TEXT: Buckler October 2019
  Buckler October 2019
  Buckler October 2019
  Buckler October 2019
  Buckler October 2019
  
  PART I
  New Player Options
  1
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  
  The Tin Woodman appeared to think deeply for a
  moment. Then he said: 'Do you suppose Oz could
  give me a heart?'
  'Why, I guess so,' Dorothy answered.
  —L Frank Baum, The Wizard of Oz
  The Marvelous Land of Oz is filled with all manner of unusual
  creatures. Of course, you probably know about the Munchkins
  and Winkies and Quadlings and Gillikins. You may even know
  about the animals of Oz that can carry on a conversation just
  like a human. But did you know that Oz is also famous for its
  lifelike constructs? Whether they are made from porcelain,
  straw, or tin, the constructs of Oz are just as beloved and
  appreciated as any other living creature in the land.
  
  Ultimately, constructs can be made from any available
  material. Clockwork creatures and pumpkin-headed
  automatons aren't an uncommon sight. However, the three
  most popular construct materials in Oz are porcelain, straw,
  and tin, mostly due to their availability. A construct's material
  offers it certain innate benefits as well as drawbacks.
  
  Constructs are not born, rather created. On their Creation
  Day, their first question is almost always the same: "Why am
  I?" While their creators may have built them for certain tasks,
  ultimately, a construct seeks a better answer for its existence.
  For this reason, many constructs eventually abandoned their
  duties and set out to find the meaning of life.
  
  Just because constructs are respected and beloved by all
  creatures in Oz doesn't necessarily mean that they fit in. After
  all, they are "non-vitals." A talking dog may not wear clothing
  like a human, but it has a heart and a brain and maybe even a
  soul. Constructs, however, lack all these things.
  
  The magic that brings constructs to life sets them apart from
  other mindless machines. Constructs have an innate
  connection with the magic that flows through Oz. The magic
  of Oz, for the most part, does not recognize that constructs
  are different than humanoids. As such, constructs can be
  affected by spells and magical effects that also affect humans
  and other "vitals."
  
  Constructs—especially straw folk and tin folk—are usually
  given names that identify the task for which they were built.
  Hence "Scarecrow" and "Tin Woodsman." Still, many
  constructs, especially those who set out on journeys of self-
  discovery, give themselves human-sounding names as a way to
  fit in.
  
  No matter what type of material your construct character is
  made of, you have the following traits in common with all
  constructs.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Age. Constructs can theoretically live forever so long as
  repairs can be made to them. Since they are created, they
  have no point of maturity, although for many it takes a few
  years for them to learn about the world around them.
  Alignment. There seems to be no overall leaning towards
  one alignment or another with constructs. Nor do constructs
  seem to favor true neutrality. Constructs are free to live their
  lives however they so choose.
  Size. Most constructs are built to human size, ranging from
  5 to 6 feet tall. A construct's weight ultimately depends on the
  material from which it's built. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Construct Resilience. As a creature that lacks the vitals of
  a living organism you have a number of advantages:
  You are immune to poison and the poisoned condition.
  You are immune to disease.
  You don't need to eat, drink, or breathe.
  You don’t need to sleep and don’t suffer the effects of
  exhaustion due to lack of rest, and magic can’t put you to
  sleep.
  Downtime. When you take a long rest, you must spend at
  least six hours of it in an inactive, motionless state, rather
  than sleeping. In this state, you appear inert, but it doesn’t
  render you unconscious, and you can see and hear as normal.
  Languages. You can speak, read, and write Common plus
  one other language of your choice.
  Hybrid Nature. While you are a construct, your innate
  connection to magic recognizes you as a humanoid. You can
  be affected by a game effect if it works against a humanoid,
  and you are immune to those that affect constructs.
  Material Composition. As a construct, you can be made
  from many different materials. Choose one of the following
  material compositions: porcelain, straw, or tin.
  
  Porcelain constructs are often lavishly decorated, courteous,
  and above all, charming. While many of a porcelain construct's
  peers fear for their hollow and breakable nature, porcelain
  constructs embrace their innate destructibility: after all, what
  is life without a little risk?
  Ability Score Increase. Your Intelligence score increases
  by 1 and your Charisma score increases by 1.
  Natural Armor. Despite being seen as fragile, you're still
  tougher than the average human. While you aren't wearing
  armor, your armor class is 13 + your Dexterity modifier. You
  2
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  can use your natural armor to determine your AC if the armor
  you wear would leave you with a lower AC. A shield's benefits
  apply as normal while you use your natural armor.
  Friendly Face. You know the friends cantrip. Charisma is
  your spellcasting ability for this spell.
  Spell Immunity. After you finish a long rest, choose a spell
  of 3rd-level or lower. Until you start another long rest, you are
  immune to that spell.
  Breakable. You are vulnerable to bludgeoning damage.
  
  Aloof? Sure. Fun-loving? Always. Loyal and brave? Absolutely!
  Straw constructs—also called scarecrows—are frequently
  seen in the Munchkin farmlands east of the Emerald City.
  After Scarecrow (that's with a capital 'S', mister!) made a
  name for himself as a companion of Dorothy, all straw
  constructs are recognized as dashing heroes and fearless
  adventurers (even if it isn't always true).
  Ability Score Increase. Your Dexterity score increases by
  2.
  Darkvision. Accustomed to working long nights in farmers'
  fields, you have superior vision in dark and dim conditions.
  You can see in dim light within 60 feet of you as if it were
  bright light, and in darkness as if it were dim light. You can't
  discern color in darkness, only shades of gray.
  Conjure Crows. While outdoors, you can cast the conjure
  animals spell, except you have the following limitations when
  using this trait to cast the spell: You can only summon 2
  swarms of crows (use the swarm of ravens stat block) and
  the duration of the spell is 1 minute instead of "concentration,
  up to 1 hour." Your spellcasting ability is Charisma for this
  spell. As you gain levels, the number of swarms of crows you
  can summon increases. At 3rd level, you can summon 4
  swarms of crows and at 5th level, you can summon 8 swarms
  of crows.
  Once you use this trait to cast the spell, you can't use it
  again until sunrise seven days later.
  False Appearance. While you remain motionless, you have
  advantage on ability checks made to disguise yourself as an
  ordinary, inanimate scarecrow.
  Flammable. You are vulnerable to fire damage.
  
  Tin constructs (also known as Tinmen or Tinwomen) are
  usually built for labor and defense. They are sometimes seen
  as cold and callous, lacking sympathy or remorse. Some
  believe this is because they lack a true heart. Others think it
  might be because they are adept at hiding their true feelings.
  Winkies are well-known for creating tin folk.
  Ability Score Increase. Your Strength score increases by 2
  and your Constitution score increases by 1.
  Brute. After you hit a creature with a melee attack roll, you
  can choose to add one more die of the weapon's damage to
  the damage roll. Once you use this trait, you can't use it again
  until you complete a long rest.
  Natural Armor. Tin constructs are essentially walking suits
  of armor. While you are not wearing armor, your AC is 16. You
  can use your natural armor to determine your AC if the armor
  you wear would leave you with a lower AC. A shield's benefits
  apply as normal while you use your natural armor.
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you can
  push, drag, or lift.
  Water Susceptibility. If you have 5 gallons or more of
  water splashed on you, or if you start your turn completely
  submerged in water or you are being heavily rained upon,
  make a DC 10 Constitution saving throw. On a failed save,
  your joints begin to rust and you are restrained. You must
  repeat the saving throw at the end of your next turn. If you are
  still in water or still being rained upon, you automatically fail
  the saving throw, otherwise, on a success, the effect ends. On
  a failure, you are petrified until you receive magical healing or
  another creature uses its action to apply oil to your rusty
  joints.
  
  ... As Dorothy stood, mesmerized by the lovely sights
  around her, she noticed coming down toward her
  from a grassy hill, a group of the Queerest people she
  had ever seen. They were not as big as the grown
  folk she had always been used to back home; but
  neither were they very small. In fact, they seemed
  about as tall as Dorothy, who was a well-grown child
  for her age, although they were, so far as looks go,
  many years older. They wore round funny looking
  hats in shades of blue, and that rose to a small point
  about a foot above their heads, with little dangling
  jingle bells all across the brims that tinkled ever so
  sweetly as they moved. Their clothes were also blue
  and of the same shade as their hats, and they all
  wore well-polished boots with a deep roll of blue at
  the tops. The men, Dorothy thought, were about as
  old as Uncle Henry, for two of them had long gray
  beards.
  —L Frank Baum, The Wizard of Oz
  Munchkins are the blue-clad inhabitants of the eponymous
  Munchkinland, the country east of the Emerald City. Known
  for their good nature and high spirits, Munchkins, despite past
  hardships, are welcoming and hospital to even the strangest
  of travelers.
  
  Standing no more than three to four feet tall, Munchkins are
  rarely taller than human children. Their voices range from
  high-pitched and mousy to low and gravelly, and rarely
  anything in between.  While their height remains the same,
  they do appear to age as humans do. Older munchkins' faces
  are creased with laugh lines, complete with rosy cheeks and
  bright eyes. Blue is the favored color of munchkins, and nearly
  all munchkins wear blue clothing from head to toe and live in
  blue houses.
  3
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  Most munchkins are simple folk with large families and are
  often referred to as the wealthiest and healthiest of all the
  Ozians.. They live in tight-knit communities, each close to
  their neighbors. Munchkins are all born with "green thumbs"
  and are capable gardeners. Most munchkins own their own
  land where massive fields of stocks stretch for miles in the
  Munchkinland backcountry.
  
  Before Dorothy Gale of Kansas arrived in Oz by way of storm,
  the munchkins were ruled by the cruel Wicked Witch of the
  East. Dorothy's farmhouse landed on the witch, accidentally
  killing her. From then on, the munchkins were free of the
  bondage of the witch and able to live their own lives. While
  they maintain a joyous and happy demeanor, the munchkins
  remember all too well their past struggles. They are quick to
  arm themselves when the treat of tyranny encroaches on their
  livelihoods.
  
  While most munchkins enjoy their humble homes, there are
  those who hope to see the greater world, especially now that
  the Wicked Witch of the East is dead and gone. These
  munchkins are a little tougher, rash, and thrill-seeking than
  their neighbors. This surprises most, especially other Ozians,
  who stereotype munchkins as fearful push-overs afraid of
  anything larger than themselves.
  
  Most munchkins have a single given name with no family
  name, but there are some that have nicknames derived from
  their status or from a mispronunciation of their name.
  Male Names: Bink, Coq, Dabi, Darnell, Elton, Ebber, Goda,
  Loq, Mannawit, Moop, Rumble, Titi, Tuntun, Unk, Vili, Wellby,
  Zeb
  Female Names: Aba, Aru, Bana, Chip, Isil, Jinjur, Kiki,
  Libramere, Meppit, Nona, Ojo, Patty, Quip, Riki, Sadi, Soma,
  Tipi
  Nicknames: Big Baker, Brother Four, Funny Fat, Green
  Fingers, Hill Roller, Joy Rump, Sergeant Six, Slippery Sue,
  Tim Shovelhandler, Uncle Stinky
  
  Your munchkin character has innate characteristics in
  common with all munchkins.
  Ability Score Increase. Your Constitution score increases
  by 1, and your Charisma score increases by 2.
  Age. Munchkins are known as the healthiest of all Ozians.
  They mature at a slower rate than humans, reaching
  adulthood around the age of 40. They can then live into their
  second century or sometimes longer.
  Alignment. Munchkins are good-natured, humble, and
  always friendly. It's rare that there is ever a munchkin that is
  anything but good. As people who enjoy their community, they
  tend to be lawful, but there are exceptions.
  Size. Standing no more than 3 to 4 feet tall and weighing
  between 40 and 60 pounds, munchkins are small, no larger
  than human children. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  Green Thumb. You have proficiency in the Nature skill.
  Mob Mentality. Munchkins are formidable combatants
  when surrounded by their allies. You gain a +1 bonus to attack
  rolls against a creature for each of your allies that is within 5
  feet of the creature and the ally isn't incapacitated (maximum
  bonus of +5).
  Languages. You can speak, read, and write Common and
  Munchkin.
  
  Humanoid possums are known as possomfolk by the other
  races. However, they call themselves waba-animoosh in the
  opossum tongue. Possomfolk are rarely seen in major
  humanoid cities, preferring to live far from humans. However,
  they do intermingle with gnomes, halflings, and wood elves, as
  well as more elusive fey.
  
  While there are many possomfolk who live in underground
  burrows, most possomfolk are arboreal creatures, living high
  in trees away from dangerous predators. The more "civilized
  possomfolk" live among wood elves, as well, symbiotically
  making their homes within tree-borne wood elf communities.
  
  Possomfolk tend to live in dangerous environments. Their
  young are easy prey for predators and their adults have
  shorter lifespans than most humanoids, akin to goblins and
  kobolds. At an early age, possomfolk learn that death is a
  constant threat. Only three out of ten possomfolk young will
  live 'til maturity.
  At a young age, possomfolk learn to appear dead to ward of
  predators, projecting the sights and even smells of a corpse as
  a way to defend themselves.
  
  A possomfolk's name usually defines a well-known
  characteristic of the individual. Due to a low life-expectancy
  for most possomfolk, many aren't named until they reach
  maturity. Before maturity, they are given names representative
  of their parentage, ie Suma's Third.
  Male Names: Abukcheech, Enkoodabaoo, Matunaagd,
  Mekledoodum, Nootau, Sunukkuhkau, Wematin 
  Female Names: Anna, Brehea, Hurit, Nittawosew, Nuttah,
  Sooleawa, Suma
  
  As a possomfolk, you have the following characteristics.
  Ability Score Increase. Your Constitution score increases
  by 2, and your Intelligence score increases by 1.
  Age. Possomfolk physically mature much faster than most
  races, reaching full maturity within their first two years. A
  possomfolk's second birthday is seen as its "Survival Day",
  where the possomfolk's likelihood of surviving into old age
  greatly increases. Old age for possomfolk is generally 40 to 50
  years.
  Alignment. Possomfolk have no interest in law, nor do they
  act overtly chaotic. Generally, possomfolk are good-natured,
  albeit paranoid and distant from other non-possomfolk
  4
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  creatures.
  Size. Possomfolk are roughly the same size as gnomes,
  standing between 3 and 4 tall, weighing no more than 40
  pounds. Your size is Small.
  Speed. Your base walking speed is 25 feet and you have a
  climbing speed of 25 feet.
  Darkvision. Most possomfolk are nocturnal, spending their
  night hunting and traveling. They also make their home in
  underground burrows. You can see in dim light within 60 feet
  of you as if it were bright light, and in darkness as if it were
  dim light. You can't discern color in darkness, only shades of
  gray.
  Bite. Your fanged maw is a natural weapon that you can use
  to make unarmed strikes. When you do, you use your
  Strength modifier for attack rolls and you deal piercing
  damage equal to 1d4 plus your Strength modifier on a hit.
  Playing Possum. When you must make a saving throw
  against being frightened, you can use your reaction to "play
  possum." When you do, you automatically pass your saving
  throw. You then fall prone in your space and you are paralyzed
  until the start of your next turn. While paralyzed, you appear
  to be dead. If a creature wishes to target you with an attack or
  harmful spell while you are in this state, it must make an
  Intelligence (Investigation) check contested by your Charisma
  (Deception) check. If the creature's check fails, it must choose
  a new target or lose the attack or spell. Once you use this trait,
  you can't use it again until you complete a short or long rest.
  Prehensile Tail. Your tail can hold small objects and wrap
  itself around things like tree branches or door handles.  Your
  tail has a reach of 5 feet, and it can lift a number of pounds
  equal to five times your Strength score including yourself. You
  can use it to do the following simple tasks: lift, drop, or hold
  an object or a creature; open or close a door or a container; or
  grapple someone. The GM might allow other simple tasks to
  be added to that list of options. Your tail can't wield weapons
  or shields or do anything that requires manual precision, such
  as using tools or magic items or performing the somatic
  components of a spell.
  Keen Smell. You have advantage on Wisdom (Perception)
  checks that involve smell.
  Languages. You can speak, read, and write Common and
  Opossum.
  
  "What is the creature that walks on four legs in
  the morning, two legs at noon and three in the
  evening? It's me, of course, depending on how
  drunk I am."
  - Dragon, a sphinxkin
  Sphinxkin are the humanoid descendants of the mystical
  sphinxes. Like their forebearers, sphinxkin are often
  exceptionally wise and intelligent. They share a connection to
  the past and are usually found in scholarly roles such as
  archaeologists, historians, and sages. Others turn their wits
  towards mercantile trades and businesses where their perfect
  memories and inscrutability sets them apart from their
  competitors.
  
  The greatest trait that sphinxkin inherit from their ancestors
  is that of their inscrutable minds. No magic in the multiverse
  can penetrate a sphinxkin's mental defenses. Furthermore,
  sphinxkin are adept at learning, as they can perfectly recall
  any detail of an experience that they have had, no matter how
  long ago it was.
  
  Sphinxkin are smart and they know it. It's rare that a
  sphinxkin ever admits that it is wrong, even if empirical
  evidence proves otherwise. Still, sphinxkin lend themselves to
  any who seek knowledge and consider it a point of pride when
  others ask their advice. And like their greater ancestors, they
  enjoy offering riddles as a barrier to entry for such wisdom.
  
  It's unclear how sphinxkin came to existence in the first place.
  Sphinxes are not known for interspecies mating. Nor would
  they willingly create, what they might consider, a "lesser
  version" of themselves. Sphinxkin genealogists expect that the
  origin of sphinxkin sprung from rogue magic or a cosmic
  accident. Regardless, most sphinxkin rarely trouble
  themselves with such ontological ponderings.
  
  Once a sphinxkin becomes interested in something, it spends
  its whole life traveling and learning all it can about the
  subject. For example, a sphinxkin obsessed with alchemy may
  travel the world to find rare ingredients. A sphinxkin who
  loves dragons might live with dragons for hundreds of years,
  just to learn all it can about the monsters' nature and
  lifestyles.
  
  Spinxkin are born of human parents and most are given
  names appropriate for their native culture. Later in life, many
  sphinxkin also give themselves nicknames that they feel are
  more practical. Usually, these names reflect an area of study
  or interest of the sphinxkin.
  Sphinxkin Nicknames: Alchemy, Doctor, Hunter, Jewels,
  Mountain, Nomad, Pageturner, Riddles, Scrolls, Shepherd,
  Tailor, Treasure
  
  As a sphinxkin, you share the following characteristics with
  others of your kind.
  Ability Score Increase. Your Intelligence scores increases
  by 1, and your Wisdom score increases by 2.
  Age. Sphinxkin are not immortal like their ancestors but do
  live extremely long lives. These feline humanoids mature at
  around 100 years of age, and can then live for as long as 750
  years or longer.
  Size. Sphinxkin stand around 6 feet tall and weigh between
  150 to 200 pounds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  5
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
      Alignment. Sphinxkin naturally lean towards lawfulness,
  just as their full-blooded predecessors do. Above all, they seek
  to protect the balance between good and evil.
  Inscrutable. You are immune to any effect that would sense
  your emotions or read your thoughts, as well as any divination
  spell that you refuse.
  Wisdom (Insight) checks made to ascertain your intentions
  or sincerity have disadvantage.
  Eidetic Memory. You can perfectly recall the details of
  anything that you have ever seen or experienced, including the
  text in books, easily missed details from a memory or even the
  exact words someone once spoke.
  Sphinx Magic. You can cast the thaumaturgy\columnbreak
  cantrip. Wisdom is your spellcasting ability for this spell.
  Languages. You can speak, read, and write Common and
  Sphinx.
  
  It was Toto that made Dorothy laugh, and saved her
  from growing as gray as her other surroundings. Toto
  was not gray; he was a little black dog, with long silky
  hair, and small black eyes that twinkled merrily on
  either side of his funny, wee nose. Toto played all day
  long, and Dorothy played with him, and loved him
  dearly...
  —L Frank Baum, The Wonderful Wizard of Oz
  All of the animals of Oz can speak, thanks to an enchantment
  cast by Queen Lurline. From the hungriest tiger to the
  peskiest flies, animals are treated as equals in Oz and
  respected. Even animals from outside of Oz, such as Dorothy's
  pets Toto and Billina, gain the ability to speak when they enter
  the fairyland.
  Animals love adventure just as much as humans do, and are
  always eager to join exciting-looking groups. Their varied
  strengths and abilities make them incredible companions.
  
  Talking animals come in all shapes and sizes. However, your
  talking animal character has certain traits in common with all
  talking animals.
  Age. Talking animals live and mature at rates normal for
  their species. Most household pets such as dogs and cats live
  for 10 to 20 years, as do lions, tigers, and bears, all reaching
  maturity between their second and fifth year. Apes live longer,
  often into their forties.
  Alignment. Most animals prefer neutrality as they seek to
  protect themselves and their needs, and aren't guided by the
  tenets of good and evil, law or chaos.
  No Manual Dexterity. With the exception of apes, talking
  animals lack the thumbs and dextrous fingers that allow
  humans to use tools and weapons. You have disadvantage on
  ability check that requires the use of hands, and you cannot
  use weapons or shields.
  Animal Magic. Animal spellcasters never require somatic
  components to cast spells.
  Languages. Animals come from many different places. As
  such, they learn the popular languages of the humanoids and
  creatures who surround them. You can speak and read
  Common, plus one other language of your choice.
  Sub-Race (Species). The only thing most talking animals
  have in common is their ability to speak. Otherwise, they are
  quite varied. Choose a species.
  
  Apes are powerful simians capable of walking upright. Often
  seen as stubborn and aggressive, apes are one of the few types
  of talking animals in oz that can use tools and weapons.
  Ability Score Increase. Your Strength score increases by
  2, your Dexterity score increases by 1, and your Constitution
  score increases by 1.
  Size. Most apes stand between 3 feet to 4 feet tall and
  weight around 100 lbs. Your size is Medium.
  Speed. You have a base walking speed of 30 feet and you
  have a climbing speed of 30 feet.
  King of the Jungle. You have proficiency in the Athletics
  and Intimidation skills.
  Manual Dexterity. You do not share the same No Manual
  Dexterity traits that other talking animals do.
  Powerful Fists. When you make an unarmed strike using
  your fists, you deal damage equal to 1d6 + your Strength
  modifier instead of the damage normal for an unarmed strike.
  
  Black bears are gentle, curious creatures who live in the
  forests of Oz. Many confuse them for their larger, grumpier
  brown-haired cousins which is a point of frustration for many
  of them.
  Ability Scores Increase. Your Strength score increases by
  3, and your Constitution score increases by 2.
  Size. Fully grown black bears stand 4 1/2 feet on their hind
  legs and can weigh as much as 500 lbs. Your size is Medium.
  Speed. Your base walking speed is 40 feet and you have a
  climbing speed of 30 feet.
  Keen Smell. You have proficiency in the Perception skill. In
  addition, you have advantage on Wisdom (Perception) checks
  that rely on smell.
  Claws. Your claws are natural weapons which you can use
  to make unarmed strikes with. On a hit, your claws deal
  slashing damage equal to 1d6 + your Strength modifier
  instead of the damage normal for an unarmed strike.
  
  Sly and crafty, what cats lack in size and combat prowess,
  they make up for in cleverness.
  Ability Score Increases. Your Dexterity score increases by
  4 and your Strength score is reduced by 4. You cannot assign
  your Strength an ability score roll that would reduce your
  character's Strength score below 1 after factoring in this
  reduction.
  Size. Household cats are rarely longer than 18 inches and
  usually weigh less than 15 pounds. Your size is Tiny.
  Speed. Your base walking speed is 40 feet and you have a
  climbing speed of 30 feet.
  6
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      Feline Magic. Due to their close relationship with witches
  and wizards, all household cats are natural magic users. You
  know one cantrip of choice from the sorcerer spell list. In
  addition, choose one 1st-level spell from the sorcerer spell list.
  You can cast the spell once at its lowest level, and you must
  finish a long rest before you can cast it again using this trait.
  Charisma is your spellcasting ability for both of these spells.
  Keen Smell. You have proficiency in the Perception skill. In
  addition, you have advantage on Wisdom (Perception) checks
  that rely on smell.
  Nine Lives. When you are reduced to 0 hit points but not
  killed outright, you can drop to 1 hit point instead. You can't
  use this feature again until you finish a long rest and once
  you've used this feature 9 times, you can no longer use this
  feature.
  Claws. Your claws are natural weapons which you use to
  make unarmed strikes with. On a hit, your claws deal 1
  slashing damage in place of the damage normal for an
  unarmed strike.
  
  Large cats include panthers, tigers, and lions. Most large cats
  are boisterous braggarts and bullies. Having said that, there
  are many large cats that are quite cowardly and timid.
  Ability Score Increases. Your Strength score increases by
  2 and your Dexterity score increases by 2.
  Speed. Your base walking speed is 40 feet.
  Size. Large cats can grow to lengths of 6 to 8 feet and
  weigh as much as 400 pounds. Your size is Medium.
  Keen Smell. You have proficiency in the Perception skill. In
  addition, you have advantage on Wisdom (Perception) checks
  that rely on smell.
  Bite. Your fanged maw acts as a natural weapon which you
  can use to make unarmed strikes with. On a hit, your bite deal
  piercing damage equal to 1d4 + your Strength modifier
  instead of the damage normal for an unarmed strike.
  Claws. Your claws are natural weapons which you can use
  to make unarmed strikes with. On a hit, your claws deal
  slashing damage equal to 1d6 + your Strength modifier
  instead of the damage normal for an unarmed strike.
  Pounce. If you move at least 20 feet straight toward a
  creature right before hitting it with your claw attack, the target
  must succeed on a Strength with a DC of 8 + your proficiency
  bonus + your Strength modifier or be knocked prone. If the
  target is prone, you can take a bonus action to make one bite
  attack against it.
  
  Hens and roosters are just as common in Oz as they are
  anywhere else. Roosters are typically loud-mouth braggarts
  while hens tend to be sassy gossips. Chickens love and
  respect their family above all else.
  Ability Score Increase. Your Wisdom score increases by 2,
  your Charisma score increases by 2, and your Strength score
  is reduced by 4. You cannot assign your Strength an ability
  score roll that would reduce your character's Strength score
  below 1 after factoring in this reduction.
  Size. While roosters are marginally larger than hens, all in
  all, chickens are usually no more than a foot in height and
  weigh less than 10 pounds. Your size is tiny.
  Speed. Your base walking speed is 20 feet. In addition, you
  have a flying speed of  40 feet, except it only works in short
  bursts; ou fall if you end your turn in the air and nothing else
  is holding you aloft.
  Feather Rush. If you fly 20 feet toward a creature, the
  creature must make a Wisdom saving throw with a DC of 8 +
  your proficiency bonus + your Charisma modifier. On a failed
  saving throw, the creature is frightened of you until the end of
  its next turn. You can use this feature a number of times equal
  to your Charisma modifier (minimum of once). You regain all
  spent uses after you finish a long rest.
  Beak. Your beak is a natural weapon that you use to make
  unarmed attacks with. On a hit, you deal 1 piercing damage to
  the target instead of the bludgeoning damage normal for an
  unarmed strike.
  
  The are hundreds of varieties of dogs, and they can all talk
  while they're in Oz. Of course, while dogs can be big or little,
  flat-faced or long-snooted, floppy-eared or cropped, they all
  share the following characteristics.
  Ability Score Increase. Your Dexterity score increases by
  2, your Constitution score increases by 1, and your Wisdom
  score increases by 1.
  Size. While dogs come in all shapes and sizes, for the most
  part, Ozian dogs are usually 2 to 3 feet in length and weigh 50
  to 100 pounds. Your size is Small.
  Speed. Your base walking speed is 40 feet.
  Keen Smell. You have proficiency in the Perception skill. In
  addition, you have advantage on Wisdom (Perception) checks
  that rely on hearing and smell.
  Bite. Your fanged maw acts as a natural weapon which you
  can use to make unarmed strikes with. On a hit, your bite deal
  piercing damage equal to 1d6 + your Strength modifier
  instead of the damage normal for an unarmed strike. If you hit
  a creature with your bite attack, the target must succeed on a
  saving throw with a DC of 8 + your proficiency bonus + your
  Strength modifier.
  Loyal. When a creature within 5 feet of you makes an attack
  against an ally that you can see, you can use your reaction to
  make a single bite attack against that creature. Once you use
  this feature, you can't use it again until you complete a short
  or long rest.
  
  Many field mice live and prosper in Oz, typically near the field
  of deadly poppies that borders Mucnhkinland and the
  Emerald City. Unlike many of the talking animals of Oz, most
  field mice tend to be lawful, pledging their allegiance to the
  Mouse Queen of Oz.
  Ability Score Increases. Your Dexterity score increases by
  2, your Intelligence score increases by 2, and your Strength
  score is reduced by 4. You cannot assign your Strength an
  ability score roll that would reduce your character's Strength
  score below 1 after factoring in this reduction.
  Size. Field mice are extremely small, weighing less than 1
  ounce and measuring no longer than 4 inches.
  Speed. Your base walking speed is 20 feet and you have a
  climbing speed of 20 feet.
  7
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  
  Darkvision. Accustomed to life in the underground tunnels
  below the poppies, you can see in dim light within 60 feet of
  you as if it were bright light, and in darkness as if it were dim
  light> you can't discern color in darkness, only shades of gray.
  Cunning Critter. You can use your bonus action to take the
  Dash or Hide action on each of your turns.
  Diminutive Size. You are so small that you have advantage
  on Dexterity (Stealth) checks made to hide and do not require
  cover or obscured conditions to do so.
  Magic Resistance. The field mice of Oz are protected by
  the magic of the Mouse Queen. You have advantage on saving
  throws against spells and magical effects.
  Bite. Your tiny mouth is a natural weapon that you use to
  make unarmed attacks with. On a hit, you deal 1 piercing
  damage to the target instead of the bludgeoning damage
  normal for an unarmed strike.
  
  At 3rd level, a barbarian gains the Primal Path feature. The
  following options are available to a barbarian, in addition to
  those normally offered: Slayer X and Waste Lord.
  
  Before the Fall, world governments were deadlocked in a race
  to create the ultimate killing machines. Set loose against
  opposing armies, these dangerous, enhanced living weapons
  could cut a swath through dozens—if not hundreds—of
  soldiers, tearing their enemies apart like paper dolls. While
  each program had a different name, generally, these soldiers-
  of-mass-destruction were labeled as Slayers X.
  Now that the big governments of Before have collapsed,
  those who tread the Path of Slayer X wander the rad-wastes
  searching for purpose in a world gone mad. Most were left
  without memories of who they were. Many don't even
  remember what was done to them; as time goes on, they learn
  more and more about their enhanced nature much to their joy
  —or misery.
  Path of Slayer X
  Barbarian Level
  Feature
  3rd
  Internal Weaponry
  6th
  Magical Enhancements
  10th
  Augmented Senses
  14th
  Lash Out
  
  At 3rd level, you discover that you've been enhanced with
  weapons hidden within your body. Choose one of the
  following options:
  Claws. You have steel claws that eject from your wrists,
  knuckles, or fingertips which act as natural weapons that
  replace your unarmed strike. As a bonus action, you can
  discharge or retract your claws. You gain the following
  benefits while you are unarmed and your claws are extended:
  You can use Dexterity instead of Strength for the attack
  and damage rolls of your unarmed strikes.
  On a hit, your unarmed strike deals 1d6 slashing damage
  instead of the normal damage of your unarmed strike.
  When you use the Attack action with an unarmed strike on
  your turn, you can make one unarmed strike as a bonus
  action.
  While raging, you can attack twice, instead of once,
  whenever you take the Attack action on your turn so long
  as you use your claws to make the attacks. At 5th level,
  when you gain the Extra Attack feature, you can attack
  three times using your claws.
  Steel-Reinforced Arms. The muscles and bones in your
  arms have been augmented with magical steel. You gain the
  following benefits:
  You have advantage on all Strength checks, even when you
  aren't raging.
  You can roll a d4 in place of the normal damage of your
  unarmed strike.
  During a rage, if you make a Strength check or Strength
  saving throw and fail, you can reroll one of the d20s. You
  must take the new result even if it is lower.
  The bonus to your damage rolls you gain while raging
  increases by 3.
  
  Starting at 6th level, your unarmed strikes count as magical
  for the purpose of overcoming resistance and immunity to
  nonmagical attacks and damage. In addition, your unarmored
  defense improves. While you are not wearing any armor, you
  gain a magical +1 bonus to your AC.
  
  At 10th level, your senses improve. While you are raging, you
  can see invisible creatures and objects as if they were visible,
  and you can see into the Ethereal Plane. Ethereal creatures
  and objects appear ghostly and translucent.
  
  Once you reach 14th level, when you take damage from a
  creature that you can see, you can use your reaction to move
  up to half your movement speed towards the attacker and
  make one unarmed attack against it if you are able.
  
  Since the Fall, life in the Stretch has not been easy. Mutants,
  zombies, aliens, and malfunctioning robots stalk the shattered
  remains of society. Only the foolish or brave dare travel these
  lands. High atop that list of foolish and brave (mostly the
  former, some would argue) are the Waste Lords.
  These barbarians have adapted to the cruel post-Fall
  environment, channeling their inner rage into a survival tool.
  8
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  Path of the Waste Lord
  Barbarian Level
  Feature
  3rd
  Survival Mode
  6th
  Unnatural Fortitude
  10th
  Regenerate
  14th
  Ultimate Survivor
  
  Starting when you choose this path at 3rd level, you can use
  your action to expend 1 use of your rage to enter survival
  mode. While in survival mode, you gain the following benefits:
  You have advantage on Constitution checks and
  Constitution saving throws.
  You have advantage on Wisdom (Survival) checks made to
  find food and water.
  You can tolerate temperatures as low as -50 degrees
  Fahrenheit and as high as 150 degrees Fahrenheit without
  any additional projection.
  You have resistance to radiant and necrotic damage.
  Your survival mode lasts for 1 hour. If ends early if you are
  knocked unconscious. You can also end your survival mode on
  your turn as a bonus action.
  While in survival mode, you can also rage so long as you
  expend a use of your rage as normal.
  
  Beginning at 6th level, you gain immunity to disease and the
  poisoned condition.
  
  At 10th level, once per rage, you can use your bonus action to
  regain a number of hit points equal to your barbarian level.
  You can use this feature three times and regain all expended
  uses after you complete a long rest.
  
  Starting at 14th level, you no longer need to spend a use of
  your rage to enter survival mode and you can still benefit from
  your survival mode even if you are knocked unconscious.
  
  At 3rd level, a bard gains the Bard College feature. The
  following College of the Band is available to a bard, in addition
  to those normally offered.
  
  One bard is powerful. Two bards are thunderous. But what
  happens when four bards come together? The College of the
  Band are for those bards who've learned that separate they
  are great, but together, they are legendary.
  College of the Band Features
  Bard Level
  Feature
  3rd
  Band Position, Rehearsal Time
  6th
  The Band That Sticks Together
  14th
  Solo
  
  When you join the College of the Band at 3rd level, you choose
  a position within the band: vocals, lead guitar, rhythm guitar,
  bass, or drums. Your position grants you certain benefits as
  described below.
  Vocals. You gain proficiency with a microphone, which acts
  as your spellcasting focus. On your turn, you can use your
  action to expend one use of your Bardic Inspiration to cast the
  thunderwave spell without expending a spell slot. You do not
  have to know the spell in order to use this feature.
  When you use this feature to cast the spell, the spell is cast
  at the highest level you can cast to a maximum of 5th level.
  For example, at 7th level, you can cast thunderwave as a 4th-
  level spell using this feature.
  Lead Guitar. You gain proficiency with the guitar, which
  you can use as your spellcasting focus. On your turn, you can
  use your action to expend one use of your Bardic Inspiration
  to play a haunting melody. When you do, choose a number of
  creatures within 30 feet of you that you can see and that can
  hear you equal to your Charisma modifier (minimum of one).
  Until the end of your next turn, each time they cast a spell,
  their spell save DC increases by 2.
  On subsequent turns, you can use your action to maintain
  this effect, extending its duration until the end of your next
  turn. However, the effect ends for a target if it can no longer
  hear you or you are incapacitated.
  This bonus increases when you reach certain levels in this
  class, increasing to 3 at 5th level, 4 at 10th level, and 5 at 15th
  level.
  Rhythm Guitar. You gain proficiency with the guitar, which
  you can use as your spellcasting focus. On your turn, you can
  use your action to expend one use of your Bardic Inspiration
  to maintain the harmony until the end of your next turn. When
  you do, each creature of your choice within 30 feet on you that
  can hear you has disadvantage on saving throws against being
  charmed and frightened.
  On subsequent turns, you can use your action to maintain
  this effect, extending its duration until the end of your next
  turn. However, the effect ends for a target if it can no longer
  hear you or you are incapacitated.
  Bass. You gain proficiency with the bass guitar, which you
  can use as your spellcasting focus. On your turn, you can use
  your action to expend one use of your Bardic Inspiration to
  drive the rhythm and maintain harmony. When you do, each
  creature of your choice within 30 feet of you that makes a
  Constitution or Wisdom saving throw must roll a d4 and
  subtract the number rolled from their saving throw.
  On subsequent turns, you can use your action to maintain
  this effect, extending its duration until the end of your next
  turn. However, the effect ends for a target if it can no longer
  hear you or you are incapacitated.
  9
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  Drums. You gain proficiency with the drums, which you can
  use as your spellcasting focus. On your turn, you can use your
  action to expend one use of Bardic Inspiration to keep the
  rhythm. Choose a number of creatures that you can see and
  that can hear you equal to your Charisma modifier (minimum
  of one). Until the end of your next turn, the selected creatures
  gain a +1 bonus to their AC and saving throws.
  On subsequent turns, you can use your action to maintain
  this effect, extending its duration until the end of your next
  turn. However, the effect ends for a target if it can no longer
  hear you or you are incapacitated.
  This bonus increases when you reach certain levels in this
  class, increasing to +2 at 5th level, +3 at 10th level, and +4 at
  15th level.
  
  Starting at 3rd level, you can temporarily learn new spells
  from your fellow spellcasters. At the end of a long rest, you
  can spend 1 minute with another spellcaster. At the end of 1
  minute, you learn how to cast one of the spells that the other
  spellcaster knows. The spell must be of a level that you can
  cast and it must be a spell on the bard list. Until you start
  another long rest, you can cast the spell expending one of your
  spell slots as normal. After you complete another long rest,
  you forget how to cast the spell and must relearn it.
  
  Starting at 6th level, whenever one of your allies within 30 feet
  that you can see of you takes damage, you can use your
  reaction to transfer half of the damage to yourself. You can use
  this feature three times and regain all expended uses after you
  finish a long rest.
  
  At 14th level, you can use your action to play a mindblowing
  solo. When you do, choose a spell of 5th level or lower that
  you can cast, and has a casting time of 1 action. When you
  cast the spell the range of spell doubles if it has a range of 5
  feet or greater, or, if it's a touch spell, it gains a range of 30
  feet. Additionally, if the spell deals damage, the spell deals
  maximum damage, or, if the spell heals hit points, the spell
  heals maximum hit points.
  Once you use this feature, you can't use it again until you
  complete a short rest.
  
  At 3rd level, a ranger gains the Ranger Archetype feature. The
  following Survivalist option is available to a ranger, in addition
  to those normally offered.
  
  The survivalist a lone wolf, an outcast, a one-person-army.
  They excel as outsiders and are masters at vanishing into the
  wilderness for extended periods of time. Survivalist rangers
  are often found placed behind enemy lines, where their ability
  to blend in with their surroundings makes them dangerous
  foes.
  
  Starting at 3rd level, you learn an additional spell when you
  reach certain levels in this class, as shown in the Survivalist
  Spells table. The spell counts as a ranger spell for you,
  but it doesn't count against the number of ranger spells you
  know.
  Survivalist Spells
  Ranger Level
  Spell
  3rd
  purify food and drink
  5th
  pass without trace
  9th
  Leomund's tiny hut
  13th
  freedom of movement
  17th
  commune with nature
  
  Starting when you take this archetype at 3rd level, choose one
  skill in which you have proficiency. When you make an ability
  check using that skill, you can add a bonus to the check equal
  to your Wisdom modifier even if the check already benefits
  from your Wisdom modifier.
  
  At 3rd level, you are an expert at attacking targets that can't
  see you. Once per round, when you hit a creature that can't
  see you with a weapon attack, the creature takes an additional
  1d8 damage of the weapon's type. You can use this feature a
  number of times equal to your Wisdom modifier
  (minimum of once) and regain all expended uses after you
  finish a long rest.
  
  At 7th level, you gain proficiency in Wisdom saving throws. If
  you already have proficiency in Wisdom saving throws, you
  can choose to gain proficiency in Intelligence or Charisma
  saving throws instead.
  
  Starting at 11th level, at the start of your first turn of each
  combat on initiative count 20 (losing any initiative ties), you
  can make a single weapon attack against a target that you can
  see. This extra attack is in addition to any actions you take
  during your normal initiative count.
  
  At 15th level, when you use your action or bonus action to take
  the Hide action, you gain a bonus to your AC equal to your
  Wisdom modifier (minimum of +1) until the start of your next
  turn.
  
  At 1st level, a sorcerer gains the Sorcerous Origin feature.
  The following Fire-Eater option is available to a sorcerer in
  addition to those normally offered.
  
  Fire-eaters share their nature with the strange fire elves of the
  elemental planes. As the name implies, fire-eaters consume
  fire, converting it into raw arcane energy.
  10
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  Fire-Eater Features
  Sorcerer Level
  Feature
  1st
  Fire Magic, Firestarter
  6th
  Fire Heart, Consume Fire
  14th
  Fire Affinity
  18th
  Fire Soul
  
  Starting at 1st level when you take this sorcerous origin, when
  you cast a 1st-level or higher spell that deals any damage type
  other than fire, you can change the damage type of the spell to
  fire for the casting.
  
  At 1st level, you know the firebolt cantrip. This cantrip does
  not count towards the total number of cantrips that you know.
  You can also speak, read, and write Ignan, the language of fire.
  
  At 6th level, you gain resistance to fire damage.
  
  Starting at 6th level, whenever you are hit by a spell that deals
  fire damage, you can use your reaction to consume the spell. If
  the spell was 3rd level or lower, the spell fails and deals no
  damage to you or any other creature or object that the spell
  targeted, and you gain sorcery points equal to the level of the
  spell you consumed (minimum of 1). If the spell was 4th
  level or higher, make a Constitution saving throw with a DC of
  10 + the spell's level. On a successful saving throw, the spell
  fails and has no effect, and you gain temporary hit points
  equal to the spell's level.
  You can use this feature three times, and regain all
  expended uses after you finish a long rest.
  
  Starting at 14th level, if you cast a 1st-level or higher spell that
  deals fire damage, you gain 1 sorcery point.
  Once you gain 3 sorcery points using this feature, this
  feature ceases to function until you finish a long rest.
  
  At 18th level, you gain immunity to fire damage.
  You can also use your action to spend 5 sorcery points to
  transform into a being of living fire. Once you do, you and
  anything you are wearing or carrying also become fire. While
  fire, you can move through a space as narrow as 1 inch wide
  without squeezing. A creature that touches you or hits you
  with a melee attack while within 5 feet of you takes 1d10 fire
  damage. In addition, you can enter a hostile creature's space
  and stop there. The first time you enter a creature's space on
  your turn, that creature takes 1d10 fire damage. Flammable
  objects not being worn or carried catch fire.
  You shed light in a 20-foot radius and bright light in an
  additional 30 feet.
  Also, all of your melee and ranged weapon attacks deal fire
  damage instead of the damage normal for the attack.
  Your fire form lasts for 1 minute or until you use your bonus
  action to change back.
  
  At 1st level, a warlock gains the Otherworldly Patron feature.
  The following Snow Queen option is available to a warlock in
  addition to those normally offered.
  
  You derive your arcane powers from the Snow Queen, queen
  of the snowflakes or "snow bees", who travels throughout the
  world with the snow. the Snow Queens and gardens are in the
  lands permafrost.  She is a mysterious figure. Some believe
  she is evil. Others see her as benevolent.
  Those who take power from her control the might of frost
  and cold. Her followers are emissaries for the cold, and act as
  her ambassadors in the warmer lands. Naturally cold
  creatures such as frost giants and white dragons revere and
  respect the Snow Queen's warlocks, mostly out of fear of her
  wrath.
  
  The Snow Queen grants you an expanded list of spells when
  you learn a warlock spell. The following spells are added to
  the warlock spell list for you.
  
  Starting at 1st level, when you cast the mage armor spell and
  target yourself, the armor appears as a thin sheen of ice that
  surrounds your body. In addition to the armor provided by the
  spell, you gain the following benefits for the duration:
  Snow Queen Expanded Spell List
  Spell Level Spells
  1st
  fog cloud, mage armor
  2nd
  gentle repose, gust of wind
  3rd
  protection from energy, sleet storm
  4th
  control water, ice storm
  5th
  cone of cold, dominate person
  You can ignore difficult terrain created by ice or snow.
  You can tolerate temperatures as low as -50 degrees
  Fahrenheit without any additional protection. If you wear
  heavy clothes, you can tolerate temperatures as low as
  -100 degrees Fahrenheit.
  Whenever you take cold damage, the amount of damage
  that you take is reduced by an amount equal to your levels
  in this class (to a minimum of 0). If you have resistance
  against cold damage and take cold damage, this benefit is
  factored in after your resistance reduces the damage by
  half.
  
  At 6th level, in addition to the other benefits you gain from
  your Snow Queen's Blessings feature, you also gain the
  following benefits:
  You gain resistance to cold damage.
  You can tolerate temperatures as high as 150 degrees
  Fahrenheit without any additional protection.
  Whenever you cast a spell that deals cold damage, you can
  add your Charisma modifier to one of the damage rolls of
  that spell against one of its targets.
  11
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  
  
  At 10th level, your connection to the Snow Queen arms and
  protects you further. You have advantage on saving throws
  against being charmed or frightened. In addition, whenever a
  creature makes a melee weapon attack against you while
  standing within 5 feet of you, the creature must make a
  Constitution saving throw against your spell save DC. On a
  failed saving throw, the creature takes 2d6 cold damage and
  has disadvantage on its attack rolls and ability checks until the
  end of its next turn. On a successful saving throw, the creature
  takes half as much damage and suffers no further effects.
  
  Starting at 14th level, when you hit a creature with a ranged
  spell attack that deals cold damage or a creature fails its
  saving throw against one of your spell that deals cold damage,
  you can use this feature to partially freeze the creature; the
  creature is restrained. A creature restrained by this feature
  must make another Constitution saving throw at the end of
  each of its turns.
  If it successfully saves against this feature two times, the
  effect ends. if it fails it saves two times, the creature dies and
  becomes a frozen statue until it thaws.
  Once you use this feature, you can't use it again until you
  complete a long rest.
  
  About a year ago this time I created one of my first ever
  playable race/classes, the will-o-wisp, for one of my players.
  Hard to believe this, but a year ago I was still pretty new to
  class and subclass creation. So overall, the class was a
  disaster. Recently, I've noticed a few folks are going back to
  my old stuff and checking it out. Therefore, I thought I might
  revisit it and work to tighten it up some. This is the result.
  The will-o'-wisp isn't only a playable race, but it's also a
  class. During character creation, for the first two steps, you
  must choose will-o'-wisp. From there, follow these steps.
  
  As an incorporeal creature, your Strength score is 1. You then
  generate your character's five other ability scores randomly,
  rolling four 6-sided dice as normal. If you want to save time, or
  don't want to use random rolls, you can use the following
  scores instead: 15, 14, 13, 12, 10.
  
  As a will-o'-wisp, these are your base traits.
  Ability Score Increase. Your Dexterity score increases by
  5.
  Age. Will-o’-wisps are at the same maturity level at the time
  of creation as they were at the time of death. Will-o’-wisps are
  effectively immortal, and can not die through old age. In
  addition, time moves much slower for them. A single round
  feels like a minute to a will-o’-wisp, ten minutes an hour, and a
  day feels like a tenday. A month feels like a year, and a year
  seems like a decade. Because of this, it’s not uncommon for
  will-o’-wisps to resent the “slows” around them.
  Alignment. Will-o’-wisps are often filled with despair,
  malevolence, and a natural hatred towards life. For this
  reason, they are typically chaotic evil. However, some youngers
  wisps are able to push past these thoughts towards the
  neutral alignments.
  Size. The core of a will-o’-wisp is usually not much bigger
  than a few inches in diameter. Being ephemeral, they have no
  discernible weight. Your size is Tiny.
  Speed. Your base walking speed is 0 feet and you have a
  flying speed of 30 feet.
  Darkvision. You have perfect darkvision. You can see in dim
  light within 60 feet of you as if it were bright light, and in
  darkness as if it were dim light. You can’t discern color in
  darkness, only shades of gray.
  Class Restrictions. As a will-o’-wisp, you can only take
  class levels in the will-o’-wisp class detailed below.
  Variable Illumination. You shed bright light in a 5 to 20-
  foot radius and dim light for an additional number of feet
  equal to the chosen radius. You can alter this radius as a
  bonus action.
  Ephemerality. You exist and don’t exist at the same time.
  You are incorporeal. For this reason, you cannot wear or carry
  anything, and you cannot make unarmed strikes. You are
  immune to lightning and poison damage plus the following
  conditions: exhaustion, grappled, paralyzed, poisoned, prone,
  and restrained.
  Mind Over Matter. You know the mage hand cantrip.
  Undead Nature. You are immune to game effects that only
  affect humanoids, and you are affected by game effects that
  affect undead. You do not require air, drink, or sleep, and you
  do not gain exhaustion from lack of sleep and you can't be put
  asleep through magical means.
  Instead of sleeping, you enter a dreamless recharge phase
  for 4 hours a day. After resting in this way, you gain the same
  benefits that a human does from 8 hours of sleep.
  Consume Life. You cannot regain hit points through
  magical means. Instead, when you hit a creature with your
  shock attack, you can use your reaction to drain life from the
  creature unless the creature is undead or a construct. When
  you do, you regain hit points equal to half the damage dealt.
  You can use this feature a number of times equal to your
  Wisdom modifier (minimum of once) and regain all expended
  uses after you finish a long rest.
  Languages. You know Common and one other language of
  your choice. These are the languages you knew in life before
  undeath.
  ’
  When creating a will-o’-wisp, think about where your
  character comes from and his or her place in the world before
  and after death. Talk with your GM about the appropriate
  origin for your will-o’-wisp. Did you die in a magically-charged
  swamp, alone and afraid, only to be reborn as a hateful,
  ephemeral light? Or did you make a deal with a devil to
  become the fastest creature in the universe?
  12
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  The Will-o'-Wisp
  Level Proficiency Bonus
  Flying Speed
  Powers Known
  Shock Damage Features
  1st
  +2
  30 ft.
  —
  1d8
  Innate Spellcasting, Undead Origin
  2nd
  +2
  40 ft.
  2
  1d8
  Increased Flying Speed, Dark Energy Powers
  3rd
  +2
  40 ft.
  2
  1d8
  Undead Origin feature
  4th
  +2
  40 ft.
  2
  1d8
  Ability Score Improvement
  5th
  +3
  40 ft.
  3
  2d8
  Wisp Resilience (active)
  6th
  +3
  45 ft.
  3
  2d8
  Advanced Ephemerality (invisibility)
  7th
  +3
  45 ft.
  3
  2d8
  Undead Origin feature
  8th
  +3
  45 ft.
  3
  2d8
  Ability Score Improvement
  9th
  +4
  45 ft.
  3
  2d8
  Advanced Ephemerality (great invisibility)
  10th
  +4
  50 ft.
  3
  2d8
  Improved Wisp Resilience (1 resistance)
  11th
  +4
  50 ft.
  4
  3d8
  Undead Origin feature
  12th
  +4
  50 ft.
  4
  3d8
  Ability Score Improvement
  13th
  +5
  50 ft.
  4
  3d8
  Telepathy
  14th
  +5
  55 ft.
  4
  3d8
  Improved Wisp Resilience (passive)
  15th
  +5
  55 ft.
  4
  3d8
  Improved Wisp Resilience (2 resistances)
  16th
  +5
  55 ft.
  4
  3d8
  Ability Score Improvement
  17th
  +6
  55 ft.
  5
  4d8
  Undead Origin feature
  18th
  +6
  60 ft.
  5
  4d8
  Advanced Ephemerality (etherealness)
  19th
  +6
  60 ft.
  5
  4d8
  Ability Score Improvement
  20th
  +6
  60 ft.
  5
  4d8
  Mastery Over Undeath
  And now what is your purpose? Are you spreading your hatred
  across the world, destroying all life you come across? Maybe
  you are working for a band of evil adventurers to trap the
  innocent using your faux-hopeful light. Or perhaps you are still
  good, and you seek a “cure” to this horrible condition that’s
  befallen you.
  
  You can make a will-o’-wisp quickly following these
  suggestions. Put a 15 in Dexterity and a 14 in Wisdom.
  
  As a will-o'-wisp, you gain the following class features.
  
  Hit Dice: 1d6 per will-o'-wisp level 
  Hit Points at 1st Level: 6 + your Constitution modifier 
  Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
  modifier
  
  Armor: None 
  Weapons: None 
  Tools: None
  Saving Throws: Dexterity, Charisma 
  Skills: Choose two from Arcana, History, Investigation,
  Perception, Religion, and Stealth
  
  You do not start with any equipment.
  
  At 1st level, you have multiple innate spells that you can cast
  at will. You know the shocking grasp cantrip plus one of the
  following cantrips of your choice: chill touch, guidance,
  friends, message, minor illusion, prestidigitation, or true
  strike.
  Wisdom is your spellcasting ability for these spells. You use
  your Wisdom whenever a feature refers to your spellcasting
  ability. In addition, you use your Wisdom modifier when
  setting the saving throw DC for a wisp feature you use or
  when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your Wisdom
  modifier
  Spell attack modifier = your proficiency bonus + your
  Wisdom modifier
  13
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      You never require somatic components or material
  components when you use this feature to cast these spells.
  
  At first level, you choose an undead origin, which describes
  the way in which you became a will-o’-wisp: Dark Magic or
  Fiendish Pact, both detailed at the end of the class
  description. Your choice grants you features when you choose
  it at 1st level and again at 3rd, 7th, 11th, and 17th level.
  
  Starting at 2nd level, your flying speed increases by 10 feet.
  Your speed continues to increase as you reach certain will-o'-
  wisp levels, as shown in the Will-o'-Wisp table.
  
  As you become accustomed to your undead nature, you learn
  to draw on the dark energy within you which allows you to
  augment and improve your unnatural abilities.
  At 2nd level, you gain two dark energy powers of your
  choice. Your dark energy power options are detailed at the
  end of the class description. When you gain certain will-o'-
  wisp levels, you gain additional dark energy powers of your
  choice, as shown in the Dark Energy Powers column of the
  Will-o'-Wisp table.
  Additionally, when you gain a level in this class, you can
  choose one of the powers that you know and replace it with
  another power that you could learn at that level.
  
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice by
  2, or you can increase two ability scores of your choice by 1.
  You can't increase your Strength score above 1, Dexterity
  score above 30, and any other ability score above 20 using this
  feature.
  
  Starting at 5th level, when you are hit by an attack that deals
  bludgeoning, piercing, or slashing damage from a nonmagical
  weapon, you can use your reaction to gain resistance against
  bludgeoning, piercing, and slashing damage from nonmagical
  attacks until the start of your next turn.
  Starting at 14th level, your resistance to bludgeoning,
  piercing, and slashing damage from nonmagical weapons
  becomes permanent.
  
  At 10th level, choose one of the following damage types: acid,
  cold, fire, necrotic, or thunder. You become resistant to that
  damage type. At 15th level and again at 18th level, you can
  choose one additional damage type to become resistant to, or
  you can choose a damage type that you are already resistant
  to and gain immunity to that resistance.
  
  At 6th level, you can use your action to cast the invisibility
  spell, targeting only yourself. At 9th level, you can use this
  feature to cast greater invisibility instead, targeting only
  yourself. And at 18th level, you can choose to cast
  etherealness. Once you use this feature to cast one of these
  spells, you can't do so again until you complete a long rest.
  
  Starting at 13th level, as a bonus action on each of your turns,
  you can target one creature that you can see within 30 feet of
  you and communicate with it mentally. The contacted creature
  doesn't need to share a language with you, but it must be able
  to understand at least one language. A creature without
  telepathy can receive and respond to your messages, but can't
  initiate or terminate your telepathic conversation.
  The contact is broken as soon as you and the target are no
  longer within range of each other or if you contact a different
  creature within range. If you are in the range of an antimagic
  field or in any other location where magic doesn't function,
  you can't send or receive telepathic messages.
  
  At 20th level, if your hit points are reduced to 0, you can
  choose to rejuvenate. You regain all of your hit points. Once
  you use this feature, you can't use it again for seven days.
  
  Not all will-o’-wisps are created the same way. Although many
  variations exist, most of these origins fall into two categories:
  dark magic or a fiendish pact.
  
  Desecration runs rampant in the dark, dismal corners of the
  world. The unlucky souls who travel into these areas and
  perish alone often return as will-o’-wisps, eager to spread their
  fear and malevolence to all living things.
  
  Starting at 1st level, you have advantage on saving throws
  against any effects that turn undead.
  
  Also at 1st level, your hit point maximum increases by 1.
  Whenever you gain a level in this class thereafter, your hit
  point maximum increases by an additional 1 hit point.
  
  At 3rd level, your presence can awe and inspire undead
  around you. As an action, you can force each undead that can
  see or hear you within 30 feet of you to make a Wisdom
  saving throw against your spell save DC. If the creature fails
  its saving throw, it is rebuked by you for 1 minute or until it
  takes any damage.
  A creature rebuked by you can't attack you or target you
  with harmful abilities or magical effects. In addition, the
  creature regards you as a friendly acquaintance. When the
  effect ends, the creature knows it was rebuked by you.
  Once you use this feature you can't use it again until you
  finish a short or long rest.
  
  At 7th level, whenever a hostile creature within 10 feet of you
  takes damage, the creature takes an additional 3 psychic
  damage.
  14
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  The psychic damage increases to 4 at 11th level, and 5 at 17th
  level.
  
  Starting at 11th level, you gain limited control over creatures
  that you rebuke. On each of your turns, you can use a bonus
  action to mentally command any creature of CR 2 or lower
  you rebuked with your Rebuke Undead feature if the creature
  is within 60 feet of you (if you have rebuked multiple
  creatures, you can command any or all of them at the same
  time, issuing the same command to each one). You decide
  what action the creature will take and where it will move
  during its next turn, or you can issue a general command,
  such as the guard a particular chamber or corridor. If you
  issue no commands, the creatures do nothing but are still
  rebuked by you. Once given an order, the creature continues
  to follow it until its task is complete or the rebuke effect ends
  for it.
  
  At 17th level, each undead creature under your control from
  your Command Undead feature acts is frenzied if you choose.
  An undead rebuked by you has advantage on attack rolls while
  rebuked by you, and attacks made against it are made with
  advantage.
  
  When a mortal makes a deal with a devil, demon, or some
  other powerful fiend in exchange for enhanced speed, ability,
  or awareness, the deal often turns them into a will-o’-wisp.
  
  Starting at the 1st level when you choose this undead origin,
  you gain the ability to cast spells granted by your fiendish
  patron. You have two spell slots to cast these spells with; all of
  your spell slots are the same level as shown on the Slot Level
  column of the Fiend Magic table. To cast one of these spells of
  1st level or higher, you must expend a spell slot. You regain all
  expended spell slots when you finish a short or long rest.
  For example, when you are 6th level, you have two 3rd level
  spell slots. To cast the 1st-level spell burning hands, you must
  spend one of those slots, and you cast it as a 3rd-level spell.
  The spells known column of the Fiend Magic table shows
  you the spells that you know as you gain levels in this class.
  When you reach 5th level, for example, you learn the fireball
  spell.
  Will-o'-Wisp
  Level
  Slot
  Level
  Spells Known
  1st
  1st
  burning hands, charm person
  3rd
  2nd
  darkness, scorching ray
  5th
  3rd
  fear, fireball
  7th
  4th
  dimension door, fire shield
  9th
  5th
  contact other plane, flame
  strike
  
  At 1st level, when you hit a creature with your shocking grasp
  spell, you can choose to deal fire damage instead of lightning
  damage.
  ’
  Also 1st level, after hanging around fiends for a while, you’ve
  learned a little about making deals. You have proficiency in
  Charisma (Deception and Persuasion).
  
  Starting at 3rd level, you can see in darkness, both magical
  and nonmagical, to a distance of 120 feet.
  
  At 3rd level, spells you cast ignore resistance to fire damage.
  In addition, before you make an attack using your shocking
  grasp cantrip, you can choose to make the spell deal fire
  damage in stead of lightning.
  
  At 7th level, you gain the ability to quickly shift your presence
  from one place to another. As a bonus action, you can teleport
  up to 60 feet to an unoccupied space you can see. Once you
  use this feature, you can't use it again until the end of your
  next turn.
  
  At 11th level, while you are in the same space as a humanoid,
  you can use your action to try and possess the creature. The
  creature must succeed on a Charisma saving throw against
  your spell save DC. On a failure, you possess the creature.
  Your body disappears and the target is incapacitated and loses
  control of its body. You now control the body but don't deprive
  the target of awareness. You can't be targeted by any attack,
  spell, or other effect, except ones that turn undead. You retain
  your alignment, Intelligence, Wisdom, and Charisma. You
  otherwise use the possessed target's statistics, but don't gain
  access to the target's knowledge, class features, or
  proficiencies.
  The possession lasts until the body drops to 0 hit points,
  you end it as a bonus action, or you are turned or forced out by
  an effect like the dispel evil and good spell. When the
  possession ends, you reappear in an unoccupied space within
  5 feet of the body. The target is immune to this feature for 24
  hours after succeeding on the saving throw or after the
  possession ends.
  Once you successfully possess a creature and the
  possession ends, you can't use this feature again until you
  complete a long rest.
  
  Beginning at 17th level, you call upon your fiend to intervene
  on your behalf. You act as a catalyst for the fiend, allowing it to
  temporarily take hold of your vessel. From there, the fiend will
  assess the situation and help you as it sees feet. The DM
  chooses the nature of the assistance: the effect of any sorcerer,
  warlock, or wizard spell would be appropriate.
  After your fiend intervenes, you can't use this feature again
  for 7 days.
  
  If a Dark Energy Power has prerequisites, you must meet
  them to learn it. You can learn the power at the same time that
  you meet its prerequisites. A level prerequisite refers to your
  level in this class.
  15
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  
  You can cast color spray. Once you use this power to cast this
  spell, you can't do so again until you complete a short or long
  rest.
  
  You can choose two creatures to target with your shocking
  grasp cantrip instead of one so long as both creatures are
  within 5 feet of each other. You must make a separate attack
  roll for each creature.
  
  You can detect magic at will.
  
  You can cast haste targeting yourself. You can use the extra
  action granted by the spell to cast a cantrip. Once you use this
  feature, you can't use it again until you complete a short or
  long rest.
  
  When you cast shocking grasp, add your Wisdom modifier to
  the damage it deals on a hit.
  
  When you cast shocking grasp, you can choose to make the
  range of the spell 30 feet.
  
  Prerequisite: 5th level
  You can discharge electricity in a 20-foot radius sphere
  centered on yourself. When do you, each creature in the area
  must make a Dexterity saving throw. If a target is wearing
  armor made of metal, it makes its saving throw at
  disadvantage. A creature takes 6d8 lightning damage on a
  failed saving throw or half as much damage on a success.
  
  When you are targeted by a ranged attack that deals damage
  other than radiant damage, you can use your reaction to
  deflect the attack with your shocking grasp attack. When you
  do so, the damage you take from the attack is reduced by the
  damage for your shocking grasp cantrip.
  
  Prerequisite: 11th-level
  You gain immunity to necrotic damage. In addition, whenever
  you are subjected to necrotic damage, you can use your
  reaction to regain a number of hit points equal to the necrotic
  damage taken. Once you use this power, you can't use it again
  until you complete a short or long rest.
  
  Prerequisite: 5th level
  When you deal damage with your stunning grasp attack, you
  can force the creature to make a Constitution saving throw.
  On a failed saving throw, the creature is stunned until the end
  of your next turn. The next time you use this feature on a
  creature that failed its saving throw within the next 24
  hours, it has advantage on its Constitution saving against
  being stunned.
  
  Prerequisite: 5th level
  You can cast fog cloud. Once you use this power to cast this
  spell, you can't do so again until you complete a short or long
  rest.
  
  After you hit a creature with shocking grasp on your turn, on
  each of your turns while you maintain concentration for up to
  1 minute, you can use your bonus action to deal damage equal
  to your shocking grasp damage to the target automatically.
  The spell ends if you use your action to do anything else. The
  spell also ends if the target is every outside of the spell's range
  or if it has total cover from you.
  
  You can cast silent image at will.
  
  Prerequisite: 17th level
  When you cast greater invisibility using your Advanced
  Ephemerality feature, the duration is concentration, up to 10
  minutes instead of 1 minute.
  
  Prerequisite: 11th level
  You can cast speak with the dead at will.
  
  As long as you remain in your true form, your AC equals 10 +
  your Dexterity modifier + your Wisdom modifier. You cannot
  gain the benefits of armor, magic items, shields or spells that
  increase your armor class while using this power.
  
  Prerequisite: 5th level
  You can cast bestow curse. Once you use this power, you can't
  use it again until you finish a long rest.
  16
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  PART II
  The Marvelous Land of Oz
  17
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  
  
  
  I
  W
  O
  n an effort to provide a complete campaign setting,
  the game rules found here are as concise as possible.
  In general, this 5e Marvelous Land of Oz campaign
  setting uses the same rules that Fifth Edition does. If
  you have questions about how an Oz rule works, you
  can usually find the answer there. You'll want, at the
  very least, a copy of the Fifth Edition core rulebooks.
  This Oz campaign is based on the original books by L.
  Frank Baum and not the 1939 film. However, you are free to
  adjust the campaign to suit your own needs.
  hile certainly a fantasy world, Oz predates
  Tolkien. As such, the race options are vastly
  different than those offered in a typical Fifth
  Edition campaign setting. Of course, you are
  free to use any races that you like; but if you
  want to stay true to the classic Oz setting, with
  the exception of humans, none of the races
  from the PHB are included in an Oz campaign.
  
  Constructs are humanoid-like creatures animated through
  magic. They are detailed in Chapter 1.
  
  While many of the humanoids who live in Oz may appear
  human, they are quite different. However, true humans—those
  of the "real" world, like the infamous Dorothy Gale—are quite
  versatile and different than the humanoids of Oz. Use the
  normal traits for humans or variant humans from the PHB to
  represent non-Oz humanoids.
  
  Oz is divided into four countries. All four surround the
  Emerald City. With the exception of the munchkins described
  below, the Ozians are played as humans. Here are the four
  human backgrounds from Oz.
  Emerald City Citizens. The people who live in the brilliant
  City of Emeralds are a quiet, humble people. They rarely ever
  leave the city since the city is so prosperous, peaceful, and free
  from danger. If you play an Emerald City Citizen variant
  human, consider choosing Intelligence as one of the ability
  scores that you increase.
  Gillikins. The gillikins live to the north of the Emerald City
  and ruled by the Good Witch of the North. Overall, Gillikin
  Country is wild, filled with forests and mountains and mostly
  unexplored. Purple is the favored color of Gillikin Country. If
  you play a Gillikin variant human, consider choosing Wisdom
  (Survival) as your starting skill proficiency.
  Quadlings. The southern people of Quadling Country are
  ruled by Glinda, the Good Witch of the South. Quadlings wear
  red clothing and live in red houses. Even Glinda lives in a ruby
  red castle at the southern border, just beside the Deadly
  Desert. Quadling Country is home to some of the most
  strange and dangerous creatures in all of Oz. If you play a
  Quadling variant human, consider choosing the Alert feat as
  your starting feat.
  Winkies. To the west of the Emerald City are the tin-
  tinkering Winkies of Winky Country. Winkies prefer yellow,
  integrating the warm color into all their clothing, homes, and
  decorations. The winkies were ruled by the Wicked Witch of
  the West until Dorothy Gale defeated the witch. If you play a
  Winky variant human, consider choosing proficiency in
  tinker's tools as your starting skill proficiency.
  
  Talking animals are beasts who've been granted higher
  intelligence and the ability to speak thanks to the magic of Oz.
  They are detailed in Chapter 1.
  verall, Oz has many of the classic class options,
  although, the more "heroic" classes are much
  more common. This chapter details how each
  of the classes fit into the Marvelous Land of Oz.
  Any changes made to the classes are detailed
  below, along with notes on how the traditional
  Fifth Edition classes fit into an Oz campaign
  setting. As always, you're free to adjust things as you see fit in
  your own campaign.
  
  Barbarians are not uncommon in Oz, but may not be known
  as "barbarian" overall, but are often referred to as "wilders."
  Human barbarians mostly come from the wild north of
  Gillikin Country or the dangerous south of Quadling Country.
  Many of the larger talking animals may take up the barbarian
  class to improve their natural abilities.
  18
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  
  I
  
  Ozians love music. Therefore, the magic of bards is not an
  uncommon sound in Oz. Humans, especially those of the
  Emerald City itself, where performers are common, especially
  puppeteers, frequently act as bards. Even animals and
  constructs are known to use the magic of music, although,
  some may argue that it isn't always the most pleasant sound
  to human ears.
  
  While Oz lacks any true "gods", there is worship given towards
  the former Queen Lurline. Lurline is a sky goddess and fairy
  queen and the patron goddess whom Ozma prays to. Her
  magic pervades every aspect of Oz. Those who draw power
  from Lurline tend to do so other manners, typically as druidic
  and nature magic. As such, clerics are very uncommon.
  Should you choose to play a follower of Lurline as a cleric,
  choose a domain that accesses and respects nature or life.
  
  Druids are a big part of Oz, as they are often worshippers of
  the Fairy Queen Lurline. Her worshippers focus less on
  separate aspects of the land but act more as guardians of all
  wilds.
  
  As in all worlds, Oz has its fair share of fighters. Only magic-
  casting fighters are rare, as most Ozian fighters prefer to stick
  to the traditional martial arts.
  
  Like barbarians, the monks of Oz aren't monks in the
  traditional sense. Instead, they are brawlers who hone their
  martial talents to use their natural weapons. Many talking
  animals who choose to go the martial route take this path to
  amplify their natural attacks.
  
  Similar to Clerics, the worship of Gods in Oz tends to be the
  practice of druids who turn towards Lurline for guidance. Still,
  the classic paladin represents the infamous "knight-in-shining-
  armor" archetype.  Oddly, constructs enjoy the benefits of
  paladinism, incorporating it into their search for meaning.
  Ozian paladins usually follow the Oath of Devotion. However,
  Lurline-centric paladins may take routes that put them closer
  to nature.
  
  Similar to the wilder barbarians, rangers are mostly seen in
  the northern and southern countries of Oz. Many talking
  animals are rangers, using their affinity to nature as a way to
  connect with the world around them.
  
  Surprisingly, rogues are somewhat uncommon in Oz. The
  Emerald City has such little crime that it's jail sits empty most
  of the time, and greed is almost completely nonexistent. The
  folks of the four countries frown down upon theft and murder,
  seeing it as petty and abhorrent. The rogues that do operate in
  the lands of Oz are usually from the evil races such as Nomes
  or from humans who travel to Oz from the real world.
  
  Magic is common in Oz, however, Oz itself was not originally
  magical. Hence, magical ancestry is somewhat rare among
  the humanoids that were born in Oz. Talking animals and
  constructs may be imbued with wild magic as a byproduct of
  their magical nature. Witches are not innately magical,
  although they are selected by the innate magic of Oz to wield
  the power through ritual and incantation.
  
  There are no known warlocks in Oz. It is possible that
  creatures could derive their powers from other powerful
  sources such as Lurline, the Nome King, or even the Witches
  themselves. Furthermore, creatures from lands outside of Oz
  may also draw power from extra-dimensional beings.
  
  Humanoids who show innate magical talent are called
  Witches. There are limits to who can cast magic in Oz. At
  most, there can be six major witches in Oz at a time: four
  wicked witches and two good witches. There are rumored to
  be lesser witches as well, those who live on the outskirts of
  Oz. The actual Wizard of Oz was not a Wizard at all, but
  instead a human trickster from Omaha, Nebraska that used
  parlor tricks, dummies, and fireballs to create faux magic. The
  good witches tend towards abjuration, enchantment, illusion,
  and transmutation magic, whereas the wicked witches favor
  conjuration, divination,  evocation, and necromancy.
  nterestingly, money is still a new concept in Oz,
  introduced by the Wizard himself. Once the Wizard
  left, Ozma did away with money and socialized the
  citizenry of the Emerald City and its surrounding
  countries. Ozians have everything they need and what
  they don't have their neighbors share. There is no
  greed.
  In place of the normal rules for Equipment in Oz, use the
  following guidelines.
  19
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  Cost
  DC to Find Example
  Requirements
  25 - 50 gp
  10
  Chain shirt, greatsword, potion of healing
  Simple task
  50 - 200 gp
  15
  Splint armor, hand crossbow, magnifying glass, common magic items
  Complicated task
  200 - 1,500 gp
  20
  Plate mail armor, spyglass, uncommon magic items
  Minor quest
  1,500+ gp
  25
  Rare magic items
  Major quest
  
  O
  
  On any given day, so long as a character is in a populated area
  —or even the Emerald City itself—assume that they can
  procure up to 25gp worth of equipment and adventuring gear
  without making a roll. Ozians share what they can and greed
  is virtually unknown.
  
  Not everything in Oz is easy to come by, mostly due to
  impracticability. Items that have a cost of 25 gp may take
  longer to procure and may even require the characters to
  perform tasks, favors, or quests in order to achieve the item.
  Refer to the Equipment Requirements below to determine
  what a character must do in order to procure items that cost
  more than 25 gp.
  DC to Find. Most items that cost more than 25 gp in Oz
  take a while to track down and find. A character seeking to
  buy an expensive piece of equipment must spend one
  workweek to find the item and make a Charisma (Persuasion)
  check to locate someone who is willing to part with the target
  item against a DC as noted in the DC to Find column on the
  Equipment Requirements table. The character gains a +1
  bonus to the check for every workweek beyond the first that is
  spent seeking the item. On a successful check, the character
  finds someone who possesses the item (GM's discretion).
  Requirements. Unless the characters have something they
  can trade the owner of the item, they must assist the owner in
  some way. The relative cost of the item determines the
  difficulty of the requirement as shown in the Requirements
  column of the Equipment Requirements table.
  Simple task. A simple task typically takes no more than 1
  or 2 hours and involves a simple favor such as delivering a
  letter to someone on the other side of a town, shooing a fox
  away from a hen's cage, or painting a fence.
  Complicated task. These tasks take a bit more time to
  complete, usually a full day. Complicated tasks could
  involve traveling to a distant location on behalf of the
  owner, handling a local threat or monster, or protecting the
  item's owner for eight hours.
  Minor quest. More involved than tasks, minor quests
  require the character to work for a week or potentially
  longer to earn the item in question. This could see the
  characters traveling through dark and scary woods,
  locating a rare fish in the center of a lake, or seeking the
  counsel of a strange creature at the top of a cold mountain.
  Major Quest. Major quests take a lot longer to accomplish,
  sometimes as long as a month or two. Defeating a Wicked
  Witch, fighting a battle against the Nome King's armies, or
  even traveling away from Oz to another world could all be
  considered major quests.
  z is unlike any Fifth Edition campaign setting,
  mostly thanks to its pre-Tolkien fantasy origins.
  In many ways, Oz has much more in common
  with fairy tales. Magic is everywhere, but
  mostly to care for basic necessities. Food,
  water, and shelter are everpresent. People work
  because they enjoy it and they play just as
  much. Disease doesn't exist and danger is only there if you go
  looking for it. Therefore, the same things that motivate
  adventurers in a typical Fifth Edition campaign are largely
  absent from a Land of Oz campaign. Instead, adventurers
  adventure to do good or because it's there. For them, it's the
  experience rather than the rewards that come with it. And if
  treasures are to be found, it is only a means to an end.
  Here is a quick primer on what you need to know in order
  to run a Marvelous Land of Oz campaign.
  Lurline Created Oz. The sky goddess Lurline was the
  original force who created Oz and enchanted it, then
  separated it from the other material worlds. Her
  enchantments are what gave animals the ability to speak and
  constructs a semblance of life. Ozians believe
  that she pervades the land of Oz; she is literally in the trees,
  air, and soil. As such, she is seen as a divine being and
  worshipped as one by the intelligent races of Oz. Lurline
  rarely makes appearances in Oz and she never intervenes,
  preferring true neutrality. Ozma is a direct descendent of
  Lurline and one of her fairy band.
  Most of Oz is Wild. The closer one gets to the Emerald
  City, the tamer Oz becomes. However, in the distant countries
  and regions away from the Emerald City, Oz is wild, untamed,
  and even dangerous. The rivers are wide and rapid, mountains
  high and rocky, forests and jungles thick and dark.
  Lack of a Realistic Ecology. Many of the monsters and
  creatures that inhabit Oz have no roots grounded in the "real"
  word. They exist simply because they were willed into
  existence by Lurline or spontaneous came into being thanks
  to the magic that surrounds Oz and the other fairylands that
  neighbor the land.
  Oz Was Once Mundane. Lurline's enchantments gave Oz
  its powers. Should her enchantments ever fail, Oz could
  conceivably become mundane and non-magical once more.
  20
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      Oz is Both Young and Old. The exact age of the Land of
  Oz is unknown. However, it's rumored that some of the fairies
  who live in Oz—those younger than 500 years—remember
  when Lurline first created Oz, putting Oz at only a few
  centuries old. However, its magical nature makes tracking
  time and history difficult.
  Conflicts Occur in Oz. Despite many peaceful countries,
  cities, and towns, Oz still comes with conflicts. The Wicked
  Witches of Oz desire nothing more than to dominate the
  magic of Oz and use it to bend the people to their will. The
  vicious Nome King hates those who live aboveground and
  captures Ozians as his slaves. Following the exit of the Wizard
  and the defeat of the Wicked Witches, other Ozians have
  argued over how best to live in Oz.
  Oz's Magic is Everywhere. Although actual practitioners
  of magic are extremely rare, magic is a part of every element
  of Oz. Talking animals and living constructs are not
  uncommon. Fairies live in different parts of the terrain. There
  are even dragons.
  Magic is Not Accessible. Despite the magic that pervades
  Oz, it is not easily accessible. Witches are very rare; only six
  witches can exist at any time. Magic items exist, but they are
  few and far between, often in the hands of powerful creatures.
  
  Oz is not an imaginary place. Instead, it is a real place that
  exists somewhere on earth, long hidden by Lurline's magic.
  Unlike the majority of earth, Oz is an uncivilized country that
  lies on enchanted grounds. Those from the "real" world,
  where magic no longer exists, cannot see Oz; it is invisible.
  Beauty encompasses Oz in all aspects. The skies are blue
  and decorated with rainbows. Flowers are full and colorful
  and the berries and fruit on trees are plump and juicy.  That's
  not to say that Oz is without unpleasantness and danger.
  Haunted forests, treacherous canyons, and even poisonous
  poppy fields mark the land.
  Oz is rich with treasures. Gold and gems fill the caves and
  enclaves around Oz, and mining is a common form of
  employment. The Emerald City itself derives its name from
  the green gems from which its walls and buildings are made.
  East is West and West is East. Perhaps it is part of the
  magic that encompasses all of Oz, but west is not west and
  east is not east. The west of Oz is the east of the remainder of
  earth. And the east of Oz is earth's west.
  Emerald City. At the heart of Oz is the Emerald City, a
  brilliant, green metropolis built from the very gems from
  which it gets its name. The Emerald City is seen as the capital
  of Oz, and it is where Oz's kings and queens rule from.
  Emerald City Citizens are not accustomed to violence or
  crime and live in relative peace and harmony.
  The Four Countries. Oz is divided into four triangular
  countries to connect at the center, where the Emerald City
  stands. These four countries are Gillikin Country to the north,
  Winky Country to the west, Quaddling Country to the South,
  and Munchkin Country to the East.
  Munchkin Country and Winky Country are the most
  civilized of the four countries, full of towns, farms, and cities.
  The munchkins are mostly wealthy farmers who cherish their
  communities. Meanwhile, winkies are known for their skills in
  tin-smithing and invention.
  On the other hand, the Countries of Gillikin and Quaddling
  are much wilder and untamed, full of dark forests, thick
  jungles, and treacherous mountains.
  The Deadly Desert. Surrounding the four major counties
  of Oz is the Deadly Desert. No one can actually set foot in the
  deadly desert, as the desert turns any living creature that
  touches it into sand. Instead, a creature must be carried over
  the desert by a hot air balloon or a farmhouse carried off by a
  powerful storm.
  Sub-Kingdoms. Within Oz exist smaller kingdoms, usually
  no bigger than a single town or city, from which a ruler
  presides. These rulers answer to Princess Ozma, although
  some might not be aware she actually exists. Bunnybury,
  Flathead Mountain, and Jinxland are examples of sub-
  kingdoms in Oz.
  
  The culture of Oz is quite different from those of other places
  on earth as well as its fairyland neighbors. For this reason,
  many outsiders believe Oz to be "uncivilized." However, Ozians
  consider themselves the most civilized of all.
  Universal Immortality. Disease does not exist in Oz.
  Furthermore, Ozians and creatures who come to live in Oz
  cannot die unless they are killed either by accident or
  otherwise.
  No Economy. For a while, currency existed in the Land of
  Oz. Oscar Diggs, the infamous Wizard of Oz, brought the
  concept of money with him from the "real" world. Once he left,
  Princess Ozma did away with money.  There are no rich or
  poor people and greed is virtually unknown. Most are willing
  to share what they can to make their neighbors happy.
  Furthermore, magic provides most of what Ozians need.
  There are some parts of Oz where necessities such as books
  and guns grow on trees.
  Absolute Monarchy. Oz has one absolute ruler: Ozma.
  However, not all of the creatures of Oz are aware of her
  existence. When made aware, they are expected to respect
  and honor her rule. Each country in Oz has its own sub-ruler:
  the Emperor of the Winkies, the Monarch of the Munchkins,
  the King of Quadlings, and the Sovereign of the Gillikins. All
  act as vassals to Ozma.
  No Formal Legal System. Most Ozians are so well-
  behaved that there is no formal legal system in Oz. That
  means that there are no lawyers or judges, either. The only
  prison is in Oz; in over a century, it's only held one prisoner, a
  munchkin boy named Ojo, who only spent a single night in a
  cell.
  
  There are many famous magic items in Oz. Most common
  magic items are available to the general populous of Oz. More
  powerful magic items (uncommon, rare, etc.) are limited.
  
  Wondrous item, uncommon (requires attunement)
  While you are attuned to this cap, you can magically call 2d4
  winged monkeys to you. The winged monkeys arrive in 1d4
  rounds. While the winged monkeys are in your presence,
  21
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  
  T
  you can command the monkeys to complete one task which
  they must perform to the best of their ability. You can use the
  golden cap three times. After the third command you given to
  the flying monkeys, the cap no longer works for you. A new
  wearer can then take control of the cap.
  
  Wondrous item, legendary (requires attunement)
  Sometimes referred to as "ruby slippers", these beautiful
  shoes appear to be made out of pliable silver. While attuned to
  the shoes, you have advantage on saving throws against spells
  and magical effects.
  As an action, you cast plane shift using the shoes, except
  you can only target yourself. You can bring along objects as
  long as their weight doesn't exceed what you can carry. You
  can also bring one willing creature of your size or smaller who
  is carrying gear up to its carrying capacity. The creature must
  be within 5 feet of you when you use the shoes.
  Once you use this feature of the shoes, you can't do so again
  until the next sunrise.
  he Marvelous Land of Oz is filled with all
  manner of strange and wonderful creatures.
  Due to its magical nature, there is no limit to
  the creatures the characters will encounter in
  Oz. Still, here is a list of some of the most
  common monsters that characters are likely to
  encounter while adventuring in Oz.
  A few creatures from typical Fifth Edition adventures are
  largely absent. Angels, fiends, and undead are missing, as they
  do not fit the fairytale theme of Oz. One could argue that the
  absence of these creature types emerges from the lack of an
  afterlife in Oz. After all, most Ozians are immortal.
  Beasts: all
  Celestials: pegasi, unicorns
  Constructs: animated objects, clay golems, iron golems,
  scarecrows, shield guardians, stone golems
  Dragons: pseudodragons, red dragons (all ages)
  Elementals: elementals, gargoyles, genies, magmin, mephits
  Fey: dryads, green hags (as lesser witches), pixies, satyrs,
  sprites
  Humanoids: all NPCs, deep gnomes (as nomes), goblins,
  merfolk
  Giants: cloud giants, cyclops, ettins, hill giants, ogres, trolls
  Monstrosities: basilisks, centaurs, cockatrices, griffons,
  harpies, hippogriffs, hydras, lamias, manticores, medusa,
  merrows, mimics, minotaurs, owlbears, roc, rust monster,
  sphinxes, winter wolves, worgs, wyverns
  Plants: awakened shrubs, awakened trees, shambling
  mounds
  
  To simplify the creature of new creatures in Oz, you can use
  the following templates for common creature types.
  
  Thanks to the powder of life, many inanimate objects have
  come to life in Oz. Animated objects use similar rules to the
  animated object spell except with the following changes:
  Alignment. . The alignment of an animated object can be
  anything, although, it often mirrors the alignment of its
  creator.
  Sentience. . The animated object's Intelligence, Wisdom,
  and Charisma scores are all 10.
  Challenge Rating. . The animated object's CR is 1/2 (100
  XP).
  
  In addition to talking, many beasts of Oz can fly. If a beast that
  cannot normally fly is able to fly, it gains a fly speed equal to
  its base walking speed or 30 feet, whichever is higher.
  
  Some creatures of Oz are actually constructs made to
  resemble other creatures. In such a case, the creature's
  statistics stay the same except as follows:
  Armor Class. The creature's AC is 18 (natural armor).
  Abilities Scores. Unless already higher, the creature's
  Strength and Constitution scores are 18.
  Damage Immunities. The creature it immune to poison
  damage.
  Condition Immunities. The creature is immune to the
  poisoned condition.
  
  All creatures in Oz can speak, from the smallest fly to the
  largest whale. When introducing a beast in Oz, it keeps its
  statistics except as follows.
  Alignment. If the creature's alignment type is "unaligned", it
  becomes "any." Otherwise, it stays the same.
  Improved Abilities. Unless it is already higher, the
  creature's Intelligence, Wisdom, and Charisma scores are 10.
  Languages. The creature can speak, read, and (if able to)
  write Common and any other language appropriate for its
  type.
  22
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  
  
  To introduce a wicked witch into your campaign, you have two
  ways to do it. For a lower-level challenge (level 3-4), the mage
  NPC can function as a wicked witch, and for higher levels
  (levels 7-10) the archmage can fill the role. Either way, make
  its alignment neutral evil and give it the following trait:
  Water Hypersensitivity. If the witch enters 1 foot of water or
  more, she is instantly destroyed. And for every gallon of water
  splashed on the witch, she takes 5d8 acid damage.
  23
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  24
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  PART III
  Game Master's Tools
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  
  
  I
  n Fifth Edition, mountain climbing is relegated to no
  more than a line or two between the three core books.
  At most, it's "difficult terrain" that slows characters
  down. Real life is a different story. Mountain climbing
  is an intense affair; it's slow, dangerous, and costly.
  When introducing a mountain in your campaign that
  the characters will need to climb, there are a few
  things you will need to determine in advance.
  
  There are four types of mountains that characters can climb.
  Easy Climb. Mountains that are easy to climb stand
  between 5,000 to 10,000 feet. A mountain that is
  comparatively easy to climb lacks many of the dangers, steep
  cliffs, environmental hazards, and harsh weather that the
  other types of mountains do. Of course, this isn't to say an
  easy climb isn't without its own dangers. However, a properly
  equipped party can expect to summit an easy mountain
  quickly. Japan's Mount Fuji would be considered an easy
  climb.
  Moderate Climb. A step above easy climbs, moderate
  climbs involve tough terrain, some dangerous weather, and
  environmental hazards. They are typically 10,000 - 20,000 feet
  in height. A moderately experienced party with at least one
  ranger should have no trouble climbing a moderate mountain.
  The Breithorn in Switzerland is a good example of a moderate
  climb.
  Difficult Climb. Difficult mountains are those that stand
  20,000 feet or taller and are loaded with hazards, poor
  weather, and treacherous terrain. Only extremely experienced
  adventurers should try to climb one of these. The real-world
  prototype for a difficult mountain would be Everest.
  Deadly Climb. The toughest and most dangerous of
  mountains are all deadly climbs. These mountains reach
  dizzying heights of 25,000 feet high or more, lack breathable
  oxygen, suffer from poor conditions all around, and overall,
  have high mortality rates. Annapurna and K2 are both
  considered deadly mountains in the real-world.
  
  It's also important to know how tall the actual mountain is.
  Using the climb difficult guidelines explained above, choose a
  height for your mountain. Everest, the tallest mountain in the
  real world is 29,029 feet high. However, you're free to set
  whatever height you like in your fantasy world.
  
  Climbing a mountain can be costly. The base cost for climbing
  any mountain is 50 gp per character plus an additional 10 gp
  per day spent climbing. One day of supplies weighs 5 lbs.
  Supplies can only be purchased in advance; at the start of
  each day, note the
  number of remaining supplies. If the characters fail to bring
  enough supplies, it may affect their chances of successfully
  summiting the mountain (see below).
  
  If the characters lack proficiency in the Survival skill, they may
  hire a guide to help them climb the mountain. The guide costs
  an additional 5 gp per day spent climbing the mountain. The
  guide uses the commoner stat block, except with expertise in
  the Athletics and Survival skills (+4 check to each).
  
  Unless the group hired a guide, one character must chosen as
  a guide for the mountain-climbing expedition. At the start of
  each climbing day, the guide makes a Wisdom (Survival)
  check to determine the result of the day's climb. The check
  may have bonuses or penalties depending on a number of
  factors.
  Ranger. This check gains a +5 bonus if the guide is a ranger
  whose favored terrain is mountains (if using the UA ranger,
  the bonus is automatic for a ranger guide).
  Acclimatization. The Mountain Climbing Progress table
  assumes that the characters must slowly acclimate
  themselves to the mountain as they climb. (Refer to chapter 5
  of the DMG for details on High Altitude acclimatization). If the
  entire party is already acclimated to high altitudes or have
  magic items such as necklaces of adaptation that allows them
  to breathe in such environments, they gain a +5 bonus to the
  check.
  Extreme Cold. The Mountain Climbing Progress table
  assumes that characters are dressed appropriately for cold
  weather. If any of the characters are not properly dressed, the
  check receives a -5 penalty unless all of the characters have
  resistance or immunity to cold damage.
  Strong Winds. Checks made for climbs beyond 15,000 feet
  are subject to high winds, receiving a -5 penalty to the climb in
  addition to the other drawbacks of high wind as detailed in
  chapter 5 of the DMG.
  Supplies. During the climb, it's possible that the characters
  may run out of supplies. If this happens, the check receives a
  -1 penalty for each day they climb without the proper supplies
  (to a maximum of -5).
  
  Already, the typical hazards prevalent with mountain-climbing
  were noted above. However, there are even more dangers
  characters could face while climbing. A result of No
  Movement on the Mountain Climbing Progress table
  automatically results in a complication. In addition, the GM
  may decide to introduce a complication even if the check was
  a success. The GM can choose a complication or roll on the
  Mountain Climbing Complication table.
  26
  2
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  Mountain Climbing Progress
                            Check Total
  Result
  Daily Progress
  Easy Climb
  Moderate Climb
  Difficult Climb
  Deadly Climb
  No Movement*
  0 feet
  < 2
  <2
  <6
  <10
  Slow Climbing Pace
  480 feet
  2-5
  2-5
  6-10
  11-20
  Normal Climbing Pace
  720 feet
  6-10
  6-15
  11-20
  21+
  Fast Climbing Pace
  960 feet
  11-15
  16-20
  21+
  —
  Slow Travel Pace
  1 mile
  16-20
  21-25
  —
  —
  Normal Travel Pace
  1.5 miles
  21-25
  26-30
  —
  —
  Fast Travel Pace
  2 miles
  26+
  31+
  —
  —
  *Involves a complication.
  Mountain Climbing Complications
  d6
  Complication
  1
  Lost
  2
  Minor Injury
  3
  Major Injury
  4
  Encounter
  5
  Storm
  6
  Avalanche
  Lost. The party gets turned around during their climb,
  putting themselves in a position where they can't go any
  further. They will need to backtrack and start over.
  Minor Injury. Each character must make a Strength
  (Athletics) check. The character with the lowest result suffers
  a minor injury, taking 1d6 bludgeoning or cold damage (GM's
  choice).
  Major Injury. Each character must make a Strength
  (Athletics) check. The character with the lowest result suffers
  a major injury as the result of a fall, trip, or some other hazard.
  Choose an injury or roll on the Major Injuries table below to
  determine the nature of the injury.
  Storm. The mountain is pounded by a powerful storm. The
  group's guide or one character in the group must make a
  Wisdom (Nature) check. Refer to the Storm Check Results
  table to determine the results of this check.
  After a storm, progress speeds are cut in half for 1d4 days.
      Avalanche. Lose rocks or ice slide down the mountain.
  Each character must make a DC 15 Strength or Dexterity
  check (target's choice). On a failed saving throw, a character
  takes 28 (8d6) bludgeoning damage (or cold damage for
  snow) and is buried under 1d6 feet of rocks or snow; the
  character is restrained until it is uncovered. While restrained,
  the character takes 1d8 bludgeoning (or cold damage for
  snow) damage at the end of each of their turns and they begin
  to suffocate. A character can use its action to try to dig itself
  out. In order to do so, the character must make an Intelligence
  (Nature) check. If successful, they move 1 foot
  Storm Check Results
  Check
  Total Result
  <11
  Each member of the party must make a DC 15
  Constitution saving throw or take one level of
  exhaustion. In addition, half of the party's climbing
  supplies are lost in the storm.
  11-15
  Each member of the party must make a DC 15
  Constitution saving throw or take one level of
  exhaustion.
  15+
  The party survives unscathed.
  Major Injuries
  d10 Injury
  1
  Blindness. The character is blinded from the wind or
  snow. Each day, the character can make a DC 10
  Constitution saving throw. On a successful saving
  throw, their sight is restored.
  2
  Exhaustion. The character suffers one level of
  exhaustion.
  3
  Loss of a hand. The character's hand is crushed or
  severely damaged from frostbite. Until it receives
  magic such as the regenerate spell, it can no longer
  hold anything with two hands, and it can hold only a
  single object at a time.
  4
  Loss of a foot. The character's foot is crushed or
  severely damaged from frostbite.
  5
  Limp. The character's speed on foot is reduced by 5
  feet. After making a Dash action, the character must
  make a DC 10 Dexterity saving throw or fall prone.
  The group also suffers a -3 penalty to daily climb
  checks. Magical healing removes the limp.
  6-10
  Severe Fall. The character falls from a great height.
  Roll 3d6. The falling damage the character takes is
  1d6 times the result. After the fall, roll again on this
  table, ignoring results of 6-10.
  27
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  
  L
  closer to escaping. Otherwise, they cannot sense where they
  are and remain stuck. Another creature can locate a trapped
  character by making a successful DC 15 Natural (Survival)
  check.
  If the initial saving throw is successful, a character takes
  half as much bludgeoning or cold damage and suffers no
  other ill effects.
  After an avalanche, progress speeds are cut in half for 1d4
  days.
  ooking for ways to trip up those pesky, over-
  powered characters that are stomping through
  your campaign? The traps detailed in this series
  focus on effects that require specific saving
  throws and ability checks. The designs of each
  of the traps are flexible enough that you can
  insert them into dungeon you like—one of your
  own, original creation, or even another module. Also, you can
  change the trap in any way you like. Ideas for upping the
  challenge are listed at the end of most of the traps.
  
  Simple trap (level 1-4, dangerous threat)
  A wind bridge trap is fairly simple in its design. A narrow
  bridge lacking any sort of support spans a large pit or canyon
  that's thirty feet deep. On either side of the pit are large, stone
  faces with gaping mouths. The mouths blow powerful gusts of
  wind that attempt to knock creatures into the pit below.
  Climbing out of the pit is easy enough—there's a staircase.
  Unfortunately, the staircase leads back to the same side the
  characters started on. The opposite side is a sheer climb,
  requiring a DC 20 Strength (Athletics) check to scale without
  a rope.
  Trigger. Whenever a creature reaches the half-way point of
  the bridge, the mouths start to blow. They continue to blow for
  1 minute or until they are disabled.
  Effect. When the trap is triggered, the statues blow a gust
  of wind similar to the spell of the same name. Each creature
  that is standing on the bridge when the trap is triggered and
  each creature that starts its turn in the line must succeed on a
  DC 10 Strength saving throw. On a failed saving throw, a
  creature falls 30 feet into the pit below, taking 10 (3d6)
  bludgeoning damage from the fall. Refer to the gust of wind
  spell in the PHB for additional effects.
  Countermeasures. On the other side of the pit is a switch
  that disables the wind. Unfortunately, the lever is rusty. A
  character must succeed on a DC 15 Strength check to switch
  it to the off position and disable the gusts of wind.
  
  There are ways to make this trap even more dangerous and
  troublesome. Here are a few suggestions.
  Fake Lever. The lever on the far side of the pit is nothing
  more than a red herring. Or worse, it increases the power of
  the wind coming out of the statues' mouths (from DC 10 to
  DC 20).
  Monsters. Place monsters at the bottom of the pit. Swarms
  of creepy crawlers, such as swarms of poisonous snakes,
  quippers (in water), or even insects, are
  especially effective. The swarms are easy enough to avoid so
  long as no one stays in the pit for too long.
  Power Up. Each turn, the wind blowing out of the statues'
  mouths becomes more and more powerful. On initiative count
  20 (losing initiative ties) the DC for the Strength saving throw
  to avoid falling into the pit increases by 1 to a maximum of 20.
  No Turning Back. The side that the characters start on has
  no exit. Plus, the walls may even be pushing toward the pit,
  shifting 1 foot at the start of reach round on initiative count 20
  (losing initiative ties) until they move 5 feet,
  28
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  effectively removing the platform. If the characters fail to get
  across in time, they could find themselves trying to figure out
  the trap from the bottom of the pit. A character can make a
  DC 15 Strength check to jam an object into the wall such as a
  dagger to stop it from moving.
  Silence. The entire room is enchanted with a silence spell.
  That means that the characters—and by extension the players
  —are unable to communicate verbally. They will have to use
  hand signals or write instructions down in order to overcome
  the trap.
  Slippery Bridge. The bridge is coated in thick grease. A
  creature that walks onto the bridge or ends its turn there must
  succeed on a DC 13 Dexterity saving throw or fall prone onto
  the bridge. If the creature fails its saving throw by 5 or more, it
  falls into the pit and takes the normal damage.
  
  Simple trap (level 1-4, dangerous threat)
  Gear hazard traps are common in industrial areas, giant clock
  towers, or any other place where a large pair of gears might
  appear. Both gears rotate on 30-foot high shafts, and the gears
  themselves are 25 feet in diameter. Part of each shaft sticks 5
  feet above the gear. Each gear tooth is large enough to hold a
  Medium or smaller creature.
  Both gears tower over a 35-foot deep pit. If a character falls
  from the top of one of the gears, they tumble down into the pit,
  taking 1d6 damage for every 10 feet they fall (rounded down).
  The pit has no easy way to climb out. A character will need to
  make a successful DC 15 Strength (Athletics) to scale the wall
  without a rope.
  ***Trigger. The gears turn automatically each turn.
  Effect. On initiative count 20 (losing any initiative ties), both
  gears rotate 90 degrees. Gear A rotates counter-clockwise
  while Gear B rotates clockwise. A character that is standing
  on one of the tooths rotates with the gear, moving up two
  positions on the gear. For example, a character standing on
  gear B, position 5, would find his or herself in position 7 on
  initiative count 20. Similarly, a character standing on gear A,
  position 7, would move to position 1 on initiative count 20.
  If a character is standing on position 1 or 2 of Gear A or
  position 8 or 1 of Gear B at initiative count 20, they might hit
  the wall when the gear's teeth pass through it. A character in a
  vulnerable position must make a DC 10 Dexterity saving
  throw. On a failed saving throw, the character hits the wall and
  takes 3 (1d6) bludgeoning damage. Then, the character is
  pushed between the gear's teeth and falls into the pit below,
  taking 7 (2d6) bludgeoning damage from the fall and landing
  prone. On a successful saving throw, the character hits the
  wall and takes 3 (1d6) bludgeoning damage but manages to
  catch onto the ledge. Until the character climbs up the ledge,
  they continue to hang there over the gear.
  A character that fails their Dexterity saving throw by 5 or
  more takes damage from the wall but doesn't fall. Instead, he
  or she is pulled into the gear's alcove, taking an additional 9
  (2d8) bludgeoning damage the first time they are pulled in.
  Then they take an additional 9 (2d8) bludgeoning damage
  each time the gear turns while they are inside the alcove. Until
  the gear rotates the character to a position outside of the
  gear's alcove (position 5 on either gear), they are incapacitated,
  prone, and restrained.
  On a character's turn, they can leap from one gear to
  another. In order to do so, they must choose a position on the
  opposite gear within range of their standing long jump (half
  their Strength score). Then, they must make a DC 10
  Dexterity (Acrobatics) check. On a successful check, the
  character leaps to the other gear, landing on the target
  position. On a failed check, the character misses the gear and
  falls into the pit below, taking 7 (2d6) bludgeoning damage
  from the fall.
  Countermeasures. The easiest way to avoid the trap is to
  descend into the pit and climb up the other side.
  It's possible to disable the gears, too. Both gears are Huge
  objects with an AC of 19, 100 hit points (damage threshold
  10) and immunity to poison and psychic damage. Reducing a
  gear to half its hit points or less stops it from turning, which
  then stops its partner gear from turning as well. A character
  can also try to stop the gear with Strength alone. A character
  with proper footing, as an action, can grab onto the gear and
  make a DC 25 Strength check. On a success, the gear stops
  until the end of the character's next turn. On the character's
  next turn, they must use their action to make another
  Strength check. On a success, the gear breaks, and both stop
  turning. If the character uses their action to do anything else
  29
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  30
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  or they fail their second Strength check, the gear rotates as
  normal on next initiative count 20.
  
  Simple trap (level 1-4, deadly threat)
  Created by a mad man (most likely), this underwater maze is
  exactly what it sounds like: a twisting, labyrinthine nightmare
  completely submerged in water. Fortunately, it has multiple
  spots where creatures swimming through it can come up for
  air (marked in white on the map).
  Trigger. The trap is more of a hazard than a trap. As soon
  as characters enter, it's a fight against the clock.
  Effect. If a character can't make it to the end of the maze or
  an air pocket before the time they have to hold their breath
  runs out, they start to suffocate. A suffocating character that
  can't catch its breath before a number of rounds equal to its
  Constitution modifier (minimum of 1) has his or her hit points
  drop to 0.
  Countermeasures. At low levels, there are no true
  countermeasures to this trap. However, it's recommended that
  the character with the highest Constitution modifier scouts
  the maze first, mapping or marking the trail as they go. Once
  fully scouted, they return to their allies and assist them in
  swimming through it.
  Of course, there are multiple spells, magic items, and traits
  that can help avoid the dangers inherent in the underwater
  maze.
  
  Of course, it's possible to make this trap even more
  dangerous. Here are a few suggestions for upping the danger.
  Frigid Water. The water itself may not be at a comfortable
  temperature. A character can spend a number of minutes in
  frigid water equal to his or her Constitution modifier
  (minimum of 0). Each additional minute spent in the water,
  the character must make a DC 10 Constitution saving throw.
  On a failed saving throw, the character gains one level of
  exhaustion. If the character has immunity or resistance to
  cold damage or if they are naturally adapted to cold
  environments, they automatically pass their saving throw.
  Slow Acting Acid or Poison. The water is actually a
  chemical that works as a slow-acting acid or poison. After a
  character has been fully submerged in the acid or poison for 3
  rounds, they must make a DC 10 Constitution saving throw at
  the start of their next turn. On a failed saving throw, they take
  1d4 acid/poison damage. After failing their saving throw, each
  additional round they end submerged in the acid/poison, they
  automatically take an additional 1d4 damage. This continues
  until the character has been completely out of the acid/poison
  for at least 1 minute.
  Tangling Vines or Seaweed. Constitution isn't the only
  high ability score that a swimming character needs. Tangling
  vines, seaweed, or even a mess of ropes appear along the
  maze's corridors. When a character moves into an area with
  this obstacles, it must make a DC 12 Dexterity saving throw.
  On a failed save, the creature is restrained as long as it
  remains in the grasping vines/ropes or until it breaks free. A
  creature restrained by the vines/ropes can use its action to
  make a DC 10 Strength check. If it succeeds it is no longer
  restrained. In addition, the creature can free itself by dealing 2
  slashing damage to the vines or ropes in its immediately area.
  Underwater Monsters. The characters aren't the only ones
  swimming through the maze. There are aquatic creatures
  present as well. This is good for slowing down solo characters
  with high Constitution modifiers who would otherwise clear
  the maze quickly. Quippers, sahuagin, sharks, snakes,
  octopi, and water elementals make great challenges.
  
  Simple trap (level 5-10, deadly threat)
  Evil dungeon masterminds love to use this trap since it's
  perfect for tripping up over-confident adventurers. After all,
  31
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  
  what appears to be a fairly simple trap turns out to be
  something much more heinous.
  Trigger. At every 5-foot increment of the hallway, there are
  different traps that go off (as shown in the diagram). Each one
  fires on initiative count 20 and 10 (losing any initiative ties),
  potentially hitting any creature that happens to be standing in
  front of it. The symbol trap at the end triggers whenever a
  character enters its range (denoted by the black dotted line).
  Effect. The symbol of fear triggers when a character steps
  within 10 feet of the chest. When triggered, each creature
  within 60 feet of the chest must succeed on a DC 16 Wisdom
  saving throw or become frightened for 1 minute. While
  frightened, the target drops whatever it is holding and must
  move at least 30 feet away from the symbol on each of its
  turns if able. The effect of the symbol lasts for 10 minutes,
  after which time the spell ends. Each creature that ends its
  turn within the symbol's sphere must repeat this saving throw.
  On initiative count 20 and 10 (losing any initiative ties), each
  of the traps in the hallway go off, hitting any creature standing
  in front of it. When triggered, a character must make a
  Dexterity or Constitution saving throw determined by the
  diagram. The character takes 10 (3d6) damage of the type
  specified on a failed saving throw, or half as much on a
  successful one.
      Countermeasures. To disarm the symbol, it must first be
  detected. A successful DC 16 Intelligence (Investigation)
  check made within 5 feet of the symbol detects its presence;
  otherwise, the symbol is invisible. Then, a successful dispel
  magic spell targeting a 7th-level spell disarms it.
  The individual traps can be avoided by running past them
  (as they only trigger on their initiative turns), likely requiring a
  Dash to get past them all.
  Each trap can be disarmed, too, with a successful DC 16
  Dexterity check using proficiency in thieves' tools or tinker's
  tools (player's choice).
  
  If you wish to make this trap a little harder, here are a few
  suggestions.
  Curses. In addition to the symbol, there's a glyph of warding
  midway through the hall that casts bestow curse (Wisdom
  save DC 16). On a failed saving throw, a character
  has disadvantage on Dexterity saving throws.
  Glue. The floor of the hallway is coated in sticky glue. The
  first time a character enters the hallway (starting at slashing)
  or the first time it enters it must make a Dexterity saving
  throw. On a failed save, the creature is grappled by the glue
  (escape DC 16).
  Gust of Wind. A gust of wind (as the spell, but non-magical)
  blows towards the symbol/chest. The trip to the symbol/chest
  is easy, but the trip back is difficult, requiring 2 feet of
  movement for every 1 foot the character moves.
  Triggered Traps. Potentially the meanest version of this
  run would be setting pressure plates into each and every step
  of the hall, requiring a character to make a saving throw each
  time they move into the square.
  32
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  
  Medium vehicle (suit of armor)
  Creature Capacity 1 crew whose Intelligence score is 12
  or higher
  Cargo Capacity n/a
  Travel Pace 1,500 mph (36,000 miles per day)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  15 (+2)
  22 (+6)
  0
  0
  0
  Damage Immunities poison, psychic
  Damage Resistances cold, fire, lightning
  Condition Immunities blinded, charmed, deafened,
  incapacitated, paralyzed, petrified, poisoned,
  unconscious
  Artificial Intelligence. The crew wearing the suit gains a
  +10 bonus to all Intelligence ability checks and Wisdom
  (Perception) checks and darkvision out to 120 feet.
  Also, the crew can use its bonus action to operate one
  of the armor's protocols. If the armor's faceplate or
  power cell are destroyed, this feature ceases to function.
  Protocols work similarly to spells and spellcasting. The
  artificial intelligence's protocol ability is Intelligence
  (save DC 18). It can use the following protocols,
  requiring no components:
  At will: augury (as a probability calculation), 
   comprehend languages, detect poison and disease 
   (can only sense poison or disease affecting its crew), 
   find traps, guidance (targeting crew only), locate 
   animals or plants, locate, creature, locate object
  Physical Enhancements. While the crew is wearing the
  armor, the crew has advantage on its Strength,
  Dexterity, and Constitution ability checks and saving
  throws. It also has advantage on all of its attack rolls,
  plus melee weapons deal one extra die of its damage
  when the crew wearing the armor hits with it. If the
  armor's power cell is destroyed this trait ceases to
  function.
  Responsive Dexterity. The armor's Dexterity score equals
  10 + the crew's Intelligence modifier (maximum of 15),
  and each component's AC equals 20 + the crew's
  Intelligence modifier.
  Actions
  On its turn, the armor can take 3 actions, choosing from
  the options below. If the armor's power cell is
  destroyed, the armor cannot take any actions. Also, the
  armor can still take actions even if it has no crew, using
  automated systems. The crew can choose to use its own
  actions in place of the armor's actions.
  
  33
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     The power armor can take 3 legendary actions,
  choosing from the same options (controlled by AI). It
  can't take legendary actions if it has no crew or its
  power cell is destroyed.
  Artificial Intelligence. The armor uses one of the
  faceplate's protocols.
  Fire Repulsors. The armor can use its power cell to fire
  its repulsors twice.
  Fly. The armor can use its power cell to fly with its
  repulsors.
  Missile Launchers (5/Day) (Costs 2 Actions). The armor
  can use its faceplate to fire the missiles hidden in its
  body armor.
  Unibeam (1/Day) (Costs 3 Actions). The armor can use its
  power cell to fire its unibeam.
  Body Armor
  Armor Class 25
  Hit Points 200 (damage threshold 15)
  Special Attack: Missiles: The crew targets a point that it
  can see within 300 feet of the armor. Upon impact, the
  missile explodes in a 10-foot radius sphere centered on
  that point. Each target in the area must succeed on a DC
  19 Dexterity saving throw, taking 21 (6d6) fire damage
  on a failed saving throw, or half as much damage on a
  successful one.
  Control: Faceplate
  Armor Class 25
  Hit Points 50 (damage threshold 5)
  Move up to the speed of the the armor's repulsors
  component.
  Power: Power Cell
  Armor Class 27
  Hit Points 50 (damage threshold 5)
  Special Attack: Unibeam: The crew targets one creature
  or object it can see within 120 feet of the armor. The
  target must succeed on a DC 19 Dexterity saving throw,
  taking 49 (14d6) force damage on a failed saving throw
  or half as much damage on a successful one.
  Movement & Weapons: Repulsors
  Armor Class 25
  Hit Points 100 (damage threshold 5); - 30 ft. speed per
  25 damage taken
  Speed (fly) 180 ft.
  Ranged Weapon Attack: +8 to hit, range 60 ft., one
  target. Hit: 15 (3d6 + 5) force damage, and if the target
  is a creature it must succeed on a DC 20 Strength
  saving throw or fall prone in its space.
  
  34
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  PART IV
  Adventures
  35
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  
  I
  am a big fan of Dyson Logos' awesome maps. If you're
  not familiar with Dyson yet, he's an old-school
  cartographer who has done official Fifth Edition
  maps. He's also got a site where he churns out, like, 2-
  3 awesome maps per week. This is an adventure for
  3-5 1st level characters available to use for 5th edition
  campaigns.
  
  The Travellers Caves are a small complex of winding multi-
  tiered caves and chambers which bear the evidence of several
  previous tenants over the years – from animal scat and hair to
  old broken boxes and cold, quiet campsites.
  One narrow passage leads down from the complex into
  deeper caverns…
  
  If you're not sure where to fit in Dyson's Travellers Map into
  your adventure, here's a few ideas to get your players'
  characters moving in the right direction.
  A gang of ghouls has been tormenting a local village. The
  villagers are offering a reward of 100 gp if the adventurers
  can help get rid of them. They believe that the ghouls are
  haunting an old cave known as the Travellers Cave. They
  can show the characters the way but are too afraid to go in
  themselves.
  Three months ago, an author and world traveler named
  Delmar Buckles vanished walking along a road from one
  major city to another. His publisher believes Delmar ran off
  with his advance and wants to know what happened to
  him. The characters start their adventure investigating at a
  local village where they learn that Delmar stopped there
  two months ago. Some suspect he may have stopped over
  at the Travellers Caves when the weather turned bad.
  Turns out Delmar actually did stop at the Travellers caves.
  However, he slipped over the edge (in area 2), and busted
  his head.
  While traveling along a busy road, severe weather breaks
  out. The only refuge from the downpour is a nearby cave a
  few hundred feet from the edge of the road. The characters
  can hide out in the caves overnight. However, that night,
  they hear strange sounds coming from deeper inside the
  caverns.
  
  Unless otherwise stated, here are the general features for
  Dyson's Travellers Caves:
  Ceilings.Tunnels are 10 feet high and caverns are 30 feet
  high.
  Walls. The walls are hewn stone.
  Floors. All floors are smooth, natural stone.
  Light. None unless otherwise indicated. The boxed text
  assumes that the characters have light sources or darkvision.
  Stalagmites. Found in many of the natural caverns, these
  spires of rock rise up from the floor and can be used for cover.
  
  All the encounters listed here are keyed to the map of the
  Travellers Cave (image on next page).
  
  The stairs at the northeast corner of the map descend from a
  small cave entrance in a hillside roughly 300 feet from a well-
  traveled road. Read this text block the first time the characters
  enter the caves:
  Descending into the caves, the first thing you notice is the dull
  smell of garbage. There are broken boxes, glass, and bits of
  animal scat in this narrow nook.
  Unfortunately, there's nothing of any value here. This nook is
  where many travelers have stayed to get out of the weather,
  rarely venturing any further into the caverns.
  
  Mud cakes the floor of this cave, runoff patterns sliding
  southward past a large stone column.
  Walking within 5 feet of the edge of the cliff can be somewhat
  treacherous. A character that gets too close must succeed on
  a DC 10 Dexterity save or lose their footing and slide down
  into the pit 10 feet below taking 1d6 bludgeoning damage
  from the fall.
  In addition, the bottom of the cliff is heavily infested with
  centipedes that live in the cool mud. There are three swarms
  of centipedes here that attack anything that disturbs their
  territory.
  If characters search the mud with a successful DC 15
  Intelligence (Investigation) check, they can find the remains of
  the last unfortunate soul that slipped and fell off the cliff. The
  skeleton has a small pouch containing 18 copper pieces, plus
  a small gold bracelet worth 25 gp. The bracelet has the
  inscription "To Delmar, Thanks for All Your Words" carved
  into it.
  
  The mud from area 2 piles heavily in this room. So much mud,
  in fact, it's attracted the attention of a gaggle of mephits.
  The floors of this room aren’t easy to traverse and count as
  difficult terrain.
  The mud in this room is nearly knee deep, sucking hard at
  your boots as you march.
  There are two dust mephits hiding in the mud. If the
  characters weren't quiet entering the room, the mephits
  remain motionless and try to surprise the PCs. Careful
  characters might hear the mephits complaining from an
  adjoining room with a successful DC 10 Wisdom (Perception)
  check.
  36
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  
  The ghouls from area 6 left warnings to those who dare
  trespass into their territory. Four skulls hang from the ceiling
  at the base of the steps leading from area 1.
  With bits of flesh still clinging to the bone, four humanoid
  skulls hang from the stalactites above. It doesn't take a lot of
  wisdom to know that these skulls are warnings: "Don't go any
  further."
  Not only are the skulls warnings, but they're traps, too. If
  anyone pulls on the rope holding the skulls in place, the
  stalactites break off. Avoiding the falling stalactites requires a
  DC 11 Dexterity save. Otherwise, anyone standing under the
  trap when they fall takes 1d6 piercing damage. A character
  can notice the trap with a successful DC 12 Intelligence
  (Investigation) check.
  
  The ghouls keep this cavern guarded with a death dog named
  Rump and Yurk (it's one death dog with two names). If the
  characters triggered the trap in area 4, then Rump and Yurk
  will stay hidden behind a cluster of stalagmites.
  Bones litter the ground here, cracking under your feet. The
  stench of death hangs heavy. Once the room opens up a little,
  you immediately notice two pairs of glowing eyes in the
  darkness.
  Rump and Yurk fight to the death.
  
  The smell is unbearable. And it's clear to see why: carcasses fill
  the room. And in the center of it all, gobbling the flesh from
  the bones of what could be an animal (or humanoid) are two
  hairless, vacant eyed gray-skinned humanoids. Once they see
  you, they hiss, exposing their freakishly long tongues, then
  charge at you.
  There are two ghouls here. They will fight to the death, driven
  by the compulsion to eat the flesh of the characters.
  Among the carcasses are the discarded goods of those the
  ghouls have eaten. The characters can find a total of 2,400 cp,
  1,200 sp, and 110 gp. Plus, they can find a silver ewer worth
  25 gp, a cloth-of-gold vestments worth 25 gp, and a brass mug
  with jade inlay worth 250 gp.
  
  Long ago, a pair of Dwarven prospectors thought they'd
  stumbled on the motherlode in this cave. Turns out, however,
  that what they thought was gold was just yellowish quartz,
  hardly worth the effort to dig.
  A large pit clings to the north side of the room. Old abandoned
  ladders and scaffolding are all that remain of what was probably
  once a mining operation.
  Just as the dwarves discovered years ago, the characters will
  discover that there's hardly anything of value of here.
  
  Between flights of stairs, the passage opens up into a small
  cave. There, feasting on mushrooms, you discover what looks
  like a creature the color of yellow mud.
  An ochre jelly has crawled up from the lower caverns,
  attracted by the ghouls' feasting cave. It stopped midway to
  feed on mushrooms just at the top of the steps. Once it notices
  the characters, it will attack, hoping for a bigger meal.
  
  From here, the characters can keep traveling down to the
  lower lairs, or they can head back on their way with all the
  loot they've discovered. Either way, they're bound to be
  changed by this adventure through the muddy Traveller's
  Caves.
  37
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  
  
  F
  or several centuries the citadel of the Diamond
  Prince was considered lost until it was
  rediscovered by a gang of goblins. This Fifth
  edition one-shot adventure is intended for 3-5
  characters of 3rd level. Some of the traps in this
  dungeon are particularly dangerous—players who
  charge in expecting an easy romp may find
  themselves rolling up new characters midway through play.
  
  While traveling, the characters are approached by a gang of
  goblins (five goblins lead by a chief). Oddly, the goblins don't
  wish to fight. Instead, they tell the characters they need help.
  They bring the characters to a hole in the ground that leads
  into an ancient tomb. The goblins promise to split half the
  treasure that the characters find if they can get past the tomb's
  defenses—namely a horrible undead monster just beyond the
  front door.
  Of course, it's all a trick. The goblins hope to gain the
  characters' trust by having them fight off the "big monster"
  and find the keys they already found. Then the characters will
  face the real threat later on past the star doors—the wraiths
  and specters that haunt the tomb.
  
  
  Unless stated otherwise, the citadel has 15 foot high ceilings.
  It's carved of hewn stone, with base reliefs throughout most of
  the chambers and halls. The doors are made of heavy stone
  and swivel on stone hinges, typically inward toward their
  respective rooms. Remember: stone is heavy, weighing 200
  pounds per cubic foot. Sarcophagi lids, doors, and other stone
  objects will be tough for characters to move. There is no light
  within.
  
  It's obvious that this room was originally sealed. Rubble is
  strewn all over the ground from where the goblins broke
  through and entered. The characters will see their small
  footprints all over. On the southern wall are criss-cross iron
  bars, likely centuries-old (Strength DC 24 to break, AC 18, 50
  hp, immunity to psychic and poison). The iron bars at the east
  end of Area 6 share the same statistics.
  The stone door leading to Area 2 is unlocked but trapped.
  When pushed open, a blade drops from the frame onto any
  creature walking through it; a target must make a DC 13
  Dexterity saving throw, taking 10 (3d6) slashing damage on a
  failed saving throw or half as much on a successful one.
  
  When the characters enter, they immediately see a huge
  creature sitting in a pile of its own filth. It's as tall as a giant
  and moans like a ghost. It has no discernible facial features;
  just folds of skin.
  The creature is, in fact, a hill giant that the goblins
  captured. The goblins hobbled the giant, cut out its tongue,
  and blinded it. From there, they put a mask over its
  head and covered it in wolf dung to give it its "undead"
  appearance. The blinded hill giant fights anything that comes
  into the room. The giant's movement is 15 feet per turn
  because of its injury, and it only has its fists to fight with (+8 to
  hit, 15 (3d6 + 5) bludgeoning damage on a hit). It only has 50
  hit points and its CR is 3 (700 XP).
  The stone door to the east is unlocked and can be pushed
  open without any trouble.
  
  The chamber to the north of the "monster's" room used to
  contain and altar and a statue with diamonds in its eyes. The
  giant smashed both the altar and the statue. The goblins
  pocketed the diamonds for themselves (the chief still has
  them in one of his pockets). Later, when they started putting
  their plot together, they hid one of the star-shaped keys among
  the rubble. Characters can find the key pretty easily; a passive
  Perception of 10 or more notices a glimmer of gold on the
  floor.
  
  Two massive iron-clad double-doors have been decorated with
  stars. A character might notice that the doors have recently
  been opened with a successful DC 12 Wisdom (Perception)
  check. Two keyholes on a stone protrusion shaped like a star
  are beset in the western wall just to the south of the door.
  Placing both the keys from Areas 3 and 5 into the holes and
  turning them unlocks the door. However, the keys must
  remain turned or the doors seal shut.
  Given the opportunity, the goblins will offer to watch the
  door while the characters are beyond the doors. Their true
  plot, of course, is to allow the characters to go inside so they
  can shut the doors behind them. They promise to reopen the
  doors once the characters rid the citadel of the other dangers
  within.
  The doors, when closed, are tough to open: DC 25 Strength
  check to break open; two successful DC 20 Dexterity checks
  using thieves tools' at the same time (from two different
  people) to disable the key mechanism; AC 19, hp 50, threshold
  10; immunity to poison and psychic damage.
  
  The goblins hid the second star-shaped key in this room. It's
  been shoved into a crack in the wall. The characters can find it
  with a successful DC 12 Wisdom (Perception) check.
  
  The dead bodies of goblins litter this cursed hall. Whenever a
  living creature enters the hall, the goblins come to life (along
  with any other dead creatures). The zombies are Small and
  38
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  their slam attacks only deal 3 (1d4 + 1) bludgeoning damage
  on a hit.
  
  It requires a successful DC 12 Wisdom (Perception) check to
  notice the secret door into this room. The goblins already
  opened it, but it sealed shut again.
  Hundreds of skulls and bones are jammed into pockets in
  the wall. Two angry specters and eight skeletons rise from
  these bones and attack any who enter this room. Once risen,
  they will follow creatures throughout the citadel until they
  successfully kill them, are destroyed, or lose sight of the
  creature (as is the case with the goblin in Area 8).
  
  It requires a successful DC 10 Wisdom (Perception) check to
  notice the secret door into this room—and it looks like it's
  already been opened.
  There are twelve sarcophagi here. The sarcophagi contain
  the remains of ancient dead warriors. A goblin named Moop
  hides in the room, the only survivor of the initial incursion.
  Moop asks the characters to help him in exchange for a bag
  of gems he's hidden in a crack of one of the stone sarcophagi.
  There are four gems of various colors, each worth 10 gp.
  
  It requires a successful DC 15 Wisdom (Perception) check to
  notice the secret door into this room.
  This room holds six magical glass boxes arranged in two
  north-to-south columns of three. Each box measures 4 feet
  wide by 2 1/2 feet high and 2 feet deep. Each appears to hold
  an ornate weapon floating in midair inside. Starting with the
  northwestern-most weapon and going clockwise, they are a
  great axe, mace, rapier, greatsword, flail, and crossbow.  If any
  of the boxes are opened without saying the proper command
  word (lost for centuries, of course), all but the box with the
  rapier opens and the weapons attack.
  39
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  Treat the five weapons each as a flying sword, except they
  deal damage appropriate for the weapon on a hit. The
  weapons, when destroyed, lose their magic and become
  mundane weapons, likely destroyed int he confrontation.
  The last contains the diamond prince's rapier of spite (you
  can substitute a +1 rapier if you choose not to use the rapier
  of spite's statistics). The glass case is magically locked. It
  requires a dispel magic spell cast upon it to open without
  issue. Otherwise, it can be broken open: DC 20 Strength
  check to break; AC 23; hp 30; resistant to all damage, except
  immune to poison and psychic.
  
  The stone door into this chamber is locked and trapped. It
  requires a DC 15 Strength check to break, or DC 15 Dexterity
  check using proficiency with thieves' tools to pick; AC 17, hp
  25, immunity to poison and psychic.
  Noticing the trap on the door requires a successful DC 10
  Intelligence (Investigation) check to notice it, then another DC
  12 Dexterity check using thieves' tools to disarm it. If a
  creature opens the door before the trap is disarmed, a
  massive, 10-foot-cubed, 85-ton stone block falls from the
  ceiling. Any creature standing in the 10 x 10-foot space
  directly in front of the door must succeed on a DC 10
  Dexterity saving throw or take 42 (12d6) bludgeoning damage
  and is restrained until the block is pulled off them. On a
  successful saving throw, the creature moves to the nearest
  unoccupied space. If the character can't or won't move, they
  remain where they are and suffer the consequences of a failed
  saving throw.
  The block also prevents anyone from entering Area 10. The
  block can be moved by creatures with a combined Strength of
  60. Otherwise, it must be destroyed (AC 17, 45 hp, damage
  threshold 5, immunity to poison and psychic).
  Once past the trapped door, the area is a clean room
  decorated with reliefs,murals and frescoes telling the story of
  the diamond prince's life and victories. A stone door painted
  gold stands between this area and Area 10. It is unlocked and
  untrapped.
  
  This massive room has ceilings 25 feet high. At the far end of
  the room is another statue of the diamond prince. This time,
  its eyes are decorated with glistening diamonds. At the center
  of the room is a sarcophagus that contains the body of the
  diamond prince. When a living creature enters the room, the
  Prince's wraith form rises from its sarcophagus and attacks.
  In addition to its normal abilities, the wraith has lair actions it
  can take on initiative count 20, losing initiative ties. It can't use
  the same lair action two rounds in a row.
  The prince summons 1d4 specters which appear in
  unoccupied spaces within 30 feet of it. Once it uses this
  action, it can't use it again until the next dawn.
  The prince casts bestow curse. Its spellcasting ability is
  Charisma (spell save DC 13).
  The prince teleports to an unoccupied space it can see
  within 60 feet of it. The prince fights until destroyed.
  Unless his body is set afire or sprinkled with holy water, the
  prince rejuvenates within 1 hour, returning as another wraith.
  The prince viciously attacks any creature that is carrying his
  rapier.
  The diamonds in this room and the four the chief are
  carrying are actually zircon, worth no more than 50 gp each.
  
  The goblins (if they're still alive) refuse to open the doors until
  the characters give up the treasure, commanding that they
  pass it through either one of the steel grates. Even then, they
  would prefer to keep the characters locked in, hoping to starve
  them, then rob their corpse.
  40
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  
  J
  oe Ebber is a drunk, a gambler, and overall a lousy
  guy. Were it not for a loving brother named Bill, Joe
  probably would have been discovered face down in
  a ditch some time ago. Recently, Joe made some
  bad bets with a local crimelord, Boss Glass. A lot
  of bad bets. Joe owes 100 gold pieces to Glass, and
  it's already been thirty days. Normally, Glass would
  let a debt that insubstantial slide, but Glass needs to send a
  message to others: nobody skips their debt with glass.
  Glass sent his two best thugs: Hsssh and Shhhh, a pair of
  invisible stalkers, to track down Joe. As soon as Joe caught
  wind of the elementals, he ran, narrowly avoiding them. Joe's
  made it into the country where his brother has a cabin in the
  forest. He hopes he can hide there. Little does Joe know the
  stalkers have an innate ability to track their targets no matter
  where those targets disappear to. Pretty soon they'll find Joe.
  Run, Joe, Run is a Fifth Edition for 4th-level characters. It
  easily fits into any campaign setting that includes a wintery
  forest. Characters with excellent perception skills or even
  truesight will excel in this adventure.
  
  The adventure starts when the characters find themselves at
  Bill Ebber's cabin. Here are a few reasons they might be there:
  Bill is an old friend of the characters or has an item or
  information that the characters need to collect. They are
  meeting with Bill at his cabin when Joe arrives.
  The characters are traveling through the wintery forest
  where Bill's cabin is located. Attracted by the smoke from
  his fire and smell of fish, they ask to stay the night; Bill
  obliges.
  The characters might not even start at Bill's cabin. It's
  possible that they see Joe running through the forest,
  scared for his life (see "Tracking Joe" below).
  Whatever reason the characters have for being at Bill's
  cabin, at some point, Joe arrives, frantic and desperate. Read
  or paraphrase the following:
  Suddenly, there's a pounding at the front door. "Bill! Bill!"
  comes a man's frantic voice from the other side. "You've got to
  let me in!" Cautiously, Bill grabs a fire poker and steps to the
  door. "Joe? Is that you?"
  "Yes! Bill, please! Let me in! They're after me!"
  Bill opens the door. A blurry-eyed man stumbles into the
  cabin. No further word, he rushes over to Bill's wine decanter,
  pours himself a cup, and downs it, gulping loudly. Bill shuts and
  bars the door behind the strange visitor.
  "Joe, what's going on?" Bill asks.
  "It's Glass. I owe him money, Bill. And he's sent... something
  after me. You've got to hide me, Bill. They're going to kill me!"
  Bill introduces the frightened man as his brother, Joe. From
  there, Joe explains his situation to everyone there: how he
  owes money to the crimelord known as Boss Glass.
  Joe feels a little better that there are adventurers with his
  brother. When asked what he believes is chasing him, Joe
  explains he isn't sure. He couldn't quite see them. "They were
  like ghosts!" he says over and over again.
  It takes Bill a while to calm his brother. Eventually, he leads
  his brother to a cot in the corner. Exhausted from being on the
  run, Joe passes out immediately.
  Both Bill and Joe Ebber are N human commoners.
  
  It's likely that the characters will want to get involved and help
  Joe from his assailants. They may even keep watch. At some
  point in the evening, Joe wakes and comments that he wishes
  to use the outhouse, stretch his legs, or some other plausible
  reason for stepping outside.
  Whatever reason Joe has for getting away, that's when the
  invisible stalkers catch up to him. Joe senses them
  immediately; he sees the nearby brush rustle or notices a
  disturbance in the snow.
  Panicked, Joe runs into the forest.
  It's possible that the characters confront the stalkers at this
  point in the adventure. The two invisible stalkers are
  intelligent and know that it would be better to take Joe when
  he's alone. They might fight the characters for one round, but
  eventually flee, flying away to find Joe.
  
  No matter what happens, Joe should disappear into the forest.
  If the characters don't wish to follow, have Bill urge them to
  help, offering whatever he can—Bill isn't rich, but he has up to
  10 gp he can offer if he needs to. The tracks Joe leaves in the
  virgin snow are easy for anyone to follow. After 20 minutes of
  following Joe's path, the characters arrive at the ruins of an old
  estate.
  The tracks lead into a snow-covered clearing. Stone ruins mark
  the territory around, which Joe's tracks lead right through.
  About 40 feet ahead of you at the center of the ruins, you hear
  Joe groaning. Judging by the faint echo, it sounds like he may
  have fallen into a pit or well.
  Joe tumbled into the estate's old basement, twenty feet down.
  The fall broke his leg; he's down to 0 hit points, but stable. He
  needs medical attention quickly. Getting into the pit is fairly
  simple. If the characters lack a rope, they can scale the walls
  of the pit with successful DC 10 Strength (Athletics) checks.
  Unfortunately, before they can help Joe, trouble comes.
  41
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  
  Hsssh and Shhh find Joe in the pit. Seeing Joe's weakened
  state as an opportunity, they ignore the presence of the
  characters and go for the kill. Refer to the map of the estate
  basement for details on where Joe is relative to the invisible
  stalkers at the start of combat. The characters are likely
  surrounding Joe.
  Of course, the stalkers are invisible. However, the falling
  snow makes it a little easier to notice them. When they move
  through the central area (the area with the snow on the map)
  there is a visible disturbance in the falling snow. They always
  fly, so they won't leave footprints, but when they come closer
  to Joe, they may touch down revealing their presence. In
  addition, snowflakes collected on their forms may also be
  noticeable.
      Bound to Glass's will, they must do their best to destroy
  Joe Ebber. The invisible stalkers will fight until destroyed. As
  elementals, destroying them returns them to the plane from
  which they were called.
  
  If the characters save Joe, it's likely that Boss Glass won't be
  happy. He's probably going to send goons after them. Even if
  the characters pay off Glass (what's 100 gp to a band of
  adventurers?), Glass sees Joe's survival as an insult and wants
  him to pay in blood. And if Joe is killed, Bill may urge the
  characters to help him avenge his poor brother.
  The basement of the ruined mansion may also lead to
  further adventures, as well. While running the map, you can
  treat the egresses as alcoves or empty closets, or they could
  be tunnels leading to further dungeons and further
  adventures. Ω.
  42
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  PART V
  New Monsters
  43
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  
  A fry is a young version of an aboleth; a baby aboleth, if you
  will. It carries a lot of the same basic abilities as an aboleth,
  but loses its lair actions, legendary actions, and overall size.
  What's interesting about the fry is that it still has the same
  Intelligence and Wisdom as a full grown aboleth. The
  reasoning behind this is that aboleths have eternal memories.
  They pass on their knowledge and experience from
  generation to generation.
  
  I use angels very sparringly in my campaigns. To me, they
  seem kinda like... deux ex machina. Literally. They also kinda
  come off as super serious. These are the sort of folks that if
  you make a joke they just respond with "blink blink blink."
  Plus, with their challenge ratings, they're the kind of things
  you only run into at later levels.
  What follows are five angel variant angels that you can use
  in your Fifth Edition campaigns no matter what the level.
  
  A cherub is a winged angelic being that attends to gods. They
  appear to be winged infants armed with magical short bows.
  One hit from arrow charms a creature, causing it to fall in love
  with the nearest creature they see. Deceptively cute, cherubs
  are quite powerful, holding high-rank within angelkind.
  Frustratingly, they aren't known for their good behavior,
  frequently causing more mischief than not.
  
  Constans are angels that lives in the gray area. They make the
  tough decisions. They're the judges that work for the other
  angels.
  Constans are also the ones that employ the hound archons.
  
  Hound archons are rank-and-file angels that act as muscle and
  bounty hunters for dieties. Mostly, hound archons are no-
  nonsense celestial beings who live for the job and the job only.
  Law or chaos doesn't matter to them; only the greater good
  and the mission. A hound archon never questions its orders.
  They appear as well-muscled humanoids with canine heads.
  
  Often confused for will-o-wisps, lantern archons work as
  guides and helpers to celestials and humanoids that they have
  been tasked to assist.
  
  Rendirs are angelic bounty hunters, tasked by the contans to
  hunt down those that the hound archons are unable to handle.
  They're well-armed and extremely dangerous, capable of
  handling multiple foes single-handedly.
  (Note: Jack, my seven-year old son, helped design this angel
  variant.)
  44
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Medium aberration, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 71 (13d8 + 13)
  Speed 5 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 9 (-1) 12 (+1) 18 (+4) 15 (+2) 16 (+3)
  Skills History +8, Perception +6
  Senses darkvision 120 ft., passive Perception 16
  Languages Deep Speech, telepathy 120 ft.
  Challenge 3 (450 XP)
  Amphibious The aboleth can breathe air and water.
  Mucous Cloud. While underwater, the aboleth is
  surrounded by transformative mucus. A creature that
  touches the aboleth or that hits it with a melee
  attack within 5 feet of it must make a DC 11
  Constitution saving throw. On a failure, the creature
  is diseased for 1d4 hours. The diseased creature can
  breathe only underwater.
  Probing Telepathy. If a creature communicates
  telepathically with the aboleth, the aboleth learns the
  creature’s greatest desires if the aboleth can see the
  creature.
  Actions
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10
  ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  If the target is a creature, it must succeed on a DC
  11 Constitution saving throw or become diseased.
  The disease has no effect for 1 minute and can be
  removed by any magic that cures disease. After 1
  minute, the diseased creature’s skin becomes
  translucent and slimy, the creature can’t regain hit
  points unless it is underwater, and the disease can be
  removed only by heal or another disease-curing spell
  of 6th level or higher. When the creature is outside a
  body of water, it takes 6 (1d12) acid damage every
  10 minutes unless moisture is applied to the skin
  before 10 minutes have passed.
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft. one
  target. Hit: 10 (2d6 + 3) bludgeoning damage.
  
  45
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  
  Small celestial, chaotic good
  Armor Class 13
  Hit Points 33 (6d6 + 12)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 18 (+4) 14 (+2) 13 (+1) 15 (+2) 20 (+5)
  Saving Throws Wis +3, Cha +7
  Skills Insight +4, Perception +4, Stealth +8
  Damage Resistances radiant; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft. passive Perception 14
  Languages all, telepathy 120 ft.
  Challenge 2 (450 XP)
  Angelic Weapons. The cherub's weapon attacks are
  magical. When the cherub hits with any weapon, the
  weapon deals an extra 1d8 radiant damage (included in
  the attack).
  Lover's Arrow. If the cherub hits a creature with its short
  bow, it may choose to avoid dealing damage and
  instead cause the creature to make a DC 15 Wisdom
  save. On a failed save, the creature becomes charmed
  for 1 hour. The cherub may choose itself to be the
  object of the charm, or it may choose another target
  within 30 feet of the charmed creature. A charmed
  target can repeat the saving throw at the end of each of
  its turns. If the saving throw is successful, the effect
  ends on it. A target that successfully saves is immune to
  this cherub's arrow for the next 24 hours.
  Innate Spellcasting. The cherub's spellcasting ability is
  Charisma (spell save DC 15). The cherub can innately
  cast the following spells, requiring only verbal
  components:
  At will: detect evil and good
  1/day: calm emotions
  Magic Resistance. The cherub has advantage on saving
  throws against spells and other magical effects.
  Actions
  Short Bow. Ranged Weapon Attack: +6 to hit, range
  80/320 ft. Hit: 7 (1d6 + 4) piercing damage plus 4
  (1d8) radiant damage.
  Superior Invisibility. The cherub magically turns invisible
  until its concentration ends (as if concentrating on a
  spell). Any equipment the cherub wears or carries is
  invisible with it.
  
  Medium-sized celestial, neutral good
  Armor Class 17 (natural armor)
  Hit Points 189 (18d8 + 108)
  Speed 30 ft., fly 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 18 (+4) 22 (+6) 20 (+5) 26 (+8) 20 (+5)
  Saving Throws Wis +12, Cha +9
  Skills Insight +12, Investigation +9, Perception +12
  Damage Resistances radiant; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses truesight 120 ft., passive Perception 22
  Languages all, telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Angelic Weapons. The constan's weapon attacks are
  magical. When the constan hits with any weapon, the
  weapon deals an extra 4d8 radiant damage (included in
  the attack).
  Divine Awareness. The constan knows if it hears a lie.
  Innate Spellcasting. The constan's spellcasting ability is
  Charisma (spell save DC 17). The constan can innately
  cast the following spells, requiring only verbal
  components:
  At will: detect evil and good, invisibility (self only)
  3/day each: locate creature, locate object
  1/day each: commune, dimension door, speak to
  animals
  Magic Resistance. The constan has advantage on saving
  throws against spells and other magical effects.
  Actions
  Multiattack. The constan makes two melee attacks.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage
  plus 18 (4d8) radiant damage.
  Fury of the Gods (Recharge 5-6). The constan makes six
  unarmed strikes. Either before or after these attacks, the
  constans can move up to its speed as a bonus action
  without provoking attacks of opportunity.
  Change Shape. The constan magically polymorphs into a
  humanoid or beast that has a challenge rating equal to
  or less than its own, or back into its true form. Any
  equipment it is wearing or carrying is absorbed or borne
  by the new form (the constan's choice). In the new
  form, the constan's retains its game statistics and ability
  to speak, but its AC, movement modes, Strength,
  Dexterity, and special senses are replaced by those of
  the new form, and it gains any statistics and capabilities
  (except class features, legendary actions, and lair
  actions) that the new form has but that it lacks. It
  reverts to its true form if it dies.
  
  46
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Small celestial, lawful good
  Armor Class 13
  Hit Points 21 (6d6)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 16 (+3)
  10 (+0)
  10 (+0)
  11 (+0)
  12 (+1)
  Damage Immunities radiant; bludgeoning, piercing, and
  slashing from nonmagical attacks.
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft., passive Perception 14
  Languages all, telepathy 120 ft.
  Challenge 2 (450 XP)
  Angelic Weapons. The lantern archon's weapon attacks
  are magical. When the archon hits with any weapon, the
  weapon deals an extra 1d8 radiant damage (included in
  the attack).
  Illumination. The archon sheds bright light in a 20-foot
  radius and dim light in an additional 20 feet.
  Innate Spellcasting. The archon's spellcasting ability is
  Charisma (spell save DC 11). The archon can innately
  cast the following spells, requiring only verbal
  components:
  At will: aid, detect evil and good
  1/day: commune
  Magic Resistance. The archon has advantage on saving
  throws against spells and other magical effects.
  Actions
  Light Ray. Ranged Spell Attack: +5 to hit, range 30 ft.,
  one target. Hit: 9 (2d8) radiant damage.
  
  Medium Celestial, neutral good
  Armor Class 15 (natural armor)
  Hit Points 78 (12d8 + 24)
  Speed 40 ft. or 60 ft. in canine form
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 15 (+2) 10 (+0) 13 (+1) 18 (+4)
  Saving Throws Con +5, Wis +4, Cha +7
  Skills Perception +4, Stealth +4 (+7 in canine
  form), Survival +4 (+7 in canine form)
  Damage Resistances radiant; bludgeoning, piercing, and
  slashing from nonmagical attacks.
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft., passive Perception 14
  Languages all, telepathy 120 ft.
  Challenge 6 (2,300)
  Shapechanger. The archon can use its action to
  polymorph into a Medium canine or back into its true
  form, a dog-headed humanoid. Its statistics, other than
  its Speed, are the same in each form. Any equipment it
  is wearing or carrying is absorbed into the canine form
  and returns when it changes into its humanoid form. It
  reverts to its true form if it dies.
  Angelic Weapons. The hound archon's weapon attacks
  are magical. When the archon hits with any weapon, the
  weapon deals an extra 2d8 radiant damage (included in
  the attack).
  Innate Spellcasting. The archon's spellcasting ability is
  Charisma (spell save DC 15). The archon can innately
  cast the following spells, requiring only verbal
  components:
  At will: detect evil and good
  1/day: commune
  Magic Resistance. The archon has advantage on saving
  throws against spells and other magical effects.
  Pack Tactics. The hound archon has advantage on an
  attack roll against a creature if at least one of the
  archon's allies is within 5 feet of the creature and the
  ally isn't incapacitated.
  Tracker. The hound archon has advantage on Wisdom
  (Survival) checks while in canine form.
  Actions
  Multiattack (Humanoid Form Only). The hound archon
  makes two attacks, one with its great sword and one
  with its bite.
  Great Sword (Humanoid Form Only). Melee Weapon
  Attack: +6 to hit, reach 5 ft. Hit: 10 (2d6 + 3) slashing
  damage plus 9 (2d8) radiant damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 7
  (1d8 + 3) plus 9 (2d8) radiant damage. While the
  archon is in canine form, if the target is a creature, it
  must succeed on a DC 14 Strength saving throw or be
  knocked prone.
  
  
  Fire-eaters are strange fey creatures that look somewhat like
  lanky, red-haired elves. They all have a twinkle of fire in their
  eyes and their touch is strangely cold. The creatures are
  known for their ability to consume fire magic which they then
  use to fuel their innate sorcerous talents.
  Although famously unreliable, fire-eaters are useful minions
  in the service of cold creatures thanks to their ability to
  disable spellcasters who rely too heavily on fire-based
  evocation.
  47
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Medium celestial, lawful good
  Armor Class 16 (natural armor)
  Hit Points  119 (14d8 + 56)
  Speed 30 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
  Saving Throws Dex +8, Con +8, Cha +9
  Skills Perception +13, Stealth +11, Survival +13
  Damage Resistances poison, radiant; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion,
  frightened, poisoned
  Senses darkvision 120 ft., passive Perception 23
  Languages all, telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Angelic Weapons. The rendir's weapon attacks are
  magical. When the archon hits with any weapon, the
  weapon deals an extra 3d8 radiant damage (included
  in the attack).
  Innate Spellcasting. The rendir's spellcasting ability is
  Charisma (spell save DC 17). The rendir can innately
  cast the following spells, requiring only verbal
  components:
  At will: detect evil and good
  3/day: magic missile
  1/day: banishment, commune, mirror image, raise
  dead
  Magic Resistance. The rendir has advantage on saving
  throws against spells and other magical effects.
  Actions
  Multiattack. The rendir makes three light ray attacks.
  Light Whip. Ranged Spell Attack: +7 to hit, range 30
  ft., one target. Hit: 18 (4d8) radiant damage. If the
  target is Large or smaller it is grappled (escape DC
  17). Until the grapple ends, the target is restrained.
  Healing Touch (3/Day). The rendir touches another
  creature. The target magically regains 20 (4d8 + 2)
  hit points and is freed from any curse, disease,
  poison, blindness, or deafness.
  
  Medium fey, chaotic neutral
  Armor Class 14
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 16 (+3)
  Damage Resistances fire
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Sylvan
  Challenge 4 (1,100 XP)
  Sorcery Points. The fire-eater has 3 sorcery points. It
  gains additional sorcery points when it uses its Eat
  Fire action. It can spend its sorcery points on the
  following options. 
    When the fire-eater casts spells using this feature,
  its spellcasting ability is Charisma (spell save DC 13,
  +5 to hit with spell attacks) and it requires no
  material components.
   Breathe Fire. The fire-eater can spend 2 sorcery
  points to breathe fire in a 15-foot cone. Each
  creature in the area must succeed on a DC 13
  Dexterity saving. A creature takes 10 (3d6) fire
  damage on a failed saving throw of half as much
  damage on a successful one. 
   Explosion. The fire-eater can spend 5 sorcery points
  to cast fireball.  
   Fire Ray. The fire-eater can spend 3 sorcery points
  to cast scorching ray.
  Actions
  Multiattack. The fire-eater makes one attack with its
  short sword and one attack with its torch.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Torch. Melee Weapon Attack: +6 to hit, reach 5 ft.
  one target or itself. Hit: 1 fire damage. If the fire-
  eater targets itself with this attack, it takes no fire
  damage and gains 1 sorcery point instead.
  Reactions
  Eat Fire. When the fire-eater is hit by a 3rd-level spell
  or lower that deals fire damage, before it or any other
  target of the same spell takes damage, the spell fails
  and has no effect. The fire-eater then gains sorcery
  points equal to the level of the spell it ate (minimum
  of 1).
  
  
  Anatoly Turgenev, the antagonist of the adventure Polar Night,
  is a frost giant vampire lord. While Anatoly shares many
  similarities with the traditional vampire, this 1,000-year-old
  undead fiend has adapted his strengths and weaknesses to his
  frozen environment. His fortress, Zamerzat, lies far to the
  north of the southern kingdoms, obscured by an endless
  blizzard and surrounded by all manner of horrors, undead and
  otherwise.
  
  A frost giant vampire chooses a fortress of solid ice for its lair,
  typically carved into a glacier or frozen mountain. It hides its
  ice pool in a vault guarded by vampire spawn, frost wights, or
  other loyal creatures of the ice.
  
  The region surrounding a frost giant vampire's lair is warped
  by the creature's unnatural presence, creating any of the
  following effects.
  Arctic beasts such as polar bears, saber-toothed tigers, and
  wolves are unusually aggressive in the region.
  The air within 500 feet of the lair is unnaturally cold,
  dropping to temperatures as low as -100 degrees
  Fahrenheit.
  Gruesome images, odd sounds, bleeding snow, and other
  disturbing illusions occur within 500 feet of the vampire's
  lair.
  A perpetual blizzard surrounds the vampire's lair. The
  storm completely obscures everything within 1 mile of the
  vampire's lair and blots out the sun. Creatures caught in
  the storm can easily become lost.
  48
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Huge undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 202 (15d12 + 105)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 16 (+3) 25 (+7) 13 (+1) 15 (+2) 18 (+4)
  Saving Throws Dex +10, Con +14, Wis +9, Cha +11
  Skills Athletics +15, Perception +9, Stealth +10
  Damage Vulnerabilities fire
  Damage Resistances necrotic; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities cold
  Senses darkvision 120 ft., passive Perception 19
  Languages Common, Draconic, Giant
  Challenge 21 (33,000 XP)
  Shapechanger. If the vampire isn't in sunlight or within
  10 feet of an open flame, it can use its action to
  polymorph into a Huge winter wolf, a Huge cloud of
  mist, or back into its true form. 
    While in wolf form, the vampire's walking speed is 50
  feet and the vampire has advantage on Dexterity
  (Stealth) checks made to hide in snowy terrain. Its
  statistics, other than its speed, are unchanged. Anything
  it is wearing transforms with it, but nothing it is carrying
  does. It reverts to its true form if it dies. 
    While in mist form, the vampire can't take any actions,
  speak, or manipulate objects. It is weightless, has a
  flying speed of 30 feet, can hover, and can enter a
  hostile creature's space and stop there. In addition, if air
  can pass through a space, the mist has advantage on
  Strength, Dexterity, and Constitution saving throws, and
  it is immune to all nonmagical damage, except the
  damage it takes from sunlight or fire.
  Ice Walk. The vampire can move across and climb icy
  surfaces without needing to make an ability check.
  Additionally, difficult terrain composed of ice and snow
  doesn't cost it extra movement.
  Legendary Resistance (3/Day). If the vampire fails a saving
  throw, it can choose to succeed instead.
  Misty Escape. When it drops to 0 hit points outside its
  resting place, the vampire transforms into a cloud of
  mist (as in the Shapechanger trait) instead of falling
  unconscious, provided that it isn't in sunlight or within
  10 feet of any open flame. If it can't transform, it is
  destroyed. 
    While it has 0 hit points in mist form, it can't revert to
  its vampire form, and it must reach its resting place
  within 2 hours or be destroyed. Once in its resting
  place, it reverts to its vampire form. It is then paralyzed
  until it regains at least 1 hit point. After spending 1 hour
  in its resting place with 0 hit points, it regains 1 hit
  point.
  Regeneration. The vampire regains 30 hit points at the
  start of its turn if it has at least 1 hit point and isn't in
  sunlight or within 10 feet of any open flame. If the
  vampire takes radiant damage, fire damage, or damage
  from holy water, this trait doesn't function at the start of
  the vampire's next turn.
  Vampire Weaknesses. The vampire has the following
  flaws: 
    Fear of Fire. If an open flame that burns at least as
  brightly as a torch is presented to the vampire, it must
  make a DC 19 Wisdom saving throw. If the vampire fails
  its saving throw, it is frightened of the flame for 1
  minute or until it takes any non-fire damage. 
    Forbiddance. The vampire can't enter a residence
  without an invitation from one of the occupants. 
    Obsidian to the Heart. If a piercing weapon made of
  obsidian is driven into the vampire's heart while the
  vampire is incapacitated in its resting place, the vampire
  is paralyzed until the obsidian is removed. 
    Sunlight Hypersensitivity. The vampire takes 30 radiant
  damage when it starts its turn in sunlight. While in
  sunlight it has disadvantage on attack rolls and ability
  checks.
  
  49
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Actions
  Multiattack (Vampire Form Only). The vampire makes
  three attacks, only one of which can be a bite attack.
  Scimitar (Vampire Form Only). Melee Weapon Attack:
  +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8)
  slashing damage.
  Bite (Wolf or Vampire Form Only). Melee Weapon Attack:
  +15 to hit, reach 10 ft., one willing creature, or a
  creature that is grappled by the vampire, incapacitated,
  or restrained. Hit: 18 (3d6 + 8) piercing damage plus
  21 (6d6) necrotic damage. The target's hit point
  maximum is reduced by an amount equal to the
  necrotic damage taken, and the vampire 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. A humanoid
  slain in this way and then buried in the ground rises the
  following night as a vampire spawn under the vampire's
  control.
  Horror. The vampire targets one humanoid it can see
  within 30 feet of it. If the target can see the vampire,
  the target must succeed on a DC 19 Wisdom saving
  throw against this magic or be frightened of the
  vampire. The frightened target is incapacitated as long
  as it remains within view of the vampire. At the end of
  each of its turns, the creature can repeat its saving
  throw, ending the effect on itself with a success. A
  creature that succeeds on its saving throw or the effect
  ends for it is immune to this vampire's fear effect for 24
  hours.
  Cold Breath (Recharge 5-6) (Wolf or Vampire Form Only).
  The vampire exhales a blast of cold air in a 30-foot
  cone. Each creature in the area must make a DC 23
  Constitution saving throw. A creature immune to cold
  damage automatically passes its saving throw. On a
  failed saving throw, a creature takes 35 (10d6) cold
  damage and is restrained as it magically begins to
  freeze. It must repeat the saving throw at the end of its
  next turn. On a success, the effect ends. On a failure,
  the creature takes an additional 35 (10d6) cold damage
  and becomes a frozen statue until it is thawed. While a
  frozen statue, the creature is petrified and continues to
  take 35 (10d6) cold damage at the end of each of its
  turns. A humanoid slain in this way rises the following
  night as a frost wight under the vampire's control. 
    If a creature succeeds on its initial saving throw, it
  takes half as much cold damage and suffers no other ill
  effects.
  Children of Ice (1/Day). The vampire magically calls 3d6
  ice mephits, provided that there is no open flame within
  10 feet of the vampire. While outdoors, the vampire can
  call 1d4 polar bears or 1d4 saber-toothed tigers instead.
  The called creatures arrive in 1d4 rounds, acting as allies
  of the vampire and obeying its spoken commands. The
  beasts remain for 1 hour until the vampire dies, or until
  the vampire dismisses them as a bonus action.
  Legendary Actions
  The vampire can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The vampire regains spent
  legendary actions at the start of its turn.
  Move. The vampire moves up to its speed without
  provoking opportunity attacks.
  Longsword. The vampire makes one longsword attack.
  Bite (Costs 2 Actions). The vampire makes one bite
  attack.
  
  
  When an undead creature with a strong connection to the
  paraelemental plane of ice kills a humanoid with its dark
  magic, the humanoid rises again as a frost wight. These pitiful
  creatures resemble zombies encased in ice.
  The Frost Giant Vampire Lord Anatoly surrounds his
  domain with many frost wights.
  Undead Nature. The frost wight does not require air, food,
  drink, or sleep.
  
  
  Of all the horrible creations of the Abyss, perhaps there are
  none worse than the Four Gnolls of the Apocalypse. Under
  the vile commands of their dark, hyena-headed demon lord,
  the horsemen appear when gnoll incursions reach their
  tipping point. Exuding the respective power from which they
  take their names, these fiends are difficult to destroy. They
  can often be found at the head of gnollish legions, their whips
  and barks pushing all gnolls—living, dead, and everything in
  between—to sate the endless hunger of their kind.
  
  The leader of the Apocalypse Gnolls—and arguably the most
  dangerous—Death rides a giant albino hyena. All living
  creatures that it comes near wither, die, and crumble to dust.
  In its razor sharp claws, Death bears an enormous scythe
  capable of cutting creatures down like wheat.
  
  One of the most vile and revered members of the Four Gnolls
  is Famine, the physical embodiment of endless, gnollish
  hunger. This emaciated creature's appearance has fooled
  many brave warriors who hoped to overcome it. Even if one
  can survive its life-sapping aura of famine, Famine possesses
  the power to devour the souls of the living. Often, Famine is
  joined by wretched witherlings who share its interminable
  appetite.
  
  The coming of the Gnolls is always marked by clouds of of
  biting, black insects. This is the power of Pestilence, Lord of
  Disease. The putrid, dripping gnoll of sickness scouts ahead of
  its cohorts, weakening entire armies with its debilitating
  plagues.
  
  The strongest of the gnolls, War is the blunt instrument of the
  Four. This hulking, armored, mute creature is a catalyst for
  destruction, maiming and killing any who oppose the whims
  of the gnoll lords. War surrounds itself with dozens of
  warriors, driven mad by its aura of recklessness.
  50
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  
  Medium undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 28 (3d8 + 15)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  9 (-1)
  20 (+5)
  5 (-3)
  7 (-2)
  3 (-4)
  Damage Vulnerabilities fire
  Damage Immunities cold, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life
  but can't speak
  Challenge 2 (450 XP)
  Hasted by Fire. If the wight takes fire damage, its
  speed increases by 10 feet and it has advantage on
  attack rolls and ability checks until the end of its next
  turn.
  Ice Walk. The wight can move across and climb icy
  surfaces without needing to make an ability check.
  Additionally, difficult terrain composed of ice and
  snow doesn't cost it extra movement.
  Undead Fortitude. If damage reduces the wight to 0
  Hit Points, it must make a Constitution saving throw
  with a DC of 5+the damage taken, unless the
  damage is fire, radiant, or from a critical hit. On a
  success, the wight drops to 1 hit point instead.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage
  plus 7 (2d6) cold damage. If the target is a creature,
  its movement is reduced by 10 feet until the end of
  its next turn unless. Creatures with resistance or
  immunity to cold damage are immune to this effect.
  
  51
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  
  Large fiend (gnoll), chaotic evil
  Armor Class 20 (plate, shield)
  Hit Points 115 (11d10 + 55)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 12 (+1) 20 (+5) 4 (-3) 9 (-1) 16 (+3)
  Saving Throws Str +9, Con +8
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Abyssal and Gnoll but cannot
  speak
  Challenge 6 (2,300 XP)
  Aura of War. War emits an aura that extends 20 feet
  from itself in all directions. Any creature that starts
  its turn within the aura must make a DC 14 Wisdom
  saving throw. On a failed saving throw, the creature
  becomes charmed by War. While charmed, the
  creature has advantage on attack rolls against targets
  other than War, and all other creatures have
  advantage on attack rolls against the target. The
  creature can repeat its saving throw at the end of
  each of its turns, ending the effect on itself with a
  success.
  Dangerous. War scores a critical hit on a d20 roll of
  18-20.
  Rampage. When War reduces a creature to 0 hit
  points with a melee attack on its turn, War can take a
  bonus action to move up to half its speed and make
  a bite attack.
  Actions
  Multiattack. War makes one attack with its
  greatsword and one attack with its bite.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) piercing damage.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5
  ft., one target. Hit: 20 (4d6 + 6) slashing damage.
  
  Medium fiend (gnoll), chaotic evil
  Armor Class 16 (chainmail)
  Hit Points 95 (10d8 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+3) 15 (+3) 18 (+4) 12 (+1) 17 (+3) 18 (+4)
  Saving Throws Con +7, Wis +6, Cha +7
  Damage Immunities necrotic
  Condition Immunities charmed, frightened
  Senses truesight 60 ft., passive Perception 16
  Languages Abyssal, Gnoll
  Challenge 6 (2,300 XP)
  Aura of Death. Death emits an aura that extends 30
  feet from itself in all directions. All nonmagical plant
  life within the aura withers and dies. Additionally,
  each living creature of Death's choice that starts its
  turn within death's aura that has half its hit points
  remaining or less must succeed on a DC 15
  Constitution saving throw or take 7 (2d6) necrotic
  damage. If this reduces the target's hit points to 0,
  the target dies and collapses into a pile of ash. Also,
  creatures within Death's aura have disadvantage on
  death saving throws.
  Rampage. When Death reduces a creature to 0 hit
  points with a melee attack on its turn, Death can take
  a bonus action to move up to half its speed and
  make a bite attack.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 4 (1d4 + 2) piercing damage.
  Scythe. Melee Weapon Attack: +6 to hit, reach 10 ft.,
  one target. Hit: 9 (3d4 + 2) slashing damage. If the
  target is a creature that still has more than half of its
  hit points remaining, it must make a DC 15
  Constitution saving throw. On a failed saving throw,
  the creature's hit points are reduced to half its hit
  point maximum; on a successful saving throw, the
  creature takes 14 (4d6) necrotic damage instead.
  And if the target is a creature that has half of its hit
  points or less remaining, it must make a DC 15
  Constitution saving throw. On a failure, the creature
  drops to 0 hit points. On a success, the creature
  takes 14 (4d6) necrotic damage instead.
  
  52
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  
  Medium fiend (gnoll), chaotic evil
  Armor Class 12
  Hit Points 50 (20d8 - 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  14 (+2)
  9 (-1)
  6 (-2)
  13 (+1)
  16 (+3)
  Saving Throws Con +1
  Senses darkvision 60 ft., passive Perception 11
  Languages Abyssal, Gnoll
  Challenge 6 (2,300 XP)
  Aura of Famine. Famine emits an aura that extends 30
  feet from itself. Any creature that starts its turn within
  the aura must make a DC 13 Constitution saving throw.
  Undead, constructs, and creatures that do not need to
  eat automatically pass their saving throws. On a failed
  saving throw, the creature takes 7 (2d6) necrotic
  damage and contracts famine's curse. The cursed target
  can't regain hit points, and its Strength score decreases
  by 1d4 for every 24 hours that elapse. If the curse
  reduces the target's Strength score to 0, the target dies,
  and it shrivels into a lifeless husk. The curse lasts until
  removed by the remove curse spell or other magic or
  Famine is destroyed.
  Innate Spellcasting. Famine's innate spellcasting ability is
  Charisma (spell save DC 13, +5 to hit with spell attacks).
  It can cast the following spells requiring no material
  components:
  At will: ray of enfeeblement 
  1/day: blight
  Rampage. When Famine reduces a creature to 0 hit
  points with a melee attack on its turn or successfully
  devours a creature's soul, it can take a bonus action to
  move up to half its speed and make a bite attack.
  Actions
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
  creature. Hit: (1d6 - 2) piercing damage, and the target's
  hit point maximum and Famine regains a number of hit
  points equal to the damage dealt.
  Devour Soul (Recharge 6). Famine targets one creature it
  can see within 10 feet of it. The target must succeed on
  a DC 13 Charisma saving throw. On a failed saving
  throw, the target's soul leaves its body and famine
  devours it, gaining 20 temporary hit points as it does.
  Until its soul is returned, the target's alignment
  becomes neutral and it has disavantage on all Charisma
  checks and saving throws. If Famine is destroyed within
  24 hours of devouring the soul, the soul returns to the
  target's body. Otherwise, Famine digests the soul and
  only a wish spell or other magic can return the
  creature's soul.
  
  53
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  
  Medium fiend (gnoll), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 76 (9d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2) 18 (+4) 11 (+0) 15 (+2) 16 (+3)
  Saving Throws Con +6, Wis +4
  Damage Resistances poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Gnoll
  Challenge 2 (450 XP)
  Aura of Pestilence. Pestilence emits an aura that extends
  30 feet from itself. Any creature that starts its turn
  within the aura must succeed on a DC 13 Constitution
  saving throw or contract a disease. Until the disease is
  cured, the target can't regain hit points except by
  magical means and the target's hit point maximum
  decreases by 3 (1d6) every 24 hours. Whenever the
  target's hit points are reduced by 4 or more from this
  disease on a single roll, a swarm of insects erupts from a
  pustule on the target's body, appearing in an
  unoccupied space within 5 feet of the target. A creature
  that takes damage from the insect swarm must succeed
  on a DC 13 Constitution saving throw, or
  become similarly diseased.If Pestilence is destroyed, all
  creatures that contracted a disease from Pestilence or
  one of its swarms automatically recover within 24
  hours.
  Disease Lord. A creature that is currently suffering from
  a disease has disadvantage on Wisdom saving throws
  against Pestilence's innate spells.
  Innate Spellcasting. Famine's innate spellcasting ability is
  Charisma (spell save DC 13, +5 to hit with spell attacks).
  It can innately cast the following spells requiring no
  material components:
  At will: command, ray of sickness 
  3/day: insect plague (the insects created by this 
      spell carry the same disease detailed under the 
      Aura of Pestilence trait)
  Rampage. When Pestilence reduces a creature to 0 hit
  points with a melee attack on its turn, Pestilence can
  take a bonus action to move up to half its speed and
  make a bite attack.
  Actions
  Multiattack. Pestilence makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 3 (1d4 + 1) piercing damage, and the target
  must succeed on a DC 13 Constitution saving throw or
  contract a disease as detailed under its Aura of
  Pestilence feature.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 4 (1d6 + 1) slashing damage.
  
  
  Ice golems are elemental-powered constructs carved from
  solid ice. Anatoly uses his as muscle and bodyguards, often
  pairing them with creatures that can mitigate their
  vulnerabilities such as brown mold, iron golems or fire-eaters.
  Construct Nature. The golem does not require air, food,
  drink, or sleep.
  54
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  
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  9 (-1)
  20 (+5)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage Vulnerabilities fire
  Damage Immunities cold, poison, psychic; bludgeoning,
  piercing, and slashing from nonmagical attacks not
  made with adamantine weapons
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but
  can't speak
  Challenge 10 (5,900 XP)
  Aversion of Fire.* If the golem takes fire damage, it has
  disadvantage on attack rolls and ability checks until the
  end of its next turn.
  Cold Absorption. Whenever the golem is subjected to
  cold damage, it takes no damage and instead regains a
  number of hit points equal to the cold damage dealt.
  Immutable Form. The golem is immune to any spell or
  effect that would alter its form.
  Magic Resistance. The golem has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The golem's weapon attacks are
  magical.
  Actions
  Multiattack. The golem makes two ice axe attacks.
  Ice Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit: 15 (3d6 + 5) slashing damage plus 7 (2d6)
  cold damage.
  Icicles (Recharge 6). The golem expels sharp ice shards
  from its body. Each creature within 30 feet of the ice
  golem must make a DC 17 Dexterity saving throw. A
  creature takes 22 (4d10) piercing damage on a failed
  saving throw or half as much damage on a successful
  one.
  
  
  The lumwochaak is a bigger, stronger, and meaner version of
  the basic aboleth. Yet still much different. Think of it as a
  rogue mutation of aboleths, something most aboleths try to
  destroy immediately. And instead of turning those it fights into
  goopy fish people, it seeks to impregnate a host with its
  larvae. Then, once the host "comes to term", eel-like horrors
  crawl out of any available orifice.
  Oh, and by the way, the host is still alive while this happens.
  And the host remains alive, spawning lumwochaak babies
  indefinitely as the lumwochaak and the spawn work to keep it
  alive.
  After six months of feeding, the lumwochaak spawn grow
  into ugly, bald, speechless versions of the spawning host and
  act as minions for "daddy" lumwochaak.
  Because, hey, aboleths weren't awful enough, right?
  55
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  
  Huge aberration (lumwochaak), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 190 (20d12 + 60)
  Speed 10 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 7 (-2) 17 (+3)
  18 (+4)
  10 (+0)
  17 (+3)
  Saving Throws Con +8, Int +9
  Skills Deception +13, Perception +10
  Senses darkvision 120 ft., passive Perception 20
  Languages Deep Speech, telepathy 120 ft.
  Challenge 14 (11,300 XP)
  Amphibious The lumwochaak can breathe air and water.
  Luring Visage. Any humanoid or giant that can see the
  lumwochaak must succeed on a DC 15 Wisdom saving
  throw or be charmed. The lumwochaak can drop its
  appearance at any time. The visage ends if the
  lumwochaak is incapacitated. 
    While charmed by the lumwochaak, a target is
  incapacitated and ignores the visage of other
  lumwochaak. If the charmed target is more than 5 feet
  away from the lumwochaak, the target must move on its
  turn toward the lumwochaak by the most direct route,
  trying to get within 5 feet. It doesn’t avoid opportunity
  attacks, but before moving into damaging terrain, such
  as lava or a pit, and whenever it takes damage from a
  source other than the lumwochaak, the target can
  repeat the saving throw. A charmed target can also
  repeat the saving throw at the end of each of its turns. If
  the saving throw is successful, the effect ends on it. 
    A target that successfully saves is immune to the
  lumwochaak’s visage for the next 24 hours.
  Actions
  Multiattack. The lumwochaak makes three tentacle
  attacks.
  Tentacle. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 20 (3d8 + 7) bludgeoning damage and
  the target is grappled (escape DC 20). If the target is
  Huge or smaller, it is also restrained until this grapple
  ends. While grappling the target, the lumwochaak has
  advantage on attack rolls against it. When the
  lumwochaak moves, any Huge or smaller target it is
  grappling moves with it.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
  target. Hit: 29 (5d8 + 7)
  Kiss. Melee Weapon Attack: +12 to hit, reach 5 ft., one
  target. Hit: 17 (3d6 + 7) piercing damage and 27 (6d8)
  psychic damage. If the target is a creature, it must
  succeed on a DC 16 Constitution saving throw or be
  diseased and impregnated with lumwochaak larvae. The
  disease has no effect for 1 minute and can be removed
  by any magic that cures disease. After 1 minute, the
  diseased creature’s body becomes bulbous and bloated.
  The diseased creature can’t regain hit points, and its
  Dexterity decreases by 2 for every 24 hours that passes
  to a minimum of 1. If the disease reduces the target’s
  Dexterity to 1, the target becomes permanently
  incapacitated and it can't move on its own. Once
  permanently incapacitated, 1d4+1 swarms of
  lumwochaak spawn emerge from the creature every 24
  hours. The disease can be removed only by heal or
  another disease-curing spell of 6th-level or higher.
  Vomit Spawn (1/day). The lumwochaak exhales a swarm
  of its spawn in a 15-foot cone. Each creature in that area
  must make a DC 20 Dexterity saving throw, taking 14
  (4d6) bludgeoning damage on a failed save, or half as
  much damage on a successful one. Additionally, place
  1d4 + 1 swarm of lumwochaak spawn in the affected
  area.
  Legendary Actions
  The lumwochaak can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature’s turn. The lumwochaak regains spent
  legendary actions at the start of its turn.
  Detect. The lumwochaak makes a Wisdom (Perception)
  check.
  Tail Swipe. The lumwochaak makes one tail attack.
  Whirl (Costs 2 actions). If the lumwochaak is in water,
  each creature also in the same body of water within 10
  feet of the lumwochaak must succeed on a DC 19
  saving throw or take (1d6 + 7) bludgeoning damage and
  be knocked prone. The lumwochaak can then swim up
  to half its swimming speed.
  
  
  Lumwochaak lair in subterranean lakes. A lumwochaak
  spends most of its existence underwater, surfacing
  occasionally to treat with visitors or to create spawn.
  
  When fighting inside its lair, a lumwochaak can invoke the
  ambient magic to take lair actions. On initiative count 20
  (losing initiative ties), the lumwochaak takes a lair action to
  cause one of the following effects:
  The lumwochaak changes all water to thick sludge within a
  20-foot-radius sphere centered on a point the lumwochaak
  can see within 120 feet of it. The sludge spreads around
  corners. Each creature without the lumwochaak sub-type 
  in the sludge when it appears must make a DC 10
  Dexterity saving throw or take 7 (2d6) acid damage and
  become restrained on a failed save, or take half damage
  and have its movement reduced by half on a successful
  one. A creature that ends its turn in the sludge takes 7
  (2d6) acid damage.  The sludge lasts until the lumwochaak
  uses its lair action again or until the lumwochaak dies.
  Pools of water within 90 feet of the lumwochaak surge
  outward in a grasping tide. Any creature on the ground
  within 20 feet of such a pool must succeed on a DC 14
  Strength saving throw or be pulled up to 20 feet into the
  water and knocked prone. The lumwochaak can't use this
  lair action again until it has used a different one.
  Water in the lumwochaak's lair magically becomes a
  conduit for the creature's rage. The lumwochaak can target
  any number of creatures it can see in such water within 90
  feet of it. A target must succeed on a DC 14 saving throw
  or take 7 (2d6) psychic damage. The lumwochaak can't use
  this lair action again until it has used a different one.
  
  The region containing a lumwochaak's lair is warped by the
  lumwochaak's magic, which creates one or more of the
  following effects:
  Underground surfaces within 1 mile of the lumwochaak's
  lair are slimy and wet and are difficult terrain.
  Water sources within 1 mile of the lair are supernaturally
  fouled. Enemies of the lumwochaak that drink such water
  vomit it within minutes.
  As an action, the lumwochaak can communicate with any
  of lumwochaak greater spawn it created telepathically.
  Additionally, as an action, the lumwochaak can see through
  its spawn’s eyes and hear what it hears until the start of its
  next turn, gaining the benefits of any special senses that
  the spawn has. During this time, the lumwochaak is still
  able to see and hear with its own senses.
  If the lumwochaak dies, the first two effects fade over the
  course of 3d10 days.
  
  
  A Small, Medium, or Large beast, giant, humanoid, or
  monstrosity can become a lumwochaak greater spawn. It
  keeps its statistics, except as follows.
  Type. The creature’s type becomes aberration
  (lumwochaak).
  Alignment. The creature’s alignment becomes lawful evil.
  Armor Class. The creature’s Armor Class is 15 (natural
  armor).
  Speed. The creature gains a swim speed of 30 ft.
  Statistics. The creature’s Int is 6 (-2), Wis is 8 (-1), and its
  Cha is reduced by 2 (minimum 1).
  Senses. The creature gains darkvision with a radius of 60
  feet.
  Languages. The creature understands Deep Speech and
  the same languages as its spawning host, but can’t speak
  New Special Trait: Amphibious. The creature can breathe
  air and water.
  56
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  
  
  Medium swarm of Tiny beasts (lumwochaak), lawful
  evil
  Armor Class 16 (natural armor)
  Hit Points 36 (8d8)
  Speed 5 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 11 (+0) 3 (-4) 10 (+0) 6 (-2)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  Amphibious. The swarm can breathe air and water.
  Swarm. The swarm can occupy another creature’s
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny eel. The
  swarm can’t regain hit points or gain temporary hit
  points.
  Actions
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft.,
  one creature in the swarm’s space. Hit: 14 (4d6)
  piercing damage, or 7 (2d6) piercing damage if the
  swarm has half of its hit points or fewer. The target
  must make a DC 10 Constitution saving throw,
  taking 14 (4d6) psychic damage on a failed save, or
  half as much damage on a successful one.
  
  New Action: Bite. The creature has a bite attack. The attack
  is a Melee Weapon Attack with a reach of 5 ft.  On a hit, the
  creature deals 1d10 piercing damage and the target is
  grappled. Until this grapple ends, the creature can’t bite
  another target.
  
  
  Here the lumwochaak greater spawn template has been
  applied to a goblin.
  
  Elementals are some of my favorite creatures to use in D&D.
  They're like a cross between a fiend, construct, and
  monstrosity, with tons of powerful attacks, defenses, and
  sneaky features. For this special edition of Scalable Monsters,
  I'll be taking the air elemental and scaling it upward from 1 to
  20. This gives the creature flexibility for you to play it at all
  tiers of play.
  
  Instead of creating a brand new monster for each and every
  challenge rating you have, instead, you just adjust the monster
  based on your target CR. It’s kind of like having
  “levels” but for monsters. So if you need a CR 9 air elemental,
  just reference the Air Elemental table below, see what
  adjustments you need to make and features you need to add
  and presto: a brand new air elemental.
  
  A scalable air elemental has the following features.
  
  The CR 1 air elemental starts with the statistics as shown in
  the Air Elemental Gust statistics block.
  
  At CR 2, the air elemental can use its action to make two slam
  attacks.
  
  Starting at CR 4 and again at CR 8, 12, 16, and 19, the air
  elemental's Dexterity score increases by 2.
  
  At CR 5, the air elemental's size increases from Medium to
  Large. Its flying speed increases to 90 ft., and its Strength,
  Constitution, Wisdom, and Charisma scores increase by 4.
  The air elemental deals one extra damage die when it hits
  with its slam attack (2d8).
  57
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  Small aberration (lumwochaak), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 7 (2d6)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  10 (+0)
  6 (-2)
  8 (-1)
  6 (-2)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common, Deep Speech, and
  Goblin but can’t speak
  Challenge 1/4 (50 XP)
  Amphibious. The spawn can breathe air and water.
  Nimble Escape. The spawn can take the Disengage or
  Hide action as a bonus action on each of its turns.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 7 (1d10 + 2) piercing damage and the
  target is grappled (escape DC 9). Until this grapple
  ends, the creature can’t bite another target.
  
  Medium elemental, neutral
  Armor Class 16
  Hit Points 36 (8d8)
  Speed 0 ft. fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 18 (+4) 10 (+0) 6 (-2) 10 (+0) 6 (-2)
  Damage Resistances lightning, thunder; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran
  Challenge 1 (200 XP)
  Air 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.
  Actions
  Slam. Melee Weapon Attack: +6, reach 5 ft., one
  target. Hit: 8 (1d8 + 4) bludgeoning damage.
  
  The Air Elemental
  CR
  Proficiency
  Bonus
  AC
  hp/HD
  Speed
  Attack
  Bonus
  Save
  DC
  Size
  Features
  1
  +2
  14
  36 (8d8)
  60 ft.
  +6
  10
  Medium
  Starting Statistics
  2
  +2
  14
  40 (9d8)
  60 ft.
  +6
  10
  Medium
  Multiattack
  3
  +2
  14
  45 (10d8)
  60 ft.
  +6
  10
  Medium
  —
  4
  +2
  15
  49 (11d8)
  60 ft.
  +7
  10
  Medium
  Ability Score Improvement (Dex +2)
  5
  +3
  15
  90
  (12d10 + 24)
  90 ft.
  +8
  13
  Large
  Size Increase (Large), Whirlwind
  6
  +3
  15
  97
  (13d10 + 26)
  90 ft.
  +8
  13
  Large
  Stormbringer
  7
  +3
  15
  105
  (14d10 + 28)
  90 ft.
  +8
  13
  Large
  Magic Resistance
  8
  +3
  16
  112
  (15d10 + 30)
  90 ft.
  +9
  13
  Large
  Ability Score Improvement (Dex +2)
  9
  +4
  16
  157
  (15d12 + 60)
  100
  ft.
  +10
  16
  Huge
  Size Increase (Huge)
  10
  +4
  16
  157
  (15d12 + 60)
  100
  ft
  +10
  16
  Huge
  Eye of the Storm
  11
  +4
  16
  168
  (16d12 + 64)
  100
  ft.
  +10
  16
  Huge
  Legendary Resistance (3/Day)
  12
  +4
  17
  168
  (16d12 + 64)
  100
  ft.
  +11
  16
  Huge
  Ability Score Improvement (Dex +2)
  13
  +5
  17
  264
  (16d20 + 96)
  120
  ft.
  +12
  19
  Gargantuan  Size Increase (Gargantuan)
  14
  +5
  17
  264
  (16d20 + 96)
  120
  ft.
  +12
  19
  Gargantuan Siege Monster
  15
  +5
  17
  264
  (16d20 + 96)
  120
  ft.
  +12
  19
  Gargantuan Innate Spellcasting (call lightning, control
  weather)
  16
  +5
  18
  264
  (16d20 + 96)
  120
  ft.
  +13
  19
  Gargantuan Ability Score Improvement (Dex +2)
  17
  +6
  18
  264
  (16d20 + 96)
  120
  ft.
  +14
  20
  Gargantuan Legendary Actions
  18
  +6
  18
  264
  (16d20 + 96)
  120
  ft.
  +14
  20
  Gargantuan Storm Aura
  19
  +6
  19
  264
  (16d20 + 96)
  120
  ft.
  +15
  20
  Gargantuan Ability Score Improvement (Dex +2)
  20
  +6
  19
  264
  (16d20 + 96)
  120
  ft.
  +15
  20
  Gargantuan Improved Legendary Actions
  58
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  
  Also at CR 5, the air elemental can use its action to create a
  whirlwind. Each creature in the elemental's space must make
  a Strength saving throw against its save DC. On a failure, a
  target takes bludgeoning damage equal to 3d8 plus its
  Strength modifier and is flung up 20 feet away from the
  elemental in a random direction and knocked prone. If a
  thrown target strikes an object, such as a wall or floor, the
  target takes 1d6 bludgeoning damage for every 10 feet it was
  thrown. If the target is thrown at another creature, that
  creature must succeed on a Dexterity saving throw against the
  elemental's save DC or take the same damage and be knocked
  prone.
  If the saving throw is successful, the target takes half the
  bludgeoning damage and isn't flung away or knocked prone.
  Once the air elemental uses this action, it can't use it again
  until it recharges on a d6 roll of 4-6.
  
  At CR 6, the air elemental gains immunity to lightning and
  thunder damage. Also, its slam attack deals thunder damage
  equal to 2d10 plus its Dexterity modifier on a hit instead of
  the damage normal for its attack.
  
  Starting at CR 7, the elemental has advantage on saving
  throws against spells and magical effects.
  
  Beginning at CR 8, the elemental doesn't provoke attacks of
  opportunity when it flies out of an enemy's reach.
  
  At CR 9, the elemental's size increases again, from Large to
  Huge. Its flying speed increases to 100 ft., and its Strength,
  Constitution, Wisdom, and Charisma scores increase by 4.
  The air elemental deals one extra damage die when it hits
  with its slam attack (3d10), and two extra damage dice when it
  hits with its whirlwind attack (5d8).
  
  Starting at CR 10, the air elemental gains proficiency in
  Wisdom and Charisma saving throws.
  
  At CR 11, if the air elemental fails a saving throw it can
  choose to succeed instead. It can use this features three times
  and regains all expended uses after 24 hours have passed.
  
  At CR 13, the elemental's size increases one final time, from
  Huge to Large. Its flying speed increases to 120 ft., and its
  Strength, Constitution, and Charisma scores increase by 4.
  The air elemental deals one extra damage die when it hits
  with its slam attack (4d10) and two extra damage dice when it
  hits with its whirlwind attack (7d8).
  
  Beginning at CR 14, the air elemental does double damage to
  objects and structures.
  
  At CR 15, the air elemental can cast call lightning and control
  weather at will, requiring no components. Its spellcasting
  ability for these spells is Charisma.
  
  Once the air elemental reaches CR 17, it can take 3 legendary
  actions, choosing from the options below. Only one legendary
  action option can be used at a time and only at the end of
  another creature's turn. The elemental regains spent
  legendary actions at the start of its turn.
  Move. The elemental moves up to its speed.
  Slam (Costs 2 Actions). The elemental makes a slam attack.
  
  Starting at CR 18, the elemental is constantly surrounded by
  an aura of thunder and lightning that extends 20 feet outward
  from the elemental. If a creature ends its turn within the
  elemental's aura, it must make a Constitution saving throw
  against the elemental's save DC. A creature takes 2d8
  lightning damage plus 2d8 thunder damage on a failed saving
  throw, or half as much damage on a successful one.
  
  Starting at CR 20, the elemental gains an additional legendary
  action.
  Air Gust (Costs 3 Actions). The elemental creates a blast of
  air in a 240-foot long line that is 20 feet wide. Each creature
  in the area must make a Strength saving throw against the
  elemental's save DC. A creature takes 10d8 bludgeoning
  damage and is pushed back 60 feet and knocked prone on a
  failed saving throw, or takes half as much damage and isn't
  pushed back or knocked prone on a successful one.
  59
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DmDave/DMDave - Buckler October 2019.pdf