeper regains spent legendary actions at the start of its turn.
Detect. The Sleeper makes a Wisdom (Perception) check.
Sickle Slash. The Sleeper makes one sickle attack.
Psychic Drain (Costs 2 Actions). One creature frightened of the Sleeper takes 10 (3d6) psychic damage, and the Sleeper regains hit points equal to the damage the creature takes.