mirror of
https://github.com/Kornstalx/5etools-mirror-2.github.io.git
synced 2025-10-28 20:45:35 -05:00
4958 lines
188 KiB
JSON
4958 lines
188 KiB
JSON
{
|
|
"monsterFluff": [
|
|
{
|
|
"name": "Ancient Corpse Walker",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"They rose from their graves, some by force of magic, others cursed through their life's misdeeds. Whatever the reason, we can't let them walk among the living."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency with alchemist's supplies can mix the mold from a corpse walker's skin with other materials worth 500 gp to produce a potion that grants all the corpse walker's damage resistances for 10 minutes. The skin from an ancient corpse walker can produce two doses of this potion. A humanoid that dies while under the effects of this potion rises as a corpse walker 24 hours later. Creating this rare potion requires a successful DC 15 Intelligence ({@skill Religion}) check and 8 hours of brewing.",
|
|
"Someone who has proficiency with smith's tools can fashion the femur of an ancient corpse walker into a one-handed melee weapon. Both femurs can make a two-handed weapon. Creating the weapon takes 10 days and extra materials worth 500 gp, and it's a magic weapon when complete. Someone you hit with an attack using the weapon can't regain hit points until the start of your next turn. If someone casts vampiric touch and inflict wounds on the weapon once per day while it's being made, and materials worth 1,000 more gp are added to the process, the weapon also takes on the properties of a sword of life stealing but need not be a sword."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "It's bad luck for the living to set eyes upon a corpse walker. The returned gaze imparts a curse. Like a zombie, a corpse walker can take significant wounds and remain standing."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "The corpse walker has a severe vulnerability to sunlight, which burns and distracts it. Radiant damage is a sure way to ensure the corpse walker stays down when slain."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "An ancient corpse walker can release spores that call loyal undead to it, although wind can disperse these spores. The ancient walker can also become a cloud of deadly spores that can animate corpses. If terribly wounded, the ancient corpse walker turns into this mist and has 2 hours to return to its lair or perish forever."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"An ancient corpse walker can lair in ruins and create a legion of humanoid and beast zombies, as well as corpse walkers. Greater undead beings and necromancers might also use these creatures as lieutenants."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Angel of Empyreus",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"I am that which can cleanse temptation from the land and restore it once more to divinity. What a weak creature of flesh you are, blessed with free will and fickle fancy. I will reveal your weakness, wretched mortal."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The Angel of Empyreus wields a holy avenger. Upon its death, its intelligence inhabits the sword. To attune to it, a paladin character must agree to carry on the angel's mission to cleanse the land of immorality.",
|
|
"A cup of its blood can be made into a {@item potion of supreme healing} with a DC 10 Intelligence ({@skill Religion}) check from someone proficient with alchemist's supplies. Six cups of blood can be taken from the Angel of Empyreus.",
|
|
"Its bones can be used in place of diamonds for use in raise dead and similar magic, up to the equivalent of 10,000 gp worth."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "The Arch Seraphs are attended by mighty angels who act as their lieutenants and execute the divine remnants' orders."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Empyreus went into battle surrounded by an honor guard of fearsome celestials honed by aeons of divine war. Many of them remained at Empyreus' side at the end of the Four Divines' War, but not all remained loyal."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill History}):",
|
|
"entry": "Peasant revolts and religious zealotry are on the rise in the Altenheim hinterland. Most say it's the usual grievances, but some whisper that a commander of the celestial hosts leads the revolt, and its ranks swell by the day."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Angel of Empyreus.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Avarice Seraph",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Don't go to the temple. Something sinister has claimed it. Seek shelter elsewhere."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"An avarice seraph's metal-tipped feathers can be sold. Those of the lesser seraph are worth 250 gp, while those of the seraph are worth 1,000 gp.",
|
|
"Someone who has proficiency with alchemist's supplies can melt the metal on the feathers of an avarice seraph and use some feathers as fletching to make one arrow of celestial slaying for a lesser seraph, or four such arrows from the seraph. Making one arrow takes 7 days of work, reagents worth 1,000 gp, and a successful DC 17 Intelligence or Wisdom check.",
|
|
"The saliva of a gluttony seraph functions as antitoxin\u2014three doses can be collected from a lesser seraph, while ten can be gathered from a seraph. Someone who has proficiency with alchemist's supplies or an herbalism kit can mix two doses of this saliva with reagents worth 50 gp and brew the mixture for 4 hours. The resulting elixir affects the imbiber as a protection from poison spell, curing a random poison in the drinker's system."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "The disavowed are seraphs fallen to evil. Each still retains a measure of its celestial power."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "From their celestial heritage, disavowed retain magic resistance and resistance to nonmagical attacks, as well as immunity to being charmed, exhausted, and frightened. Even in a fallen state, the seraph imparts magic and radiant damage to its attacks. Gluttony seraphs are also immune to poison."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Avarice seraphs can rouse the greed in any creature. Huge gluttony seraphs can swallow and digest people, although their lesser kin can't."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Avarice Seraph.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Awakened Chapped Brute",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The callused skin of the merchant's hulking bodyguard ripples as if something beneath is trying to wriggle free."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Chapped brutes rarely carry treasure or equipment unless doing so as instructed by their master. An accomplished leatherworker can fashion the callused skin of a chapped brute into+1 armor\u2014leather, studded leather, or hide\u2014that grants the wearer resistance to necrotic damage and doesn't require attunement. This armor takes 10 extra days of work to fashion, and magical components worth 100 gp must be expended in its creation."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "The magical and alchemical process that creates these brutes leaves them resistant to necrotic damage."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "These beings are so volatile because of their creation process that when they are killed, they have a chance to transform into larger, deadlier forms."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Wisdom ({@skill Medicine}):",
|
|
"entry": "The final form of the chapped brute has a life force that fluctuates, so that it randomly gains and loses life force every few seconds."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"You can use any chapped brute form as part of an encounter. You can also build encounters in which one chapped brute transforms into one or both of its larger forms. To do so, treat each form as a separate monster. Transformation can take up to 1 minute, allowing you to stagger the encounters, but it can occur as quickly as you need it to for your game."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Awakened Chapped Brute.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Beast Gnoll",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"I never believed the rumors about the Beast and how it could change people. Then I saw how everyone at the logging camp had been transformed. It had to be a power even greater than a god's."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The spine spikes of a venomous gnoll can be fashioned into four arrows, bolts, or darts. Someone who has proficiency with smith's tools or tinker's tools can make these projectiles in 4 hours. Each time one of these projectiles hits a target, the target takes an extra ({@dice 1d4}) poison damage, but if the {@dice d20} on the attack roll is a 1 or an even number other than 20, the projectile ceases to be poisonous.",
|
|
"Someone who has proficiency with alchemist's supplies can use the saliva glands from two gnoll brutes or one rampage gnoll to create a potion of growth. The glands must be harvested by someone who has proficiency in the Medicine skill, and doing so requires a successful DC 13 Wisdom ({@skill Medicine}) check. These glands must be used within 3 days or they go bad, although a gentle repose spell cast on the glands makes them last for that spell's duration. Making the potion requires 1 day of work and reagents worth 25 gp.",
|
|
"The wings of a rampage gnoll can be used to fashion bat wings of flying. Someone who has proficiency in leatherworker's tools can make this cloak in 5 days, using reagents worth 500 gp. Somebody must cast fly on the cloak on three out of the five days of its making. These wings give you a fly speed of only 40 feet, but they can be used once every {@dice 1d8} hours."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "Gnolls were once normal humanoids, but they have been mutated by the power of the Beast."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Some gnolls use spikes that grow from their bones, usually the spine, as projectiles. Different gnolls have different mutations, though, and some of these spikes are poisonous. The strongest mutants develop wings and infect the minds of those nearby with bloodthirsty fury."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Gnolls form bands along with other mutated creatures to rampage across their region. The gnolls eat the flesh and drink the blood of any living things they kill. They speak to each other in their own language of howls, snarls, and grunts."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Beast Gnoll.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Bloodbonded",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Those who've turned their back on both the Seraphs and the Daemons? That way lies madness."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Bloodbonded still possess the damaged and scarred remnants of their past devotions. When a bloodbonded dies, its blood still pulses and gives off light as it did when it was alive. One vial of this blood can be harvested from a single bloodbonded with a successful DC 10 Wisdom ({@skill Medicine}) check. Drinking it within one day causes the user to be affected by a bless spell. When the spell ends, the user suffers one level of exhaustion."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "Bloodbonded are victims of their own foolish choices, worshipping false gods and then being driven mad by the ruse."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Bloodbonded use their followers as weapons, even causing them to explode in a wave of fiery blood, which damages nearby creatures."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Bloodbonded.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Bone Trader",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"\"Do you really need all of your bones? Are you sure I couldn't just snack on a few? I'll gladly pay you for them.\""
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Bone trader lairs have many, many bones. Depending on how successful and powerful the bone trader is, it may also have the equipment and belongings of people it has killed or of the minions it employs. Its bone armor is infused with a peculiar magic.",
|
|
"Smashing the armor into a paste and mixing it with appropriate amounts of coagulant from a herbalism kit allows it to be applied it to a shield or weapon. This paste, called {@item ready gunk|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}), can be completed with a successful Wisdom check (DC 10) by someone proficient with a herbalism kit. This process takes 10 minutes."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "A bone trader is most dangerous in its lair, where it can use its collection of bones to defend itself."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "A bone trader can charm its opponents and is often defended by a small gang of intimidated or charmed creatures."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Nature}):",
|
|
"entry": "Like other fey, bone traders can be tantalized by a deal and may be willing to negotiate rather than fight, even if it seems to have the upper hand or is actively winning a battle"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Bone Trader.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Candlelight Daemon",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"A candlelight daemon remains for the duration of a cursed candle's flame. That's long enough for a host of sinister deeds."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The melted leavings of a candlelight daemon's candle act as oil of sharpness against aberrations, celestials, fey, and fiends, as well as against the creature that created the candle."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "Candlelight daemons return to the Netherworld if their candle goes out."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Candlelight daemons have immunities and resistances typical of fiends, including immunity to poison and resistance to cold, fire, lightning, and nonmagical weapon attacks. The daemon is also resistant to magic and capable of countering spells."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "A candlelight daemon is most effective in shadows or darkness, which allow the fiend to hide easily and bring its murderous talents to bear."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Candlelight Daemon.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Caprathorn",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The temptation to aid a lost lamb should be tamped down when a thornlamm appears. Where there is one, there are many. And all lead back to a creature far more terrifying than any big, bad wolf."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The sphere of annihilation a caprathorn leaves behind can be controlled and taken. At the start of each day there is a 2% chance the sphere disappears forever."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "A caprathorn can detach a thornlamm to fight as its ally or consume one to heal."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "The caprathorn can entomb a fallen foe and unleash a field of disintegrating force. This annihilation field recharges if a creature the caprathorn has entombed dies."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "When a caprathorn dies, it implodes into a sphere of annihilation, which pulls nearby creatures toward it."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Caprathorn.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Chapped Brute",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The callused skin of the merchant's hulking bodyguard ripples as if something beneath is trying to wriggle free."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Chapped brutes rarely carry treasure or equipment unless doing so as instructed by their master. An accomplished leatherworker can fashion the callused skin of a chapped brute into+1 armor\u2014leather, studded leather, or hide\u2014that grants the wearer resistance to necrotic damage and doesn't require attunement. This armor takes 10 extra days of work to fashion, and magical components worth 100 gp must be expended in its creation."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "The magical and alchemical process that creates these brutes leaves them resistant to necrotic damage."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "These beings are so volatile because of their creation process that when they are killed, they have a chance to transform into larger, deadlier forms."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Wisdom ({@skill Medicine}):",
|
|
"entry": "The final form of the chapped brute has a life force that fluctuates, so that it randomly gains and loses life force every few seconds."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"You can use any chapped brute form as part of an encounter. You can also build encounters in which one chapped brute transforms into one or both of its larger forms. To do so, treat each form as a separate monster. Transformation can take up to 1 minute, allowing you to stagger the encounters, but it can occur as quickly as you need it to for your game."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Chapped Brute Abomination",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The callused skin of the merchant's hulking bodyguard ripples as if something beneath is trying to wriggle free."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Chapped brutes rarely carry treasure or equipment unless doing so as instructed by their master. An accomplished leatherworker can fashion the callused skin of a chapped brute into+1 armor\u2014leather, studded leather, or hide\u2014that grants the wearer resistance to necrotic damage and doesn't require attunement. This armor takes 10 extra days of work to fashion, and magical components worth 100 gp must be expended in its creation."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "The magical and alchemical process that creates these brutes leaves them resistant to necrotic damage."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "These beings are so volatile because of their creation process that when they are killed, they have a chance to transform into larger, deadlier forms."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Wisdom ({@skill Medicine}):",
|
|
"entry": "The final form of the chapped brute has a life force that fluctuates, so that it randomly gains and loses life force every few seconds."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"You can use any chapped brute form as part of an encounter. You can also build encounters in which one chapped brute transforms into one or both of its larger forms. To do so, treat each form as a separate monster. Transformation can take up to 1 minute, allowing you to stagger the encounters, but it can occur as quickly as you need it to for your game."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Corpse Walker",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"They rose from their graves, some by force of magic, others cursed through their life's misdeeds. Whatever the reason, we can't let them walk among the living."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency with alchemist's supplies can mix the mold from a corpse walker's skin with other materials worth 500 gp to produce a potion that grants all the corpse walker's damage resistances for 10 minutes. The skin from an ancient corpse walker can produce two doses of this potion. A humanoid that dies while under the effects of this potion rises as a corpse walker 24 hours later. Creating this rare potion requires a successful DC 15 Intelligence ({@skill Religion}) check and 8 hours of brewing.",
|
|
"Someone who has proficiency with smith's tools can fashion the femur of an ancient corpse walker into a one-handed melee weapon. Both femurs can make a two-handed weapon. Creating the weapon takes 10 days and extra materials worth 500 gp, and it's a magic weapon when complete. Someone you hit with an attack using the weapon can't regain hit points until the start of your next turn. If someone casts vampiric touch and inflict wounds on the weapon once per day while it's being made, and materials worth 1,000 more gp are added to the process, the weapon also takes on the properties of a sword of life stealing but need not be a sword."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "It's bad luck for the living to set eyes upon a corpse walker. The returned gaze imparts a curse. Like a zombie, a corpse walker can take significant wounds and remain standing."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "The corpse walker has a severe vulnerability to sunlight, which burns and distracts it. Radiant damage is a sure way to ensure the corpse walker stays down when slain."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "An ancient corpse walker can release spores that call loyal undead to it, although wind can disperse these spores. The ancient walker can also become a cloud of deadly spores that can animate corpses. If terribly wounded, the ancient corpse walker turns into this mist and has 2 hours to return to its lair or perish forever."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Corpse Walker.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Corpsejaw",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Cousins to mountain lions, corpsejaws are battlefield scavengers. Their powerful jaws allow them to tear through most armor, so they can eat carrion other scavengers leave behind. Military organizations such as the Free Swords issue bounties on corpsejaws to prevent damage to valuable salvage."
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Corpsejaw.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Dawndrinker",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Sometimes it's darkest after the dawn."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Dawndrinkers have a special organ that stores and processes light the way that other creatures digest food. Most of the creature's body disintegrates after it dies, but this light stomach remains. Someone who has proficiency with alchemist's supplies, cook's utensils, or an herbalism kit can prepare the stomach with other ingredients worth 25 gp. If the preparer succeeds on a DC 13 Wisdom or Intelligence check, the organ makes a tasty, sweet meal for up to four creatures. After partaking, those creatures add 60 feet to their darkvision range for 24 hours, those that lack darkvision gain it to a range of 60 feet. All partakers also gain blindsight to a range of 10 feet for the same duration."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "A dawndrinker is a cunning predator that can easily hide and move in shadow. It greatly lessens and even extinguishes light sources."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "A dawndrinker can sense light, its food, at a great distance. The monster is also resistant to fire, absorbing some of its energy, and immune to radiant damage, which is a source of quick nourishment for the dawndrinker."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "A dawndrinker's attacks can temporarily take away the victim's ability to perceive light."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Dawndrinker.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Doomcaller",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Despair, the end is nigh!"
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"When slain, the eyes of a doomcaller harden into gems worth 2000 gp each.",
|
|
"When a creature holding one of these gems makes an attack roll, ability check, or saving throw, they can consume it to improve their fortunes. After the roll has been made, but before the GM has announced the result of the roll, the player can expend one gem and reroll the roll. Once done, the player must use the new result, the gem shatters and becomes worthless."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "Doomcallers are powerful spellcasting fiends."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "A doomcaller can summon succubi or barbed devils."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Doomcallers are resistant to cold, fire, lightning, and nonmagical weapons. They are immune to acid and poison."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Doomcaller.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Downcast Apostate",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"To assume the downcast are good at heart is foolish. Many still cling to delusions of grandeur and do anything to maintain them."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The recently deceased body of a downcast can be used in a ritual to unlock magical power. This ritual takes 16 hours to complete and requires candles, chalk, incense, silver, and other reagents worth 2,000 gp. Upon completion of this ritual, the downcast's body disintegrates, and the ritualist can choose one benefit.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Life Force:",
|
|
"entry": "The ritualist's maximum hit points increase by 2 per level (or Hit Die) the ritualist has. Each time the ritualist gains a level (or Hit Die), the ritualist's hit point maximum increases by 2. Also, the ritualist's natural lifespan increases by 250 years."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Magic Power:",
|
|
"entries": [
|
|
"The ritualist learns the thaumaturgy cantrip and gains additional benefits based on the type of downcast sacrificed, as follows.",
|
|
"{@i Aurelian}: The ritualist's Charisma score increases by 1, to a maximum of 20. Once per day, the ritualist can cast cure wounds as a 1st level spell.",
|
|
"{@i Galiant}: The ritualist's Constitution score increases by 1, to a maximum of 20. Once per day, the ritualist can cast shield of faith as a 1st level spell.",
|
|
"{@i Maliganti}: The ritualist's Strength score increases by 1, to a maximum of 20. Once per day, the ritualist can cast branding smite as a 1st level spell.",
|
|
"{@i Ulmyrite}: The ritualist's Intelligence score increases by 1, to a maximum of 20. Once per day, the ritualist can cast detect magic."
|
|
]
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Resurrection:",
|
|
"entry": "Upon finishing the ritual, the ritualist can cast resurrection without expending a spell slot or providing any other components."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "The downcast were once immortal celestial servants to the gods. Each has inclinations and aptitudes based on the god they once served."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 13 Intelligence ({@skill Religion}):",
|
|
"entry": "As a result of their divine nature, fallen though it might be, downcast have resistance to necrotic damage and limited access to innate magic."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "The physical form of a downcast contains significant power from before their fallen state. A ritual requiring the sacrifice or corpse of a downcast can draw out this power."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Downcast Mercenary",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"To assume the downcast are good at heart is foolish. Many still cling to delusions of grandeur and do anything to maintain them."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The recently deceased body of a downcast can be used in a ritual to unlock magical power. This ritual takes 16 hours to complete and requires candles, chalk, incense, silver, and other reagents worth 2,000 gp. Upon completion of this ritual, the downcast's body disintegrates, and the ritualist can choose one benefit.",
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "Life Force:",
|
|
"entry": "The ritualist's maximum hit points increase by 2 per level (or Hit Die) the ritualist has. Each time the ritualist gains a level (or Hit Die), the ritualist's hit point maximum increases by 2. Also, the ritualist's natural lifespan increases by 250 years."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Magic Power:",
|
|
"entries": [
|
|
"The ritualist learns the thaumaturgy cantrip and gains additional benefits based on the type of downcast sacrificed, as follows.",
|
|
"{@i Aurelian}: The ritualist's Charisma score increases by 1, to a maximum of 20. Once per day, the ritualist can cast cure wounds as a 1st level spell.",
|
|
"{@i Galiant}: The ritualist's Constitution score increases by 1, to a maximum of 20. Once per day, the ritualist can cast shield of faith as a 1st level spell.",
|
|
"{@i Maliganti}: The ritualist's Strength score increases by 1, to a maximum of 20. Once per day, the ritualist can cast branding smite as a 1st level spell.",
|
|
"{@i Ulmyrite}: The ritualist's Intelligence score increases by 1, to a maximum of 20. Once per day, the ritualist can cast detect magic."
|
|
]
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "Resurrection:",
|
|
"entry": "Upon finishing the ritual, the ritualist can cast resurrection without expending a spell slot or providing any other components."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "The downcast were once immortal celestial servants to the gods. Each has inclinations and aptitudes based on the god they once served."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 13 Intelligence ({@skill Religion}):",
|
|
"entry": "As a result of their divine nature, fallen though it might be, downcast have resistance to necrotic damage and limited access to innate magic."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "The physical form of a downcast contains significant power from before their fallen state. A ritual requiring the sacrifice or corpse of a downcast can draw out this power."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Downcast Mercenary.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Eldritch Herald",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"First she spoke of a power greater than the gods. Then there was this ringing in my ears. I don't remember what happened after that, but the nightmares were terrible."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The touch of an Aether Kindred's dreams can taint objects with an unstable nature, particularly potions. Any potion found on the servants of these beings has a 50 percent chance to be tainted, making the potion's effects unpredictable. Someone inspecting such a potion must succeed on a DC 17 Intelligence ({@skill Arcana}) check to identify the instability. Otherwise, the potion appears to be a normal potion of its type.",
|
|
"When an unstable potion is consumed, roll on the Eldritch Effects table to determine the effect of the instability, which is in addition to the potion's normal effects and can last as long as the potion does or 1 minute, whichever is longer. However, a creature can attempt a DC 13 Wisdom saving throw at the end of each of its turns, ending the instability effect on itself on a success."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "In the wake of the gods' disappearance, some turned to other ancient entities for power. Those that succeed are known as eldritch priests."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "These priests draw their power from maddening entities known as the Aether Kindred, which some arcane scholars point to as the cause of the gods' disappearance. The power granted by such creatures can produce bizarre and unpredictable effects."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Religion}):",
|
|
"entry": "Some eldritch priests seek to awaken their new \"gods\" by spreading the story of the demise of members the Etharis pantheon. As more people tap into the dreams of the slumbering Kindred, the creatures begin to rouse. If they wake, the world is doomed."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Eldritch Effects",
|
|
"entries": [
|
|
{
|
|
"type": "table",
|
|
"colLabels": [
|
|
"d8",
|
|
"Effect"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"The creature can't speak."
|
|
],
|
|
[
|
|
"2",
|
|
"The creature takes 4 ({@dice 1d8}) psychic damage at the start of each of its turns."
|
|
],
|
|
[
|
|
"3",
|
|
"The creature is disoriented. It falls prone and does so again at the end of each turn it moves 5 feet or more."
|
|
],
|
|
[
|
|
"4",
|
|
"The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks."
|
|
],
|
|
[
|
|
"5",
|
|
"The creature is unsure of itself. It can move or take an action on its turn, but not both, and it can't use reactions."
|
|
],
|
|
[
|
|
"6",
|
|
"The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage."
|
|
],
|
|
[
|
|
"7",
|
|
"The creature is deafened and can't see more than 30 feet away."
|
|
],
|
|
[
|
|
"8",
|
|
"The creature is frightened of the source of this effect. If that source can't be sensed, the creature is frightened of one other random creature it can sense."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Eldritch Herald.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Eldritch Priest",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"First she spoke of a power greater than the gods. Then there was this ringing in my ears. I don't remember what happened after that, but the nightmares were terrible."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The touch of an Aether Kindred's dreams can taint objects with an unstable nature, particularly potions. Any potion found on the servants of these beings has a 50 percent chance to be tainted, making the potion's effects unpredictable. Someone inspecting such a potion must succeed on a DC 17 Intelligence ({@skill Arcana}) check to identify the instability. Otherwise, the potion appears to be a normal potion of its type.",
|
|
"When an unstable potion is consumed, roll on the Eldritch Effects table to determine the effect of the instability, which is in addition to the potion's normal effects and can last as long as the potion does or 1 minute, whichever is longer. However, a creature can attempt a DC 13 Wisdom saving throw at the end of each of its turns, ending the instability effect on itself on a success."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "In the wake of the gods' disappearance, some turned to other ancient entities for power. Those that succeed are known as eldritch priests."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "These priests draw their power from maddening entities known as the Aether Kindred, which some arcane scholars point to as the cause of the gods' disappearance. The power granted by such creatures can produce bizarre and unpredictable effects."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Religion}):",
|
|
"entry": "Some eldritch priests seek to awaken their new \"gods\" by spreading the story of the demise of members the Etharis pantheon. As more people tap into the dreams of the slumbering Kindred, the creatures begin to rouse. If they wake, the world is doomed."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Eldritch Effects",
|
|
"entries": [
|
|
{
|
|
"type": "table",
|
|
"colLabels": [
|
|
"d8",
|
|
"Effect"
|
|
],
|
|
"colStyles": [
|
|
"col-2 text-center",
|
|
"col-10"
|
|
],
|
|
"rows": [
|
|
[
|
|
"1",
|
|
"The creature can't speak."
|
|
],
|
|
[
|
|
"2",
|
|
"The creature takes 4 ({@dice 1d8}) psychic damage at the start of each of its turns."
|
|
],
|
|
[
|
|
"3",
|
|
"The creature is disoriented. It falls prone and does so again at the end of each turn it moves 5 feet or more."
|
|
],
|
|
[
|
|
"4",
|
|
"The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks."
|
|
],
|
|
[
|
|
"5",
|
|
"The creature is unsure of itself. It can move or take an action on its turn, but not both, and it can't use reactions."
|
|
],
|
|
[
|
|
"6",
|
|
"The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage."
|
|
],
|
|
[
|
|
"7",
|
|
"The creature is deafened and can't see more than 30 feet away."
|
|
],
|
|
[
|
|
"8",
|
|
"The creature is frightened of the source of this effect. If that source can't be sensed, the creature is frightened of one other random creature it can sense."
|
|
]
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Eldritch Priest.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Elf Vampire (Ancient)",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"She was ancient, tall and gaunt, imperious and fierce. Her skin was translucent and slightly luminous with the crimson fluid beneath lending it a bizarre, vibrating flush. Her anger and sorrow reached from her, sharing the sense of a time before my people cut and burned the forest. I wept."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Elf Vampire Customization",
|
|
"entries": [
|
|
"As shown in the following stats, young and older elf vampires gain Turn Resistance and immunity to being charmed or rendered unconscious. Although some wood elves are an exception, most elf vampires do not take on animal form and, therefore, lack the Beast Form action. Young and older elf vampires also gain the Fey Majesty action, but until the vampire is ancient, as is the one in the stat block, they can affect only humanoids and beasts with this power."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"An elf vampire's flesh turns to glittering powder when the vampire dies. This powder can still be used to make the ointment rendered vampire flesh can make. However, this dust can also be used as a material component for any enchantment spell or spell that deals necrotic damage. If a spellcaster uses the dust in this way, the spell save DC for the spell increases by 2. If the spell requires an attack roll, the caster scores a critical hit on a roll of 19 or 20, and any damage die for necrotic damage that rolls a 1 is treated as a 2. One vampire produces enough dust for two uses, plus one use per age category of the vampire beyond spawn."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Elf vampires don't sleep, so they are aware all the time. And they can't be charmed or knocked unconscious."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "Fey ancestry combines with vampirism to render elf vampires resistant to effects that turn undead."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Elf vampires can manipulate the minds of beasts and people. Legend says that ancient elf vampires can sway the minds of other creatures."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Elf Vampire (Ancient).webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Empyrean Brazen Bull",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The smell of smoke and incense consumed the castle walls, and we heard the furious and gleeful bellows of the most immense bull we'd ever seen. As our battlements burned and crumbled, we knew all was lost."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The exploded metal hide of the Empyrean brazen bull can be harvested to make gleaming and radiant {@item brazen armor|GHLoE} (see Appendix A of Lairs of Etharis). A proficient armor smith can make a suit of {@item brazen armor|GHLoE} by succeeding on a DC 20 Strength ({@skill Athletics}) check and using 2500 gp of components. This process takes 20 days to complete."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Wildfires that seem to begin with hoofprints are sometimes found during the dry season in farmland, and bright spots on the horizon that look like a massive cow are often reported at the same time."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "The Empyrean brazen bull is a beast of burden for angels, used for besieging enemies."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "The Empyrean brazen bull explodes when it dies, and luck be with all in the wake of the blast."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Empyrean Brazen Bull.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Eye Crawler",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"An eye crawler is an ambulatory eye that observes everything. It might be spying for something else. An eye crawler has no effective attacks. Mages theorize eye crawlers derive sustenance from light or ambient magical energy."
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Eye Crawler.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Eye Crow",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Eye crows are big corvids plentiful throughout Etharis. They mimic sounds and voices, and they're extremely clever, remembering faces, locations, and how other creatures treat them. People keep eye crows as pets and often use their iridescent black feathers, which have a deep-green sheen, to decorate."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The nest of an eye crow contains glittering baubles, coins, gems, or jewelry worth at least 5 gp. Feathers of one eye crow can fetch a similar amount of money."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Wisdom ({@skill Nature}):",
|
|
"entry": "Eye crows can be tamed and trained for simple tasks. Unscrupulous trainers teach the crow to attack others, going for the eyes."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Eye Crow.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Faevlin",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Never make a deal with the fey. Never make a deal with a goblin. And if you ever meet a faevlin, you'll know why."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Faevlins love to collect objects that increase their personal prestige and power. Every faevlin is likely to have a few personal trinkets like this, along with the occasional item of real worth."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "A faevlin can teleport away from attackers but does so in a manner even the faevlin can't predict."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Faevlins are goblins cursed by powerful fey magic"
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Nature}):",
|
|
"entry": "A faevlin can't be charmed by nonfey, but they have been known to pretend to be charmed to trick the enchanter."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Faevlin.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Fzeg",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"We've been led to believe that vampires and werewolves are natural enemies. Convenient that two fearsome creatures would be so opposed to the other. Never did we imagine, nor prepare, for a time when they might unite."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency with alchemist's supplies can use 1 pint of blood from a fzeg and mix it with silver and other reagents worth 50 gp to create a {@item lycanthropy antidote|GHLoE} (see Appendix A of Lairs of Etharis). A slain fzeg has 10 ({@dice 1d4 + 2}) usable pints of blood. The blood of a fzeglaich can be used, but it takes five times as much blood and twice as long to brew. Creating the antidote takes 4 hours of work and a successful DC 15 Intelligence ({@skill Religion}) check."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "A fzeg is a mix of werewolf and vampire but has fewer weaknesses. The creature is resistant to nonmagical attacks."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "With its bite, a fzeg can drain life force and curse a person with werewolf lycanthropy. Someone who dies from a fzeg's bite becomes a fzeglaich, a creature like the fzeg and loyal to it."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "A fzeg can transform into humanoid form. It's natural form, however, is that of a wolf-human hybrid. This vampiric monster isn't vulnerable to sunlight, but radiant damage prevents it from regenerating."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"An ambitious DM could imagine a fzeg at the lead of a force including other werewolf-undead hybrids. Combined with a ghoul or ghast, the creature would paralyze, or combined with a wight, it would drain the life and lower the maximum hit points of a target. Similarly, other kinds of lycanthropes could become undead and wield hybrid powers."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Fzeg.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Fzeglaich",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"We've been led to believe that vampires and werewolves are natural enemies. Convenient that two fearsome creatures would be so opposed to the other. Never did we imagine, nor prepare, for a time when they might unite."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency with alchemist's supplies can use 1 pint of blood from a fzeg and mix it with silver and other reagents worth 50 gp to create a {@item lycanthropy antidote|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}). A slain fzeg has 10 ({@dice 1d4 + 2}) usable pints of blood. The blood of a fzeglaich can be used, but it takes five times as much blood and twice as long to brew. Creating the antidote takes 4 hours of work and a successful DC 15 Intelligence ({@skill Religion}) check."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "A fzeg is a mix of werewolf and vampire but has fewer weaknesses. The creature is resistant to nonmagical attacks."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "With its bite, a fzeg can drain life force and curse a person with werewolf lycanthropy. Someone who dies from a fzeg's bite becomes a fzeglaich, a creature like the fzeg and loyal to it."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "A fzeg can transform into humanoid form. It's natural form, however, is that of a wolf-human hybrid. This vampiric monster isn't vulnerable to sunlight, but radiant damage prevents it from regenerating."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"An ambitious DM could imagine a fzeg at the lead of a force including other werewolf-undead hybrids. Combined with a ghoul or ghast, the creature would paralyze, or combined with a wight, it would drain the life and lower the maximum hit points of a target. Similarly, other kinds of lycanthropes could become undead and wield hybrid powers."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Gegazol",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The Scourge of the North is an undead dragon named Gegazol. If I hear her name, I get the hell out of there. She's powerful, cunning, and treacherous. And she's rarely alone\u2014she always has one army or another behind her."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Gegazol's lair holds a hoard gathered over the centuries. She has spread this loot among various vaults and chambers, and her Immortals guard these treasures. Her treasurers\u2014a trio of compulsive vampires\u2014keep careful records of the hoard in a library within the lair's inner vaults. Each record contains a great deal of knowledge about the fates of various objects, and sometimes the vampires track a treasure beyond its gifting and engage in occasional quests to regain a lost valuable. Each historic tome from the library is worth at least 100 gp to the right collector. Enterprising adventurers could use any of these books as a guide to searches for lost treasures."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "Gegazol, Scourge of the North, is an ancient dragon transformed into an undead horror millennia ago. Tales as old as creation tell of her infrequent but violent assaults on lands south of her lair, and all lands of Etharis are south of her lair."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "Not only possessing great physical power, defenses against magic, and an undead army at her back, Gegazol, like a lich, has a soul vessel that harbors her undead soul and can rejuvenate her body when Gegazol is destroyed. It's said that this vessel is a massive daemon skull, and that the dragon keeps it hidden in her lair."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill History}):",
|
|
"entry": "Gegazol calls the undead who serve her Immortals'. Among them are vampires, ghouls, and undead that are even more powerful. Given many of these undead have fallen in her wars and powerplays, the Immortal title is aspirational."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Daemon Skull Soul Vessel",
|
|
"entries": [
|
|
"The ancient daemon skull that serves as Gegazol's soul vessel possesses infernal power, giving it the means for mischief and self-preservation. It has AC 6, but it's immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, as well as cold, fire, necrotic, and psychic damage. It's immune to all conditions, and it has a +7 bonus to all saving throws, making saves against spells and magical effects with advantage. The skull has 200 hit points.",
|
|
"When harmed, the skull sends out a psychic alarm. Gegazol and her Immortals can sense this alarm, provided they are on the same plane of existence. Also, when a creature deals the skull damage, that creature must succeed on a DC 21 Wisdom saving throw or take psychic damage equal to half the damage the creature dealt.",
|
|
"If her soul vessel is destroyed, Gegazol can't rejuvenate. When her body is destroyed again, she dies."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Gegazol's Lair",
|
|
"entries": [
|
|
"The Scourge's lair is the sinkhole cave on an island off the northernmost shores of Etharis, north of even the raging coldfire. In this cave, the daemon's skull sits. It rests at the bottom of a deep, wet cavern upon a pedestal carved into the earth. Magic wards protect the crack above the skull. Gegazol's Immortals, a brutal cadre of undead warriors the dragon created or conquered, guard the expanded catacombs around the shrine. Gegazol needs no rest, but between campaigns, she lounges within the shrine, curled around the skull's pedestal. The whole place stinks of decay, making the site nauseating. While in her lair, Gegazol's Stench radius increases to 120 feet."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Gegazol.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Gluttony Seraph",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Don't go to the temple. Something sinister has claimed it. Seek shelter elsewhere."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"An avarice seraph's metal-tipped feathers can be sold. Those of the lesser seraph are worth 250 gp, while those of the seraph are worth 1,000 gp.",
|
|
"Someone who has proficiency with alchemist's supplies can melt the metal on the feathers of an avarice seraph and use some feathers as fletching to make one arrow of celestial slaying for a lesser seraph, or four such arrows from the seraph. Making one arrow takes 7 days of work, reagents worth 1,000 gp, and a successful DC 17 Intelligence or Wisdom check.",
|
|
"The saliva of a gluttony seraph functions as antitoxin\u2014three doses can be collected from a lesser seraph, while ten can be gathered from a seraph. Someone who has proficiency with alchemist's supplies or an herbalism kit can mix two doses of this saliva with reagents worth 50 gp and brew the mixture for 4 hours. The resulting elixir affects the imbiber as a protection from poison spell, curing a random poison in the drinker's system."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "The disavowed are seraphs fallen to evil. Each still retains a measure of its celestial power."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "From their celestial heritage, disavowed retain magic resistance and resistance to nonmagical attacks, as well as immunity to being charmed, exhausted, and frightened. Even in a fallen state, the seraph imparts magic and radiant damage to its attacks. Gluttony seraphs are also immune to poison."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Avarice seraphs can rouse the greed in any creature. Huge gluttony seraphs can swallow and digest people, although their lesser kin can't."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Gluttony Seraph.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Gnoll Brute",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"I never believed the rumors about the Beast and how it could change people. Then I saw how everyone at the logging camp had been transformed. It had to be a power even greater than a god's."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The spine spikes of a venomous gnoll can be fashioned into four arrows, bolts, or darts. Someone who has proficiency with smith's tools or tinker's tools can make these projectiles in 4 hours. Each time one of these projectiles hits a target, the target takes an extra ({@dice 1d4}) poison damage, but if the {@dice d20} on the attack roll is a 1 or an even number other than 20, the projectile ceases to be poisonous.",
|
|
"Someone who has proficiency with alchemist's supplies can use the saliva glands from two gnoll brutes or one rampage gnoll to create a potion of growth. The glands must be harvested by someone who has proficiency in the Medicine skill, and doing so requires a successful DC 13 Wisdom ({@skill Medicine}) check. These glands must be used within 3 days or they go bad, although a gentle repose spell cast on the glands makes them last for that spell's duration. Making the potion requires 1 day of work and reagents worth 25 gp.",
|
|
"The wings of a rampage gnoll can be used to fashion bat wings of flying. Someone who has proficiency in leatherworker's tools can make this cloak in 5 days, using reagents worth 500 gp. Somebody must cast fly on the cloak on three out of the five days of its making. These wings give you a fly speed of only 40 feet, but they can be used once every {@dice 1d8} hours."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "Gnolls were once normal humanoids, but they have been mutated by the power of the Beast."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Some gnolls use spikes that grow from their bones, usually the spine, as projectiles. Different gnolls have different mutations, though, and some of these spikes are poisonous. The strongest mutants develop wings and infect the minds of those nearby with bloodthirsty fury."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Gnolls form bands along with other mutated creatures to rampage across their region. The gnolls eat the flesh and drink the blood of any living things they kill. They speak to each other in their own language of howls, snarls, and grunts."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Harvester of Lies",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Don't lie to me, or the harvester will steal your tongue!"
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"If defeated, the harvester's {@item coat of lies|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) can be claimed."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "Harvesters of lies can detect when a lie is uttered from 1 mile away. They are attracted to lies, the more frequent the lies and the more outlandish, the greater the attraction."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Harvesters are resistant to nonmagical weapons and necrotic damage, and immune to poison."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "The harvester wears a coat made of the severed tongues of its victims that allow it to cast several spells."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Harvester of Lies.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Horror Flit Hunter",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"If you see fast movement in the trees, run. It might not be enough, but it could be all you can do."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The reaction of most folks who have encountered a horror flit is, \"Burn it with fire!\" But a handful of naturalists seek out these creatures for a variety of purposes, paying handsomely for samples. Bounties for these creatures in urban areas range from 10 to 100 gp."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "A horror flit has no eyes, but they sense their prey by means of vibrations in the air or in the water. They breed by infesting the flesh of their prey."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "The largest of these creatures, called \"breeders\" by most, can spit out swarms of their young, especially when the breeder instinctively feels it might die. The creature normally reproduces more slowly, vomiting a new swarm every few days."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Horror Flit Hunter.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Hourglass Widow",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"When the clock stops, your time has run out."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"When the sand from the widow's hourglass is mixed with wine, it creates an elixir that when consumed prevents the creature from aging for {@dice 2d6 + 10} years. There is enough sand in the hourglass to create an elixir for two creatures. A creature cannot benefit from the sand of an hourglass widow more than once. The sand can be sold for 5,000 gp."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "Hourglass widows are undead who can control time to act more than once a round."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Hourglass widows are resistant to cold, force, lightning, and necrotic. They are immune to poison and nonmagical attacks."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Inexplicably, an hourglass widow can affect those trapped in a time stop, imprisonment, or other stasis effect."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Hourglass Widow.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Hraptnon",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The magic our wizard used just bounced off the gigantic creature, and as our fighter slashed at it with her sword, the creature's blood spawned even more monsters."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"A central spike growing from the hraptnon can be fashioned into a spear or lance by a proficient weaponsmith succeeding on a DC 20 Intelligence ({@skill Arcana}) check. This takes 10 days of work and 1000 gp of components. The spear or lance acts as a+3 weapon that does an additional 7 ({@dice 2d6}) force damage on a successful hit. This magical weapon can affect the hraptnon, unlike other magical weapons."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "The hraptnon lives in the Stillborn Forest, and it has never been seen outside of the forest bounds."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "No magical spells or weapons can hurt the hraptnon, and its blood can spawn creatures known as xakalonus."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 25 Intelligence ({@skill History}):",
|
|
"entry": "The hraptnon cannot be permanently killed unless its heart, which rests in a magical pool in a grove at the center of the Stillborn Forest, is found and destroyed. This heart, known as the Stillborn Heart, could be sold to a sage for a large sum of gold."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"The hraptnon is a great example of a \"puzzle monster,\" a beast that cannot be defeated until its secrets are revealed. Puzzle monsters can be a great deal of fun, especially to challenge extremely powerful parties. Just when the players think they've scored a potentially easy victory, they find that the threat remains.",
|
|
"The key to maximizing the impact of puzzle monsters like the hraptnon is to make sure not to reveal too much information too soon. Make the characters puzzle out the reality behind the monster, using resources and taking time to do so. When they are finally able to fully defeat the creature, their victory will be all the sweeter."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Hraptnon.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Infernal Tormentor",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"I knew when she pulled out a gold pen reeking of brimstone that I was making a mistake."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Aspiring fiends often possess special materials used in the drafting of infernal contracts. These include special inks and parchment worth up to 200 gp. These materials can also be used for scribing new spells into a spell book or crafting magic scrolls. Any existing contracts on the fiend's person burst into flames upon its death, which might damage other items."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "Fiends, or mortals taking on fiendish traits, can be found in every corner of Etharis, working their wiles on those foolish enough to sign one of their contracts. They are clever, deceitful, and evil to the core."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "A fiend's power and status are directly tied to the number and quality of mortal souls bound to it by contracts. Sometimes, the terms of such an agreement involve the mortal becoming a fiend itself, so a powerful fiend might have any number of lesser devils serving under it via contract."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Fiends are natives of the Netherworld, and any fiend slain returns to that plane to reconstitute itself. Only powerful divine magic can banish a fiend permanently. Uttering a devil's true name, however, grants the speaker power over it."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Infernal Tormentor.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Ithjar",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"It takes mere moments for an ithjar to transform from a kite-like swirl of gray and red in the distance to a menace of snapping teeth."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Ithjar teeth and hide can fetch a fair price in larger markets. Necklaces and other decorations can be made from the teeth, and clothing can be fashioned from the skin and scales. Popular superstition says wearing ithjar teeth or hide imparts some of the creature's nimbleness to the wearer. This belief isn't wholly true, but someone who has proficiency with leatherworker's tools can make hide armor from the hide that has a base AC of 13 and allows a wearer to apply their full Dexterity bonus to AC. Creating this armor takes 10 days. Such hide armor fashioned from a stormborn ithjar is armor of resistance (lightning and thunder). This armor takes no longer to make, but it requires other materials worth 2,000 gp",
|
|
"The central fang of a stormborn ithjar can be fashioned into a javelin of lightning that deals {@dice 2d8} lightning damage and {@dice 2d8} thunder damage instead of only {@dice 4d6} lightning damage. A creature hit by the javelin must also succeed on a DC 13 Strength saving throw or fall prone. Someone who has proficiency with smith's tools can make this weapon with 10 days of work and other materials worth 250 gp. Somebody must also cast thunderwave on the weapon three times during its creation."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Ithjars are fast-moving ferocious fliers, but the more powerful of these flying serpents are imbued with the power of storms and can exhale lightning and thunder."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "It's difficult to capture an ithjar. They slither out of an enemy's clutches and other restraints quickly and easily."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "The stormborn ithjar is immune to lightning and thunder, allowing it to travel within storm clouds."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Ithjar.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Knifewing",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"A knifewing is a gliding lizard about the size of a small dog. Its gliding flaps have hard edges that are sharp while stretched taut when the lizard glides."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The skin of a knifewing is prized for making a {@item knifewing cape|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21})."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Knifewing.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lenchtahg",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The smoky, fiery form hisses and shrieks in a cacophony of anger and confusion. There's something almost holy in the sound."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The severed head of a lenchtahg is a potent magic object. To the right buyer\u2014a necromancer, a daemon cultist, an evil alchemist, and the like\u2014a lenchtahg head is worth 750 gp. The servants of the Arch Daemon Malikir guard the secrets of binding a lenchtahg, but hags and other wicked creatures with magical skills possess knowledge to convert a lenchtahg head into a construct with similar unholy power."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "Radiant damage heals a lenchtahg, which still has the flesh of a Seraph."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "Dowsing a Lenchtahg with a lot of water or any holy water can temporarily weaken it."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "The lenchtahg's head must be consecrated in a holy ceremony or otherwise rid of its evil to avoid the lenchtahg's rejuvenation. But those with the right knowledge can use the head to craft a magical servitor."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"Those who use lenchtahg as troops in battle will use radiant magic to damage foes while at the same time healing the lenchtahg. This greatly heightens the strength of these monsters."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Lenchtahg.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lesser Avarice Seraph",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Don't go to the temple. Something sinister has claimed it. Seek shelter elsewhere."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"An avarice seraph's metal-tipped feathers can be sold. Those of the lesser seraph are worth 250 gp, while those of the seraph are worth 1,000 gp.",
|
|
"Someone who has proficiency with alchemist's supplies can melt the metal on the feathers of an avarice seraph and use some feathers as fletching to make one arrow of celestial slaying for a lesser seraph, or four such arrows from the seraph. Making one arrow takes 7 days of work, reagents worth 1,000 gp, and a successful DC 17 Intelligence or Wisdom check.",
|
|
"The saliva of a gluttony seraph functions as antitoxin\u2014three doses can be collected from a lesser seraph, while ten can be gathered from a seraph. Someone who has proficiency with alchemist's supplies or an herbalism kit can mix two doses of this saliva with reagents worth 50 gp and brew the mixture for 4 hours. The resulting elixir affects the imbiber as a protection from poison spell, curing a random poison in the drinker's system."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "The disavowed are seraphs fallen to evil. Each still retains a measure of its celestial power."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "From their celestial heritage, disavowed retain magic resistance and resistance to nonmagical attacks, as well as immunity to being charmed, exhausted, and frightened. Even in a fallen state, the seraph imparts magic and radiant damage to its attacks. Gluttony seraphs are also immune to poison."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Avarice seraphs can rouse the greed in any creature. Huge gluttony seraphs can swallow and digest people, although their lesser kin can't."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lesser Gluttony Seraph",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Don't go to the temple. Something sinister has claimed it. Seek shelter elsewhere."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"An avarice seraph's metal-tipped feathers can be sold. Those of the lesser seraph are worth 250 gp, while those of the seraph are worth 1,000 gp.",
|
|
"Someone who has proficiency with alchemist's supplies can melt the metal on the feathers of an avarice seraph and use some feathers as fletching to make one arrow of celestial slaying for a lesser seraph, or four such arrows from the seraph. Making one arrow takes 7 days of work, reagents worth 1,000 gp, and a successful DC 17 Intelligence or Wisdom check.",
|
|
"The saliva of a gluttony seraph functions as antitoxin\u2014three doses can be collected from a lesser seraph, while ten can be gathered from a seraph. Someone who has proficiency with alchemist's supplies or an herbalism kit can mix two doses of this saliva with reagents worth 50 gp and brew the mixture for 4 hours. The resulting elixir affects the imbiber as a protection from poison spell, curing a random poison in the drinker's system."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "The disavowed are seraphs fallen to evil. Each still retains a measure of its celestial power."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "From their celestial heritage, disavowed retain magic resistance and resistance to nonmagical attacks, as well as immunity to being charmed, exhausted, and frightened. Even in a fallen state, the seraph imparts magic and radiant damage to its attacks. Gluttony seraphs are also immune to poison."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Avarice seraphs can rouse the greed in any creature. Huge gluttony seraphs can swallow and digest people, although their lesser kin can't."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lich Troll",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Running away from a troll is smart. Running away from a troll that casts spells is wishful thinking."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency with jeweler's tools or woodcarver's tools can fashion the skull of a lich troll into a ring of regeneration. Doing so takes materials worth 5,000 gp, 10 days of work, and a successful DC 15 Intelligence or Wisdom check. Somebody must also cast greater restoration on the ring each day during the process. If the ring's wearer dies while wearing the ring, the soul of the lich has a 25 percent chance to take over the corpse and use it as a new body. But if the ring is created entirely in the area of a hallow spell with the everlasting rest effect, the tie to the lich's soul is broken"
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "The lich troll is remnants of early attempts of powerful spellcasters to transfer their souls into trolls."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "The lich troll is immune to poison and resistant to necrotic damage. It regenerates and can be killed only by acid, fire, or radiant damage"
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Lich Troll.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lindwyrm",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"My great grandfather spoke of the lindwyrm terrorizing the countryside and devouring whole villages. But it's been so long since anyone has seen the beast, it's likely the creature is long dead. Thank Miklas!"
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"A dose of {@item lindwyrm venom|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) can be harvested by someone proficient with a poisoner's kit and succeeds on a DC 18 Dexterity ({@skill Sleight of Hand}) check, but this must be done within 1 hour of the lindwyrm's death. If the check fails by 5 or more, the harvester instead poisons themselves. This injury poison is worth 1,000 gp."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "Lindwyrms sleep for 100 years and when they waken are devastating to communities in its hunting area."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "Lindwyrms have a poisonous bite and may swallow creatures they bite."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Nature}):",
|
|
"entry": "Lindwyrms can sense vibrations in the ground from as far away as 120 ft."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"One exciting adventure seed could find a powerful enemy of the adventurers looking to waken and control a lindwyrm. Whether that plot succeeds or not is up to you, but a three-way battle between involving a lindwyrm and other foes should be memorable as the action ebbs and flows."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Lindwyrm.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lupilisk",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"If you find a statue in the wild with its mouth open in a scream, flee. Best case, it's an artist working out their twisted ideas. Worst case, you'll be a statue soon."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency with alchemist's supplies can take four lupilisk venom fangs, or just the two fangs of one lupilisk elder, and treat them with reagents worth 250 gp per tooth for 3 days. A successful treatment requires the alchemist to succeed on a DC 15 Intelligence or Wisdom check. During the treatment time, somebody must also cast lesser restoration on the fangs. After a successful treatment, someone who has proficiency with jeweler's tools can fashion the fangs, now blackened, into a necklace, creating a periapt of proof against poison. If the wearer attunes to the periapt, the amulet also provides that wearer immunity to being petrified."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "A lupilisk's bite imparts a petrifying venom to prey. This magic toxin grows more potent as the lupilisk ages."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Lupilisks live in packs with an elder couple in the lead. This couple are the parents of most other pack members."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Lupilisk.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lupilisk Elder",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"If you find a statue in the wild with its mouth open in a scream, flee. Best case, it's an artist working out their twisted ideas. Worst case, you'll be a statue soon."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency with alchemist's supplies can take four lupilisk venom fangs, or just the two fangs of one lupilisk elder, and treat them with reagents worth 250 gp per tooth for 3 days. A successful treatment requires the alchemist to succeed on a DC 15 Intelligence or Wisdom check. During the treatment time, somebody must also cast lesser restoration on the fangs. After a successful treatment, someone who has proficiency with jeweler's tools can fashion the fangs, now blackened, into a necklace, creating a periapt of proof against poison. If the wearer attunes to the periapt, the amulet also provides that wearer immunity to being petrified."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "A lupilisk's bite imparts a petrifying venom to prey. This magic toxin grows more potent as the lupilisk ages."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Lupilisks live in packs with an elder couple in the lead. This couple are the parents of most other pack members."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Lupilisk Whelp",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"If you find a statue in the wild with its mouth open in a scream, flee. Best case, it's an artist working out their twisted ideas. Worst case, you'll be a statue soon."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency with alchemist's supplies can take four lupilisk venom fangs, or just the two fangs of one lupilisk elder, and treat them with reagents worth 250 gp per tooth for 3 days. A successful treatment requires the alchemist to succeed on a DC 15 Intelligence or Wisdom check. During the treatment time, somebody must also cast lesser restoration on the fangs. After a successful treatment, someone who has proficiency with jeweler's tools can fashion the fangs, now blackened, into a necklace, creating a periapt of proof against poison. If the wearer attunes to the periapt, the amulet also provides that wearer immunity to being petrified."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "A lupilisk's bite imparts a petrifying venom to prey. This magic toxin grows more potent as the lupilisk ages."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Lupilisks live in packs with an elder couple in the lead. This couple are the parents of most other pack members."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Lupilisk Whelp.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Malikirian Imp",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"I can give you anything, mortal. Riches? Accolades? To be important, for once? Whisper your secrets to me. I will tell you the secrets of your rivals. They all dance with me."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"If caught alone with a hostile foe, the imp pleads for its life and pledges to serve its new master. It gives its name, which a caster can use when casting find familiar to summon and bind the imp as their familiar.",
|
|
"An imp's scales and bones can be used to create a potion of fire resistance with a DC 15 Intelligence ({@skill Arcana}) ability check from a character proficient in alchemist's supplies. This takes 2 hours and 10 gp of materials. However, there's a 10% chance that the person taking the potion will be vulnerable to all other damage.",
|
|
"Eating the Malikirian imp's heart grants the ability to cast suggestion once without using a spell slot. The DC to resist this spell is 10."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "Beware the multitudinous throngs of Malikir's progeny, for they can corrupt even the most pure-hearted and spur them to acts of sin and moral decay."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Many a foolish warlock thought they had the upper hand when they received such a pathetic creature as their familiar, but they underestimated the imp at their peril."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Despite archmages' divinations, no one quite knows how the Angel of Empyreus came to hold the chains of a Malikirian imp. This cannot be good news."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Malikirian Imp.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Mjork",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?"
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.",
|
|
"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Mjork Asher",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?"
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.",
|
|
"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Mjork Asher.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Mjork Burner",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?"
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.",
|
|
"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Mjork Burner.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Mjork Charger",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?"
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.",
|
|
"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Mjork Charger.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Mjork Sootling",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?"
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.",
|
|
"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Mjork Sootling Swarm",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?"
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15 gp or more each.",
|
|
"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using jeweler's tools can increase their value as semiprecious stones."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them blindsight."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Mjork Sootling Swarm.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Mold Spider",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Mold spiders are twisted bits of plant matter that forage in dark caves and ruins for rotting matter to settle on and \"eat.\""
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Mold Spider.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Morbus Kobold",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"If a group of lions is called a pride, a group of morbus kobolds is called an infection."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency with Medicine can attempt a DC 13 Wisdom ({@skill Medicine}) check to extract the largest tumor from a morbus kobold elder. If this check succeeds, someone who has proficiency with alchemist's supplies or an herbalism kit can wrap the tumor with herbs and reagents worth 200 gp. The wrapped tumor must be left in open air so it receives daily sunlight for 7 days. Someone must cast lesser restoration on the tumor during this time. At the end of the process, the tumor can be polished and set in a necklace, making a periapt of health."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 13 Intelligence ({@skill Nature}):",
|
|
"entry": "Morbus kobolds are a known for spreading disease. Despite their role in propagating contagions, they are immune to the effects of all known diseases."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 13 Intelligence ({@skill History}):",
|
|
"entry": "The first documented record of an encounter with a morbus kobold was in the city of Liesech during the early days of the Weeping Pox. Shortly after this encounter, the Weeping Pox began spreading in nearby regions."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 16 Wisdom ({@skill Medicine}):",
|
|
"entry": "The largest tumors in morbus kobold elders can be treated then dried in sunlight to create a ward against diseases."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Morbus Kobold.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Oblivion Brute",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"If you hear the strange, low whistling in the darkness, run! They whistle before they strike, striding out of the darkness, hungry for the souls of the living."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"There is a 25% chance that an oblivion stalker leaves behind a gemstone when it is defeated. These stones are worth between 10 and 500 gp, depending on the size of the creature. There is a 10% chance that one of these stones acts as a magnet to additional oblivion stalkers, which appear and attack the holder of the gem at midnight during a new moon. A remove curse makes the gemstone safe."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "An oblivion stalker is at disadvantage in daylight."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "An oblivion stalker is vulnerable to radiant damage and resistant to nonmagical weapons."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Religion}):",
|
|
"entry": "If an oblivion stalker kills a mortal, it's believed that mortal joins their shadowy ranks."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Customizing Oblivion Stalkers",
|
|
"entries": [
|
|
"Since oblivion stalkers can drain almost any living creature's energy, they can take just about any form. Some oblivion stalkers retain the natural abilities of their original form. For instance, an oblivion stalker that was once a wolf might retain the Pack Tactics trait. Similarly, a boar could possess a version of Charge, draining its prey while adding slashing damage and the possibility of knocking their victim prone.",
|
|
"Keep one special ability that makes sense for a creature of the stalker's former form without affecting the Challenge of the stalker. Avoid bestowing an oblivion stalker any ability that is magical, grants the stalker a ranged attack, or expands its resistances or immunities."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Oblivion Juggernaut",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"If you hear the strange, low whistling in the darkness, run! They whistle before they strike, striding out of the darkness, hungry for the souls of the living."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"There is a 25% chance that an oblivion stalker leaves behind a gemstone when it is defeated. These stones are worth between 10 and 500 gp, depending on the size of the creature. There is a 10% chance that one of these stones acts as a magnet to additional oblivion stalkers, which appear and attack the holder of the gem at midnight during a new moon. A remove curse makes the gemstone safe."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "An oblivion stalker is at disadvantage in daylight."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "An oblivion stalker is vulnerable to radiant damage and resistant to nonmagical weapons."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Religion}):",
|
|
"entry": "If an oblivion stalker kills a mortal, it's believed that mortal joins their shadowy ranks."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Customizing Oblivion Stalkers",
|
|
"entries": [
|
|
"Since oblivion stalkers can drain almost any living creature's energy, they can take just about any form. Some oblivion stalkers retain the natural abilities of their original form. For instance, an oblivion stalker that was once a wolf might retain the Pack Tactics trait. Similarly, a boar could possess a version of Charge, draining its prey while adding slashing damage and the possibility of knocking their victim prone.",
|
|
"Keep one special ability that makes sense for a creature of the stalker's former form without affecting the Challenge of the stalker. Avoid bestowing an oblivion stalker any ability that is magical, grants the stalker a ranged attack, or expands its resistances or immunities."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Oblivion Leaper",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"If you hear the strange, low whistling in the darkness, run! They whistle before they strike, striding out of the darkness, hungry for the souls of the living."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"There is a 25% chance that an oblivion stalker leaves behind a gemstone when it is defeated. These stones are worth between 10 and 500 gp, depending on the size of the creature. There is a 10% chance that one of these stones acts as a magnet to additional oblivion stalkers, which appear and attack the holder of the gem at midnight during a new moon. A remove curse makes the gemstone safe."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "An oblivion stalker is at disadvantage in daylight."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "An oblivion stalker is vulnerable to radiant damage and resistant to nonmagical weapons."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Religion}):",
|
|
"entry": "If an oblivion stalker kills a mortal, it's believed that mortal joins their shadowy ranks."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Customizing Oblivion Stalkers",
|
|
"entries": [
|
|
"Since oblivion stalkers can drain almost any living creature's energy, they can take just about any form. Some oblivion stalkers retain the natural abilities of their original form. For instance, an oblivion stalker that was once a wolf might retain the Pack Tactics trait. Similarly, a boar could possess a version of Charge, draining its prey while adding slashing damage and the possibility of knocking their victim prone.",
|
|
"Keep one special ability that makes sense for a creature of the stalker's former form without affecting the Challenge of the stalker. Avoid bestowing an oblivion stalker any ability that is magical, grants the stalker a ranged attack, or expands its resistances or immunities."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Oblivion Whistler",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"If you hear the strange, low whistling in the darkness, run! They whistle before they strike, striding out of the darkness, hungry for the souls of the living."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"There is a 25% chance that an oblivion stalker leaves behind a gemstone when it is defeated. These stones are worth between 10 and 500 gp, depending on the size of the creature. There is a 10% chance that one of these stones acts as a magnet to additional oblivion stalkers, which appear and attack the holder of the gem at midnight during a new moon. A remove curse makes the gemstone safe."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "An oblivion stalker is at disadvantage in daylight."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "An oblivion stalker is vulnerable to radiant damage and resistant to nonmagical weapons."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Religion}):",
|
|
"entry": "If an oblivion stalker kills a mortal, it's believed that mortal joins their shadowy ranks."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "Customizing Oblivion Stalkers",
|
|
"entries": [
|
|
"Since oblivion stalkers can drain almost any living creature's energy, they can take just about any form. Some oblivion stalkers retain the natural abilities of their original form. For instance, an oblivion stalker that was once a wolf might retain the Pack Tactics trait. Similarly, a boar could possess a version of Charge, draining its prey while adding slashing damage and the possibility of knocking their victim prone.",
|
|
"Keep one special ability that makes sense for a creature of the stalker's former form without affecting the Challenge of the stalker. Avoid bestowing an oblivion stalker any ability that is magical, grants the stalker a ranged attack, or expands its resistances or immunities."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Oozing Vulture",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The squawking and flapping of wings didn't cause me to flee. The blood-dripping feathers and gnarled beak? A whole different story."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"An oozing vulture's feathers are prized by tailors and arcanists alike. A character can collect {@dice 2d10} feathers with a successful DC 10 Dexterity ({@skill Nature}) check. Each feather is worth 3 gp."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Oozing vultures have a vicious bite that can knock their victims prone."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "Oozing vultures can track the smell of blood over great distances."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "An oozing vulture is enraged by the smell of blood and gains advantage on attacks against wounded prey."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Oozing Vulture.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Ordeal Tree",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"In the primeval wood rises the ordeal tree. Should you hang from this hoary pillar of begone time for seven moons, you will gain power of the ancients."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The heartwood of an ordeal tree can be turned into an incense that, when inhaled, acts as a cure for removing powerful curses. Obtaining the wood requires a successful DC 15 Dexterity ({@skill Sleight of Hand}) check."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Lashing yourself to an ordeal tree for 7 days can grant a petitioner power based on their heart's desire."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "The blessings of the ordeal tree often come with curses."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Ordeal trees only grant their blessings to those whose hearts are evil."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Ordeal Tree.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Panjaian Ilharan",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Instilled with the power of the Primordials, panjaians are literal forces of nature."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency in {@skill Medicine} can attempt a DC 13 Wisdom ({@skill Medicine}) check to remove a panjaian's heart intact. Somebody who has proficiency with alchemist's supplies can treat the heart with reagents worth 100 gp in a process that takes 3 days and a successful DC 13 Intelligence or Wisdom check. This process, if successful, hardens the heart into an elemental gem: blue sapphire for ilharan, yellow diamond for citrolachi, red corundum for morakeshi, and emerald for alondon. What this process creates when used on the heart of a panjaian gormadraugon is unknown. History records no such act. (A gem of brightness is a good possibility, however.)"
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 13 Intelligence ({@skill Religion}):",
|
|
"entry": "Panjaians first appeared near the end of the Primordial's war with the gods. Some scholars believe if panjaians had been created earlier, it might have changed the conflict's outcome."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 13 Intelligence ({@skill Nature}):",
|
|
"entry": "Every panjaian has an affinity for the element of their Primordial patron. This affinity manifests in resistances, control over the element, and the ability to wield that element as a weapon."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Panjaian Ilharan.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Psychic Fragment",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"It appeared from the darkness: a faceless wraith whose outstretched arms sought purchase on my mortal frame. In desperation, I cried to my companions for aid, but my voice was silent. When it stole my words, I knew my doom was at hand."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The bones of a mortal transformed into a scream thief remain imbued with its undead aura. A skilled magic item crafter using 200 gp of magical regents, and spending at least 5 days of effort, can create a {@item wand of silence|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) if they succeed on a DC 15 Intelligence ({@skill Arcana}) check.",
|
|
"A spellcaster can capture a psychic fragment's essence before it dissipates after death. The spellcaster requires a container worth at least 100 gp. Anyone who succeeds on a DC 13 Intelligence ({@skill Arcana}) check can capture a portion of the defeated psychic fragment. The container can store up to 10 hit die worth of undead essence for 8 hours before they dissipate.",
|
|
"As an action, a container holding this spiritual essence can be thrown up to 20 feet, shattering on impact. All creatures within 5 feet of the broken container must make a DC 12 Constitution saving throw. A failed saving throw results in {@dice 1d4} necrotic damage per hit die of essence stored, while a success deals half as much damage."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "The scream thief is immune to necrotic and poison. The incorporeal nature of psychic fragments makes them resistant to nonmagical weapons."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "The touch of a scream thief drains life that magic cannot heal; only time and rest can."
|
|
}
|
|
]
|
|
},
|
|
"A scream thief remains trapped in its place of death, often accompanied by spirit fragments of the creatures it has killed."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Psychic Fragment Swarm",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"It appeared from the darkness: a faceless wraith whose outstretched arms sought purchase on my mortal frame. In desperation, I cried to my companions for aid, but my voice was silent. When it stole my words, I knew my doom was at hand."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The bones of a mortal transformed into a scream thief remain imbued with its undead aura. A skilled magic item crafter using 200 gp of magical regents, and spending at least 5 days of effort, can create a {@item wand of silence|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) if they succeed on a DC 15 Intelligence ({@skill Arcana}) check.",
|
|
"A spellcaster can capture a psychic fragment's essence before it dissipates after death. The spellcaster requires a container worth at least 100 gp. Anyone who succeeds on a DC 13 Intelligence ({@skill Arcana}) check can capture a portion of the defeated psychic fragment. The container can store up to 10 hit die worth of undead essence for 8 hours before they dissipate.",
|
|
"As an action, a container holding this spiritual essence can be thrown up to 20 feet, shattering on impact. All creatures within 5 feet of the broken container must make a DC 12 Constitution saving throw. A failed saving throw results in {@dice 1d4} necrotic damage per hit die of essence stored, while a success deals half as much damage."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "The scream thief is immune to necrotic and poison. The incorporeal nature of psychic fragments makes them resistant to nonmagical weapons."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "The touch of a scream thief drains life that magic cannot heal; only time and rest can."
|
|
}
|
|
]
|
|
},
|
|
"A scream thief remains trapped in its place of death, often accompanied by spirit fragments of the creatures it has killed."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Scream Thief",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"It appeared from the darkness: a faceless wraith whose outstretched arms sought purchase on my mortal frame. In desperation, I cried to my companions for aid, but my voice was silent. When it stole my words, I knew my doom was at hand."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The bones of a mortal transformed into a scream thief remain imbued with its undead aura. A skilled magic item crafter using 200 gp of magical regents, and spending at least 5 days of effort, can create a {@item wand of silence|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) if they succeed on a DC 15 Intelligence ({@skill Arcana}) check.",
|
|
"A spellcaster can capture a psychic fragment's essence before it dissipates after death. The spellcaster requires a container worth at least 100 gp. Anyone who succeeds on a DC 13 Intelligence ({@skill Arcana}) check can capture a portion of the defeated psychic fragment. The container can store up to 10 hit die worth of undead essence for 8 hours before they dissipate.",
|
|
"As an action, a container holding this spiritual essence can be thrown up to 20 feet, shattering on impact. All creatures within 5 feet of the broken container must make a DC 12 Constitution saving throw. A failed saving throw results in {@dice 1d4} necrotic damage per hit die of essence stored, while a success deals half as much damage."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "The scream thief is immune to necrotic and poison. The incorporeal nature of psychic fragments makes them resistant to nonmagical weapons."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "The touch of a scream thief drains life that magic cannot heal; only time and rest can."
|
|
}
|
|
]
|
|
},
|
|
"A scream thief remains trapped in its place of death, often accompanied by spirit fragments of the creatures it has killed."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Scream Thief.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Sea Drake",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Descendants of the great dragons of the mythic past still roam Etharis. They have little of the majesty of their ancestors, but they're still frightening."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Dragons are rare on Etharis, so materials from their corpses fetch a good price. A dragon's corpse can be sold for at least 100 gp times the Challenge of the monster.",
|
|
"Someone who has proficiency with alchemist's supplies can reduce the brain of a prismatic drake into an oil that can be used to fashion one arrow of dragon slaying. Brewing the oil takes 5 days of work, reagents worth 2,000 gp, and a successful DC 17 Intelligence or Wisdom check. Making the arrow is a trivial task, but treating it properly with the oil takes 5 more days of work."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "Sea drakes are cunning grapplers resistant to cold, sky drakes are adept fliers and have a bite charged with lightning, and blight drakes collect diseases that don't kill them but make for a toxic bite."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Prismatic drakes are the rarest drakes, rumored to be sorcerers transformed into dragons after they foolishly connected their minds to Gormadraug, the slumbering Prismatic Dragon. These drakes can cast spells."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Sea Drake.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Shadowsteel Ghast",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Shards of dark metal pierce the skin of the foul creature. The metal pushes out from within the abomination rather than the other way."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Taking 1 hour to extract the shards of Shadowsteel from a Shadowsteel ghoul, someone can collect an amount worth 250 gp. A Shadowsteel ghast yields a quantity worth 500 gp."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "Those who use Shadowsteel to power curses can become Shadowsteel ghouls upon death. These undead creatures seek out more of the metal. As the creature ages, it can regain a semblance of the arcane power it had in life, empowering similar creatures and cursing nearby foes."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Shadowsteel Ghast.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Shadowsteel Ghoul",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Shards of dark metal pierce the skin of the foul creature. The metal pushes out from within the abomination rather than the other way."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Taking 1 hour to extract the shards of Shadowsteel from a Shadowsteel ghoul, someone can collect an amount worth 250 gp. A Shadowsteel ghast yields a quantity worth 500 gp."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "Those who use Shadowsteel to power curses can become Shadowsteel ghouls upon death. These undead creatures seek out more of the metal. As the creature ages, it can regain a semblance of the arcane power it had in life, empowering similar creatures and cursing nearby foes."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Shadowsteel Ghoul.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Shatter Corpse",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The sound of breaking glass startles most, but think twice before going to see what caused it if it is followed by the sound of moaning."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The glass from ten shatter corpses can be used to create a suit of {@item glass-studded armor|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}) with a successful DC 10 Dexterity ({@skill Sleight of Hand}) check by someone proficient with jeweler's tools. Crafting this item takes 10 days and costs 1000 gp."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "Shatter corpses are a stronger kind of zombie that arises when someone dies from being impaled on broken glass."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Those that attempt to use a melee attack against a shatter corpse are likely to cut themselves unless they attack with carefully."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "Shatter corpses can launch volleys of broken glass."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Shatter Corpse.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Shieldhead",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"A shieldhead has a broad bone faceplate to protect itself and to ram foes. An expert rider can also use the bone like a shield. People have domesticated shieldheads for riding."
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Shieldhead.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Sitri Cat",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Disease is no stranger to the people of Etharis. The virulent Weeping Pox has devastated towns and families, and the Tears of the Hungerer is rumored to be a poison designed by necromancers. Other afflictions, such as the Seven Shades of Sitri and the Faith Cough, are not deadly but can impede even the strongest body. These diseases can be carried by animals, breaking their normal method of transmission. A twist of nature or foul magic has created carriers, some intentionally and some aggressively, that spread sickness quickly."
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Sitri Cat.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Skeleton Cannoneer",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"A line of skeletons marches into the town square with military precision. They raise rifles and take aim at the temple in unison."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Firearms recovered from skeleton troopers are nonfunctional, but parts of them might be useful. Each firearm recovered can reduce the cost of making a similar firearm by 10 percent, up to 50 percent."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "Necromancers with advanced training and hefty resources can make skeletons that are linked in death to their firearms."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "A commander leads some platoons of skeleton troopers. This skeleton directs the attacks and enhances the efficiency of its undead underlings."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"Skeletal troopers are effective when used as minions in the army of a higher-level threat. Cinematic battles focused on sieges or large battles are perfect for troopers. In these cases, having the troopers immune to turning until their powerful leader is defeated prevents anticlimactic encounters."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Skeleton Commander",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"A line of skeletons marches into the town square with military precision. They raise rifles and take aim at the temple in unison."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Firearms recovered from skeleton troopers are nonfunctional, but parts of them might be useful. Each firearm recovered can reduce the cost of making a similar firearm by 10 percent, up to 50 percent."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "Necromancers with advanced training and hefty resources can make skeletons that are linked in death to their firearms."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "A commander leads some platoons of skeleton troopers. This skeleton directs the attacks and enhances the efficiency of its undead underlings."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"Skeletal troopers are effective when used as minions in the army of a higher-level threat. Cinematic battles focused on sieges or large battles are perfect for troopers. In these cases, having the troopers immune to turning until their powerful leader is defeated prevents anticlimactic encounters."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Skeleton Rifler",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"A line of skeletons marches into the town square with military precision. They raise rifles and take aim at the temple in unison."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Firearms recovered from skeleton troopers are nonfunctional, but parts of them might be useful. Each firearm recovered can reduce the cost of making a similar firearm by 10 percent, up to 50 percent."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Religion}):",
|
|
"entry": "Necromancers with advanced training and hefty resources can make skeletons that are linked in death to their firearms."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Religion}):",
|
|
"entry": "A commander leads some platoons of skeleton troopers. This skeleton directs the attacks and enhances the efficiency of its undead underlings."
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "inset",
|
|
"name": "GM Advice",
|
|
"entries": [
|
|
"Skeletal troopers are effective when used as minions in the army of a higher-level threat. Cinematic battles focused on sieges or large battles are perfect for troopers. In these cases, having the troopers immune to turning until their powerful leader is defeated prevents anticlimactic encounters."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Skeleton Rifler.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Skinweaver",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"I don't brook with tanners no longer. If ya' know what's good for you, ya' won't ask me why."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Skinweavers collect valuable artwork and other items that display their erudition and refinement. They're never without their custom-made suits of bespoke leather armor. This leather is so finely crafted that a suit of armor stitched from a skinweaver's own suit is better than almost any other tanner's creations.",
|
|
"If a proficient armorer or leather worker uses a skinweaver's suit to create a humanoid suit of light armor and succeeds on a successful DC 15 Dexterity ({@skill Nature}) check, the armor acts as {@item +1 leather armor} and can be donned or doffed as a standard action. This process takes 24 hours and requires 250 gp of other components."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "A skinweaver is resistant to fire damage because of its leathery skin and armor."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "A skinweaver's terrifying appearance can scare an opponent multiple times in the same fight."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Skinweaver.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Sky Drake",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Descendants of the great dragons of the mythic past still roam Etharis. They have little of the majesty of their ancestors, but they're still frightening."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Dragons are rare on Etharis, so materials from their corpses fetch a good price. A dragon's corpse can be sold for at least 100 gp times the Challenge of the monster."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "Sea drakes are cunning grapplers resistant to cold, sky drakes are adept fliers and have a bite charged with lightning, and blight drakes collect diseases that don't kill them but make for a toxic bite."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Sky Drake.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Sloth Galloper",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"A sloth galloper is a hybrid sloth-ape that is an agile climber and fast sprinter. The beast's four apelike hands are sensitive, so it hesitates to move rapidly over rough terrain."
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Sloth Galloper.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Spythronar Sac",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Armored corpses in the cavern, resting among thick strands of webbing, have sparks of lightning playing off them."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Spythronar silk is prized, although it's worthless if acid or fire touched the web. One web can be used to make silk rope or fine clothing. A proficient alchemist can use the same amount of silk to produce a {@item potion of lightning resistance} or a dose of an oil that allows a metal weapon to deal {@dice 1d6} extra lightning damage for 1 hour. Producing either concoction takes 4 hours of work and a successful DC 13 Intelligence check.",
|
|
"A proficient weaver can turn three spythronar webs into a rope of entanglement or 10 webs into leather armor of lightning resistance. Doing either requires other materials worth 500 gp, 5 days of work, and a successful DC 15 Intelligence ({@skill Arcana}) check."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Spythronar swarms can weave dangerous webbing, making egg sacs quickly. It takes them some time to weave a sentient web."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "The sentient spythronar webs adhere to you if you touch them, and they charge their silken strands with lightning. Crushing spythronar egg sacs sets off a lightning discharge, but hitting them with lightning releases a new spythronar swarm."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Spythronar Swarm",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Armored corpses in the cavern, resting among thick strands of webbing, have sparks of lightning playing off them."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Spythronar silk is prized, although it's worthless if acid or fire touched the web. One web can be used to make silk rope or fine clothing. A proficient alchemist can use the same amount of silk to produce a {@item potion of lightning resistance} or a dose of an oil that allows a metal weapon to deal {@dice 1d6} extra lightning damage for 1 hour. Producing either concoction takes 4 hours of work and a successful DC 13 Intelligence check.",
|
|
"A proficient weaver can turn three spythronar webs into a rope of entanglement or 10 webs into leather armor of lightning resistance. Doing either requires other materials worth 500 gp, 5 days of work, and a successful DC 15 Intelligence ({@skill Arcana}) check."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Spythronar swarms can weave dangerous webbing, making egg sacs quickly. It takes them some time to weave a sentient web."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "The sentient spythronar webs adhere to you if you touch them, and they charge their silken strands with lightning. Crushing spythronar egg sacs sets off a lightning discharge, but hitting them with lightning releases a new spythronar swarm."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Spythronar Web",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Armored corpses in the cavern, resting among thick strands of webbing, have sparks of lightning playing off them."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Spythronar silk is prized, although it's worthless if acid or fire touched the web. One web can be used to make silk rope or fine clothing. A proficient alchemist can use the same amount of silk to produce a {@item potion of lightning resistance} or a dose of an oil that allows a metal weapon to deal {@dice 1d6} extra lightning damage for 1 hour. Producing either concoction takes 4 hours of work and a successful DC 13 Intelligence check.",
|
|
"A proficient weaver can turn three spythronar webs into a rope of entanglement or 10 webs into leather armor of lightning resistance. Doing either requires other materials worth 500 gp, 5 days of work, and a successful DC 15 Intelligence ({@skill Arcana}) check."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Spythronar swarms can weave dangerous webbing, making egg sacs quickly. It takes them some time to weave a sentient web."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "The sentient spythronar webs adhere to you if you touch them, and they charge their silken strands with lightning. Crushing spythronar egg sacs sets off a lightning discharge, but hitting them with lightning releases a new spythronar swarm."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Stormborn Ithjar",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"It takes mere moments for an ithjar to transform from a kite-like swirl of gray and red in the distance to a menace of snapping teeth."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Ithjar teeth and hide can fetch a fair price in larger markets. Necklaces and other decorations can be made from the teeth, and clothing can be fashioned from the skin and scales. Popular superstition says wearing ithjar teeth or hide imparts some of the creature's nimbleness to the wearer. This belief isn't wholly true, but someone who has proficiency with leatherworker's tools can make hide armor from the hide that has a base AC of 13 and allows a wearer to apply their full Dexterity bonus to AC. Creating this armor takes 10 days. Such hide armor fashioned from a stormborn ithjar is armor of resistance (lightning and thunder). This armor takes no longer to make, but it requires other materials worth 2,000 gp",
|
|
"The central fang of a stormborn ithjar can be fashioned into a javelin of lightning that deals {@dice 2d8} lightning damage and {@dice 2d8} thunder damage instead of only {@dice 4d6} lightning damage. A creature hit by the javelin must also succeed on a DC 13 Strength saving throw or fall prone. Someone who has proficiency with smith's tools can make this weapon with 10 days of work and other materials worth 250 gp. Somebody must also cast thunderwave on the weapon three times during its creation."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Ithjars are fast-moving ferocious fliers, but the more powerful of these flying serpents are imbued with the power of storms and can exhale lightning and thunder."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "It's difficult to capture an ithjar. They slither out of an enemy's clutches and other restraints quickly and easily."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "The stormborn ithjar is immune to lightning and thunder, allowing it to travel within storm clouds."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Thornlamm",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The temptation to aid a lost lamb should be tamped down when a thornlamm appears. Where there is one, there are many. And all lead back to a creature far more terrifying than any big, bad wolf."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The sphere of annihilation a caprathorn leaves behind can be controlled and taken. At the start of each day there is a 2% chance the sphere disappears forever."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "A caprathorn can detach a thornlamm to fight as its ally or consume one to heal."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "The caprathorn can entomb a fallen foe and unleash a field of disintegrating force. This annihilation field recharges if a creature the caprathorn has entombed dies."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "When a caprathorn dies, it implodes into a sphere of annihilation, which pulls nearby creatures toward it."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Torcheater",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"entries": [
|
|
"Torcheaters are small batlike creatures that feed on fire, swooping down to douse torches and campfires."
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Torcheater.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Venomous Gnoll",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"I never believed the rumors about the Beast and how it could change people. Then I saw how everyone at the logging camp had been transformed. It had to be a power even greater than a god's."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"The spine spikes of a venomous gnoll can be fashioned into four arrows, bolts, or darts. Someone who has proficiency with smith's tools or tinker's tools can make these projectiles in 4 hours. Each time one of these projectiles hits a target, the target takes an extra ({@dice 1d4}) poison damage, but if the {@dice d20} on the attack roll is a 1 or an even number other than 20, the projectile ceases to be poisonous.",
|
|
"Someone who has proficiency with alchemist's supplies can use the saliva glands from two gnoll brutes or one rampage gnoll to create a potion of growth. The glands must be harvested by someone who has proficiency in the Medicine skill, and doing so requires a successful DC 13 Wisdom ({@skill Medicine}) check. These glands must be used within 3 days or they go bad, although a gentle repose spell cast on the glands makes them last for that spell's duration. Making the potion requires 1 day of work and reagents worth 25 gp.",
|
|
"The wings of a rampage gnoll can be used to fashion bat wings of flying. Someone who has proficiency in leatherworker's tools can make this cloak in 5 days, using reagents worth 500 gp. Somebody must cast fly on the cloak on three out of the five days of its making. These wings give you a fly speed of only 40 feet, but they can be used once every {@dice 1d8} hours."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Arcana}):",
|
|
"entry": "Gnolls were once normal humanoids, but they have been mutated by the power of the Beast."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Some gnolls use spikes that grow from their bones, usually the spine, as projectiles. Different gnolls have different mutations, though, and some of these spikes are poisonous. The strongest mutants develop wings and infect the minds of those nearby with bloodthirsty fury."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Gnolls form bands along with other mutated creatures to rampage across their region. The gnolls eat the flesh and drink the blood of any living things they kill. They speak to each other in their own language of howls, snarls, and grunts."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Vitebriate",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"I swear I've seen that kid before, years ago, when I was just a kid myself! But she hasn't aged a day."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"When a vitebriate dies, it crumbles into a swarm of harmless crawling roaches.",
|
|
"If these roaches are mixed with seawater, a {@i potion of false life} results. The creation of this potion can be completed with a successful DC 10 Intelligence ({@skill Arcana}) check by someone proficient with an herbalism kit. This process takes 1 hour."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill History}):",
|
|
"entry": "A vitebriate can only have a single thrall at a time and can transfer some of its damage to its thrall."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Arcana}):",
|
|
"entry": "Vitebriates are immune to poison and disease, and they require a thrall to stay alive."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Vitebriate.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Werebear Ascetic",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"During full moons, inhabitants of Etharis stay inside with the doors barred and windows tightly shut. Even then, they look at those indoors with them with a suspicious eye. One never knows."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Lycanthropes exist in a state of perpetual mental turmoil, and over time their memories fragment. As a result, many carry keepsakes of their past lives to strengthen the memories they do not want to lose. The pelt of a lycanthrope is prized by certain mages for the crafting of magical cloaks, particularly cloaks that allow a person to change their form such as the cloak of the bat or the cloak of the manta ray.",
|
|
"Weapons made from the fangs or claws of deceased lycanthropes have special properties and are known as {@item lycan weapon|GHLoE|lycan weapons} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}). These weapons require a successful DC 15 Intelligence ({@skill Arcana}) check by a proficient weaponsmith, consuming 500 gp worth of components, and requiring 10 days of work."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Lycanthropy is a common affliction in Etharis. The source is a curse that twists mind and body into that of a savage beast. Though they can change at will, the light of the full moon triggers the transformation no matter what."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "In addition to the normal transmission of the curse through the bite of a lycanthrope, certain druidic sects also perform rituals to create new lycanthropes. This ritual is known as the Lunar Sacrament, used as a tool to protect druid groves from invasion."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Nature}):",
|
|
"entry": "While the nature of the transformation tends to override the senses with bestial fury, some can control themselves. By finding a balance between man and beast, they gain greater control over the curse, gaining the ability to turn into a full animal and retain their mental faculties."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Werebear Ascetic.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Werewolf Ravager",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"During full moons, inhabitants of Etharis stay inside with the doors barred and windows tightly shut. Even then, they look at those indoors with them with a suspicious eye. One never knows."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Lycanthropes exist in a state of perpetual mental turmoil, and over time their memories fragment. As a result, many carry keepsakes of their past lives to strengthen the memories they do not want to lose. The pelt of a lycanthrope is prized by certain mages for the crafting of magical cloaks, particularly cloaks that allow a person to change their form such as the cloak of the bat or the cloak of the manta ray.",
|
|
"Weapons made from the fangs or claws of deceased lycanthropes have special properties and are known as {@item lycan weapon|GHLoE|lycan weapons} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}). These weapons require a successful DC 15 Intelligence ({@skill Arcana}) check by a proficient weaponsmith, consuming 500 gp worth of components, and requiring 10 days of work."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 10 Intelligence ({@skill Nature}):",
|
|
"entry": "Lycanthropy is a common affliction in Etharis. The source is a curse that twists mind and body into that of a savage beast. Though they can change at will, the light of the full moon triggers the transformation no matter what."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill Nature}):",
|
|
"entry": "In addition to the normal transmission of the curse through the bite of a lycanthrope, certain druidic sects also perform rituals to create new lycanthropes. This ritual is known as the Lunar Sacrament, used as a tool to protect druid groves from invasion."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Nature}):",
|
|
"entry": "While the nature of the transformation tends to override the senses with bestial fury, some can control themselves. By finding a balance between man and beast, they gain greater control over the curse, gaining the ability to turn into a full animal and retain their mental faculties."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Werewolf Ravager.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Xakalonus",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"The Stillborn Forest crawls with these beasts, and their howls foretell even larger monsters approaching."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"A xakalonus brain is encased in a viscous jelly which can be turned into a substance called {@item arcane oil|GHLoE} (see Appendix A of {@adventure Lairs of Etharis|GHLoE|21}). This oil's creation requires a proficient alchemist to spend 8 hours and 200 gp of components. They must succeed on a DC 15 Intelligence ({@skill Arcana}) check to create the substance."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "Xakalonus are created from wounds to the hraptnon. These creatures, though always originating in the Stillborn Forest, can be found anywhere in Etharis. They feed on the brains of creatures that use magic, then return to offer up the brain to the hraptnon."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "If magic effects but does not harm a xakalonus, the magic might heal them or power their attacks instead."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Xakalonus.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Young Blightscale Dragon",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Dragons are rare, so seeing one is terrifying. Seeing one rotting before your eyes as it approaches? Mind-shattering!"
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"A claw from a young or older blightscale dragon can be fashioned into a dagger of venom. Doing so requires proficiency with smith's tools or woodcarver's tools, 5 days of work, and other materials worth 1,000 gp.",
|
|
"Blood and other fluids of a blightscale dragon can be harvested and used to offset the shadowsteel component when bestowing a curse of foul blight. A wyrmling is worth 250 gp, a young dragon 750 gp, an adult 1,500 gp, and an ancient dragon 3,000 gp."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Wisdom ({@skill History}):",
|
|
"entry": "A blightscale dragon is a dragon that has been subjected to a powerful curse."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Wisdom ({@skill Medicine}):",
|
|
"entry": "A blightscale dragon is immune to necrotic damage and poison. Its breath weapon is a swarm of poisonous insects and gas."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "The curse on the blightscale dragon makes it exude a toxic, cursed gas when it dies, possibly passing on a portion of the curse."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "A Blightscale Dragon's Lair",
|
|
"entries": [
|
|
"Blightscale dragons create temporary lairs in which they suffer the curse in rage and despair. Whether a cave or a building, the dragon pulls easy entrances down so that none can view it in its agonized state. The air inside is rank, and those who draw a full breath become nauseated. The curse attracts insects that construct colonies resembling yellow, congealed lumps."
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Young Blightscale Dragon.webp"
|
|
}
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Zombie Troll",
|
|
"source": "GHLoE",
|
|
"entries": [
|
|
{
|
|
"type": "quote",
|
|
"entries": [
|
|
"Running away from a troll is smart. Running away from a troll that casts spells is wishful thinking."
|
|
]
|
|
},
|
|
{
|
|
"type": "section",
|
|
"entries": [
|
|
{
|
|
"type": "entries",
|
|
"name": "Salvage",
|
|
"entries": [
|
|
"Someone who has proficiency with jeweler's tools or woodcarver's tools can fashion the skull of a lich troll into a ring of regeneration. Doing so takes materials worth 5,000 gp, 10 days of work, and a successful DC 15 Intelligence or Wisdom check. Somebody must also cast greater restoration on the ring each day during the process. If the ring's wearer dies while wearing the ring, the soul of the lich has a 25 percent chance to take over the corpse and use it as a new body. But if the ring is created entirely in the area of a hallow spell with the everlasting rest effect, the tie to the lich's soul is broken."
|
|
]
|
|
},
|
|
{
|
|
"type": "entries",
|
|
"name": "Lore",
|
|
"entries": [
|
|
{
|
|
"type": "list",
|
|
"style": "list-hang-notitle",
|
|
"items": [
|
|
{
|
|
"type": "item",
|
|
"name": "DC 15 Intelligence ({@skill History}):",
|
|
"entry": "The lich troll is remnants of early attempts of powerful spellcasters to transfer their souls into trolls."
|
|
},
|
|
{
|
|
"type": "item",
|
|
"name": "DC 20 Intelligence ({@skill Arcana}):",
|
|
"entry": "The lich troll is immune to poison and resistant to necrotic damage. It regenerates and can be killed only by acid, fire, or radiant damage."
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|
|
],
|
|
"images": [
|
|
{
|
|
"type": "image",
|
|
"href": {
|
|
"type": "internal",
|
|
"path": "bestiary/GHLoE/Zombie Troll.webp"
|
|
}
|
|
}
|
|
]
|
|
}
|
|
]
|
|
}
|