The Old Wizards Tower
The wizards tower lies to the South of the village. It is about 2 days journey by foot across the sparse tree covered hills.
Random encounters should be rolled for 2 times a day. Roll 1d10, a roll of 1 or 2 denotes a random encounter taking place. Roll 1d8 to find the encounter.
d8 | Random Encounters |
---|---|
1 | 1 Wolf, plus 1 wolf per PC |
2 | Dire wolf |
3 | 1d4 Giant Spiders |
4 | 1d6 Sprig Blights and 1 Thorn Blight |
5 | Black bear |
6 | Dryad |
7 | Owlbear (CR 3) |
8 | Skull Drake (CR 3) |
Random encounters
- Wolves. 1d6 wolves that have been hunting the area catch wind of the party and stalk them till nightfall. They attempt to attack at night if not dealt with beforehand.
- A Dire wolf that has been roaming the area has yet to establish dominance on any wolf packs in the area, it is currently hungry and once it catches the scent of the Party, makes a direct line to attack.
- Giant spider have taken up residence in a copse of trees in the valleys between to small hills.
- Blighted under control of a Blight dryad are patrolling the lands near the Blight dryads domain. they may attack if they can surprise the party, but if they are losing, may retreat to the Dryad for help.
- A random Black bear searching for food stumbles across the party, it is not initially hostile and will run away if approached. If attacked it will defend itself.
- A dryad lives nearby and is worried. The Blight Dryad scares her and she observes the party if she can. If the party is un-threatening she may approach and ask for help to remove the corrupted Dryad and it's blighted minions form the area.
- An Owlbear is hunting for food, catching the scent of the party, it lays in ambush behind a large grouping of brush and trees.
- A Black Colored Skull Drake has been stalking the area looking for it's next meal, it is very new to the area and the other creatures in the surrounding hills don't know it has arrived. It has dug a den inside the steep side of a rocky hill and has little treasure.
Wizards Tower
When the party approaches the wizards tower, read the following.
As you crest the latest hill, you see a Tower situated at the top of the next hill, not far away. The tower seems to be very old and in disrepair. It looks to be about 4 stories tall with parapets crowned with gargoyle statues. Blocks seem to be missing and windows seem to be broken. The bottom floor has a single Door in its side. The second floor seems to have multiple widows around its perimeter. The third floor has windows and a single stone balcony. The fourth floor seems to have more widowns but all that you can see seem shuttered and dark.
A broken down stable sits on the side of the tower, having fallen down long ago. The area seems very quiet and still, as if waiting for something...
When The players get closer describe the following as they approach the door.
As you make your way up to the door you notice the disrepair even more. There appears to be a few broken gargoyle statues laying on the ground nearby. Along with other stone and random debris, all overgrown and covered with dirt.
The Stable can be cleared of rubble and possibly used. The Door to the Tower appears to be made of sturdy Old Oak, bound with Iron and astonishingly well preserved.
As the Party searches, make a passive perception check DC 15. The party may find the toppled Gargoyles odd, if they think to look up on their own, they will notice that no gargoyles appear to be missing at the top. That is because 2 Live Gargoyles have taken their place. If a Party member notices this the Gargoyles immediately attack. If not, they wait till the party is busy trying to open the door before they attack with surprise.
The Door is locked from inside and is very difficult to pick (DC 20). It is also very sturdy and would require a Strength check of (DC 20) as well. It can however be thwarted by a simple Knock spell.
Once the Gargoyles attack, if extra help is needed, Erin Rockaby, the Bartenders lost daughter, will arrive and fight alongside the party members using her bow and short swords.
Ground Floor
Entryway
After the Party opens the front door, they find a trapped room with another door. Read the Following:
As the door opens into the tower, you see another small room. It is about 10 feet deep by 15 feet wide. Directly in front of you is an old rug with strange magical symbols embroidered into it. It is not easy to make out the design as it, and everything else is covered in dust. Directly in front of you on the opposing wall is another door. To either side of it is are unlit torches and suits of plate armor, looking like motionless sentinels.
This room is basically a trap. The 5ft squares in front of the door is a trap door that deposits anyone on it into the cellar below. However the trap isnt triggered until the players enter. When they do read the following:
as you enter the small room, the heads of both suits of armor turn to look at you, in a low voice as one they say, "Who are you? and What is the password?" as they do the unlit torches flare to life illuminating the door in front of you.
Once the armor has spoken, the party has one minute to provide the answer (Let me in, or I am a visitor). If they do not provide the answer, the 2 suits of armor Animated Armor attack. First they trigger the trap by pulling down on either torch sconce, this will deposit anyone standing on the 2 ft squares between the doors to Area C2 below in the cellar Falling Damage 5 (1d10) Save Dex to avoid. They will then attack anyone that is left, if everyone else is out side, they will slam and lock the door if it isn't destroyed.
The Trap doors are hard to see without a intentional search (DC 15) Passive (DC18)
Main Hall.
Once the party has made it into this room, read the following:
As you enter this room you see a large dining table with 6 chairs around it. Against the far North wall is a fireplace with a cooking pot and 2 lounge chairs facing it. On the West wall is a Hutch containing dinnerware. to the south west appears to be a kitchen of sorts with accompanying utensils. To the West and south west there appears to be a set of stairs that goes both up to the next floor and down to another floor below. Everything is covered in a layer of dust.
There are no traps here, the fireplace has old rotten wood inside.
Basement
Cells and Storage
Read the following if the players come down the stairs to enter the cellar:
Coming down the stairs you enter the cellar. The first thing you notice is a caged room that takes up a 10 ft by 15 ft area to the South west. A barred door stands open to the cage. Inside you see Kegs sitting int the SW corner.
Along the north wall are 3 doors that appear to be storage rooms. The doors all seem to be left open as well.
As the party makes its way into the room, inside the caged room C2 sits a Keg Golem hiding amongst the other kegs. After the party has began searching the Keg Golem will attack.
The Storage rooms contain nothing of value, just old rotten grain sacks, moldering potato sacks and the like.
Trap Room.
If the party or a few of its members are deposited here from the trap at the front door, read the following:
As you are dropped into the room everything is dark. You hear movement to the immediate west.
A Keg Golem sits dormant waiting for intruders to come within 20 feet before it attacks. If dumped into the cage from the floor above, this automatically triggers the golem.
Second Floor
Hallway.
As the characters come up the stairs they see a hallway ahead of them:
As you come to the top of the stairs, you see a hallway. The hallway is about 5 feet wide and follows the curve of the Tower. Arrow slits are on the stone wall to your right, wood and Plaster wall is to your left. At the northernmost arc of the tower, an arrow slit is again in the wall, but opposite it is a door.
When the party continues down the hallway, read the following:
As you make your way further down the hall, you find another arrow slit at the far west arc of the tower, continuing on to the far south arc, you again see a 4th slit and a second door across from it.
Guest Room.
When the Players Enter this room read the following.
As you open the door you see you have found, what appears to be, a guest bedroom. Inside 2 beds are situated at either end of the far wall. at the ends of each bed sits a foot locker. immediately to the right and left of you are dressers, each hugging the hallway wall on either side of the door. Directly ahead of you, standing between the 2 footlockers, is a small humanoid shaped form. Upon closer inspection, the form looks like some kind of shaped Candle. It is made entirely of wax, and has what appears to be a Wick, slightly burnt, sticking out from the back of its neck.
The object is a Living Wick if the wick is set alight, it will form a telepathic link to the one who lit it, and will do as commanded. If its flame doesnt go out, it will evenutally burn up in about a months time.
The Foot lockers contain basic clothes. One has a small pouch with 23 GP in it. The other has a Tinderbox in it.
Master Bedroom
When the Players enter this room, read the following:
Upon Entering this room, you can tell it is a Master Bedroom. The same size as the other room, this has only one, larger bed. The bed is situated to the West of the room. Immediately in front of you is a desk, with some papers and an open book. Behind the desk, against the far wall is a small book case. To the East, in the corner is a Large Dresser. Between that and you along the curved wall is a Medium sized chest.
The chest is a Mimic who is very hungry and has been dormant for years, having only survived on random rats that make it into the room. The mimic actually patrols the cellar, First floor and second floor. The denizens on the third floor keep him out.
Treasure The book on the table is a Spell Book with 4th level spells. It contains 4 spells and is currently open to a spell for summoning demons. This is the spell the wizard used to summon the demon that is trapped on the fourth floor.
Third Floor
Library.
Upon coming up to the third floor, whether by stairs, or through the Balcony, read the Following:
as you come into this Large open room, you see the whole floor is open. To the south is the Balcony, around the floor are windows that see in all directions. The room itself seems to be a dedicated Library. And This Library has a defender. Floating in the center of the room, is a Large orb shaped creature, it has a Large single Eye and 4 eye stalks protruding out in all directions. It also has a very large tooth filled Maw! Its Eyes seem Wild as it stares at you and yells "Who are you, why are you here, Where is the master, you dont belong here! Papers Wake up!" with that last sentence a fluttering of papers rise up off a nearby desk, as if a wind just blew them everywhere!
This creature is a Spectator Named Servine. The papers are actually a Paper golem that is controlled by Servine.
Servine Really Doesn't want to be here anymore, and any attempt by the party to actually talk to him will stop him from attacking. Servine has been trapped here, without his summoning master for over 100 years and has gone a little crazy. He just wants to be freed from the Tower once and for all, he hasn't been able to get out of the locked balcony doors (The Doors were locked with a arcane lock spell) nor can he open the locked door down stairs. He knows alot of what happened above but cant get to the fourth floor (another shut door) to verify.
Things he knows:
- The Wizard summoned a demon.
- The Wizard had it trapped.
- An earthquake hit over 100 years ago, and when it hit the wizard was upstairs with the demon.
- He hasn't heard from the wizard since and is afraid he's dead.
- He believes the Demon may still be up there.
- He thinks the staff currently sitting on the work table might help.
- The wizard acquired the staff from somewhere in the area.
On the table is a staff. The Staff of Light is a special magical staff that came from a temple in the mountains north of the Tower and Village. It has special abilities related to light which can help against the Umbral Demon on the fourth floor.
The Library has many books, it contains 3 more Spell Books one each for level 1, 2 and 3. each contains (1d6+3) spells of the appropriate level.
There is also a Book of Minor Constructs This book details how to make the following Animated Armor, Living Wick, Keg Golem and is easily worth 1000 GP.
Fourth Floor
Summoning Circle
The fourth floor of this tower is one big containment field with 2 built in magic circles. Read the following when the Party enters:
As you open the Trap door to this room and peer inside. You notice that the only light is that which you bring with. The Windows on this floor are all bound shut and each of the 5 windows has Runes etched into them. on the floor is a magic circle inside of a pentagram. the points of the pentagram correspond to each of the five windows. The interior magic circle appears to be broke by a candle sconce that had fallen. Before you can do anything else a deep whispering voice addresses you, "Finally, my release is at hand!"
The creature speaking is a Umbral Demon that was bound long ago by the wizard. The whole floor acts as a permanent Magic circle, a safety in case the first circle is broken. when the earthquake hit over a century ago, it was bad timing. The wizard was talking to the Demon when it hit, while the main constraint stayed the candle sconce fell and broke the inner circle, the wizard, to busy trying to stay standing during the quake, was quickly cut down. However the Demon was unable to escape the built in confinement of the floor.
The Pc's have a few ways to defeat the Demon. It is very sensitive to light, and will die if exposed for to long to direct sunlight. Breaking open the windows will release it from its confinement, but it wont be able to leave until dusk. If the PCs fight it during the day, they can use the light to do damage to it in addition to anything they attack with. However if they fail, it will be freed at nightfall. They can also use the Staff of Light to defeat the Demon.
Appendix A: Monsters and NPCs
Animated Armor
Medium construct, unaligned
- Armor Class 18 (natural armor)
- Hit Points 33 (6d8 + 6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
- Languages —
- Challenge 1 (200 XP)
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Actions
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Black Bear
Medium beast, unaligned
- **Armor Class 11 (natural armor)
- **Hit Points 19 (3d8 + 6)
- **Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2)
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 1/2 (100 XP)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Blighted
Blighted, Sprig
Blighted, Thorn
Demon, Umbral
Demon, Umbral
Medium fiend (demon), chaotic evil
- Armor Class 15
- Hit Points 66 (12d8 + 12)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 1 (-5) 18 (+4) 12 (+1) 14 (+2) 13 (+1) 14 (+2)
- Saving Throws Dex +8, Cha +4
- Skills Stealth +8
- Damage Vulnerabilities radiant
- Damage Resistances acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities cold, necrotic, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 120 ft., passive Perception 11
- Languages Abyssal, telepathy 120 ft.
- Challenge 4 (1,100 XP)
Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult >terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Sunlight Vulnerability. While in Direct Sunlight or the area of effect of similar light from a spell, the Umbral Demon takes 10 hp of damage per minute, or 1 hp of damage per round.
Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage or, >if the demon had advantage on the attack roll, 17 (4d6 + 3) necrotic damage.
Dire Wolf
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 37 (5d10 + 10)
- Speed 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages —
- Challenge 1 (200 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Drake, Skull
Medium dragon, neutral
- Armor Class 15 (natural armor)
- Hit Points 75 (10d8 + 30)
- Speed 40 ft., burrow 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 16 (+3) 8 (–1) 12 (+1) 10 (+0)
- Saving Throws Dexterity +5, Wisdom +3
- Skills Intimidation +2, Perception +3, Stealth +5
- Damage Vulnerabilities radiant
- Damage Resistances poison
- Damage Immunities necrotic
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Draconic
- Challenge 3 (700 XP)
Keen Smell. The skull drake has advantage on Wisdom (Perception) checks that rely on smell.
Sunlight Sensitivity. While in sunlight, the skull drake has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The skull drake makes two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Necrotic Breath. (Recharge 6). The skull drake exhales a 15-foot cone of noxious, black gas. Each creature in the area must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies.
Dryad
Medium fey, neutral
- Armor Class 11 (16 with barkskin)
- Hit Points 22 (5d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
- Skills Perception +4, Stealth +5
- Senses darkvision 60 ft., passive Perception 14
- Languages Elvish, Sylvan
- Challenge 1 (200 XP)
Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelaghMagic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.
Actions
Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
Erin Rockaby
Erin is a fledgling Ranger who wants to help and has alot of information about the area. She will gladly join the party if asked. She is, however, only 16 years old, but still very accomplished for her age.
Erin Rockaby
Medium Human Ranger, Chaotic Good
- Armor Class 14 (leather armor)
- Hit Points 16(3d8+3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11(+0) 16(+3) 12(+1) 13(+1) 14(+2) 11(+0)
- Saving Throws Dexterity, Wisdom
- Skills Perception, Stealth, Survival, Nature
- Senses Senses
- Languages common
- 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
Gargoyle
Medium Elemental, Chaotic evil
- Armor Class 15(natural armor)
- Hit Points 52 (7d8+21)
- Speed 30 ft., fly 60ft.
STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
- Damage Immunities Poison
- Condition Immunities exhaustion, petrified, poisoned
- Senses darkvision 60 ft., Passive Perception 10
- Languages Terran
- Challenge 2 (450 XP)
- False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Actions
Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws
Bite melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) piercing damage.
claw melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) slashing damage.
Giant Spider
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 26 (4d10 + 4)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3)
- Skills Stealth +7
- Senses blindsight 10 ft., darkvision 60 ft., passive
- Perception 10
- Languages —
- Challenge 1 (200 XP)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immun
Golem, Keg
Medium construct, unaligned
- Armor Class 11 (natural armor)
- Hit Points 45 (6d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 8 (–1) 7 (–2) 3 (–4)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages understands the languages of its creator but can’t speak
- Challenge 3 (700 XP)
Empty Keg. A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem’s speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.
Immutable Form. The keg golem is immune to any spell or effect that would alter its form.
Magic Resistance. The keg golem has advantage on saving throws against spells and other magical >effects.
Rolling Charge. If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus >action.
Construct Nature. A golem doesn’t require air, food, drink, or sleep.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Ale Blast (Recharge 5–6). The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Golem, Paper
Tiny construct, unaligned
- Armor Class 13
- Hit Points 7 (2d4 + 2)
- Speed 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 8 (–1) 16 (+3) 12 (+1) 3 (–4) 7 (–2) 3 (–4)
- Damage Vulnerabilities. fire
- Damage Resistances. bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 30 ft., passive perception 8
- Languages understands the languages of its creator but can’t speak
- Challenge 1/4 (50 XP)
False Appearance. While the paper golem remains motionless, it is >indistinguishable from an ordinary sheet of paper.
Immutable Form. The paper golem is immune to any spell or effect that would alter its form.
Magic Weapons. The paper golem’s weapon attacks are magical.
Construct Nature. A golem doesn’t require air, food, drink, or sleep. Actions
Actions
Paper Cut. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + >3) slashing damage.
Ink Blot (Recharge 4–6). As a bonus action, the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or >half as much damage on a successful one.
Living Wick
Small construct, unaligned
- Armor Class 13 (natural armor)
- **Hit Points 28 (8d6)
- **Speed 20 ft.
STR0 DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 5 (-3) 5 (-3) 5 (-3)
- Damage Vulnerabilities fire
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
- Senses sight 20 ft. (blind beyond the radius of its own light), passive Perception 10
- Languages shares a telepathic link with the individual that lit its wick
- Challenge 1/4 (50 XP)
Controlled. Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them.
Light. Activated living wicks produce light as a torch.
Melting. A living wick loses one hit point for every 24 hours it remains lit.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Consume Self. A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. The wick is reduced to a lifeless puddle of wax.
Mimic
Medium monstrosity (shapechanger), neutral
- Armor Class 12 (natural armor)
- Hit Points 58 (9d8 + 18)
- Speed 15 ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)
- Skills Stealth +5
- Damage Immunities acid
- Condition Immunities prone
- Senses darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 2 (450 XP)
Shapechanger: The mimic can use its action to polymorph into an object or back >into its true, amorphous form. Its statistics are the same in each form. Any >equipment it is wearing or carrying isn’t transformed. It reverts to its true form >if it dies.
Adhesive (Object Form Only): The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only): While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler: The mimic has advantage on attack rolls against any creature grappled by it.
Actions
Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + >3) piercing damage plus 4 (1d8) acid damage.
Owlbear
Large monstrosity, unaligned
Armor Class 13 (natural armor) Hit Points 59 (7d10 + 21) Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 17 (+3) 3 (−4) 12 (+1) 7 (−2)
Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 3 (700 XP)
Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Actions
Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Wolf
Medium beast, Unaligned
- Armor Class 13(natural armor)
- Hit Points 11 (2d8+2)
- Speed 40 Ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages ---
- Challenge 1/4 (50 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Practice
Safe
Homebrewing
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Blackthorn Theme: Blackthorn /u/blckthorn
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