TEXT: SECRET SOCIETIES OF CHULT:
  THE SPIRITLORDS
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  All other original material in this work is ©2017 by the DM's Guild Adepts and published under the Community Content Agreement for 
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  FOR USE WITH TOMB OF ANNIHILATION™
  DesigneD By
  Rich Lescouflair and Ruty Rutenberg
  interior Artists
  Kevin Davies and Andrey Kiselev
  Additional artwork provided by Wizards of the Coast
  Several elements in this supplement were inspired by the following D&D products:
  The Jungles of Chult by James Louder and Jean Rabe, 1993
  Monstrous Compendium: Forgotten Realms Appendix by David Cook and TSR, Inc., 1991
  Monster Manual v3.5 by Skip Williams, Monte Cook, Jonathan Tweet, and Wizards of the Coast, Inc., 2003
  Monster Manual Deluxe Edition by Mike Mearls, Stephen Schubert, James Wyatt, and Wizards of the Coast, Inc., 2008
  
  The Spiritlords
  In the decades after Ubtao had turned his back on the 
  jungle and its peoples, a host of new faithful have come 
  to Chult from outside lands, bringing with them their 
  worship and teachings of their deities. The Spiritlords, 
  however, have not forgotten the sacred beings that are the 
  true patrons of the vast jungle.
  Spirit Worship
  The land of Chult is rich with those who worship nine 
  new gods, whom the faithful of Ubtao call the trickster 
  gods. Long before these gods came to Chult, there were 
  priests with a greater connection to the spirit realm who 
  believed that with Ubtao's power, the jungle itself was 
  formed from a group of elemental and primordial spirits, 
  each specifically charged to harness one of the major 
  elements of creation.
  A few of the old clan priests developed a set of ritual 
  practices that allowed them to summon these spirits, 
  whose essence now resides in every rock, tree, and 
  breath of air, controlling the ebb and flow of nature not 
  only in Chult, but in all lands beyond. This order or 
  priests were known as spiritlords.
  The Great Reformation
  As the cataclysm of the Spellplague came to an 
  end, the remaining spirit priests who had once often 
  remained separate in their travels began using their 
  mutual link to the nature spirits to locate each other 
  and reconvene.
  Adopting the goal of bringing balance back 
  to their shattered world, spiritlords began to 
  form a loose collective, meeting with each other 
  periodically within their circles to discuss how to 
  best deal with the blights that threaten their lands.
  With their purpose to safely conduct the 
  rituals of their sacred heroes, and those of the 
  primordial powers that be, the spiritlords scatter 
  throughout the different clans, and seek to thin 
  the line between the powers of their kin with the 
  limitations of their mortal binds. Clan advisors, 
  healers, or even leaders, these priests devote 
  themselves to a lose but venerated web that fits 
  securely within the nature of the jungle, deserts, 
  forests of this realms or shadows of those beyond. 
  Above all, these druids believe what is right with 
  the world is strengthened by innumerable spirits 
  elemental and that once a member of their circle 
  dies, their life-force carries on to the spirit realm, 
  ready to guide those take up the spiritlord’s mantle 
  evermore.
  Spiritlords of Today
  Within recent years, their practices have carried to new 
  practitioners far beyond Chult, from the arctic shamans 
  of the Great Glacier to the shadow elf tribes in northern 
  Anchorome. 
  While technically priests in their own right, these 
  druids take on the worship of all spirits, primordial or 
  otherwise, and seem disinterested in the need to debate 
  over the responsibility of creation and governance. Spirit 
  lords begin their journey with the rites handed down 
  by those before them, specifically, the ritual to create a 
  special mask from the ironwood tree. This mask allows 
  the spiritlord to play host to the spirit-elementals roaming 
  this world.
  As the spiritlord grows in power and gain a heightened 
  level of attunement to the spirit world, their mask 
  transforms along with them, being altered with new 
  carvings, ritual paints, and brands that symbolize the 
  bond between the druid and the spirits they carry within.
  Jungle DruiDs
  Though a spiritlords power comes from their 
  attunement to the spirits that reside within the land, 
  there are many druids in Chult who worship the jungle 
  itself, drawing their sacred power directly from their 
  bond with nature. These druids can most often be found 
  in more traditional circles such as the Circle of the Land. 
  
  At 2nd level, a druid can choose this option for their 
  Druid Circle feature.
  Spirit Bond
  When you choose this circle at 2nd level, you choose 
  one spirit-element to bond for your mask from the Spirit 
  Bond table below and you learn the cantrip associated 
  with your spirit-element’s fledging conduit, which counts 
  as a druid cantrip for you, and doesn’t count against your 
  number of cantrips known. You can select one additional 
  spirit-element at 6th level and again at 10th level.
  Additionally, you can cast the find familiar spell, which 
  bears features similar to your chosen spirit-element 
  (glowing skin, fiery eyes, a thorny tail, etc.). Once you 
  cast find familiar using this feature, you can't cast it again 
  until you finish a long rest.
  You can only have one mask at a time and once this 
  bond is formed, you can’t change the spirit-element within 
  your mask. If the mask is lost or destroyed, creating a 
  new mask for your spirit-element takes eight hours of 
  uninterrupted time, which you can accomplish during a 
  long rest.
  spirit BonD
  Spirit 
  Type
  Fledgling 
  Conduit
  Empowered 
  Conduit
  Damage Type
  Earth
  mold earth
  magic stone
  Poison
  Fire
  control flame
  create bonfire
  Fire
  Water
  shape water
  frostbite
  Cold
  Wind
  gust
  thunderclap
  Lightning
  Light
  dancing lights
  sacred flame
  Radiant
  Shadow
  minor illusion
  chill touch 
  Necrotic
  Empowered Conduit 
  At 6th level, your mask channels the destructive powers 
  of your spirit element. You gain the cantrip in the 
  Empowered Conduit column on the Spirit Bond table. 
  Further, when your connection with the spirit realm 
  strengthens enough to host an additional spirit-element, 
  you can switch between them with an action. When you 
  do, you gain the benefits of the mask's current bond and 
  your familiar can take on a similar appearance. No matter 
  how many spirits inhabit your mask, you can only ever 
  call on the aid of one at a time. 
  Vigilant Spirits
  Starting at 10th level, you add your Wisdom modifier to 
  the damage you deal with any druid cantrip and, each 
  time you switch to a different spirit-element within your 
  mask, you gain resistance to that damage type. 
  Honored Host
  At 14th level, you have become a beacon for the spirits 
  who wish to affect the world through you. You gain access 
  to all of the spirit-elements listed on the Spirit Bond 
  table, and can switch between them with a bonus action, 
  and your spells ignore resistance and immunity to that 
  damage type.
  Spiritlord Adventures
  Here are some optional adventure ideas for campaigns 
  that use the Circle of the Spiritlord.
  Restore the Weave
  Throughout the jungle are regions filled with undead and 
  dark denizens. These creatures create plague and seal 
  away the life energies which the elemental spirits breathe 
  into the land. Spiritlords strive to cleanse these areas and 
  perform rituals to restore clan shrines, villages, and the 
  flora and fauna that have been defiled through plague and 
  scourge.
  Fledgling spiritlords cleansing the wilderness often 
  face poisonous swarms, lycanthropes, and undead such 
  as zombies, ghouls, and undead dinosaurs.
  Sacred Sites and Sanctuaries
  When the jungle was teeming with life and the 
  connection to the wild forces of nature were strong, 
  druids and spirit worshipers built a number of elemental 
  shrines and sacred groves. These places are still 
  scattered about the jungle and may have perhaps become 
  the prison of a powerful primordial or a portal leading 
  into the Feywild or Shadowfell.
  Banish the Darkness
  While others look to trickster gods and false prophets, 
  it is the spiritlord's duty to protect the homes of their 
  allied spirits from becoming corrupted by other spirits 
  and unnatural forces. Powerful spiritlords may find 
  themselves in areas where dark fey and abominations 
  make their lairs.
  Areas like the ruins of Hisari, Ishau, and Shilku hold 
  powerful beasts such as green and black dragons, fiends, 
  mind flayers, and yuan-ti. These are also domains of 
  greater undead such as mummy lords, death tyrants, 
  demiliches and death knights.
  Druid Circle: Circle of the Spiritlord
  
  4
  New Monsters
  The following monsters are often encountered by 
  spiritlords, usually in forest and mountain environments 
  around Chult.
  Briarvex
  Sometimes referred to as "vine ogres", briarvexes are 
  hulking plant-humanoids. Their bodies are covered in 
  writhing plant life with sharp sets of spikes protruding 
  from its arms and legs.
  Plant Dominion. Briarvexes have a natural affinity with 
  all plants, able to communicate with them telepathically. 
  Sometimes they can even issue commands to the plant 
  life around them.
  This is why they always settle in dense swamps, forests, 
  and other areas rich with trees and plant life, claiming 
  themselves ruler over their domain. This, however, often 
  puts them at odds with treants and other intelligent plant 
  creatures that seek dominance.
  Savage Hunters. A briarvex delights in hunting other 
  creatures that dare enter its territory, often ambushing 
  them from a hidden location. They are both vicious and 
  merciless toward any creature that appear weak, taking 
  any opportunity to show its dominance.
  Briarvex
  Large plant, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  13 (+1)
  17 (+3)
  11 (+0)
  14 (+2)
  11 (+0)
  Saving Throws Dex +4, Wis +5
  Skills Perception +5, Stealth +4
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Sylvan
  Challenge 6 (2,300 XP)
  Innate Spellcasting. The briarvex's spellcasting ability is 
  Wisdom (spell save DC 13). It can innately cast the following 
  spells, requiring no material components:
  3/day: entangle, speak with plants
  Plant Camouflage. The briarvex has advantage on Dexterity 
  (Stealth) checks it makes in any terrain with ample obscuring 
  plant life.
  Actions
  Multiattack. The briarvex makes three attacks with its fists..
  Spiked Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) piercing damage.
  Thorn Burrow. When attacking with its spiked fists, if the 
  briarvex hits a creature with a roll of a 19 or 20, the target 
  creature must make a DC 14 Constitution saving throw. If the 
  save fails, the creature is impaled with one of the briarvex's 
  burrowing thorns, taking 7 (2d6) piercing damage at the start of 
  each of its turns. Each time the briarvex hits the affected target, 
  the damage dealt by the thorns increases by 7 (1d6) piercing 
  damage. The creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success. 
  Any creature can take an action to pull the thorns out with a 
  successful DC 12 Wisdom (Medicine) check. The thorns also 
  fall out if the target receives magical healing.
  Howler
  Howlers are massive four-legged beasts that often dwell 
  within the Lower Planes. There are a few, however, that 
  have escaped into the Prime Material plane, often as 
  pets, servants, or hunting animals for powerful demons 
  and necromancers.
  Most are about 8 feet in length. One of their most 
  distinguishing features are the sets of long, sharp 
  quills that protrude from their necks and 
  legs. Though vicious and cruel creatures, 
  howlers are far from fearless. They prefer 
  to hunt in packs using quick hit and run 
  tactics to wear down their foes. But, when 
  forced into battle, they fight ferociously, 
  using their quills as a primary defense.
  
  5
  Howler
  Large fiend, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 67 (9d10 + 18)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  17 (+3)
  15 (+2)
  6 (-2)
  14 (+2)
  8 (-1)
  Saving Throws Con +5, Wis +5
  Skills Perception +6
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages understands Abyssal but can't speak
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The howler has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The howler has advantage on an attack roll against 
  a creature if at least one of the krenshar's allies is within 5 feet 
  of the creature and the ally isn’t incapacitated.
  Quilled Hide. A creature that touches the howler or hits it with 
  a melee attack while within 5 feet of it takes 5 (1d10) piercing 
  damage.
  Pounce. If the howler moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 14 Strength saving throw or 
  be knocked prone. If the target is prone, the howler can make 
  one bite attack against it as a bonus action. If the prone creature 
  attempts to stand while within 5 feet of the howler, it must 
  succeed on a DC 13 Dexterity saving throw or take 5 (1d10) 
  damage from the howler's quills.
  Actions
  Multiattack. The howler makes two attacks, one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 
  Hit: 8 (1d10 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  creature. Hit: 10 (2d6 + 3) slashing damage.
  Quill Thrash. The howler thrashes about with its sharp quills. 
  Any creature within 5 feet of the howler must make a DC 12 
  Dexterity saving throw, taking 16 (2d10) piercing damage on a 
  failed save, or half as much damage on a successful one.
  
  6
  Rot Harbinger
  Medium undead, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 170 (20d8 + 80)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+4)
  13 (+1)
  19 (+4)
  16 (+3)
  12 (+1)
  15 (+2)
  Skills Dex +6, Con +9, Wis +6, Cha +7
  Skills Perception +6
  Damage Resistances cold, fire , lightning, thunder; bludgeoning, 
  piercing, and slashing from nonnmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 90 ft., passive Perception 16
  Languages Abyssal
  Challenge 13 (10,000 XP)
  Magic Resistance The harbinger has advantage on saving throws 
  against spells and spell effects.
  Actions
  Multiattack. The harbinger makes two attacks with its claws.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (3d6 + 4) slashing damage plus 21 (6d6) necrotic 
  damage.
  Fetid Cloud (Recharge 5-6). The harbinger releases a putrid 
  cloud of decay that eats away at living flesh. Each creature 
  within 15 feet of the harbinger must succeed on a DC 16 
  Constitution saving throw, taking 45 (10d8) necrotic damage on 
  a failed save, or half as much on a successful one.
  the AccurseD howl
  Howlers are given their namesake for their long steady 
  howls, their only method of communication. Over a 
  prolonged period, their continuous howling can have 
  psychological effects on those not accustomed to the 
  sound. Any non Abyssal creature who spends one 
  hour or more listening to the howl must make a DC 13 
  Wisdom saving throw or take 10 (3d6) psychic damage 
  and suffers short term madness. (See "Madness" in the 
  Dungeon Master's Guide.
  Rot Harbinger
  Vile, accursed undead creatures, rot harbingers leave a 
  neverending trail of death and decay in their wake.
  Touch of Death. A rot harbinger's touch decays the 
  flesh of any living creature. Both cunning and craven, they 
  prefer to attack from above with their rot infested claws, 
  often retreating to the air whenever it appears they may 
  be overpowered.
  Cursed Angels. The first rot harbingers were angels 
  sent to slay Orcus, demon lord of the dead. Orcus slew 
  all of them and twisted their forms into these fiendish 
  abominations. Though many have now spread across 
  many regions of the world, they all share their the same 
  deep desire to cause pain and suffering.
  
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