diff --git a/main.go b/main.go new file mode 100644 index 0000000..415f834 --- /dev/null +++ b/main.go @@ -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") +} diff --git a/main_test.go b/main_test.go new file mode 100644 index 0000000..830ee27 --- /dev/null +++ b/main_test.go @@ -0,0 +1,57 @@ +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)) + } + }) + } +} diff --git a/testdata/pdftotext.txt b/testdata/pdftotext.txt new file mode 100644 index 0000000..99c25b1 --- /dev/null +++ b/testdata/pdftotext.txt @@ -0,0 +1,800 @@ + 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 group’s 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 I’ve been granted the creative freedom by +an overwhelming 6,434 backers to make a bestiary of my own monsters is +a blessing I couldn’t 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 we’re 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 - Stibble’s 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 + M’aw...............................................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 Wizard’s 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 biote’s 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 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