Crabulon, Evil Incarnate
Captain
After discovering the Ring of Exponential Evil & Genius, this mild mannered crab became a super villain! Creating destructive robots like the "Barnacle Brawler", he hopes to rule all of crab-kind and generally ignore other species! So I guess that's ok?
- Jouste the Drawbarian
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\columnbreak
___
> ## Crabulon
>*Tiny beast, lawful evil*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 45 (10d8)
> - **Speed** 30 ft., swim 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 2 (-4)| 10 (+0)| 18 (+4)| 20 (+5)| 16 (+3)| 19 (+4)|
>___
> - **Saving Throws** Int +7
> - **Skills** Stealth +4
> - **Senses** Blindsight 30 Ft., passive Perception 13
> - **Languages** Common, Aquan
> - **Challenge** 4 (1, 000 XP)
> ___
> ***Amphibious.*** Crabulon can breathe air and water.
>
> ***Evil Genius.*** Crabulon can use any remaining charges on the *Ring of Exponential Evil & Genius*
>
> ***Spellcasting.*** Crabulon is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +6 to hit with spell attacks). it regains its expended spell slots when it finishes a short or long rest. It knows the following wizard spells:
1st-3rd level (2 3rd-level slots):
> - Misty Steps
> - Alarm
> - Longstrider
> - Blink
> - Slow
>
> ### Actions
>
> ***Claw.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit* (1d4) bludgeoning damage.
DM's Note
Crabulon can be treated as a a sort of comic relief character. His personality is very ominous and menacing but his actions are quite meek. He is more of a cowardly perfectionist than anything, he will flee the moment of trouble. He is a fan of physical augmentation and constantly tires to augment the rest of his crewmates.
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___
___
> ## Crabulon (Barnacle Brawler)
>*Large construct, lawful evil*
> ___
> - **Armor Class** 18 (Plate Armor)
> - **Hit Points** 247 (15d20 + 90)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|19 (+4)|18 (+4)|20 (+5)|16 (+3)| 19 (+4)|
>___
> - **Damage Vulnerabilities** acid, lightning
> - **Damage Resistances** cold, fire, radiant; bludgeoning, piercing, and slashing damage from non Adamant weapons
> - **Condition Immunities** poisoned
> - **Senses** Blindsight 30 Ft., passive Perception 13
> - **Languages** The languages of its creator
> - **Challenge** 15 (13, 000 XP)
> ___
> ***Evil Genius.*** Crabulon can use any remaining charges on the *Ring of Exponential Evil & Genius*
> ### Actions
>
> ***Multiattack 1.*** Crabulon can make the barnacle brawler make 3 *crab hammer* attacks.
>
> ***Multiattack 2.*** Crabulon can make the barnacle brawler make 1 *crab hammer* attack and 2 *crab grabs*.
>
> ***Crab Hammer.*** Melee Weapon Attack: Crabulon controls the barnacle brawler to slam down it's metal pincers. +2 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.
>
> ***Crab Grab.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage. The target is grappled (escape dc 11) The crab has two claws, each of which can grapple only one target
>
> ***Overloaded. (Recharge 6)*** The barnacle brawler discharges electricity. All targets within 30 ft. radius must make a DC 17 Dexterity save or take 21 (6d6) lightning damage and are knocked prone on a fail, and knocked back 5 feet on a save
Ring of Exponential Evil & Genius
##### *Ring, legendary (requires attunment)*
*Credit: Jouste*
This ring grant +1 to Intelligence and has 3 charges. Regains 1d4 - 1 expended charges at dawn.
***Dominate Person.*** Expend 3 charges to cast the *dominate person* spell from the ring.
***Enlarge Reduce.*** Expend 2 charges to cast the *enlarge reduce* spell from the ring.
***Bane.*** Expend 1 charge to cast the *bane* spell from the ring.
Clambus, the Avatar of the Clam
Boatswain
Once you put on the enchanted Clamulet you are transmogrified into an avatar of the Clam, a brutish and mussel bound Clambus! Just be sure to take the Clamulet off before the indomitable will of the clam takes control and you are Clambus forever!
— Jouste the Drawbarian
DM's Note
Clambus's is magically malformed being, shunned by others due to being an enigma even in the supernatural world. Unfortunately Clambus' intelligence wasn't very good before or after the transformation. With no clues, he joined Crabulon's crew in hopes of one day finding information on how to reverse his transformation.
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___
___
> ## Clambus
>*Medium monstrosity, neutral evil*
> ___
> - **Armor Class** 18 (Plate Armor)
> - **Hit Points** 97 (13d8 + 39)
> - **Speed** 30 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|11 (+0)|18 (+4)|15 (+2)|6 (-2)|8 (-1)|
>___
> - **Condition Immunities** poisoned
> - **Damage Resistances** Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
> - **Senses** passive Perception 8
> - **Languages** Aquan, Common
> - **Challenge** 15 (13, 000 XP)
> ___
> ***Amphibious.*** Clambus can breathe air and water.
>
> ***Shell.*** Clambus has +2 AC and a new reaction allowing it to retract into its shell when it takes damage. All attacks made against it until the beginning of its next turn have disadvantage or must hit a higher AC. Failing an attack causes a spiked shell to damage people trying to attack it for 1d8 piercing damage. While in the shell, the Clambus can't make opportunity attacks or see anything.
>
> ### Actions
>
> ***Acidic Engulfment.*** Clambus has a slow-acting acid that it uses to break down organic matter trapped in its interior. An engulfed creature takes 14 (3d6 + 4) acid damage each round. Acts as a grapple.
>
> ***Clamfestation.*** Clambus causes a cloud of clams to appear momentarily on one creature seen within range. The target must succeed on a Constitution saving throw, or it takes 21 (6d6) poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
>
> ***Spit Poison (Recharge 5-6).*** Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
DM's Note
Clambus's shell trait prevents Clambus from making opportunity attacks or see anything; it's a good time for PC's to find cover, set traps, cast preparatory spells, etc.
### Clamulet
##### *Wondrous item, very rare (cursed)*
*Credit: Jouste*
This cursed magical amulet slowly start to turn its user into a clam.
While wearing this, you can breathe in water and swimming speed is 40 feet.
***Curse:*** If you takes a short or long rest with this amulet equipped, you must make a DC 11 Constitution saving throw, upon success nothing happens. If you fail the saving throw your body starts to form shell like parts. You head turns into a clam-like shape. As your skin morphs into clam, your natural AC is 18. Removing the amulet does not remove the curse but does remove the ability to breathe in water and swimming speed. The curse can be removed from the amulet with *remove curse* but the clam features will remain until *lesser restoration* is cast on the you.
Whalestrom, Fright of the Seas
First Mate
The stocky ship-wrecker with a reinforced blowhole that can call forth the most horrible of storms! Covered in cannon balls and full of harpoons, Whalestrom tackles dreadnoughts, dinghys, and anything else that he deems to ugly to float!
— Jouste the Drawbarian
DM's Note
Whalestom, a walking weapon of destruction, is a forever indebted to Crabulon. After being caught in an enormous admantine net trap, Whalestrom was grievously wounded when Crabulon chanced upon him. Crabulon offered him help in exchanged for his servitude. Not only did Whalestrom have his life saved, Crabulon used his genius to enhance Whalestrom's body, from mechanized blowhole to iron implanted skin.
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___
___
> ## Whalestrom
>*Large beast, chaotic evil*
> ___
> - **Armor Class** 19 (Plate Armor)
> - **Hit Points** 212 (17d12 + 102)
> - **Speed** 30 ft., Swim 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|22 (+6)|20 (+5)|10 (0)|10 (0)|
>___
> - **Damage Vulnerabilities** lightning
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
> - **Condition Immunities** frightened
> - **Senses** Darkvision 120 Ft., passive Perception 0
> - **Languages** Common, Aquan
> - **Challenge** 15 (13, 000 XP)
> ___
> ***Amphibious.*** Whalestrom can breathe air and water.
>
> ***Echolocation.*** Whalestrom can't use its blindsight while deafened.
>
> ***Keen Hearing.*** Whalestrom has advantage on Wisdom (Perception) checks that rely on hearing.
>
> ***Siege Monster.*** Whalestrom deals double damage to objects
and structures.
>
> ***Trauma of Nets.*** If Whalestrom is struck by a net (regardless of size), Whalestrom is frightened and paralyzed till the net is gone.
> ### Actions
>
> ***Multiattack.*** Whalestrom can use its Frightful Presence. It then makes three *spear* attacks or 2 *bite* attacks.
>
> ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
>
> ***Spear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d6 + 7) slashing damage
>
> ***Frightful Presence.*** Each creature of Whalestrom's choice that is within 120 feet of Whalestrom and aware of it must succeed on a DC 18 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 Whalestrom's Frightful Presence for the next 24 hours.
>
> ***Scalding Blowhole (Recharge 5-6).*** Charged jet beam of scalding water. Whalestrom uses a bonus action to charge up an attack, his blowhole starts to glow bright blue. At the beginning of it's next turn, Whalestrom unleashes a powerful beam attack that can hit multiple characters in a line and does 65 (10d12) fire damage. Must use this attack before moving.
DM's Note
For Whalestrom's Scalding Blowhole attack not only gives a visual indicator but before it goes off Whalestrom must use the attack before moving, which means characters that respond to seeing the attack charge can seek cover from the oncoming attack.
Jawless Joe, The Poissonnier
Chef
This sharkman has had his mouth flesh-blasted off by a cruel wizard. Without a maw of his own, he now fights with a jawbone sword and is very self conscious about his injury!
— Jouste the Drawbarian
DM's Note
After a tragic fight with a wizard, Joe lost his jaw and due to this Joe the Master Chef was deemed passed his prime in the world of cooking. Crabulon was the only one who gave him a chance to even allow Joe to cook for other, so he joined the crew as its one and only Chef. He is forever grateful for Crabulon for this.
Consuming food cooked by Joe causes random status effects.
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___
___
> ## Jawless Joe
>*Medium beast, chaotic neutral*
> ___
> - **Armor Class** 18 (Plate Armor)
> - **Hit Points** 97 (13d8 + 39)
> - **Speed** 30 ft., Swim 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|16 (+3)|16 (+3)|17 (+3)|9 (-1)|9 (-1)|
>___
> - **Damage Vulnerabilities** lightning
> - **Damage Resistances** fire
> - **Senses** Blindsight 30 Ft., passive Perception 9
> - **Languages** Aquan, Common
> - **Challenge** 15 (13, 000 XP)
> ___
> ***Amphibious.*** Joe can breathe air and water.
>
> ***Aroma Sense.*** Joe can smell food from large distances away. You have advantage on Wisdom (Perception) checks made to detect food or liquid by scent.
>
> ***Prepping.*** If a target of Joe has been hit with at least once with *Slice*, *Chop*, and *Tenderize* attacks (in any order), Joe regains 1d12 hit points.
> ### Actions
>
> ***Multiattack.*** Joe can use makes two attack with *Slice*, *Chop*, or *Tenderize in any combination.*
>
> ***Slice.*** Melee Weapon Attack: +5 to hit, reach 5 feet. Joe makes a slices are so thin, they are almost transparent. On hit the target takes 14 (3d6 + 4) slashing damage.
>
> ***Chop.*** Melee Weapon Attack: +1 to hit, reach 5 feet. Joe makes a large chop. The chop induces massive bodily damage. On hit the target takes 18 (4d8) piercing damage. On the wounded target’s turns, it takes 1d4 necrotic damage for each time Joe's wounded it, and the target can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
>
> ***Tenderize.*** Melee Weapon Attack: +3 to hit, reach 5 feet. Joe pounds on the target with the hilt of his blade. On hit the target takes 21 (6d6) bludgeoning damage. This attack softens the target, making the next attack deal an additional 10 (3d6) damage.
DM's Note
Joe's a single target monster. For PCs that don't use movement abilities will struggle after a few rotations of prepping.
### The Palatable Maw
##### *Weapon (longsword), rare*
*Credit: Jouste*
A strange weapon made from the maw of Joe the Chef. Maybe due to the resentment and bitterness that was built up by Joe, it seems to somehow developed some odd magical abilities.
Due to the sheer look of the weapon, it grants advantage in intimidation.
It give its wielder 1d12 hit points whenever an attack with this weapon kills a creature.
Murry of the Portholes
Cabin Boy
Once the third enforcer of the horrible dock gang "The Portholes", Murry can use his eel-ectric powers to charge up his zap-bat! Ready to rumble with other sea-side gangs, Murry and his Portholes haven't been challenged in weeks!
— Jouste the Drawbarian
DM's Note
Murray's personality can be summed up as a naive child who just went with the flow. After having his gang destroyed by some local adventurers, Murray signed up to be the Cabin Boy for Crabulon' crew. Murray doesn't really care what is happening around him, as long as he gets to swing his Zap-Bat and have some fun.
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___
___
> ## Murry
>*Medium beast, chaotic good*
> ___
> - **Armor Class** 18 (Plate Armor)
> - **Hit Points** 97 (13d8 + 39)
> - **Speed** 30 ft., Swim 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|19 (+4)|12 (+1)|10 (+0)|10 (+0)|15 (+2)|
>___
> - **Damage Vulnerabilities** acid,
> - **Damage Resistances** cold, fire, radiant; bludgeoning, piercing, and slashing damage from non Adamant weapons
> - **Condition Immunities** lightning
> - **Senses** Blindsight 30 Ft., passive Perception 10
> - **Languages** Common, Aquan
> - **Challenge** 15 (13, 000 XP)
> ___
> ***Amphibious.*** Murray can breathe air and water.
>
> ***Storm Caller.*** Murray has the ability to subtly control the weather around him.
If it is raining, he can use an action to cause the rain to stop falling in a 20-foot radius centered on him. He can end this effect as a bonus action.
If it is windy, he can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around him. The wind blows in that direction until the end of his next turn. He have no ability to alter the speed of the wind.
> ___
> ### Actions
>
> ***Multiattack 1.*** Murray makes 2 *Bat Swing* attacks.
>
> ***Arching Zip.*** *Melee Weapon Attack:* Murray creates a bolt of lightning that arcs toward a target within 5 feet. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 27(6d8) lightning damage on a failed save, or half as much damage on a successful one.
>
> ***Bat Swing.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) lightning damage. On hit, the target must succeed on a DC 13 Constitution saving throw or be stunned. At the end of each of its turns, the target can make a new saving throw; on a success, it is no longer stunned.
>
> ***Lightning Strike.*** Murray dashes to an unoccupied space he can see within range. Immediately after he dashes, a a streak of lightning is seen, and all creatures occupying a spot 10 feet must make a Constitution saving throw, taking 3d10 lightning damage and on a failed save, or half as much damage on a successful one.
>
> ***Controlled Discharge (Recharge 5-6).*** Murray discharges lightning in a 30 feet radius. This ability targets enemies. It deals 42 (12d6) lightning damage to any target it hits. Additionally, the target must succeed on a DC 15 Constitution saving throw must succeed on a Constitution saving throw or become paralyzed till the end of their next turn.
DM's Note
Murray's Storm Caller ability is more for thematic purposes most of the time; when the weather abruptly, changes you know Murray is approaching.
To use
Storm Caller in combat, a DM could use the weather to impede with range weapon attacks or to dim the lighting of the environment.
### Zap-Bat
##### *Weapon (longsword), legendary*
*Credit: Jouste*
This bat was once an average bat favoured and used by Murray the Eel; after long time use, the bat seems to have been augmented with the powers of lightning. There is a secret button on the bottom of the handle. If pressed, *discharge* happens. If you use *discharge* this weapon loses its lightning augmentation and becomes a normal bat until the weapon is hit with lightning type damage to jump-start it.
\columnbreak
When you hit with a melee attack using this weapon, the target takes 8(1d8 + 4) lightning damage. If this weapon is not augmented it deals 4 (1d8) bludgeoning damage.
***Discharge.*** If you press the button, the bat discharges lightning in a 30 feet radius. This ability targets both allies and enemies including the user. It deals 28 (8d6) lightning damage to any target it hits. Additionally, the target must succeed on a DC 15 Constitution saving throw must succeed on a Constitution saving throw or become *paralyzed* till the end of their next turn.
Sharkula, The Jaw of Undeath
Blood Navigator
The shark vampire... has arrived! Here he is wielding the "Radslayer" a knife so dangerous that it needs an extra handle! The retractable blade on his back leads to some unconventional attack patterns and his nano-belt is powered by blood!
— Jouste the Drawbarian
DM's Note
After one fateful night of being captured by a wandering vampire, Sharkula was turned into one. The shark that once loved being in the sea and water was terrified if he would be destroyed due to the common weakness of running water. Still yearning for that feeling of being surround by the sea, Sharkula slaughtered his vampiric master and enlisted as Crabulon's Navigator.
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___
___
>
Sharkula
>
>*Medium undead, chaotic evil*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 97 (13d8 + 39)
> - **Speed** 30 ft., Swim 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|18 (+2)|17 (+4)|18 (+4)|15 (+2)|15 (+2)|
>___
> - **Damage Vulnerabilities** fire, lightning, radiant
> - **Damage Resistances** cold, bludgeoning, piercing, and slashing damage from non Adamant weapons
> - **Condition Immunities** frightened, poisoned
> - **Senses** Blindsight 30 Ft., passive Perception 12
> - **Languages** Common, Aquan
> - **Challenge** 15 (13, 000 XP)
> ___
> ***Amphibious.*** Sharkula can breathe air and water.
>
> ***Blood Frenzy.*** Sharkula has advantage on melee attack rolls against any creature that doesn't have all its hit points.
>
> ***Blood Sucker (1/day).*** When Sharkula hits with a *vampiric jaw* attack it grapples the target dealing 2d6 necrotic damage and the target loses one of their unused hit dice. This damage is repeated at the start of the monsters turn as long as the target remains grappled. If the target has no remaining hit dice this effect grants a level of exhaustion instead.
>
> \columnbreak
>
> ***Blood Vison.*** The very scent of blood is enough to arouse a deep-rooted rage within Sharkula. If a creature within 100 feet has a wound that is bleeding and has less than half of their maximum health points, Sharkula enters a type of rage. Sharkula does an attack action to make a melee weapon, Sharkula may make an additional Vampiric Jaw attack as a bonus action feature to the attack. Sharkula may only do this a number of times equal to your Constitution modifier until making a long rest.
>
> ***Regeneration.*** Sharkula regains 20 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.
>
>
Actions
>
> ***Multiattack.*** Sharkula can make a *Vampiric Jaw* attack and either a *Fin Strike* or *Rad Slash*.
>
> ***Vampiric Jaw.*** Sharkula's crushing jaws are a weapon to be feared. Sharkula makes an attack with his jaws, dealing 9 (1d10 + 4) piercing damage plus 10 (3d6) necrotic damage.
>
> ***Fin Strike.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
>
> ***Rad Slash.*** Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (2d8 -1) piercing damage and target must make a DC 19 constitution saving throw, taking 10 (3d6) poison damage and becomes poisoned on a failed save, or half as much damage on a successful one.
>
> ***Rad Shot.*** Ranged Weapon Attack: +6 to hit, range
80/320 ft., one target. Hit: 8 (1d8+4) piercing damage and target must make a DC 19 constitution saving throw, taking 45 (10d8) poison damage and becomes poisoned on a failed save, or half as much damage on a successful one. Blade must
be recovered for ability to be used again.
>
### Radslayer
##### *Weapon (dagger), very rare*
*Credit: Jouste*
___
This dagger was found stuck in the teeth of a slain hydra. It was in their for countless year. Due to being exposed to the hydra deadly venomous breathe for so long, the dagger is deadly to the touch. Sharkula a master of throwing knives and daggers made a unique handle to carry this weapon.
You gain a +1 bonus to Attack and Damage Rolls made with this weapon.
When you make a melee attack with this dagger, on hit target makes a DC 19 constitution saving throw, taking 10 (3d6) poison damage on a and becomes poisoned failed save, or half as much damage on a successful one.
As a bonus action, you can press a hidden button on the handle of the dagger and shoot it at a target. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 45 (10d8) poison damage, and the target must succeed on a DC 19 constitution saving throw or be poisoned until the end of its next turn.
\pagebreakNum
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.
What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.
So go ahead, remove this chunk of copy and tell everyone who inspired you.
Cover Art: [Skiorh](https://skiorh.deviantart.com/art/Old-wizard-475018762)
When you're ready to share with the community, don't forget to mark your document as public so people can find it in the [GM Binder Search](https://www.gmbinder.com/search)
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\columnbreak
##### More Credits
Monster and weapon artwork credited to:
Jouste the Drawbarian
- Twitter: www.twitter.com/jouste
- Instagram: www.instagram.com/drawbarian
- Artstation: www.artstation.com/jouste
Background artwork for coverpage 1 credited to:
Branislav Perkovic
- Artstation: https://www.artstation.com/artwork/DwaWy
Background artwork for page 4 credited to:
Clement Danveau
- Artstation: clementdanveau.artstation.com/projects/XlY8n
Background artwork for page 7 credited to:
Dominik Mayer
- Artstation: https://www.artstation.com/artwork/x4zJE
Background artwork for page 9 credited to:
Artem Chebokha
- Artstation: https://www.artstation.com/rhads
Background artwork for page 12 credited to:
Dominik Mayer
- Artstation: https://www.artstation.com/artwork/gL8yQ
Background artwork for page 15 credited to:
FacundoDiaz
- https://www.deviantart.com/facundodiaz/art/I-fish-535516833
Background artwork for monster stat blocks credited to:
Jennifer Squires
https://www.jennifersquires.ca/shop/pink-beach-art-prints-summer-lovers/
Homebrewery Author:
u/shriji10
- https://www.reddit.com/user/shriji10