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Foreward
Hello! I'm glad you were able to find this pdf! This has been a passion project of mine, and I'd like to just let you know a couple of things before going further. crystal
- This is very much a work in progress. Please do read the statblocks ahead of time as they have not been thoroughly playtested yet.
- There are some new mechanics I've implemented, so please read the Crystals section.
- One of these new mechanics is Mutate. Monsters can and will change and develop new abilities mid combat. Tables have been provided.
- The other new mechanic is Cycle. Cycle is similar to mutate as it will change the flow of combat, but it's in favour of the players. At the start of the round the DM will roll for cycling or mutate, and if they roll a 1, this round is a Cycle Round. During a cycle round, spells will have additional affects.
Version 0.29
What's in this PDF?
- New mechanics specificly tailored to Ikoria.
- A bundle of monsters
- 5 regions to play in, 3 human civilizations
- Details on the Ikoria region
- Tables for making your own monster
What to expect in future updates?
- a couple equipment items,
- 1 or more backgrounds
- hopefully a feat or two
- at least one druid class
- Mechanics for bonding with monsters
How can I check for updates?
Check out my twitter (@ChrisStewartBCG). At the time of writing this, I have a Google Drive share link pinned. The link stays the same, however the file version gets updated.
World
The land of Titans
Ikoria is world truly ruled by the wild. The world is populated by humans and 'monsters'. Humans, being all to aware of their low chances of survival in the wild have collected together and built monster proof sanctuaries. It's important to know, that humans didn't always reside in sanctuaries.
Cyrstals
Long ago, there were no crystals across the land. During those times the monsters were more animalistic, and less dangerous. They were no different than predicable wild life. When the crystals came, the monsters grew in size, violence, and intelligence. Monsters would directly attack human settlements, the most notorious of them was Snapdax. The surviving humans knew that their only chance of survival was to band together, and thus the sanctuaries were built.
The crystals do many thing. The glow when non-humanoids are near, they are the source of monster mutations, and they seem to increase the potency of magic.
Today small crystal fractions are broken off and refined into gear to utilize their functionality as a "monster warning". While in small fragments (smaller than a human head) the crystals seem to have such a small area of affect that there is no risk of monster mutations, while also still providing the benefit of spell enhancement.
Sanctuaries
Drannith, The Invincible City
Location. Egali (Lowlands of Savai), east end of the Jal Korcha, (terror road)
Ideals. The extermination of all monsters will bring peace and prosperity to the human race, and this can only be achieved with might.
Bonds. "Lives taken are lives not easily forgotten." The people of Drannith hold strong bonds with one another.
Flaws. Monumentally stubborn, and driven by revenge. The people of Drannith hold grudges against monsters for their fallen friends. These same people will then die fighting monsters only to foster more grudges.
Drannith is the largest human sanctuary on the plane, a thriving city with tens of thousands of residents. Located on eastern point of the Jal Korcha (Terror Road) in lush plain of Egali in the lowlands of Savai, it's rooted by a gigantic crystal pillar and protected by concentric circles of high stone walls. Drannith's highly trained military is second to none at warding off monster attacks; according to the locals, its walls have never fallen since their creation. Drannith was founded in a time when humanity's numbers were wearing thin, which lead to a culture with a deep rooted fear of monsters.
Drannith is built around the Argalith, the largest single crystal in the world and a symbol of hope and protection for Drannith's residents. The Argalith forms the city's central axle and is the foundation of Drannith's magical defenses against monsters.
Defense Strategy
Drannith's survival strategy is strength; they face monstrous threats head-on, beating them back from within their walls. The Drannith Defense Force, informally called the Coppercoats for their banded uniforms and polished buttons, is the most well-resourced, powerful military force in the world. The Coppercoats are a tight-knit militia of city defenders, uniformed defense mages, and magistrates.
Economics
Situated in the prairies, the citizens of Drannith have a strong agricultural economy, being able to harvest grains (I)n very well guarded fields.)
Given the deep rooted cultural hate towards monsters, Drannith also hosts the highest concentration of the poachers market for selling monster parts.
Jal Korcha (Terror Road)
Terror road is the 'safest' route of passage between Drannith and Lavabrink. The road starts at Drannith and heads westward along the shore of Attrayal, and through the mountains of Rougrin before reaching the city of Lavabrink. The savai stretch of the road involves crossing many precarious stone bridges over the triome's many trenches.
From lavabrink, the Jal Korcha winds for thousands of miles southwest of the city into the Ongra range, along the shore of Attayal, and to drannith on the great Etali plain
Lavabrink
Location. Ongra Range (Raugrin)
Ideals. The perfect defense is the only path to longevity and peace. Unlike Drannith, the people of Lavabrink avoid sending soldiers out to needlessly risk their lives killing monsters
Bonds. The people of Lavabrink seek to protect one another in whatever way they can. They're raised to always look out for one another. This can be seen in their strength in the armoury market. Citizens of Lavabrink not only make the best weapons and armour, but they do so at an affordable price.
Flaws. While save, the citizens of Lavabrink live in one of the most dangerous triomes. Incidentally, while precautious the people are incredibly to the point to the point of potentially offending others.
Lavabrink is a sanctuary city tucked under a huge volcanic shelf in the Ongra Range in Raugrin. Rivulets of lava pour over the shelf into carefully maintained canals and floodways, running out to Kauld, the lava lake. Lavabrink's dwellings and marketplaces are built on bridges and walkways over these canals of lava.
Lavabrink's survival strategy is inaccessibility. By building under a volcanic shelf, Lavabrink has created a powerful defense mechanism that offers a compelling incentive for hungry monsters to find another less-deadly meal elsewhere. Mages called stonesingers can call out to the huge igneous dams on the slopes above the town, tuning the flow of lava as they desire. In dire circumstances, Lavabrink can create an almost continuous curtain of lava in front of the entire city, blocking entry to all but the most persistent of monsters.
The residents of Lavabrink are a hardy lot, choosing to live in an incredibly dangerous situation in order to ward off even more dangerous monsters.
Lavabrink citizens have excellent access to around-the-clock volcanic heat and are renowned for their blacksmithing, metalworking, toolmaking, and sculpting. The best weapons and gear are all made in Lavabrink.
Defense Strategy
Lavabrink's strategy is to make the most use of their environment and to minimize casualties by needlessly sending out soldiers.
The city is tucked underneath a volcanic ledge hidden behind a lava curtain.
Skysail
Location. No set location.
Ideals. A conflict avoided, is a conflict won.
Bonds. The people of Skysail are an eclectic group of people with different origins. While the original balloons were from the ruins of Orn, other balloons joined Skysail from different parts of Ikoria. All are welcome in Skysail.
Flaws. Due to their defense strategy, if ever prompted with a fight that they can flee from, people from skysail will avoid the conflict if at all possible.
Skysail is a "city" in the sky made of dozens of balloon-driven airships. The sanctuary's balloons and rudder-sails grant it almost permanent flight, allowing it to fly high above the threat of monsters that walk, crawl, or swim. Its floors and girders are made from extremely light wood and hollow pterodactyl bones, and individual balloon-ships can detach or reattach at will.
The people of Skysail are bold and independent, preferring a life on the move to sitting and waiting for an attack. Though the sanctuary still boasts a military force, however they only see action if Skysail can't avoid monsters.
The citizens of Skysail are mostly descendants of the walled city once known as Orn. Orn was a sanctuary in Indatha. The city stayed safe by training bioluminescent
nightcats and batbirds to circle the sanctuary and nest in its
towers, keeping the sanctuary lit at all hours. But one night, for unknown reasons, the luminous creatures did not come, and nightmares breached the gates under cover of darkness. Some of the residents of Orn escaped, salvaging some of Orn's raw materials to construct rudimentary hot-air balloons. Over time, more and more balloonists joined their vessels together, forming what's now known as Skysail.
Defense Strategy
Skysail's survival strategy is mobility. The sanctuary never stays in one place for very long, allowing it to avoid the migration paths of Ikoria's many flying monsters. When an attack does happen, Skysail can scatter into many smaller pieces and reassemble later in a safe place—or they can send off decoy ships to lure flying threats away from the main bulk of the fleet.
Economy
With zero land available to them, the citizens of skysail focus their economics in crafting non-metal goods with the materials they purchase from Drannith.
Additionally, given their lack of needing to travel by ground, Skysail has the perfect opportunity to collect and sell fish.
New Rules
Crystals
The plane of Ikoria is abundant in naturally occurring crystals that cause sudden and rapid mutations among the monsters in the plane. Within a monsters lifetime it can gain new limbs or become a completely unrecognizable creature. A tiger may grow limbs like wings, additional legs, or simply grow in size. In contrast that tigers sibling may become a tiger-dinosaur-nightmare hybrid.
These same crystals also mutate magic itself. Spells intended to subdue a monster may surge and shock it as well. Or a shield spell that has surged may give minor healing.
Monster Mutations
If combat is in an area with crystals in the environment there is a possibility that the monsters in combat can mutate. If a monster does mutate this will happen on the same initiative account as lair actions (initiative count 20).
On initiative count 20 roll for mutation. If there are 3 or less monsters you can roll for each monster, however in larger combats this can be time consuming and so it is recommended to instead just roll for one or two monsters. If more than one mutation happens during the combat mutate a monster that hasn't already mutated.
A mutation occurs if you role a 12. When a creature mutates you can either roll on your preferred mutation table, or you can roll to determine what kind of mutation occurs.
Managing Mutations. Depending on the situation it's possible you may have to keep track of multiple mutations. If you suspect this may be the final mutation table is dedicated to mutations that are easier to keep track of.
Mutation Type
d6 | Name |
---|---|
1 | Beast Mutation |
2 | Cat Mutation |
3 | Dinosaur Mutation |
4 | Elemental Mutation |
5 | Nightmare Mutation |
6 | Other Mutations |
Pre-planned Mutations. Don't hesitate to use these tables to craft your own monster ahead of time, or to use them as inspiration for your own legendary Beast-Cat-Elemental-Nightmare monsters.
Important. Keep in mind that mutations are permanent. This can lead to a cool narrative where the party re-encounters the same Fire bonded T-rex they fought last session.
However, this can also work against the players. If the party fought Snapdax and failed to kill it, Snapdax keeps all mutations that it built up during the combat.
Beast Traits
The monster is mutated into being more beast-like if it wasn't already. It may have grown a thick bristle coat, boney protrusionss hooves, horns.
d8 | Name | Description |
---|---|---|
1 | Solid Footing | The monster's CON modifier is added to both its AC and i's damage rolls. |
2 | Thick Fur/Bristles | +2 to the monsters AC |
3 | Horns | The monster now has a Ram or Gore Attack. |
4 | Chameleon tongue | The monster gains a Whip Tongue attack |
5 | Quills | The monster grows large quills on its back and gains the Quill Missiles attack. |
6 | Bestial strength | The monster get +2 STR to its strength attribute score. |
7 | Trumpetting Call | The monster can make a Call for Aid, that will summon a Gnarr |
8 | Venomous | The monsters melee attacks inflict an additional 1d12 poison damage |
Cat Traits
The monster has mutated to take on a more feline appearance. It may have developed a smooth fur coat, retractable claws, or perhaps saber-like canines.
If it wasn't already carnivorous, the monster is now, and may change its behaviour accordingly.
d8 | Name | Description |
---|---|---|
1 | Pride Cats | The monster can now Call for help. When it does it summons 1 Sabre Tooth Tiger. |
2 | Dark Vision | The monster now has 120 ft Dark Vision. |
3 | Feline Claws | The monster gains a 20 ft climb speed & a claw attack. |
4 | Feline Grace | The monster's Dexterity attribute score is increased by 2 |
5 | Heightened Reflexes | Creatures provoke an opportunity attack from you when they enter your reach. |
6 | Improved Initiative | If the monsters initiative is lower than 15, it is now 15. |
7 | Leap | The monster can now high jump 15 ft. up, or long jump 40 ft. |
8 | Sabretooth Canines | The monster grows large sabretooth teeth and gains a bite attack. |
Dinosaur Traits
The monster has mutated to take more prehistoric qualities. It may be larger, bulging with muscles, or have developed a scaly hide.
Dinosaurs can take as wide of a variety of shapes and sizes as any other creature, so the mutated monster may not change its "shape" as much as its characteristics would.
d8 | Name | Description |
---|---|---|
1 | Durable | +2 bonus to to the monsters constitution score. |
2 | Grow | The monster grows 1 size category larger. It gets +10 max HP & rolls an additional damage die when rolling for damage. |
3 | Hammer Tail | The monster's gains a tail attack. |
4 | Hardened Shell | The monster grows a large shell and gets a permanent +5 bonus to its AC. |
5 | Hardened Scales | The monster grows thick scales and gets a permanent +3 bonus to its AC. |
6 | Prehistoric Strength | +4 bonus to the monsters strength score. |
7 | Tougher | +20 to the monsters Max HP. |
8 | Trample | If the monster reduces a creature to 0 hit points, it can make an additional melee. |
Elemental Traits
The monster mutates and becomes an elemental. This can take many forms. The monsters body may become a writhing mass of vines, or glowing light can be seen from within their mouths. Their body may become covered in stone, or the air around them may be supernaturally cold.
Most often the shape of the monsters body will stay the same. An elemental cat will still look like a cat, but it may look like a cat made of stone.
d8 | Name | Description |
---|---|---|
1 | Air Bond | The monster can now levitate and gains a flying speed of 30ft. |
2 | Fire Bond | Immunity to fire damage, its melee attacks deal an additional 1d6 fire damage. |
3 | Fire Breathing | The monster gains a fire breath attack. |
4 | Foliage Bond | Weakness to fire damage, the monster can innately cast the following spells at will, requiring no components: druidcraft, thornwhip, plant growth, and grasping vine. |
5 | Ice Bond | Immunity to cold damage, its melee attacks deal an additional 1d6 cold damage. |
6 | Lightning bond | Immunity to lightning damage, its melee attacks deal an additional 1d6 lightning damage. |
7 | Earth Bond | The monster gaints a burrow speed of 30 ft. and gains resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. |
8 | Water Bond | Immunity to fire damage, attacks from the monster are considered critical hits against creatures attuned to the element of fire. |