read page by page

master
bel 2022-07-10 17:06:57 -06:00
parent 881a096681
commit 215625a482
3 changed files with 909 additions and 0 deletions

52
main.go Normal file
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@ -0,0 +1,52 @@
package main
import (
"bufio"
"errors"
"flag"
"io"
"os"
)
var (
columnDelimiter string
pageDelimiter string
minimumInstances int
)
func main() {
flag.StringVar(&pageDelimiter, "p", "\f", "page delimiter character")
flag.StringVar(&columnDelimiter, "d", " ", "column delimiter character")
flag.IntVar(&minimumInstances, "m", 2, "minimum non-leading instances of delimiter to break a column")
flag.Parse()
r := bufio.NewReader(os.Stdin)
for {
b, err := readPage(r)
if err != nil && err != io.EOF {
panic(err)
}
if err := putPage(b); err != nil {
panic(err)
}
if err == io.EOF {
break
}
}
}
func readPage(r *bufio.Reader) ([]byte, error) {
return _readPage([]byte(pageDelimiter)[0], r)
}
func _readPage(d byte, r *bufio.Reader) ([]byte, error) {
b, err := r.ReadBytes(d)
if len(b) > 0 && byte(b[len(b)-1]) == d {
b = b[:len(b)-1]
}
return b, err
}
func putPage(b []byte) error {
return errors.New("not impl")
}

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main_test.go Normal file
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package main
import (
"bufio"
"fmt"
"io"
"strings"
"testing"
)
func TestReadPage(t *testing.T) {
cases := map[string]struct {
input string
d rune
want string
err error
}{
"ez": {
input: "helloXworld",
d: 'X',
want: "hello",
err: nil,
},
"eof found": {
input: "helloX",
d: 'X',
want: "hello",
err: nil,
},
"eof not found": {
input: "hello",
d: 'X',
want: "hello",
err: io.EOF,
},
"start of file": {
input: "Xhello",
d: 'X',
want: "",
err: nil,
},
}
for name, d := range cases {
c := d
t.Run(name, func(t *testing.T) {
r := bufio.NewReader(strings.NewReader(c.input))
d := byte(c.d)
got, err := _readPage(d, r)
if fmt.Sprint(err) != fmt.Sprint(c.err) {
t.Fatal(c.err, err)
}
if string(got) != c.want {
t.Fatal(c.want, string(got))
}
})
}
}

800
testdata/pdftotext.txt vendored Normal file
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Credits
Lead Designer: Logan Reese
Rules Development: Jordon Gibson, Logan Reese
Writing: Corodon Fuller, Jordon Gibson, Logan Reese
Additional Companions: JoCat, Jess Jackdaw
Editing: Corodon Fuller, Logan Reese
Products & Fulfilment: Matthew Witbreuk
Art Lead: Suzanne Helmigh
Product Designer: Doug Spencer
Cover Art: Marzena Piwowar
Graphic Designers: Ammu Tier, Justin Oefelein, Suzanne Helmigh
Interior Illustrators: Cynthia F.G., Decio Junior, Emanuel Silva, Fabio Perez, Gabriel Lopes, Gabriela Marchioro, Marilyn
Brackett, Marzena Piwowar, Mattia Rangoni, Moniek Schilder, Ramzy Kamen, Rodrigo Camilo, Stephanie Böhm, Suzanne
Helmigh, Yuri Cameirana, JoCat, Jess Jackdaw
3D artist: Emilio Jose Dominguez Calvo
Marketing: Tyler Kempthorne
Playtesting: The incredible community of backers that not only helped fund the book, but stuck around to help us fine tune
the book
Sponsors: DavvyChappy, Dungeon Dudes, Nerdarchy, Runesmith, XPtoLevel3
Special Thanks: Jacob Budz, Jordan Roberts, Marisa Williams, Tim Yaeger, Rex Gibson and the Wizards of the Coast
Ownership & Copyright
This product is compliant with the Open Game Licence and is suitable for use with the 5th Edition rules system.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content:
All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations,
characters, illustrations, and trade dress. (Elements that have previously been designated as Open Game Content or are in
the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work
other than the material designated as Open Game Content may be reproduced in any form without written permission.
Stibbles Codex of Companions © 2020, Eldermancy LLC. All rights reserved.
Reference to copyright material in no way constitutes a challenge to the respective copyright holder of that material.
Eldermancy LLC, the Eldermancy logo, Stibbles Codex of Companions and the Stibbles Codex of Companions logo are
trademarks of Eldermancy LLC.
Made in China
Stibbles Codex of Companions
In July of 2016, my groups passion for role playing led us to make our first piece
of content on a shared YouTube channel. We had no plans to make any sort of
career out of it, we just wanted to crack jokes and teach lessons to other tables.
Two years later, in October of 2018, I decided to quit my lengthy trail of dead end
jobs and make my own channel, Runesmith. I had a couple bucks in my bank,
no followers, and about a month to make it or break it. Due to incredible support
from the tabletop gaming community, that leap allowed me to make connections
with other creative minds, and eventually form Eldermancy to create our first
book: The one you have in your hands!
I used to chase the pipe dreams of being a writer or a character designer
as a kid, learning to draw and write poems or short stories during almost
all of my free time. The fact that Ive been granted the creative freedom by
an overwhelming 6,434 backers to make a bestiary of my own monsters is
a blessing I couldnt even begin to repay in kind. I hope the contents of this
book meets and exceeds your expectations for a codex of companions, and that
Eldermancy is allowed to continue to provide resources to enrich your creative
experiences and time you spend with friends.
The over 100 unique companions in this book pull inspiration from
global folklore, mythology, media, real world animals, and original concepts
from my own mind! The purpose of this codex, and every monster inside, is to
strengthen the bonds between your characters and their interests, as well as
your friendships with the players around you. All of us at Eldermancy, especially
myself, can only hope you enjoy this book as much as we did creating it.
The mechanics, the fantastic illustrations, new additions like feats,
spells and items, and the adorable products that were created alongside them
took our team almost a full year to create. The process has been a more than
enlightening experience, and I can only hope were able to use that experience to
bring you higher levels of play in the future. Thank you so much for taking the
time to explore these companions, and enjoy the book!
Logan Reese
Contents
C
CONTENTS
Part 1 - Stibbles Companions Octopus..........................................36 Wyrmlet........................................ 71
Ch. 1: Companions Opossum....................................... 37 Vishap............................................72
Aberrations Otter...............................................38 Elementals
Biote................................................6 Piglet.............................................39 Armordillo.................................... 73
GonBun........................................... 7 Raccoon........................................ 40 Bennu............................................74
Maw...............................................8 Rodents Burnling........................................75
Nyart...............................................9 Capybara................................... 41 Pearl Python.................................76
Shub...............................................10 Rabbit....................................... 42 Shingle..........................................77
Skinti..............................................11 Squirrel......................................43 Windole.........................................78
Skull Tick....................................... 12 Sovereign Scorpion..................... 44 Fey
Soth................................................ 13 Celestials Bai Ze.............................................79
Thoth Ball..................................... 14 Blessling........................................45 Flitterbell..................................... 80
Tulu................................................ 15 Chamrosh.................................... 46 Kitsune.......................................... 81
Yetling........................................... 16 Feluros...........................................47 Moon Doppler..............................82
Beasts Loftus............................................ 48 Moon Singer.................................83
Axolotl........................................... 17 Odeye............................................ 49 Puca.............................................. 84
Bat.................................................. 18 Pangol.......................................... 50 Tanuki...........................................85
Birds of Prey Woar.............................................. 51 Tiki Spirit..................................... 86
Eagle........................................... 19 Constructs Wolpertinger................................87
Hawk......................................... 20 Animated Headwear...................52 Fiends
Butterfly........................................ 21 Animated Glove...........................53 Blood Acher..................................88
Cat..................................................22 Awakened Mug............................54 Cerbus........................................... 89
Coconut Crab................................23 Balderdash...................................55 Chorden........................................ 90
Dinosaurs Boule..............................................56 Oboba............................................ 91
Albertonykus........................... 24 Clockwork Buddy.........................57 Strix.............................................. 92
Aquilops....................................25 Fetchen..........................................59 Teeniloth.......................................93
Compsognathus...................... 26 Flying Book.................................. 60 Thisschord................................... 94
Psittacosaurus..........................27 Holo............................................... 61 Wizards Parasite........................95
Dog.................................................28 Dragons Monstrosities
Duck.............................................. 29 Basan............................................ 62 Bio#133........................................ 96
Frogs Dreparous.....................................63 Crabbit..........................................97
Toad...........................................30 Druk.............................................. 64 Flying Emperor Monkey............ 98
Tree Frog................................... 31 Entomodrake...............................65 Mimcat......................................... 99
Grimalkinn...................................32 Equtaras....................................... 66 Pygmy Owlbear........................ 100
Koala............................................. 33 Hydra Puck...................................67 Savannah Tatzelwurm............. 101
Lobster..........................................34 Knucker........................................ 68 Tarnisher....................................102
Manta Ray....................................35 Kur................................................ 69 Tradex.........................................103
River Ribbon................................70
4
Contents
Oozes Part 3 - New Ways to Play
Black Pudding Cup........................................................104 Ch. 4: Companion Personalities
Gellump...........................................................................105 Common Personalities................................................ 131
Gummybear Ooze..........................................................106 Evil Personalities......................................................... 134
Plants Ch. 5: Dueling other Companions
Bonsai Treant.................................................................108 Setting up a Duel..........................................................137
Bloom Crawler...............................................................109 The Duel.........................................................................137
Golden Torch Cactal Folk..............................................111 Finishing a Duel............................................................137
Prickly Pear Cactal Folk................................................111 Arenas............................................................................137
Fungal Folk.....................................................................112 Ch. 6: Ability Training
Turf..................................................................................113 Companion Restrictions............................................. 140
Vine-Snake.....................................................................114 Strength Training........................................................ 140
Undead Constitution Training................................................. 140
Dentacles........................................................................115 Dexterity Training....................................................... 140
Exhoul.............................................................................116 Intelligence Training.................................................. 140
Hand Axe........................................................................117 Wisdom Training......................................................... 140
Renine.............................................................................118 Charisma Training...................................................... 140
Silhouette........................................................................119 Ch. 7: Eggs
Part 2 - Playing with Companions Incubating Monster Eggs............................................141
Ch. 2: Finding and Taming Your Companion Keeping the Egg Warm................................................141
Locating a Companion.................................................121 Maintaining Moisture.................................................141
Forming the Bond.........................................................121 Incubation Period.........................................................141
Familiars as Companions............................................122 Types of Eggs.................................................................141
Bond Strength with Familiar Companions...............122 Part 4 - Player Tools and Extras
Combat with Familiar Companions...........................122 Ch. 8: Player Options and Items
Familiar Companions with Different Forms.............122 Player Feats.................................................................. 143
Multiple Companions and Familiars..........................122 Spells............................................................................. 144
Ch. 3: Bonding With Your Companions Magic Items.................................................................. 147
Bond Strength................................................................124 Ch. 9: Extras
Having Multiple Companions......................................124 Environment Tables.....................................................153
Playing with Your Companion....................................124 Index.............................................................................. 164
Studying Your Companion...........................................124 About Stibbles (Fictional Author Biography).......... 165
Gifts and Treats..............................................................124 Thankyou to Backers................................................... 166
Grooming and Cleaning...............................................124
Dueling............................................................................124
Losing Bond Strength...................................................125
Spending Time Apart....................................................125
Starving...........................................................................125
Falling in Battle.............................................................125
Breaking the Bond.........................................................126
Bond Boons.....................................................................126
Dealing With Death.......................................................129
5
Chapter 1: Companions
A
ABERRATIONS
Biote
These small alien creatures are some of the most ambitious
and compassionate companions one can have. A biotes single
eye is often considered a manifested metaphor, explaining that
the biote has only its master in its sight. One odd feature of
the biote is the rest of its facial structure: the more time a biote
spends in the service of a single creature, the more it begins to
resemble them: its hairstyle, mouth, ears, and jaw reform after
enough blood has been consumed.
Some scholars believe that a biote is actually just the
floating tail, and that the rest of its body manifests to keep
the appendage alive. Their psionic abilities grant them several
spells, including the ability to float endlessly through the
air. As feeble as their attacks seem to be, a creature lacking
wisdom will soon find its injury spreading. Because the attacks
of a biote have a unique echo that affects its enemies' minds,
they are forced to relive the attack until they can overcome it.
Unwavering Loyalty. A biote lives its entire physical life with
the intent to serve a master. Forming some of the strongest
bonds in very short periods of time, they try their best to
convey their need for a dependent relationship. In this, biotes
are aided by their ability to read the thoughts and emotions of
nearby creatures.
Dependent Biology. Biotes will die within hours if left alone. For
unknown reasons, their bodies rapidly degrade without a master:
no amount of food or water will keep them alive. They require
three sources of nourishment, the combination of which seems
nonsensical: sapient thoughts, small amounts of blood, and scat.
Biote Environments: Space, Underground, Urban
Tiny Aberration, Neutral Good Taming Difficulty: Very Easy
Starting Bond Points: 10
Armor Class: 10 Suggested Personality: Clever, Friendly
Hit Points: 2 (1d4) Innate Spellcasting (Psionics). The biote's innate
Speed: 25 ft. spellcasting ability is Intelligence (spell save DC 12).
It can innately cast the following spells, requiring no
STR DEX CON INT WIS CHA components:
8 11 11 15 14 10 At will: Chill Touch, Levitate (self only)
(-1) (+0) (+0) (+2) (+2) (+0) 3/day: Detect Thoughts
1/day: Comprehend Languages
Skills: Medicine +4, Perception +4
Senses: Darkvision 60 ft., Passive Perception 14
Actions
Languages: Telepathy 60 ft. Echoing Scratch. Melee Weapon Attack: +0 to hit,
Challenge: 0 reach 5 ft., one target. Hit: 1 slashing damage. At the end
of each of its turns, the target must make a DC 12 Wisdom
Rarity: Rare saving throw, taking 1 slashing damage on a failure or
Diet: Thoughts, Blood, Scat ending the recurring slashing damage on a success.
6
Aberrations
GonBun
Tiny Aberration, Lawful Evil
Armor Class: 13 (Natural Armor)
Hit Points: 11 (2d8 + 2)
Speed: 0 ft., Fly 30 ft. (hover)
STR DEX CON INT WIS CHA
8 (-1) 14 13 8 14 (+2) 4
(+2) (+1) (-1) (-3)
Skills: Perception +5
Senses: Darkvision 60 ft., Passive Perception 15
Languages: --
Challenge: 1
Rarity: Very Rare
Diet: Blood, Negative Emotions
Environment: Ruins, Space, Underwater
Taming Difficulty: Easy (only bonds with Evil
aligned creatures)
Starting Bond Points: 7
Suggested Personality: Cruel, Quiet
Innate Spellcasting (Psionics). The GonBun's innate
spellcasting ability is Wisdom (spell save DC 13). It
GonBun
can innately cast the following spells, requiring no
components:
At will: Chill Touch, Toll the Dead
1/day each: Ray of Sickness
The nightmarish GonBun is a single mind animating two
distinct bodies. GonBun appears so rarely that sages are not Actions
sure whether it is one entity appearing every few centuries,
or if multiple GonBuns have visited our world over the ages. Spit Fire (Recharge 4-6). Bun spits a wave of flames
GonBun makes its lair among ruins in the deepest reaches of that cover a 15 foot cone. Each creature in the area must
the ocean, creating a dead space where the water boils and succeed on a DC 13 Dexterity saving throw or take 1d8
putrefies around them. It waits here for the emergence of a fire damage.
powerful wizard in the world above. When it senses such a Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
wizard, GonBun seeks them out wherever they may be, in target. Hit: 3 (1d8 - 1) piercing damage.
order to guide them down a dark path.
Gon. The Gon body has the shape of a skeletal snake with
an alligator-like skull, animated by lurid red tendons that cling Sinister Tutors. The GonBun is a servant of gods who govern
to the bones. Inside the Gon is a necrotic void, and absolute evil, magic, and necromancy. When it emerges from its deep
absence of life, which gives it limited magical power and slumber, it seeks out powerful mages who have begun to
control over undeath. search for the secret of immortality. GonBun tests the mage,
Bun. The Bun body, on the other hand, is amorphous and beginning with a series of questions to measure the prospects
leech-like, covered by an unnerving abundance of eyes. In the arcane knowledge, and finally attacking to measure the mages
Buns gut burns an insatiable, destructive fire that glows and intuition. If GonBun deems the mage worthy, it guides them
radiates shimmering heat whenever Bun opens its mouth. on the path towards transforming oneself into a lich.
7
Chapter 1: Companions
Maw
Tiny or Small Aberration, Unaligned
Armor Class: 13 (Natural Armor)
Hit Points: 6 (1d10 + 1)
Speed: 30 ft., Fly 20 ft.
STR DEX CON INT WIS CHA
8 15 13 3 15 12
(-1) (+2) (+1) (-4) (+2) (+1)
Skills: Deception +4, Perception +5, Persuasion +4
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Understands Common but cant speak it
Challenge: 1/4
Rarity: Rare
Environment: Forest, Urban
Diet: Anything
Taming Difficulty: Easy
Starting Bond Points: 4
Suggested Personality: Childish, Greedy
Shapechanger. The maw can use its action to
Maw polymorph into a Tiny or Small creature, or back into its
true form. Each form resembles a beast, but has strange
features like vibrant colors, extra eyes or legs, or other
unnatural traits. Its statistics, other than its size, are the
A brightly-colored playhouse. A bush heavy with ripe berries. same in each form. It reverts to its true form if it dies.
An unguarded pile of precious gems. A disembodied mouth,
floating in the air. All these are forms a maw might take, only
Actions
the last of which shows the truth. In its natural form, the maw Swallow. Melee Weapon Attack: +4 to hit, reach 5
appears to be nothing but a mouth, and in fact it is—on this ft., one small or tiny creature. On a hit, the creature
plane of existence, at least. The creatures digestive tract is a takes 5 (1d6 + 2) necrotic damage and is swallowed.
small pocket dimension, to which it transports anything that it The swallowed creature can't breathe, is restrained, and
swallows. Maws mostly feed on birds and other small animals, takes 3 (1d6) necrotic damage at the start of each of the
though some of the older and larger ones can, unfortunately, maw's turns. During this time, the target creature exists
devour smaller and younger humanoids. in a pocket dimension.
A maws extradimensional nature allows it to travel quickly An engulfed creature can try to escape by taking an
from one hunting ground to another, which helps make up for action to make a DC 12 Strength check. On a success, the
its low rate of hunting success. creature escapes and enters an unoccupied space within
Shapeshifting Bait. The maw only assumes its natural form 5 feet of the maw
as a mouth immediately before and after trying to swallow
something. The rest of the time the maw assumes a shape
that it thinks will attract prey. The maw finds effective lures Eyes Bigger Than Its Stomach. A maw will try to consume
through trial and error. It assumes the form of something it almost anything that approaches it, but its extradimensional
has seen, and if that form attracts something edible within a stomach is not large enough to hold most creatures. Anything
reasonable amount of time, it uses the form again; if not, the too large to swallow is promptly disgorged, a little slimy but
maw tries another form, more or less at random. A tell that otherwise unharmed. The maws mouth invariably assumes an
every maw has, and one they are all unaware of, is a tendency expression of embarrassment when this happens, yet it never
to make their forms more vibrant and colorful than it would seems to learn its lesson. This apologetic response is more
normally be. honest than one would assume at first, but if considered the
maw will happily work alongside its failed quarry. It will do
this until it feels as though its debt has been paid.
8
Aberrations
Nyart
Tiny Aberration, Neutral Evil
Armor Class: 13
Hit Points: 1 (1d4 - 1)
Speed: 30 ft.
STR DEX CON INT WIS CHA
3 16 8 14 13 16
(-4) (+3) (-1) (+2) (+1) (+3)
Saving Throws: WIS +3
Skills: Deception +5, Persuasion +5
Senses: Blindsight 120 ft. (blind beyond this radius),
Passive Perception 11
Languages: Common, Deep Speech, Telepathy 30 ft.,
Undercommon
Challenge: 0
Rarity: Very Rare
Environment: Space, Urban
Diet: Thoughts and dreams
Taming Difficulty: Hard
Starting Bond Points: 1
Suggested Personality: Nasty, Proud
Wormhole. As a bonus action, the nyart can create a
small, inky black wormhole within 5 feet of itself. The
wormhole can lead to anywhere in the universe the
nyart desires, provided there is at least 1 square foot of
darkness near the destination. Only the nyart can use the
rift, and it lasts until the end of the nyarts next turn.
Ominous messengers. If the nyarts Bond Strength is 12 or
higher, it can be used to send messages. As an action, you
Nyart can give the nyart a name, description, and short message
to relay. This message can be no more than 25 words. The
nyart will attempt to reach the described creature using its
wormhole ability and convey the message. The accuracy of
the recipient and message are determined by the GM.
Nyarts often appear as large, ominous figures that resemble
shadowy humanoids. They are able to materialize seemingly Untraceable. The nyart cannot be targeted by any
anywhere in the multiverse, and always convey mysterious divination magic, perceived through magical scrying
messages before vanishing into darkness. Their piercing eyes sensors, and all attempts to teleport to the nyart
and nightmarish voices are incredibly effective at delivering automatically fail.
these messages with authority. Innate Spellcasting (Psionics). The nyart's innate
False Form. The nyart isnt actually what it appears to be. spellcasting ability is Charisma (spell save DC 13). It can
If one were to attack or inspect the illusion it casts, they will innately cast the following spells, requiring no components:
instead find a tiny leech-like creature: the real nyart. At will: Invisibility (self only), Major Image
Powerful Portals. Nyarts are incredibly powerful teleporters,
and can create tiny wormholes that lead to any destination Actions
they desire. This makes sending messages an easy process, but Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
also aids their escape from dangerous situations. target. Hit: 1 piercing damage.
Heralds from Beyond. These tiny creatures serve unknown
masters, and every message they deliver is not their own. Whispers of Doom. The nyrat targets one creature
within 30 feet of it. The target must succeed on a DC
Adventurers with even the strongest bond with their own
13 Wisdom saving throw or take 4 (2d4) psychic
nyarts havent been able to learn their origins.
damage.
9
Chapter 1: Companions
Shub Shub
Small Aberration, Chaotic Evil
Shubs are small outsiders resembling red-furred bovine, with a Armor Class: 15 (Natural Armor)
few unsettling differences. Their mouths are lined with razor-
Hit Points: 11 (2d6 + 4)
sharp teeth, two curled horns take the place of their eyes,
Speed: 30 ft., Climb 25 ft.
and a network of twisted tusks protrude from their backs.
Wherever they go they are shrouded in a thin, otherworldly
STR DEX CON INT WIS CHA
mist. They live isolated lives, often choosing locations with no
canopy above them and remaining there until an outside force 13 11 15 11 8 6
compels them to leave. (+1) (+0) (+2) (+0) (-1) (-2)
True Omnivores. Shubs have strong digestion that allows
them to eat almost anything, such as poisonous plants, bone,
Skills: Perception +4, Intimidation +3
wood or pleasant memories. When a shub leaves an area, one
Senses: Blindsight 60 ft. (blind beyond this radius),
can be sure that the domain they leave behind is completely
Passive Perception 14
devoid of all organic and fluid material, and is now nothing
Languages: --
but flat, cracked earth.
Challenge: 1/2
Rarity: Very Rare
Environment: Grassland, Mountain, Space
Diet: Everything
Taming Difficulty: Very Hard
Starting Bond Points: 1
Suggested Personality: Cruel, Proud
Actions
Create Young. The shub breaths out a primordial fog
that spawns 1d4 young. A young is a tiny aberration with
an AC of 12, 1 hit point, and a flying speed of 15. They
have a +2 to attack and deal 1 necrotic damage. On the
shubs turn, it can use a bonus action to command any
young within 30 feet of it to attack one enemy of its
choice. A shub can have up to 10 young.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage and 4 (1d8)
necrotic damage.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) bludgeoning damage.
A Thousand Young. Shubs are all children of a single eternal
mother. In imitation of her, they can all create their own
smaller, fleeting spawn. These “young” are clouds of tiny,
needle-like creatures which the shub can summon to flit about
in a protective cloud around it. These creatures quickly live
their alien lives and die in the space of an hour. Whether they
create their own young during this time, even more minuscule
and fleeting, is a mystery.
Sure-Footed. Shubs have a supernatural sense of balance.
They can stand upright on near-vertical surfaces, inverted
surfaces, and surfaces that only exist outside of three-
dimensional space. As such, they are equally often found
leaping from place to place on remote mountaintops, in rolling
grasslands, and in the howling darkness between the stars.
10
Aberrations
Skinti Skinti
Small Aberration, Neutral
The Skinti is a floating mass of otherworldly matter that, for
some reason, bears an uncanny resemblance to spaghetti and Armor Class: 10
meatballs. Perhaps one of the most enigmatic creatures in all Hit Points: 6 (1d6 + 3)
the known planes, what little is known about these aberrations Speed: 10 ft., Fly 40 ft. (Hover)
only begs more questions.
Talented Artisans. The most common act performed by a STR DEX CON INT WIS CHA
skinti is painting landscapes. Oftentimes, travelers who see the 6 11 16 7 16 4
skinti as omens will offer them easels and painting supplies (-2) (+0) (+3) (-2) (+3) (-3)
in attempts to appease them. Without these materials, the
skinti will either clear an area of dirt and create a canvas of
Damage Immunities: Acid, Poison
grass, dirt, and what resembles tomato sauce. However, their
Condition Immunities: Poisoned, Prone
painting skills when working with tools has gone unrivaled for
eons. Skills: Performance +3
Senses: Darkvision 60 ft., Passive Perception 13
Alien Flavor. A common test conducted by unfamiliar
adventurers is to taste the flesh of a skinti. Oddly enough, it Languages: Skinti
seems as though the skinti cares not if it is eaten or left alone. Challenge: 0
However, those foolish enough to eat and digest portions of a Rarity: Rare
skinti will find the taste comparable to warm, moldy garbage Environment: Coastal, Grassland, Lake, Space
with a SHU of 90,000. The following indigestion and expulsion Diet: Spaghetti
of the material has similar features.
Taming Difficulty: Average
Quietly Waiting. No skinti has ever expressed a need or Starting Bond Points: 5
desire for anything but paint, even including food. The few
Suggested Personality: Creative, Lazy
scholars that dedicate attention to skintis have drawn the
conclusion that these creatures are waiting for something. The Enigmatic Nature. The skinti is immune to scrying and
dread that follows speculation is best laid to rest, for sanity's to any effect that would sense its emotions, read its
sake alone. thoughts, or detect its location.
Actions
Noodle. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 1 bludgeoning damage.
Meatball. Ranged Weapon Attack: +2 to hit, range
15/30 ft., one target. Hit: 2 (1d4) acid damage.
11
Chapter 1: Companions
Skull Tick
Most people, if they encountered a shambling, half-dead figure They are seldom seen separate from a host, however. When
with a skull-like spider attached to its face, would run away. actively parasitizing a victim, a skull tick looks like a macabre
If they better understood the nature of the creature they saw, mask.
however, they would run even faster. Body Thief. A skull tick attaches to the head of a humanoid
With six scuttling legs, the odious parasites known as skull host, smothering the creature and slowly draining its blood.
ticks get their names from their uncanny resemblance to The skull tick takes control of the dying body, observing the
humanoid skulls, and their parasitic nature. Alone, they are world through a pair of eyes in its back, and directing the host
quick and aggressive. to a safe location to be fed upon.
A humanoid claimed by a skull tick looks and behaves
much like a zombie. The host slowly becomes desiccated as the
parasite feeds on its blood. While the hosts movements are
Skull Tick mostly slow and aimless, the skull tick can direct it to defend
itself. If it manages to subdue a potential host, it will abandon
Tiny Aberration, Unaligned
its current host in favor of the “fresher” victim.
Horrific Reproduction. As it feeds, a skull tick lays its eggs
Armor Class: 13 (Natural Armor) in the host body. In a few weeks the young skull ticks hatch
Hit Points: 3 (1d6) and devour whatevers left of the host from the inside out. The
Speed: 40 ft. adult tick and its brood then set out in different directions to
search for new victims.
STR DEX CON INT WIS CHA
6 15 13 2 12 5
(-2) (+2) (+1) (-4) (+1) (-3)
Skills: Perception +4, Stealth +4
Senses: Tremorsense 30 ft., Passive Perception 14
Languages: --
Challenge: 1/8
Rarity: Very Rare
Environment: Ruins, Space, Underground, Urban
Diet: Blood, Brain Matter, Meat
Taming Difficulty: Very Hard
Starting Bond Points: 1
Suggested Personality: Energetic, Aggressive
Actions
Latch On. Melee Weapon Attack: +3 to hit, reach 5
ft., one medium or smaller creature. Hit: The creature
is grappled (escape DC 12). Until this grapple ends,
the target is restrained, blinded, and at risk of
suffocating. While grappling a creature this way,
the skull tick is also restrained. In addition, at
the start of each of the targets turns, the target
takes 2 (1d4) piercing damage.
Claim Host. Melee Weapon Attack: +5 to hit,
one creature the skull tick is latched on to. Hit: 4 (1d4
+ 2) piercing damage. If the target is reduced to 0 hit
points, the skull tick kills the target by taking control
of their brain. As long as the skull tick is attached to
this body, it can control the body and gains the same
statistics as a zombie. It can choose to detach itself as
an action. The skull tick dies if the zombie is slain
while it is attached.
12
Aberrations
Soth
When intelligent creatures first emerged in the mortal realm, Tham Soth. Provokes violence and sows discord between
many beings sought to influence them to good or to evil. One friends. It glows with a lurid red light.
great fiend, remembered as the Corruptor and other names Chag Soth. Separates creatures from the gods, undermining
that must not be spoken, was barred from the Material Plane faith and working against divine magic. Its light is deep
in order to protect its inhabitants. Unable to influence mortals indigo-violet, almost invisible.
directly, the Corruptor created the soth to spread its evil. Gam Soth. Provokes gluttony and insatiable hunger. It pulses
Orbs of Evil Influence. Soth appear as a variety of floating with a sickly orange light.
spheres, each one seemingly made of some chaotic ichor. Gol Soth. Provokes the love of wanton destruction, and
Though they are silent, and can seldom be seen to act, they especially of fire. It burns with yellow light like from a
exert a malignant influence on the creatures around them. festering sun.
There are six types of soth, each of which pursues a different Thag Soth. Creates crushing sadness. Its light is a flat and
type of evil. Whatever their aims, soths influence takes similar pallid green.
forms: they can read and influence the thoughts of nearby Nehe Soth. Provokes silence, muteness, isolation, and the
creatures, provoke terrible nightmares, command bodies to keeping of secrets. It shines with blue light that is painful to
rise, and alter the development of the unborn to suit their the eye.
cursed nature.
Soth
Tiny Aberration, Lawful Evil
Armor Class: 10
Hit Points: 4 (1d4 + 2)
Speed: 5 ft., Fly 30 ft. (Hover)
STR DEX CON INT WIS CHA
4 11 15 10 6 5
(-3) (+0) (+2) (+0) (-2) (-3)
Damage Immunities: Force, Poison, Psychic
Condition Immunities: Blinded, Frightened, Poisoned,
Prone
Skills: Stealth +6
Senses: Blindsight 120 ft., Passive Perception 8
Languages: Telepathy 20 ft.
Challenge: 0
Rarity: Very Rare
Environment: Space, Urban
Diet: Dreams
Taming Difficulty: Hard
Starting Bond Points: 2
Suggested Personality: Devious, Quiet
Innate Spellcasting (Psionics). The soths innate
spellcasting ability is intelligence (spell save DC 14).
It can innately cast the following spells, requiring no
components:
At will: Detect Thoughts
1/day: Create Undead
13
Chapter 1: Companions
Thoth Ball
Any attempt to describe a thoth ball is doomed to failure. It
appears as a floating sphere of squamous tentacles and eyes,
without any apparent body at the center. However, their
Thoth Ball
bodies are far less jarring than their music. Thoth balls play Small Aberration, Chaotic Neutral
their flutes to create an endless, chaotic song that seemingly
overlaps itself. These flutes bear otherworldly symbols, and Armor Class: 12 (Natural Armor)
no thoth ball has ever been seen without one of its own. They Hit Points: 13 (2d10 + 2)
hail from the darkness of distant space, where the boundaries Speed: 10 ft., Fly 30 ft. (Hover)
between this plane and others become all but moot. It could
be that the audience for their bizarre music slumbers beyond STR DEX CON INT WIS CHA
some planar veil, kept at bay only by their lullabies.
7 13 12 11 12 14
(-2) (+1) (+1) (+0) (+1) (+2)
Damage Immunities: Poison, Thunder
Condition Immunities: Poisoned
Skills: Performance +4
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Telepathy 30 ft.
Challenge: 1/4
Rarity: Very Rare
Environment: Space, Underground, Underwater
Diet: Thoughts, Soundwaves
Taming Difficulty: Average
Starting Bond Points: 4
Suggested Personality: Chatty, Impulsive
Actions
Chaotic Tune. The thoth ball plays a timeless melody
that overlaps itself. Every creature within 30 feet of
it that can hear the tune must succeed on a DC 14
Intelligence saving throw or take 7 (1d10 + 2) psychic
damage. A creature that succeeds on this save is immune
to this ability for the next 24 hours.
Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 2 (1d8 - 2) bludgeoning damage.
Mortals who keep a dead thoth balls flute, and learn to play
unique melodies using it, invariably meet unpleasant ends.
Audience Seekers. If anyone stops to listen to their music, Song of Chaos. No amount of study will uncover a pattern or
and seems to enjoy it in any way, a thoth ball will follow that logic in the thoth balls music. Listeners with a deep wisdom
creature until death. This death most often meets their allies find themselves able to focus on the chaos within themselves,
first, as death is the only way to stop a thoth balls playing. If a and can reflect on their own paradoxes. Certain creatures
person endures the thoth balls playing, however, they will find who choose to foster this chaos instead of resolving it do so in
a constant companion in the creature. service of chaotic deities, allowing them to become more in
Thoth Flute. Contrary to popular speculation, a thoth balls tune with the sublimity beyond order. Diviners may also find
flute is not part of the creatures body. However, if a creature useful clues about chaotic events in the thoth balls song; the
successfully wrenches the flute from its tentacles, the thoth resulting prophecies, however accurate, resemble incoherent
ball will rapidly wither and die. rantings to the layperson.
14
Aberrations
Tulu When they wake, they tend to wander aimlessly, which
leads them into all manner of locations. They often arrive at
their destinations through routes that are, on examination,
geometrically impossible.
Children of chaos and beings of miniaturized and ancient Tough Companionship. Tulu are quite strong and durable
horror, tulu are aberrations that resemble small, winged, and for their size. This is one of three reasons people sometimes
pot-bellied humanoids with cuttlefish in the place of their attempt to tame them. The second reason is that those people
heads. A tulu stands roughly two feet tall, its shape dominated are usually insane, or more often acolytes of chaos deities. The
by a pulpy, tentacled head. Tulu spend most of their time third reason one would try to tame a tulu is because they are
sleeping in the ruins of sunken cities. described as some of the rarest and most challenging creatures
to tame.
Chaotic Brats. Tulu are almost impossible to truly tame.
They are happiest when doing whatever makes the least sense,
Tulu whether that is wandering in circles, eating dirt, or rolling
repeatedly down flights of stairs. Given any command, a
Tiny Aberration, Chaotic Neutral tulu will usually do the opposite. Luckily, this makes reverse
psychology the key to managing a tulu.
Armor Class: 14 (Natural Armor) Telepathic Madness. Tulu are capable of connecting to others
Hit Points: 11 (2d4 + 6) minds telepathically. This is troubling because a tulus mind is,
Speed: 25 ft., Fly 5 ft., Swim 15 ft.. generously speaking, unsound. They tend to behave erratically,
babble incoherently, lash out violently, and dissolve into fugues
STR DEX CON INT WIS CHA of intense emotion. Any creature the tulu communicates with
telepathically risks becoming insane in the same way the tulu
12 8 16 7 16 11
(+1) (-1) (+3) (-2) (+3) (+0) is—indeed, one cant communicate with a tulu without sharing
at least some of its incoherent perspective.
Condition Immunities: Charmed, Frightened
Skills: Arcana +3
Senses: Passive Perception 13
Languages: Telepathy 60 ft.
Challenge: 1/4
Rarity: Very Rare
Environment: Coastal, Lake, Ruins, Space, Underwater
Diet: Fish, Thoughts
Taming Difficulty: Very Hard
Starting Bond Points: 1
Suggested Personality: Childish, Impulsive
Actions
Evoke Madness (Recharge 4-6). The tulu targets one
creature within 30 feet of it. The creature must succeed
on a DC 13 Wisdom saving throw or become charmed
by it for the duration. While the target is charmed in this
way, its blood appears black, and a madness glows in its
eyes. A target that succeeds on the saving throw becomes
immune to the ability for 24 hours.
The charmed creature must use its action before moving
on each of its turns to make a melee attack against a
random creature other than itself and the tulu. The
creature becomes prone and babbles incoherently if no
targets can be found.
The creature can make a Wisdom saving throw at the
end of each of its turns to end the effect. Otherwise, the
effect lasts for one minute.
Scratch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) slashing damage.
15
Chapter 1: Companions
Yetling Yetling
Small Aberration, Plant (Fungus), Chaotic Evil
With their transparent hindwings and chitinous claws, these
Armor Class: 14 (Natural Armor)
bizarre beings superficially resemble insects. In fact, their
Hit Points: 16 (3d10)
biology is made of a substance not found anywhere in the
known world. If you could relate their bodies to a living Speed: 30 ft., Fly 15 ft.
creature, it would actually be much closer to that of a fungus.
STR DEX CON INT WIS CHA
Their bodies are covered with a layer of spore pods, by which
they reproduce and heal. Yetlings gather into aggressive 14 13 10 5 15 6
swarms, invading and destroying unprotected villages or (+2) (+1) (+0) (-3) (+2) (-2)
hamlets. However, when one is found alone, it expresses
pleading and bargaining in an attempt to survive. If it fails Skills: Medicine +4, Perception +4
to accomplish this goal, adventurers may find they taste like Senses: Darkvision 60 ft., Passive Perception 14
seasoned and sautéed mushrooms. Languages: Yetling
Alien Invaders. Hailing from the distant space between Challenge: 1/2
planets where planar boundaries blur, the yetlings came to our
world long ago in a massive swarm that darkened the sky. For Rarity: Rare
a time it seemed they would make this world a colony in their Environment: Underground, Space
fungal empire, but our emerging civilizations joined together Diet: Meat
to retake the land and drive the yetlings underground. The Taming Difficulty: Very Hard
remnants of the yetlings live in the deepest caverns, dreaming Starting Bond Points: 1
of a day when they will finally reconquer the surface. Suggested Personality: Aggressive, Cruel
Grafts and Transplants. Yetlings use their sharp claws to sever
body parts from their dead, transplanting these parts onto Actions