read page by page
parent
881a096681
commit
215625a482
|
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@ -0,0 +1,52 @@
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package main
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import (
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"bufio"
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"errors"
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"flag"
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"io"
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"os"
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)
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var (
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columnDelimiter string
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pageDelimiter string
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minimumInstances int
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)
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func main() {
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flag.StringVar(&pageDelimiter, "p", "\f", "page delimiter character")
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flag.StringVar(&columnDelimiter, "d", " ", "column delimiter character")
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flag.IntVar(&minimumInstances, "m", 2, "minimum non-leading instances of delimiter to break a column")
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flag.Parse()
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r := bufio.NewReader(os.Stdin)
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for {
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b, err := readPage(r)
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if err != nil && err != io.EOF {
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panic(err)
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}
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if err := putPage(b); err != nil {
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panic(err)
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}
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if err == io.EOF {
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break
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}
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}
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}
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func readPage(r *bufio.Reader) ([]byte, error) {
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return _readPage([]byte(pageDelimiter)[0], r)
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}
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func _readPage(d byte, r *bufio.Reader) ([]byte, error) {
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b, err := r.ReadBytes(d)
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if len(b) > 0 && byte(b[len(b)-1]) == d {
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b = b[:len(b)-1]
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}
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return b, err
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}
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func putPage(b []byte) error {
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return errors.New("not impl")
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}
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@ -0,0 +1,57 @@
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package main
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import (
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"bufio"
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"fmt"
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"io"
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"strings"
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"testing"
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)
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func TestReadPage(t *testing.T) {
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cases := map[string]struct {
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input string
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d rune
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want string
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err error
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}{
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"ez": {
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input: "helloXworld",
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d: 'X',
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want: "hello",
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err: nil,
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},
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"eof found": {
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input: "helloX",
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d: 'X',
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want: "hello",
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err: nil,
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},
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"eof not found": {
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input: "hello",
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d: 'X',
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want: "hello",
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err: io.EOF,
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},
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"start of file": {
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input: "Xhello",
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d: 'X',
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want: "",
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err: nil,
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},
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}
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for name, d := range cases {
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c := d
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t.Run(name, func(t *testing.T) {
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r := bufio.NewReader(strings.NewReader(c.input))
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d := byte(c.d)
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got, err := _readPage(d, r)
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if fmt.Sprint(err) != fmt.Sprint(c.err) {
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t.Fatal(c.err, err)
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}
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if string(got) != c.want {
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t.Fatal(c.want, string(got))
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}
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})
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}
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}
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@ -0,0 +1,800 @@
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Credits
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Lead Designer: Logan Reese
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Rules Development: Jordon Gibson, Logan Reese
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Writing: Corodon Fuller, Jordon Gibson, Logan Reese
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Additional Companions: JoCat, Jess Jackdaw
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Editing: Corodon Fuller, Logan Reese
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Products & Fulfilment: Matthew Witbreuk
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Art Lead: Suzanne Helmigh
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Product Designer: Doug Spencer
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Cover Art: Marzena Piwowar
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Graphic Designers: Ammu Tier, Justin Oefelein, Suzanne Helmigh
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Interior Illustrators: Cynthia F.G., Decio Junior, Emanuel Silva, Fabio Perez, Gabriel Lopes, Gabriela Marchioro, Marilyn
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Brackett, Marzena Piwowar, Mattia Rangoni, Moniek Schilder, Ramzy Kamen, Rodrigo Camilo, Stephanie Böhm, Suzanne
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Helmigh, Yuri Cameirana, JoCat, Jess Jackdaw
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3D artist: Emilio Jose Dominguez Calvo
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Marketing: Tyler Kempthorne
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Playtesting: The incredible community of backers that not only helped fund the book, but stuck around to help us fine tune
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the book
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Sponsors: DavvyChappy, Dungeon Dudes, Nerdarchy, Runesmith, XPtoLevel3
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Special Thanks: Jacob Budz, Jordan Roberts, Marisa Williams, Tim Yaeger, Rex Gibson and the Wizards of the Coast
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Ownership & Copyright
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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.)
|
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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.
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Stibbles Codex of Companions © 2020, Eldermancy LLC. All rights reserved.
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Reference to copyright material in no way constitutes a challenge to the respective copyright holder of that material.
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Eldermancy LLC, the Eldermancy logo, Stibbles Codex of Companions and the Stibbles Codex of Companions’ logo are
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trademarks of Eldermancy LLC.
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Made in China
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Stibbles Codex of Companions
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In July of 2016, my group’s passion for role playing led us to make our first piece
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of content on a shared YouTube channel. We had no plans to make any sort of
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career out of it, we just wanted to crack jokes and teach lessons to other tables.
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Two years later, in October of 2018, I decided to quit my lengthy trail of dead end
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jobs and make my own channel, Runesmith. I had a couple bucks in my bank,
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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
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with other creative minds, and eventually form Eldermancy to create our first
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book: The one you have in your hands!
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I used to chase the pipe dreams of being a writer or a character designer
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as a kid, learning to draw and write poems or short stories during almost
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all of my free time. The fact that I’ve been granted the creative freedom by
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an overwhelming 6,434 backers to make a bestiary of my own monsters is
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a blessing I couldn’t even begin to repay in kind. I hope the contents of this
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book meets and exceeds your expectations for a codex of companions, and that
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Eldermancy is allowed to continue to provide resources to enrich your creative
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experiences and time you spend with friends.
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The over 100 unique companions in this book pull inspiration from
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global folklore, mythology, media, real world animals, and original concepts
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from my own mind! The purpose of this codex, and every monster inside, is to
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strengthen the bonds between your characters and their interests, as well as
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your friendships with the players around you. All of us at Eldermancy, especially
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myself, can only hope you enjoy this book as much as we did creating it.
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The mechanics, the fantastic illustrations, new additions like feats,
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spells and items, and the adorable products that were created alongside them
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took our team almost a full year to create. The process has been a more than
|
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enlightening experience, and I can only hope we’re able to use that experience to
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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!
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Logan Reese
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Contents
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C
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CONTENTS
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Part 1 - Stibble’s Companions Octopus..........................................36 Wyrmlet........................................ 71
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Ch. 1: Companions Opossum....................................... 37 Vishap............................................72
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Aberrations Otter...............................................38 Elementals
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Biote................................................6 Piglet.............................................39 Armordillo.................................... 73
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GonBun........................................... 7 Raccoon........................................ 40 Bennu............................................74
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M’aw...............................................8 Rodents Burnling........................................75
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Nyart...............................................9 Capybara................................... 41 Pearl Python.................................76
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Shub...............................................10 Rabbit....................................... 42 Shingle..........................................77
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Skinti..............................................11 Squirrel......................................43 Windole.........................................78
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Skull Tick....................................... 12 Sovereign Scorpion..................... 44 Fey
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Soth................................................ 13 Celestials Bai Ze.............................................79
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Thoth Ball..................................... 14 Blessling........................................45 Flitterbell..................................... 80
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Tulu................................................ 15 Chamrosh.................................... 46 Kitsune.......................................... 81
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Yetling........................................... 16 Feluros...........................................47 Moon Doppler..............................82
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Beasts Loftus............................................ 48 Moon Singer.................................83
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Axolotl........................................... 17 Odeye............................................ 49 Puca.............................................. 84
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Bat.................................................. 18 Pangol.......................................... 50 Tanuki...........................................85
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Birds of Prey Woar.............................................. 51 Tiki Spirit..................................... 86
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Eagle........................................... 19 Constructs Wolpertinger................................87
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Hawk......................................... 20 Animated Headwear...................52 Fiends
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Butterfly........................................ 21 Animated Glove...........................53 Blood Acher..................................88
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Cat..................................................22 Awakened Mug............................54 Cerbus........................................... 89
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Coconut Crab................................23 Balderdash...................................55 Chorden........................................ 90
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Dinosaurs Boule..............................................56 Oboba............................................ 91
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Albertonykus........................... 24 Clockwork Buddy.........................57 Strix.............................................. 92
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Aquilops....................................25 Fetchen..........................................59 Teeniloth.......................................93
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Compsognathus...................... 26 Flying Book.................................. 60 Thisschord................................... 94
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Psittacosaurus..........................27 Holo............................................... 61 Wizard’s Parasite........................95
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Dog.................................................28 Dragons Monstrosities
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Duck.............................................. 29 Basan............................................ 62 Bio#133........................................ 96
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Frogs Dreparous.....................................63 Crabbit..........................................97
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Toad...........................................30 Druk.............................................. 64 Flying Emperor Monkey............ 98
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Tree Frog................................... 31 Entomodrake...............................65 Mimcat......................................... 99
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Grimalkinn...................................32 Equtaras....................................... 66 Pygmy Owlbear........................ 100
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Koala............................................. 33 Hydra Puck...................................67 Savannah Tatzelwurm............. 101
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Lobster..........................................34 Knucker........................................ 68 Tarnisher....................................102
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Manta Ray....................................35 Kur................................................ 69 Tradex.........................................103
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River Ribbon................................70
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4
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Contents
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Oozes Part 3 - New Ways to Play
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Black Pudding Cup........................................................104 Ch. 4: Companion Personalities
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Gellump...........................................................................105 Common Personalities................................................ 131
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Gummybear Ooze..........................................................106 Evil Personalities......................................................... 134
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Plants Ch. 5: Dueling other Companions
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Bonsai Treant.................................................................108 Setting up a Duel..........................................................137
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Bloom Crawler...............................................................109 The Duel.........................................................................137
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Golden Torch Cactal Folk..............................................111 Finishing a Duel............................................................137
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Prickly Pear Cactal Folk................................................111 Arenas............................................................................137
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Fungal Folk.....................................................................112 Ch. 6: Ability Training
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Turf..................................................................................113 Companion Restrictions............................................. 140
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Vine-Snake.....................................................................114 Strength Training........................................................ 140
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Undead Constitution Training................................................. 140
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Dentacles........................................................................115 Dexterity Training....................................................... 140
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Exhoul.............................................................................116 Intelligence Training.................................................. 140
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Hand Axe........................................................................117 Wisdom Training......................................................... 140
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Renine.............................................................................118 Charisma Training...................................................... 140
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Silhouette........................................................................119 Ch. 7: Eggs
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Part 2 - Playing with Companions Incubating Monster Eggs............................................141
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Ch. 2: Finding and Taming Your Companion Keeping the Egg Warm................................................141
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Locating a Companion.................................................121 Maintaining Moisture.................................................141
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Forming the Bond.........................................................121 Incubation Period.........................................................141
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Familiars as Companions............................................122 Types of Eggs.................................................................141
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Bond Strength with Familiar Companions...............122 Part 4 - Player Tools and Extras
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Combat with Familiar Companions...........................122 Ch. 8: Player Options and Items
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Familiar Companions with Different Forms.............122 Player Feats.................................................................. 143
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Multiple Companions and Familiars..........................122 Spells............................................................................. 144
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Ch. 3: Bonding With Your Companions Magic Items.................................................................. 147
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Bond Strength................................................................124 Ch. 9: Extras
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Having Multiple Companions......................................124 Environment Tables.....................................................153
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Playing with Your Companion....................................124 Index.............................................................................. 164
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Studying Your Companion...........................................124 About Stibbles (Fictional Author Biography).......... 165
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Gifts and Treats..............................................................124 Thankyou to Backers................................................... 166
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Grooming and Cleaning...............................................124
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Dueling............................................................................124
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Losing Bond Strength...................................................125
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Spending Time Apart....................................................125
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Starving...........................................................................125
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Falling in Battle.............................................................125
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Breaking the Bond.........................................................126
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Bond Boons.....................................................................126
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Dealing With Death.......................................................129
|
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|
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|
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|
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5
|
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Chapter 1: Companions
|
||||
|
||||
|
||||
A
|
||||
ABERRATIONS
|
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Biote
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These small alien creatures are some of the most ambitious
|
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and compassionate companions one can have. A biote’s single
|
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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
|
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spends in the service of a single creature, the more it begins to
|
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resemble them: its hairstyle, mouth, ears, and jaw reform after
|
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enough blood has been consumed.
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Some scholars believe that a biote is actually just the
|
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floating tail, and that the rest of its body manifests to keep
|
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the appendage alive. Their psionic abilities grant them several
|
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spells, including the ability to float endlessly through the
|
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air. As feeble as their attacks seem to be, a creature lacking
|
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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.
|
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Unwavering Loyalty. A biote lives its entire physical life with
|
||||
the intent to serve a master. Forming some of the strongest
|
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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.
|
||||
|
||||
|
||||
|
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Biote Environments: Space, Underground, Urban
|
||||
Tiny Aberration, Neutral Good Taming Difficulty: Very Easy
|
||||
Starting Bond Points: 10
|
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Armor Class: 10 Suggested Personality: Clever, Friendly
|
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Hit Points: 2 (1d4) Innate Spellcasting (Psionics). The biote's innate
|
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Speed: 25 ft. spellcasting ability is Intelligence (spell save DC 12).
|
||||
It can innately cast the following spells, requiring no
|
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STR DEX CON INT WIS CHA components:
|
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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 prospect’s
|
||||
leech-like, covered by an unnerving abundance of eyes. In the arcane knowledge, and finally attacking to measure the mage’s
|
||||
Bun’s 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
|
||||
|
||||
|
||||
|
||||
|
||||
M’aw
|
||||
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 can’t 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 m’aw can use its action to
|
||||
|
||||
M’aw 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 m’aw might take, only
|
||||
Actions
|
||||
the last of which shows the truth. In its natural form, the m’aw 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 creature’s 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. M’aws 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, m’aw's turns. During this time, the target creature exists
|
||||
devour smaller and younger humanoids. in a pocket dimension.
|
||||
A m’aw’s 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 m’aw only assumes its natural form 5 feet of the m’aw
|
||||
as a mouth immediately before and after trying to swallow
|
||||
something. The rest of the time the m’aw assumes a shape
|
||||
that it thinks will attract prey. The m’aw finds effective lures Eyes Bigger Than Its Stomach. A m’aw 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
|
||||
m’aw tries another form, more or less at random. A tell that otherwise unharmed. The m’aw’s mouth invariably assumes an
|
||||
every m’aw 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
|
||||
m’aw 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 nyart’s next turn.
|
||||
Ominous messengers. If the nyart’s 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 isn’t 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 haven’t 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
|
||||
shub’s 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 whatever’s 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 target’s 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, soth’s 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 soth’s 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 ball’s 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 ball’s 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 ball’s playing. If a and can reflect on their own paradoxes. Certain creatures
|
||||
person endures the thoth ball’s 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 ball’s tune with the sublimity beyond order. Diviners may also find
|
||||
flute is not part of the creature’s body. However, if a creature useful clues about chaotic events in the thoth ball’s 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 tulu’s 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 can’t 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
|
||||
Loading…
Reference in New Issue