A.K.A. Dark Legacy Part 1
This weekend I had some time to watch Battlestar Galactica (which I loved) and felt the need to step away from all the Dark Sun brainstorming to keep myself from getting burned out. Not from D&D altogether, though. With autumn here and Halloween coming up, I really wanted to read a few specific D&D books: 4e Encounters Dark Legacy of Evard, 4e The Shadowfell: Gloomwrought and Beyond, Die, Vecna, Die!, and I want to sit down and pour through The Keep on the Shadowfell — not to mention dozens of Ravenloft books I miss.
Even though "Halloween weekend" is over, I couldn't help but pick out some pieces of Dark Legacy of Evard — which, by the way, was a pleasant surprise to read through and I think could make for a good weekend of Shadowfell (or Ravenloft) adventuring — and whip up a few creatures and a couple of rewards for a little 5e adventure in a town, nearby ruins or a swamp, a forest, tombs, you name it. A pdf of the adventure can be found on DriveThruRPG for only $4.99. I've tried to find physical copies of it and the Dark Sun Encounters adventure but they are always astronomically high. Speaking of DriveThru, if you're reading this in October and haven't browsed their Halloween Sale already, it's always worth checking out to get some very cheap, very awesome RPG books. I always look for Ravenloft books I don't already have, there are loads (something like 10,000+ items?) of rulebooks and item tables and monsters for all kinds of zombie, demon, eldritch horror/thriller adventures and a ton of stuff that's just weird and fun.
I'll also to implore everyone to dig into the world and art of Magic: the Gathering's Lorwyn and Shadowmoor. When making (adapting?) the umbral sprites I was picturing the insectoid, chitin-wearing, dream-stealing faeries and all of the art of that world. At the very least, look up "Faerie" creatures on Gatherer. Better, even if you know them and their art, look up Rebeccay Guay (Dawnglow Infusion, Bitterblossom), Terese Nielsen (too much to list), Matt Cavotta (Wydwen, the Biting Gale), Daarken (Kulrath Knight for a not-so-obvious one), Zoltan Boros & Gabor Szikszai (Faerie Swarm), Wayne Reynolds's faeries, both Michael Sutfin's and Willian Murai's versions of Vendillion Clique, so many more; Tony DiTerlizzi last but not least, though I figure if you see this blog post and know any of the other artists, you probably know DiTerlizzi.
On top of the few things below, flail snails and vegepygmies would fit great in any forest adventure of course, one adventure I'd love to see (or make) is to play in a party of tiny fey creatures going through the Shadowfell, encountering pixie civilizations and fighting huge (for a pixie) flail snails, faerie dragons, giant (again, for a pixie) spiders, enemy pixie swarms, fiery elemental scarecrows (or scary fire crows?). Or a goblin adventure in the same forest. There's so much that can be explored. But anyway. Onto what I really came here to paste down and get out there this morning: monsters! Just a few, but just sprinkling a few of them into short and simple encounters can make for a lot of fun. Hopefully they're useful or inspiring in some way and they show how minor changes to other monsters can add so much more "flavor" to an encounter. Oh, and some monsters know "Ancient Netherese," I suppose it's mostly completely pointless but it might be good D&D lore to look up.
Encounter 1
Animated Gargoyle (3)
Small elemental, neutral evil
AC 13, HP 32 (5d8 + 10), Speed 30 ft, Fly 30 ft
STR 9 (-1), DEX 13 (+1), CON 14 (+2), INT 6 (-2), WIS 11 (+0), CHA 7 (-2)
Saving Throws: DEX +3.
Damage Resistances: Piercing and Slashing from nonmagical attacks that aren't adamantine.
Damage Immunities: Poison.
Condition Immunities: Exhaustion, Petrified, Poisoned.
Senses: Darkvision 60 ft, Passive Perception 10.
Languages: Common.
Challenge Rating: 1 (200 XP)
Abilities
False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Harry. If the gargoyle moves at least 10 ft straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 13 STR save or be knocked prone and become Stunned until the start of the next round.
Actions
Multiattack. The gargoyle makes two claw attacks.
Claw. Melee weapon attack: +4 to hit, reach 5 ft, one target. 4 (1d6 + 1) slashing damage.
Tactics: These creatures work together to bedevil those who enter the room. Each round, one gargoyle uses harry to knock a character prone then the others swoop in to claw at those on the ground.
Shadow Stalker (2)
Medium undead, chaotic evil
AC 14, HP 19 (3d8 + 6), Speed 60 ft, INI +6
STR 10 (+0), DEX 16 (+3), CON 13 (+1), INT 14 (+2), WIS 10 (+0), CHA 8 (-1)
Skills: Stealth +4 (+6 in dim light or darkness), Perception +3.
Damage Vulnerabilities: Radiant.
Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks.
Damage Immunities: Necrotic, Poison.
Condition Immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, restrained.
Senses: Darkvision 60 ft, Passive Perception 10.
Languages: Understands Ancient Netherese and Common but can't speak.
Challenge Rating: 2 (450 XP)
Abilities
Amorphous. The stalker can move through a space as narrow as 1 in wide.
Shadow Stealth. While in dim light or darkness, the stalker can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the stalker has disadvantage on attack rolls, ability checks, and saving throws.
Triggered Abilities
Shadow Stalk (1/day).
Trigger: Whenever the stalker hits a creature with an attack.
Effect: The target must succeed on a DC 16 DEX save or the stalker shifts into the target's space and melds with its shadow. While the stalker is melded with the target's shadow, it remains in the target's space and moves with the target without provoking opportunity attacks and has an additional +5 to hit with attacks made against the target. The target can spend 1 action to attempt to make a DC 16 DEX save to disconnect from the stalker and end the effect.
If a non-evil humanoid dies while the stalker is melded with its shadow, this ability recharges and a new shadow stalker rises from the corpse 1d4 hours later.
Shadow Step.
Trigger: A living creature within 25 ft drops below 1 HP.
Effect: Until the end of its next turn, its speed becomes 60 ft and it gains a +2 bonus to attack rolls.
Actions
Shadowy Touch. Melee weapon attack: +5 to hit, reach 5 ft, one creature. 10 (1d8 + 6) necrotic damage.
Tactics: The stalkers are hidden at the start of the encounter; a character must succeed on a DC 20 Perception check to detect them. They each pick out its own target and attack with shadow stalk as soon as possible. If a creature saves against the shadow meld, the shadow flits back to a dark corner of the room to Hide and attack again.
Encounter 2
Swarm of Umbral Sprites (1)
Medium swarm of Tiny fey, neutral
AC 17, HP 40 (8d6 + 12), Bloodied 20, Speed 20 ft, Fly 30 ft (hover), INI +5
STR 6 (-2), DEX 22 (+6), CON 13 (+1), INT 10 (+0), WIS 14 (+2), CHA 17 (+3)
Skills: Perception +5, Stealth +9.
Damage Resistances: Bludgeoning, Piercing, Slashing.
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned.
Senses: Blindsight 30 ft, Passive Perception 15.
Languages: Ancient Netherese, Common, Elvish.
Challenge Rating: 3 (700 XP).
Abilities
Magic Resistance. The swarm has advantage on saves against spells and other magical effects.
Stinging Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny sprite. The swarm can't regain hit points or gain temporary hit points.
An enemy that ends its turn in the same space as the swarm takes 3 piercing damage.
Triggered Abilities
Fade Away.
Trigger: The swarm becomes Bloodied.
Effect: The swarm immediately becomes invisible and flees.
Actions
Darkwave (Recharge 5-6). The swarm bursts with dark energy, creating a zone of magical darkness in the space that lasts until the swarm's next turn. Each creature within 5 ft must make a DC 11 DEX save, taking 13 (2d6 + 6) necrotic damage or half as much damage on a success.
Flurry of Stings. Melee weapon attack: +9 to hit, reach 0 ft, one creature in the swarm's space. 10 (3d6) piercing damage.
Tactics: The sprites hover near the frogs, waiting for them to waylay something interesting.
This horde flies into the best position to use its darkwave attack against the most characters possible. The swarm cares little about the frogs, but it tries to avoid impeding their attacks. After using darkwave, the sprites skirt around the edges of the battle, attacking with flurry of stings. If it gets hurt but the frogs are still alive and being attacked, it might stay if it can take down an enemy.
When a creatures stands in the same space as the swarm, they will have umbral pixie dust in their hair or face and on their shoulders.
Sporeback Frog (1)
Medium beast, unaligned
AC 14, HP 22 (4d8 + 4), Speed 15 ft, Swim 25 ft
STR 14 (+2), DEX 11 (+0), CON 13 (+1), INT 2 (-4), WIS 10 (+0), CHA 3 (-4)
Skills: Perception +2, Stealth +5.
Senses: Darkvision 30 ft, Passive Perception 12.
Languages: —
Challenge Rating: 1/2 (100 XP).
Abilities
Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Swamp Camouflage. The frog has advantage on Stealth checks made to hide in swampy terrain.
Triggered Abilities
Spore Burst.
Trigger: The frog drops to 0 HP.
Effect: The fungi on the frog's back pop, releasing a cloud of spores and gas. The nearest creature within 15 ft of the frog must succeed on a DC 15 CON save or take 8 (1d6 + 5) poison damage and become infected with a disease. (Creatures immune to being Poisoned are immune to this effect.) Until the disease is removed, the creature takes a -2 penalty to attack rolls and CON saves. Spores start growing inside the creature's lungs and will kill it in a number of days equal to 1d12 + the creature's CON score. After the creature dies, it sprouts 1d4 Tiny fungi that grow to full size gas spores in 7 days.
Actions
Barbed Tongue. Melee weapon attack: +5 to hit, reach 15 ft, one target. 8 (1d8 + 4) slashing damage, and the target is Grappled (escape DC 14) and pulled up to 15 ft toward the frog. Until this grapple ends, the target is Restrained, takes 4 (1d4 + 2) acid damage at the start of each of the frog's turns, and the frog can't use its barbed tongue another target.
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the frog can't bite another target.
Tactics: This amphibian hangs back by the pond, moving only close enough to use its barbed tongue attack. If it can, it pulls its target into the pond and underwater.
Thornskin Frog (2)
Medium beast, unaligned
AC 13, HP 18 (4d8), Speed 20 ft, Swim 30 ft
STR 12 (+1), DEX 13 (+1), CON 11 (+0), INT 2 (-4), WIS 10 (+0), CHA 3 (-4)
Skills: Perception +2, Stealth +3.
Senses: Darkvision 30 ft, Passive Perception 12.
Languages: —
Challenge Rating: 1/4 (50 XP).
Abilities
Amphibious. The frog can breathe air and water.
Leap. The frog can spend all its movement on its turn to jump up to 20 ft horizontally or 10 ft vertically and may make a slam attack.
Actions
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage, and the target is Grappled (escape DC 11). Until this grapple ends, the target is Restrained, and the frog can't bite another target.
Slam. Melee weapon attack: +3 to hit, reach 5 ft, one target. 7 (2d6) slashing damage.
Tactics: These frogs each leap at the two nearest creatures and use slam against them. If there are any creatures that are not grappled by frogs, they will use bite against them on their next turn, leaping into the pond with them — otherwise they use leap and slam as often as possible.
More Stuff
Umbral Sprite Captain
Tiny fey, neutral evil
AC 19 (chitin armor), HP 3 (2d4), Bloodied 1, Speed 10 ft, Fly 40 ft, INI +3
STR 4 (-3), DEX 20 (+5), CON 11 (+0), INT 10 (+0), WIS 14 (+2), CHA 13 (+1)
Skills: Arcana +3, Perception +5, Stealth +5.
Senses: Darkvision 30 ft, Passive Perception 13.
Languages: Ancient Netherese, Common, Elvish.
Challenge Rating: 1 (200 XP)
Abilities
Duskbody. The sprite is vulnerable to nonmagical attacks from iron and steel weapons, and has resistance to nonmagical attacks from silver weapons.
Innate Spellcasting. The sprite's innate spellcasting ability is CHA (spell save DC 14). It can innately cast the following spells, requiring only its umbral pixie dust as a component:
At will: umbral druidcraft.
3/day: detect poison, blindness, faerie fire, sleep.
1/day: confusion, dispel magic, invisibility.
Magic Resistance. The swarm has advantage on saves against spells and other magical effects.
Triggered Abilities
Countercharm (1/day).
Trigger: The swarm becomes the target of a spell that would Charm it.
Effect: The spell is recast at the source of the spell.
Fade Away.
Trigger: The sprite becomes Bloodied.
Effect: The sprite immediately casts invisibility on itself and flees.
Actions
Poison Prick. Melee weapon attack: +7 to hit, reach 5 ft, one target. 2 piercing damage. If the target is a creature, its STR is reduced by 1d6 until it takes a short or long rest.
This sprite wears tiny blue and black chitin armor and wields a tiny violet needle as a weapon. Their house is a hole in the base of a large elm tree, hidden by a cluster of thick shelf fungi that can be found all over the woods here (DC 17 Perception check to spot the house). When they aren't leading a swarm, they spend their time studying umbral spell scrolls and collecting new thorns and shells for arms and armor. Inside their house is a small (for a human) round glass vial with a red cap inside and filled with salt (a trapped redcap).
Tactics: If the party is higher level or larger than expected for the swamp encounter, this sprite will leave their home and join the umbral sprite swarm, boosting the swarm's confidence in battle. While they're part of the swarm, the sprite can use poison prick whenever the swarm deals damage. They save their spells for when the swarm is in danger, using confusion on large threats.
Notes: See Lorwyn and Shadowmoor block faeries for aesthetics, attitude, and miscellany. See bracket fungus like dryad's saddle (Cerioporus squamosus) or turkey tail (Trametes versicolor) for mushroom references, 1d4 chance it will be a different mushroom that looks the same but is poisonous (causing nausea, minor hallucinations, or Confusion for 1d4 hours).
Umbral Faerie Dragon
Small fey, neutral
AC 15, HP 14 (4d4 + 4), Speed 10 ft, Fly 60 ft, INI +4
STR 5 (-3), DEX 20 (+5), CON 13 (+1), INT 16 (+3), WIS 12 (+1), CHA 14 (+2)
Saving Throws: CHA +5.
Skills: Arcana +4, Perception +3, Stealth +9.
Damage Resistances: Acid, Fire.
Senses: Darkvision 60 ft, Passive Perception 13.
Languages: Draconic, Sylvan.
Challenge Rating: 2 (450).
Abilities
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 ft.
Magic Resistance. The dragon has advantage on saves against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight Sensitivity. While in bright light or sunlight, the dragon has disadvantage on attack rolls and on Perception checks that rely on sight.
Innate Spellcasting. The dragon's innate spellcasting ability is INT (spell save DC 14). It can innately cast a number of spells, requiring no material components.
1/day each: contagion, dominate beast, fearie fire, mirror image.
Actions
Bite. Melee weapon attack: +7 to hit, reach 5 ft, one creature. 3 (1d4 + 1) piercing damage.
Shadow Breath (Recharge 5-6). The dragon exhales a puff of foul smoke in a 10-ft cone. Each creature in the area must succeed on a DC 13 DEX save, taking 4 (2d6) acid damage and, for 1 min, the target can't take reactions and must roll 1d6 at the start of each of its turns to determine its behavior during the turn:
1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6. The target doesn't move, and the only thing it can do on its turn is attempt to make a DC 11 WIS save to end the effect.
Treasure
Umbral Pixie Dust
When pixies fly (while not invisible), a shower of sparkling dust follows them like the glittering tail of a shooting star. A sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber.
One pinch of umbral pixie dust can substitute for the material components of any transmutation spell of 3rd level or lower. The dust can also be used to makes things blend into shadows and muffle sound made by footsteps or beating wings.
Spells
Bitterseed
1st-level transmutation
Casting Time: 1 action.
Range: Touch.
Components: V, S, M*.
Duration: Instantaneous.
Up to four seeds appear in your hand and are infused with magic for the duration. A creature can use its action to eat one seed. Eating a seed deals 2 necrotic damage and causes the creature to feel starved and become infected with a feverish disease. Until the disease is cured, the creature has disadvantage on STR and CON checks and saves, and attack rolls that use STR.
The seeds keep their potency when ground into a powder, and lose their potency if they have not been consumed within 24 hours of the casting of this spell.
* - (an almond flower)
Umbral Druidcraft
Transmutation cantrip
Casting Time: 1 action.
Range: 30 ft or touch.
Components: V, S; or M*.
Duration: Instantaneous.
You create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a black snake encircling your finger for a shadowstorm, a warm gust of wind for a tornado, leaves turning brown and shriveling for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You touch a plant and determine its condition. You instantly know whether the plant is healthy, dead, near death (will die in the next two hours), Poisoned or diseased, undead, or neither alive nor dead (such as an artificial plant).
You touch a sleeping creature and instantly sense their nightmares.
* - (a pinch of umbral pixie dust)
And one little extra:
Tiny Book of Umbral Druidcraft
A very tiny book made of pale brown leaves with text and diagrams inscribed with the finest black and silvery ink. It requires a magnifying lens for a human to read. The book contains one scroll each of the following spells: countercharm (1st-level), darkwave (2nd-level), enhanced darkwave (4th level, darkwave that inflicts targets with faerie fire).
Cheers, happy Monday.