sexta-feira, 31 de agosto de 2018

Emperor Basileus Palatini

Portrait during the Reataliations War, fourteen years ago.
If you want it easy...                                               ...We chose the wrong side!
-The emperor's warcry to his followers, and the answer they always give.

The current emperor*, Basileus Quatre Palatini, was elected by the senate in 1405 Post-Idura, ten years ago, due to his role in ending the Retaliations War and other remarkable feats benefitting the Northern Empire. At the time, he had, and still has, great popular support. A war veteran seventy years old, fifty five of which he spent in the imperial army as a soldier and centurion, also makes him popular among the military. During his time as emperor, he showed a certain pragmatism**. Maybe due to his experiences as a soldier, he doesn't spend much in luxuries like past emperors, maintaining a reasonable humility. Physically, the emperor can compete with men half his age. Every day, he runs the entire extension of the Palatinate Walls, also verifying their condition and the militia's morale. Even so, he isn't as fast as he once was, and his enchanted panoply compensates this fact. As emperor, he has acess to a great deal of equipment and mounts, his favorite being the giant dog*** called Folkas II. His personal motto is Dum Spiro Spero, which means "As long as I draw breath, I will have hope". An unique power, supposedly acquired during the events which lead to the destruction of Ashbel, is that the emperor can invoke the souls of old companions in arms to help him during combat****.

His panoply consists of a magnecurium called "For Diana*****", with a adamantine blade; an engraved suit of armour, "Diveus Cuirass", laminated in the neomaranthine style; a personal extravagance is using simple boots instead of greaves, but it makes sense considering his past as a infantryman; a kosinbian repetition pistol and a hand mortar, besides ammunition. This equipment has powerful magics, befitting his status as the emperor of the Union of Imperial Duchies.
 
 
 
 
 
*Other titles: Granite Bear, Watcher of the Feltran Throat, Eximius Mgister Militum of the Imperial Legions, Salvator Imperium, count of Elpis, Dragonslayer, supreme commander of the Palatini Bears.
 
**A man who loves his land so much that he's willing to use what he hates to save it. They love him for helping the truce with the goblinoid tribes, for attempting to bring an end to the hate. He never stopped hating them, he just prioritized the bigger threat: Lucian. -Beatrice Palatini, the emperor's daughter in law.
 
***Of the breed called "Hamask-Shepherd", found in Yaros.
 
****In his words: "all veterans have ghosts in their pasts, but only I lead mine against dragons."
 
*****His missing daughter. It is said that she is dead, that she ran away, that she was kidnapped etc. The emperor refuses to comment on this.

Troll


 
     Before the age of humanoids, plants and fairies dominated the continent of Sarba. From north to south, from east to west. Royal Ents ruled over their respective forest kingdoms. This ceased to be with the end of Lithic Cycle, but remnants of fey magic persist in some places untouched by the current races. Trolls are born in such places: caves, swamps and groves. They can appear in any situation in which four elements are present: decomposing vegetable material; fey magic; darkness; water. This means it's possible, but unlikely, that trolls may appear under bridges. So the popular northern belief may have arisen from real events.

     The result is usually a humanoid creature whose hair is like moss, smells like rotten wood, the gnarled skin seems mold-like, big and bulbous nose always sniffing, the beard reminds one of vines and ivies. They also regenerate wounds in seconds or minutes, except those caused by fire or acid; they hate heat and fire; is bigger and larger than a person; it has claws and great strength.

 
     Each troll is generated according to the amount and type of available organic material. They might be as small as goblins or bigger than giants; extrememly hairy and bearded; large toothy mouths; have two or more heads; some grow a tail; colors and patterns that work as camouflage; intelligent enough to learn languages, handle tools and plan group ambushes. Deficiencies also occur: disproportionate arms, weakness to sunlight; sporadic or null regeneration; a missing eye or all the fingers etc.

      Its saliva resembles resin and may be spit, sticking in the target. Its stench may provoke nausea and last days even after a few baths. Scholars believe this is so the troll may smell its prey and hunt it while it is weakened. The smell also isolates the prey from its companions.



     

     Trolls value intelligence due to how rare is for one of them to have it. The obedience they show to smarter or more cunning people is remarkable. Showing great intelligence is the way other beings might gain a troll's loyalty.

     Trolls hate heat, including the sunlight. The Hamask-Barbagia Range, where it's cold, mountains project shadows over entire swampy valleys and caves are common, is ideal for the,. But many of these territories are the same that the imperial colonization usually drains, deforests and settles, leading to conflict. Captured trolls are valuable. Shardokans extract fat from them to make soap and candles which last much more than common equivalents. The skin can be tanned into parchment and armour that regenerate any damage not caused by fire or acid. Drums made of this very leather produce a sound which sounds horrible to a troll's ears. This is used in Feltros and other towns to keep trolls wawy. A captive troll regenerates even if badly fed, making it an almost inexhaustible source of these materials.


Common Troll

Large plant, neutral evil

Armor Class 15 (natural armor)

Hit Points 105 (10d10 + 50)

Speed 30 ft.

  STR     DEX     CON    INT   WIS  CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

Damage Resistances cold; bludgeoning and piercing from nonmagical weapons

Skills Perception +1

Senses darkvision 60 ft., passive Perception 11

Languages Common, Sylvan

Challenge 7 (2,900 XP)

  • Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
  • Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

ACTIONS
  1. Multiattack. The troll makes three attacks: one with its bite and two with its claws.
  2. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  3. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  4. Nauseous Spit (Recharge 4-6). Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: causes the poisoned condition. The spit requires water and two actions to be washed out.
  There are two unique trolls in the whole mountain range:




  • Yan-gant-y-tan is the name of the single intelligent troll known. Somehow, he managed to turn his right hand's fingers into candles that burn as fast as his regeneration heals his fingers. He uses this bizarre torch to impress and cause fear in the other trolls, which follow his orders. They usually ambush and make traps to catch travellers and northern colonists: landslips, bridges more fragile than they look, hidden tunnels etc. Yan is also using his minions' regenration to graft armour and weapons on their flesh, making them more powerful than regular trolls.


 
  • Utglard, the mountain supposed to be the world's biggest troll. Each "tree" is a hair, every "rock" a wart and the jagged bluffs are actually old woundsMouth, nostrils and other putrid "caves" give acess to a wooden interior perfect as a spawning ground of new trolls. The tales disagree if Utglard is alive, dead, hibernating or even changing location to avoid being discovered; there also isn't a consensus about its size and characteristics. Some stories say that the great troll's beard is the best wood for staffs and weapon shafts there is, others say that metals and gems can be harvested from its guts.

quinta-feira, 30 de agosto de 2018

Khalkotauroi

https://upload.wikimedia.org/wikipedia/commons/thumb/e/e2/Antoine-Louis_Barye_-_Rearing_Bull_-_Walters_2738_-_Profile.jpg/854px-Antoine-Louis_Barye_-_Rearing_Bull_-_Walters_2738_-_Profile.jpg

     The existence of an iron road and its locomotives imported from Scarnost brought many changes to the Northern Empire. One of them was the admiration and jealousy of Ourgos, the god of work. He couldn't help but get impressed by these machines, deciding to create something similar. The result was two bronze bulls, the khalkotauroi. Big and strong like locomotives, they're used to carry cargo in Omphalos, but were also sent to help other places sometimes. Many people were impressed (and frightened) upon seeing a huge metallic bull breathing fire and pulling an entire caravan's worth of goods.

Khalkotauroi

Huge construct, unaligned

Armor Class 20 (natural armor)
Hit Points 345 (30d12 + 150)
Speed 30 ft.

STR DEX CON INT WIS CHA
  30 (+10)   8 (-1)   20 (+5) 3 (-4) 10 (+0) 1 (-5)

Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 10
Languages understands common and dwarvish but can't speak
Challenge 21

  • Automaton of Burden. The khalkotauroi is considered to be a Gargantuan construct for the purpose of determining its carrying capacity.
  • Sure-Footed. The khalkotauroi has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
  • Magic Resistance. The khalkotauroi has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The khalkotauroi's weapon attacks are magical. 
  • Juggernaut. If the khalkotauroi moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 33 (6d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

ACTIONS

  1. Multiattack. The khalkotauroi makes two hooves attacks or one hooves attack and one ram attack.
  2. Ram. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 43 (6d10 + 10) piercing damage.
  3. Hooves Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 37 (6d8 + 10) bludgeoning damage.
  4. Fire Breath (Recharge 4-6). The khalkotauroi exhales fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one.

Anonymous

     Just like the other gods, Maruxo has servants. People forgotten by everyone, even family and friends, can be blessed into becoming shadowy and shapeless beings. These entities are who acquires, hoards and protects Maruxo's treasures: everything that was forgotten or lost. An anonymous' nest has, inside cocoons made of darkness, items such as coins, keys and broken weapons, even things such as old memories, hopes and childhood fears. be careful of what you touch when you mess around in the nest, or you may once again be fearful of beetles like when you fell down that hole, even if that wasn't you.

Anonymous

Medium celestial, chaotic neutral

Armor Class 18
Hit Points 52 (8d8 + 16)
Speed 30 ft., fly 30 ft. 

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 14 (+2) 14 (+2) 14 (+2)

Skills Perception +8, Stealth +6
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 18
Languages Common, celestial, any others it knew in its previous life.
Challenge 5

  • Change Shape. The anonymous magically polymorphs into a shadow-like humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the anonymous's choice). In a new form, the anonymous anonymous its alignment, hit points, Hit Dice, ability to speak, proficiencies, Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
  • Second Shadow. When it has grappled a creature, the anonymous takes only half the damage dealt to it (rounded down), and that creature takes the other half.
  • Shadow Stealth. While in dim light or darkness, the anonymous can take the Hide action as a bonus action. Its stealth bonus is also improved to +8.
  • Shielded Mind. The anonymous is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
  • Sunlight Sensitivity. While in sunlight, the anonymous has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 
ACTIONS
  1. Multiattack. The anonymous makes two melee attacks.
  2. Shadow blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. 
  3. Shadow Grasp. Melee Weapon Attack: +7 to hit, reach 30 ft., one creature. Hit: The target is grappled (escape DC 16). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the anonymous can't grapple another target.

Beli-vuskha


     It is said that beli-vuskhas are no more than the fantasies of lonely shardokans. Staying alone for many years, hunting, cutting ice or looking for veins of ore can make someone imagine many things to stop the silence.

     This has a kernel of truth, if one thinks of the most popular story to explain their existence: that even before the empire came to be, one or more isolated mountain dwarfs carved ice women which gained life thanks to Corallin's powerful benevolence. They were cold to the touch, but that wasn't a problem for a race that can survive a snowstorm with nothing more than a loin-cloth. The new couples became families united into a new clan, called Katusha.

     the clan prospered for hundreds of years, although it became clear that the descendants of shardokans and beli-vuskhas can only be beli-vuskhas. Even after burying the bodies of their loved ones, the immortal matriarchs kept living with their daughters in a citadel called "Katusha". The beli-vuskhas must remain in the highest mountains to escape from melting. And while many fear the cold and possible hunger during the winter, these ladies love the opportunity to go to the lower lands and talk with their inhabitants, to relieve the loneliness and even find love. In the case of danger, they can cause hypothermia with a touch, shoot ice projectiles and winds strong enough to raise someone off the ground.
 
     Another tale told among the shardokan is about the beli-vuskha Katusha Aniyu. This snow adventuress can be distinguished by her plae skin, sapphire colored eyes and wavy hair blue like the sea. She's always dressed in a thick bear skin with colorful beads. Fragments of eternal ice on the inside allow Aniyu to travel beyond her sisters. Her goal is to acquire a fortune and buy so much eternal ice that she and her sisters may live anywhere they want.

Caaporassu

Caveman by j4p4n
     The name means "big forest dweller". A celestial of Corallin, it resembles a hairy, dark giant with red eyes, using a fur loin-cloth and smoking a pipe. It is unknown if there is more than one caaporassu. Its role is to protect Ka'aari, negotiating with hunters how many  and which animals they may capture or kill. It kills or captures who breaks the deal. It demands tributes of tobacco and alcohol to initiate a conversation. The caaporassu can gift someone with "cajilas", amulets made of small bones, brute gemstones and teeth tied together in vine necklaces. Each cajila protects against the attacks of a specific animal: jaguar, megatherium, piranha, auroch, titanosaur etc. Some Corallin priests say that caaporassus were once people which lived so much time in the wild that they were transformed (some would say, blessed) by Corallin.

Caaporassu

Huge celestial, neutral

Armor Class 15 (natural armor)
Hit Points 115 (10d12 + 50)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5)   10 (0)   20 (+5)   12 (+1)   16 (+3)   10 (0)

Skills Perception +5
Senses passive Perception 15
Languages Giant, Celestial, Common, Druidic, Elvish, Sylvan
Challenge 6

  • Tree Stride. Once on his turn, the caaporassu can use 10 feet of his movement to step magically into one living tree within his reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. 
  • Speak with Beasts and Plants. The caaporassu can communicate with beasts and plants as if they shared a language. 
  • Mimicry. The caaporassu can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.
  • Innate Spellcasting. The caaporassu's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:
    • At will: druidcraft, dancing lights, minor illusion
      3/day each: entangle, goodberry
      1/day each: barkskin, pass without trace

ACTIONS

  1. Multiattack. The caaporassu makes two greatclub attacks.
  2. Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage. 
  3. Sling. Ranged Weapon Attack: +8 to hit, range 180/360 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
  4. Children of Nature (3/Day). The caaporassu magically calls 3d6 boars. The called creatures arrive in 1d4 rounds, acting as allies of the caaporassu and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the caaporassu dismisses them as a bonus action.

Bottle-hoof

     A big faerie bogle. Its job is to make lose their way inside the woods of the Royal Ents. The name comes from the single foot which ends in a big hoof that leaves perfectly round marks in the ground. It is hairy, humanoid and has claws. It can imitate voices, including a baby's cries, to attract its victims. After the latter gets lost in the woods, it screeches to stun the person. When it puts its hands in the ground, can kick as strongly as a battering ram.

 

Bottle-hoof

medium fey, neutral evil

Armor Class 14 (natural armor)
Hit Points 75 (10d8 + 27)
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3)   12 (+1) 16 (+3)   7 (-2)

Skills Perception +7, Stealth +6
Senses darkvision 60 ft., passive Perception 17
Languages Common, Sylvan
Challenge 4

  • Mimicry. The pé-de-garrafa can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. 
  • Nimble Escape. The pé-de-garrafa can take the Disengage or Hide action as a bonus action on each of its turns.
  • Speak with Beasts and Plants. The pé-de-garrafa can communicate with beasts and plants as if they shared a language. 
  • Tree Stride. Once on its turn, the pé-de-garrafa can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Huge or bigger.

ACTIONS

  1. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  2. Bottle-hoof. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.
  3. Screech (Recharge 5-6). The pé-de-garrafa releases a horrifying scream. It has no effect on constructs and undead. All other creatures within 30 ft. that can hear it must make a DC 13 Constitution saving throw. Those which fail the test become stunned.

Draugar

     Sailors everywhere talk about a pirate ritual where a captain, loyal followers and a treasure bury themselves into a tomb of clay mixed with blood and stones taken from graveyards, next to the sea or in islands. Done correctly, these people emerge in the winters as a kind of undead, called "draugar". The amount of days they might roam around is proportional to the size of the buried treasure, so they usually continue being pirates, stealling and killing to increase their treasure. The tombs become dens that they expand over time, sometimes big enough to hide their ship(s). The latter doesn't need sails, just oars that the undead use day and night without getting tired, making their ships fast and agile. A draugar has apel and translucent skin that shows the dark-blue bones. the fingers end in sharp claws. The rotten stench it releases can make the living insane. Weren't it enough, they can also increase their size. Some of the draugar captains posses other powers, such as the ability to swim through stone, metamorphosis and the gift of prophecy.

 

Draugar

Medium undead, neutral evil

Armor Class 14
Hit Points 68 (8d8 + 32)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 18 (+4) 10 (0) 10 (0) 5 (-3)


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life
Challenge 6

  • Stench. The draugar lets off a maddening smell while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the draugar and can smell the stench must succeed on a DC 12 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. 
  • Undead Fortitude. If damage reduces the draugar to 0 hit points, it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the draugar drops to 1 hit point instead.

ACTIONS

  1. Multiattack. The draugar makes two claw attacks.
  2. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the draugar magically increases in size, along with anything it is wearing or carrying. While enlarged, the draugar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the draugar lacks the room to become Large, it attains the maximum size possible in the space available.
  3. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage, or 15 (4d4 + 5) slashing damage while enlarged.

Blood Elemental

https://upload.wikimedia.org/wikipedia/commons/thumb/9/91/Riotintoagua.jpg/640px-Riotintoagua.jpg
    Blood elementals are restless spirits that possessed blood and/or water defiled by blood. They usually want to take revenge aginst those that killed it, but they also may simply want ot drink someone's blood to become larger and more powerful. A kavajan legend tells about a "Red Lake" where barbarians were killed and hidden by colonists so they wouldn't tell anyone about the gold and silver hidden in the same lake. Some versions of the tale say that the spirits want that someone obtains the treasure to free them of their curse, other versions say this is just a story to attract people. It is also said that the lake, colored blood-red, is depthless, and its level never changes no matter how much it rains.

Blood Elemental

Medium undead, any alignment

Armor Class 14 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
  18 (+4) 13 (+1) 18 (+4) 10 (+0) 12 (+1)   10 (+0) 


Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 5


  • Ethereal Sight. The blood elemental can see 60 feet into the Ethereal Plane.
  • Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
  • Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

ACTIONS

  1. Multiattack. The blood elemental makes two slam attacks.
  2. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  3. Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage. 
  4. Leeching. Melee Weapon Attack: +7 to hit, reach 5 ft., a creature that is grappled by the elemental, incapacitated or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the elemental regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Necromantic swarm

 
 
     A neftulian horror inspired by that it was created to destroy, Technogestalt. These entities consist of dozens or hundreds of undead like zombies and skeletons, moaning as one. But while such a horde would have no purpose besides spreading out and attacking the living, the swarm acts as one single being. The result is a notion of tactics such as falling back, targeting specific individuals and tactically sound formations. The necromantic swarm perverts the ley lines created by the relations of many people in life to generate a single creature with many bodies in death. The latter even regenerate and rise again, unless they're burned or the entity's core is identified: an edjo on the chest of one of them. Destroying it undoes the swarm.
 
     To distinguish between a necromantic swarm and other groups of undead, watch the equipment: a swarm usually doesn't carry rusty weapons, but has protections and weapons grafted on its bodies: clubs and rocks tied to the hands and plates of iron or wood nailed on the bones.

 

Necromantic Swarm

 

Huge swarm of medium undead, neutral evil

Armor Class 15
Hit Points 255 (30d10 + 90)
Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3)   10(0) 16 (+3) 3 (-4)   10 (0) 5 (-3)

Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life but can't speak.
Challenge 5

  • Edjo Core. This is a magic tattoo inscribed upon the skin of one of the swarm's undeads. If destroyed, the swarm's regeneration stops and it dies. It has 60 hit points and CA 20, the same resistances and immunities of the necromantic swarm, as well as the regeneration trait. It requires a Investigation test with DC 16 to be noticed.
  • Regeneration. The necromantic swarm regains 10 hit points at the start of its turn. If it takes fire damage, this trait doesn't function at the start of the swarm's next turn. The necromantic swarm dies if it starts its turn with 0 hit points and doesn't regenerate.  
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium undead.

ACTIONS

  1. Club and Stone Attacks. Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 30 (4d8 + 12) bludgeoning damage.

Gashadokuro

https://upload.wikimedia.org/wikipedia/commons/thumb/3/3a/Mitsukuni_defying_the_skeleton_spectre_invoked_by_princess_Takiyasha.jpg/1024px-Mitsukuni_defying_the_skeleton_spectre_invoked_by_princess_Takiyasha.jpg

     This undead was created by the neftulian necromancers when Arcantos spread plagues throughout Ghara, over five hundred years ago. The name is nanpuunian and means "starving skeleton". It is said that gashadokuros were first used to knock down nanpuunian castles built to resist earthquakes, whose ruins can still be found all over Nanpuu. The monster is made of hundreds of skeletons of people which starved to death and weren't buried. The bones are ground and the resulting dust is mixed with the clay of cemiteries to create a giant skeleton. Gashadokuros are used by neftul to attack fortresses during the night, when it is almost invencible. Many scarnostian bastions fell due to the fists of a suddenly visible gashadokuro. One can perceive its coming over a kilometer away, for it lets loose a high pitched buzz.

Gashadokuro

Huge undead, neutral evil

Armor Class 18
Hit Points 230 (20d12 + 100)
Speed 50 ft.

STR DEX CON INT WIS CHA
  30 (+10) 10 (+0) 20 (+5) 10 (+0)   10 (+0)   6 (-2)

Saving Throws Str +15, Con +10, Wis +5, Cha +3
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks 
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses passive Perception 10
Languages Common
Challenge 19

  • Magic Resistance. The gashadokuro has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The gashadokuro's weapon attacks are magical. 
  • Sunlight Sensitivity. While in sunlight, the gashadokuro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 
  • Regeneration. The gashadokuro regains 20 hit points at the start of its turn. If the gashadokuro takes radiant damage, this trait doesn't function at the start of the gashadokuro's next turn. The gashadokuro dies only if it starts its turn with 0 hit points and doesn't regenerate. Its regeneration doesn't work while in sunlight.
  • Siege Monster. The gashadokuro deals double damage to objects and structures.

ACTIONS

  1. Multiattack. The gashadokuro makes two fist attacks or one fist attack and one bite attack.
  2. Fist. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 47 (6d12 + 10) bludgeoning damage. Instead of dealing damage, the gashadokuro can grapple the target (escape DC 20).
  3. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the gashadokuro, incapacitated, or restrained. Hit: 47 (6d12 + 10) piercing damage plus 20 (6d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the gashadokuro regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  4. Invisibility. The gashadokuro becomes invisible until it attacks.

Death Cloud



     In a land where corpses are destroyed or used, some ghosts assume gaseous forms. Mix people dying, toxic miasma, necromantic energy and fel contamination over thousands of square kilometers. Let it fester over hundreds of years. Things like the death cloud happen. These concentrations of yellow miasma, rot-like stench and ashes acquire a will of their own that seeks to consume the breath of living beings. Be it dogs, people or alligators, the death cloud tries to squeeze inside the respiratory system of creatures. Internal caustic burns lead to death, creating a cadaver that the cloud manipulates like a puppet and tries to act according to the fragments of memories of its past life. This results in scenes like a mule with a rotten and yellow breath entering a tavern and moaning to the owner, or a soldier with wounds leaking a yellow-red paste trying to pay for something with imaginary coins. When the corrosion inevitably destroys the host, the death cloud seeks another. These entities are found throughout the planet, taken by high altitude winds. the good news is that fire can destroy a death cloud, be it in its gaseous form or inside a body.

 

Death Cloud

Large undead, any alignment

Armor Class 15
Hit Points 55 (10d10)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 10 (+0) 15 (+2) 8 (-1)

Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages any languages it knew in life
Challenge 7

  • Air Form. The death cloud can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

ACTIONS

  1. Miasma. Each creature in the death cloud's space must make must succeed on a DC 15 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 22 (4d10) acid damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2. Possession. One humanoid that the death cloud can see within 5 feet of it must succeed on a DC 13 Constitution saving throw or be possessed by it; the death cloud then disappears, and the target is incapacitated and loses control of its body. The death cloud now controls the body but doesn't deprive the target of awareness. The death cloud can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points or the death cloud is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the death cloud reappears in an unoccupied space within 10 feet of the body. The target is immune to this cloud's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Cabra-cabriola

https://upload.wikimedia.org/wikipedia/commons/thumb/0/0c/The_eye_of_a_male_goat.JPG/767px-The_eye_of_a_male_goat.JPG 
     A type of nefarious*. The cabra-cabriola is the cursed form of two people which betrayed one another. It seems like a big bicephalous goatman with sharp teeth, each mouth big enough to fit a child inside. It shoots fire through the eyes, nostrils and mouth. Its lifespan is the combined years of the two people forming it. Nocturnal, this nefarious will only lose its curse when it gains the trust of someone, becoming once again two separate people. This is very hard, for northern children often learn that the cabra-cabriola is created out of two traitors.

Cabra-cabriola

Large monstrosity, neutral evil

Armor Class 15
Hit Points 136 (16d10 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
  20 (+5) 12 (+1) 16 (+3) 10 (+0) 13 (+1) 11 (+0)

Skills Perception +5, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons
Senses passive Perception 15
Languages Common
Challenge 8

  • Two Heads. The cabra-cabriola has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
  • Wakeful. When one of the cabra-cabriola's heads is asleep, its other head is awake.
  • Pounce. If the cabra-cabriola moves at least 15 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the cabra-cabriola can make one fire breath attack against it as a bonus action. 
  • Illumination. The cabra-cabriola sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

ACTIONS

  1. Multiattack. The cabra-cabriola makes two bite attacks, two fire breath attacks or one fire breath attack and one bite attack..
  2. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 5) piercing damage.
  3. Fire Breath (Recharge 5-6). The cabra-cabriola exhales fire in a 20-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.


*People or beings cursed by the gods; a counterpart of celestials, which are people or beings blessed by the gods.

Charun

Boar Solid Face by rejon 
 
     A type of nefarious*, the charuns are goblinoids which killed an innocent in exchange for money. Their appearance is like a hybrid of man and boar. The dark fur is spiky as that of a hedgehog; the crimson, many-pointed tusks seem to shine as the fire of torches in the labyrinths charuns are cursed to guard. They're attracted by objects that reflect the light of their tusks, ignoring anything elseunless attacked. When they attack something or someone, charge the target to harm it with their tusks. In a melee, grab people to harm them with their spiky fur. A charun can lose its curse and finally die if it kills another goblinoid which also murdered someone in exchange for money. The latter than is revived as a charun.

 

Charun

 

Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 111 (13d10 + 39)
Speed 40 ft.

STR DEX CON INT WIS CHA
  20 (+5) 10 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal
Challenge 6

  • Charge. If the charun moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
  • Illumination. The charun sheds bright light in a 10-foot radius and dim light in an additional 20 feet.
  • Spiky Hair. A creature that touches the charun or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.

ACTIONS

  1. Tusks. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
*People or ebings cursed by the gods; the counterpart of celestials, which are people or beings blessed by the gods.

Capelobo



  https://upload.wikimedia.org/wikipedia/commons/7/77/Protective_costume.jpg 
















      This nefilim likes to suck brains. It uses its claws to open the skull and drain its insides with a snout akin to an anteater's, but with a long and sharp tongue, hollow like the proboscis of a mosquito. The creature acquires the memories and magical powers of whom it feeds on, making it so some capelobos can use magic and even invoke people like an arcane user invokes monsters. Other characteristics are: a humanoid and furry body; feet shaped as bottle bottoms that make it hard to follow its trail; strong and terrorizing screams; prome to devouring puppies and kittens; may disguise themselves as a plague doctor.

 

Capelobo

Medium monstrosity (nefilim), chaotic evil

Armor Class 16 (natural armor)
Hit Points 113 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 19 (+4) 17 (+3)   6 (-2)

Skills Perception +7, Stealth +6
Senses darkvision 60 ft., passive Perception 17
Languages Common and any language it acquires from its victims
Challenge 7

  • Shielded Mind. The capelobo is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. 
  • Detect Life. The capelobo can magically sense the presence of living creatures up to 10 kilometers away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations.
  • Magic Resistance. The capelobo has advantage on saving throws against spells and other magical effects.

ACTIONS

  1. Multiattack. The capelobo makes two attacks with its claws.
  2. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Strentgh saving throw or be restrained until this grapple ends.
  3. Trepanation. Melee Weapon Attack: +7 to hit, reach 5 ft., one restrained humanoid grappled by the capelobo. Hit: the target must succeed on a DC 14 Constitution saving throw or take 20 piercing damage, 10 if it passes on the test. The capelobo recovers an equal amount of hit points to the damage caused. If this damage reduces the target to 0 hit points, the capelobo kills the target by extracting and devouring its brain. A humanoid slain by this attack rises 48 hours later as a capelobo.
  4. Scream (1/day). The capelobo releases a horrifying scream. All other creatures within 40 ft. of it that can hear it must make a DC 14 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 14 (4d6) psychic damage.

Yara-ma-yha-who

The fingertip of a yara-ma-yha-who, with the retractable hooks exiting the suction cups.
                     
   The yara-ma-yha-who are a type of nefilim found around the Unquiet Lands, ambushing whoever passes the woods where they prefer to hide. Humanoids covered in red fur and a disproportional head. The toothless mouth, throat and belly can expand, allowing a yara-ma-yha-who to swallow a grown man. People which suffer this go through a transformation, being eventually regurgitated as a new yara-ma-yha-who. the creature also has suction cups on its fingertips, being capable of climbing walls and ceilings, as well as sucking blood through them.

 

Yara-ma-yha-who

Medium monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 72 (13d8 + 13)
Speed 20 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1)   6 (-2) 10 (+0) 3 (-4)

Skills Stealth +4
Senses darkvision 30 ft., passive Perception 10
Challenge 2

  • Engorged. When it has swallowed a creature, the yara-ma-yha-who takes only half the damage dealt to it (rounded down), and that creature takes the other half.
  • Shielded Mind. The yara-ma-yha-who is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
  • Standing Leap. The yara-ma-yha-who's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Suction cups. The yara-ma-yha-who can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

  1. Multiattack. The yara-ma-yha-who makes two drain blood attacks.
  2. Drain blood.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. The target's hit point maximum is reduced by an amount equal to the piercing damage taken, and the yara-ma-yha-who regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 
  3. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yara-ma-yha-who can't bite another target.
  4. Swallow. The yara-ma-yha-who makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the yara-ma-yha-who. It can have only one target swallowed at a time. If the yara-ma-yha-who dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Arrow-Kiss

https://upload.wikimedia.org/wikipedia/commons/thumb/7/71/Oxypogon_guerinii_lindenii.jpg/692px-Oxypogon_guerinii_lindenii.jpg
 
     A humming bird as large and agressive as an eagle. It pierces the bark of giant fig trees, drinking their magical sap with its needle-like beak. Few other things would be able to sustain such an fast metabolism. The bird is so fast that it becomes practically invisible to the hunter. Its beak can pierce cloth and net. A stuffed arrow-kiss is a very valuable trophy for a feidralin archer. In the mating season, they gather into large groups to take care of huge collective nests, becoming even more agressive. The eggs are a valuable delicacy in Ardenellíe. The chicks can be domesticated.

 

Arrow-Kiss

Small beast, unaligned

Armor Class 15
Hit Points 11 (3d6)
Speed 10 ft., fly 90 ft.

STR DEX CON INT WIS CHA
12 (+1)   20 (+5) 10 (+0) 2 (-4) 15 (+2) 5 (-3)

Senses passive Perception 12
Challenge 1

  • Flyby. The arrow-kiss doesn't provoke an opportunity attack when it flies out of an enemy's reach.

ACTIONS

  1. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.



Swarm of Arrow-Kiss

Large swarm of small beasts, unaligned

Armor Class 15
Hit Points 66 (12d10)
Speed 10 ft., fly 90 ft.

STR DEX CON INT WIS CHA
12 (+1)   20 (+5) 10 (+0) 2 (-4) 15 (+2) 5 (-3)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned  
Senses passive Perception 12
Challenge 5

  • Flyby. The swarm of arrow-kiss doesn't provoke an opportunity attack when it flies out of an enemy's reach. 
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small arrow-kiss. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

  1. Beaks. Melee Weapon Attack: +7 to hit, one target in the swarm's space. Hit: 15 (4d6 +1) piercing damage, or 8 (2d6 +1) piercing damage if the swarm has half of its hit points or fewer.

Chiroarach

This underground predator is a bat as big as a jaguar, but it isn't capable of flight. The arms are very short while the fingers are big and thick like spider legs, appropriate to climbing walls and ceilings. Chiroarachs also launch sonic pulses that stun its prey, making it vulnerable to its bite. A place in the surface where chiroarachs are seen is the Ember Mountain.


Chiroarach

Large beast, unaligned

Armor Class 13
Hit Points 37 (5d10 + 10)
Speed 20 ft., climb 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 8 (-1)

Skills Perception +3, Stealth +5
Senses blindsight 60 ft., passive Perception 12
Challenge 1


  • Echolocation. The chiroarach can't use its blindsight while deafened.
  • Keen Hearing. The chiroarach has advantage on Wisdom (Perception) checks that rely on hearing.
  • Pounce. If the chiroarach moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the chiroarach can make one bite attack against it as a bonus action. 
  • Spider Climb. The chiroarach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

ACTIONS

  1. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. 
  2. Sonic pulse (Recharge 5-6). The chiroarach screams in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 constitution check or be stunned.

Edjo




     Some people might have curious tattoos, complex magic circles even in someone without a gift for the arcane arts. It might sound foolish, but if the tattoo blinks and reveals an eye with a dark iris, it's an edjo. This is a mix of enchantment and possession created by Arcantos that turns someone into an extension of his sense. And through the evil eye manifested by the tattoo, Arcantos can conjure spells like if he was right there. The host's soul serve as fuel for the edjo, preventing it from being put on inanimate objects.

Escarageo

    Escarageos are underground humanoid monsters which resemble both gorillas and beetles. After acquiring a territory such as a network of tunnels or caves, they start to accumulate debris: garbage, carrion, feces, mushrooms and metal items are put together into a ball as large as the creature. This becomes a nest and feed for its larvae. Escarageos push the ball while patrolling their territory and even use it as a weapon, crushing intruders that then are added to it. They also attack with strong arms and metallic mandibles which cut like a giant scissor. Its exoskeleton is also reinforced with metals. Both this and the mandibles can be used as weapons and armour, while the ball might have valuables.


Escarageo
Large monstrosity, unaligned
------------------------------------------------------------------------------------------------------
Armor Class 16 (natural armor)
Hit Points 94 (11d10 + 33)
Speed 30 ft., burrow 20 ft.
------------------------------------------------------------------------------------------------------
  STR     DEX     CON    INT     WIS     CHA
20 (+5) 13 (+1) 16 (+3) 3 (–4) 10 (+0) 10 (+0)
------------------------------------------------------------------------------------------------------
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10
Challenge 7
------------------------------------------------------------------------------------------------------
  • Tunneler. The escarageos can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
  • Ball-nest. This Large object has AC 14 and 40 hit points. If destroyed, the  escarageos loses its ball trample attack and becomes enraged, gaining resistance to bludgeoning, piercing, and slashing damage, and it also can’t be charmed or frightened. The escarageos can create a new ball in 48 hours, at which point it will no longer be enraged. As a bonus action, the escarageos can move up to its speed toward its ball. While in possession of the ball, the scarageos has half cover (not included in the AC above).
Actions
  1. Multiattack. The escarageos makes three attacks: two with its fists and one with its mandibles.
  2. Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
  3. Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
  4. Ball trample. The escarageos throws its ball in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. It must be near its ball again to make a new ball trample attack.
https://upload.wikimedia.org/wikipedia/commons/thumb/c/ca/Mestkever_Sri_Lanka.jpg/320px-Mestkever_Sri_Lanka.jpg

Will-o'-the-wisp


     These entities are a type of pseudosoul without a physical body, possessing instincts and perhaps an animal level of consciousness. The most accepted theory about their origin is that they occur when some object about to acquire a soul is broken or destroyed. A will-o'-the-wisp motivation is become a full soul. Using its plastic nature, they generate illusions in the form of sounds, images and smells to have relations with full souls such as common persons. That way, they create a ley line through which they might acquire prana. Sometimes they seem to be able to mimicry something found in the memories of the people they interact with. As they don't understand what they create, this might result either into negative or positive feelings in their targets. the will-o'-the-wisp then reflects such emotions: it might become a kind of haunting or a domestic spirit. Some wizards can tame a will-o'-the-wisp, acquiring it as a familiar. Fairies can create and manipulate will-o'-the-wisps, using them as agents that acquire prana from mortals. Feidralin descend from will-o'-the-wisps.

Crystal-ants

https://upload.wikimedia.org/wikipedia/commons/8/8c/Corundum-191826.jpg      These ants live in the underground depths of the Ghara planet, feeding off semicrystalline plants. A single ant is five centimeters long, it is blue colored and so translucent one can see its organs. Blind, the antennaes are excellent in detecting vibrations. When they rub their legs in each other, a piezoelectric effect creates static electricity which they use to communicate. Swarms can electrify much larger creatures. The shovel-shaped mandibles can grind rocks. Like certain surface ants, they can organize themselves into structures and even creatures that combine strentgh, electricity and a remarkable collective intelligence. The dwarfs of the Kurskgrad Underground Confederation managed to establish deals with many hives. The ants serve them as ore grinders, miners, instant bridges, beasts of burden, early warning against invaders, living armour, money and even as crystalline golems which get smarter according to their size.


Crystal-ant

Tiny beast, unaligned

Armor Class 14 (natural armor)
Hit Points 4 (1d4 +2)
Speed 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
4 (-3)   10 (+0) 14 (+2)   2 (-4)   10 (+0)   4 (-3)


Senses Tremorsense 10 ft., passive Perception 10
Challenge 0

ACTIONS

  1. Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Golem-swarm of crystal-ants

Large swarm of tiny beasts, unaligned

Armor Class 16 (natural armor)
Hit Points 105 (11d10 + 44)
Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
20 (+5)   10 (+0) 18 (+4)   8 (-1)   15 (+2)   10 (+0)

Damage Resistances bludgeoning, piercing, slashing from non-magical weapons
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses Tremorsense 180 ft., passive Perception 12
Languages understands kurskian* but can't speak
Challenge 8

  • Tunneler. The golem-swarm can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
  • Immutable Form. The golem-swarm is immune to any spell or effect that would alter its form. 
  • Swarm. The golem-swarm can occupy another creature's space and vice versa, and the golem-swarm can move through any opening large enough for a Tiny insect. The golem-swarm can't regain hit points or gain temporary hit points.

ACTIONS

  1. Multiattack. The golem-swarm makes three bites attacks. 
  2. Bites. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (4d4) bludgeoning damage plus 10 (3d6) lightning damage, or 5 (2d4) bludgeoning damage if the golem-swarm has half of its hit points or fewer. 


 *russian in real life.

Glaucus

https://upload.wikimedia.org/wikipedia/commons/2/27/Aeolidia_papillosa_drawing.jpg
 
    This gigantic worm lives in Ghara's underground, forming new caves through the secretion of a mucus that melts anything. The trail of ichor in the ground, walls and ceiling after it passes is an ideal substrate for pranatrophic lichen, its favorite food. This makes it an animal which nearly plants what it eats. Unfortunatelly, it also consumes other sources of prana, like animals and people. The creature can distill prana into an universal solvent called azoth, silvery and liquid like mercury. Despite the dangers of carrying such a substance (only lead containers work), it is very valued by alchemists. The glaucus has no eyes, ears or nostrils, only a mouth. It has garnet gemstones along its body, which serve as organs for eletrolocation, eletrocommunication and as a compass, combining perception, communication and navigation in a sense unknown and incomprehensible to almost every living being.

Glaucus

 
Huge beast, unaligned

Armor Class 16 (natural armor)
Hit Points 313 (25d12 + 150)
Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 23 (+6) 3 (-5) 12 (+1) 10 (+0)

Senses blindsight 120 ft., tremorsense 60 ft., passive Perception 11
Challenge 17

  • Acid mucus. At the start of each of the glaucus's turns, each creature within 5 feet of it takes 7 (2d6) acid damage. A creature that touches the glaucus or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage.
  • Amphibious. The glaucus can breathe air and water.
  • Foot secretion. Dissolving the ground beneath it, the glaucus ignores difficult terrain.
  • Iron Sense. The glaucus monster can pinpoint the location of ferrous metal within 120 feet of it.
  • Tunneler. The glaucus can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

ACTIONS

  1. Multiattack. The glaucus makes four attacks with its whip-tentacles.
  2. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the glaucus. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the glaucus, and it takes 35 (10d6) acid damage at the start of each of the glaucus's turns. If the glaucus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
  3. Whip-tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 13 (1d6 + 10) slashing damage plus 7 (2d6) acid damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the glaucus.