Half A Dozen Handimonsters

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KNACKER

“My family’s worked that mine for four generations. Now you’re going Tactics. Knackers that have gone bad will try to use the mine itself as their
to shut it down. You say that’s business and I should understand. Fine. primary weapon, leading the party into dangerous areas. If confronted
But I telling you right now, you better take care of the knackers…” directly, they will attempt to destroy any light sources and then gang up
on the most dangerous combatants, preferring to attack dwarves above
At this the old dwarf snorted loudly. Undeterred, Aldan continued, all others.
“If you don’t, then they’ll be out to get you.” The dwarf snorted again,
even louder. “Fine. It’s your funeral.”

Few miners ever see a knacker, but when they’re drawn to a mine they
make their presence known — workers will hear the echoes of a pickaxe
even during a work-break, tools will sometimes go missing or show up
unexpectedly, and, most favoured of all, miners trapped by a cave-in will
somehow find a way out of the mine or the tap-tap-tap of a hammer will
lead rescuers straight to them. Those who do see knackers, usually
after they’ve gone bad, say that they are short and stout, somewhat
resembling dwarves but seem to be made of grey shadows and dust.
When roused, their eyes glow red like coals.

Unasked for Help. The presence of any large mining or


underground construction operation is likely to catch the attention
of the knackers. They come, unbidden, and move into old sections
of the tunnels or hard-to-reach areas. Entranced by the project,
they stay and help the miners in many small ways. They’re not
picky, and will help goblins and kobolds as readily as humans
or halflings. They tend to avoid dwarves for unknown reasons.

Unwilling to Leave. No mine or project lasts forever, and the


inhuman knackers are reluctant to leave any dig, even if it’s bone-
dry. If the miners make a great show of thanking the knackers
and leave them gifts (pure iron is the best) then they will move
on peacefully. If not, they will haunt the mine forever, digging new
passageways that go nowhere, undermining existing tunnels to the
near point of collapse and creating many dangerous vertical shafts.
If adventurers disturb them, they will find themselves harassed
unceasingly by the tommyknockers who cannot be placated,
except by the descendants of the original workers.

KNACKER
Medium fey, unaligned
STR DEX CON INT WIS CHA Pack Tactics. The knacker has advantage on an attack roll against a
18 (+4) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 8 (–1) creature if at least one of the knacker’s allies is within 5 feet of the
Armor Class 15 (natural armour) creature and the ally isn’t incapacitated.
Hit Points 13 (2d8 + 4) Shadowy Form. The knacker is invisible in dim light or darkness.
Speed 25 ft. Actions
Skills Perception +3, Stealth +4 Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Senses passive Perception 13, darkvision 60 ft. 7 (1d6 + 4) piercing damage.
Languages —
Challenge 1/4 (50 XP)
QUICKSILVER TROLL
These mutated trolls have been changed by some sort of
alchemical process and now their blood and flesh are suffused
with quicksilver. They are faster than other trolls but weaker
in body.

Their external flesh is still green but it is now suffused with


a sheen and their eyes glow brightly in any light. If the troll
is wounded, their blood is silver and clings to any weapon in
globular rivulets.

Quick. These trolls move quicker, react quicker and


think quicker than their counterparts. They react
to any threat with surprising swiftness and are also
capable of more complex planning than their slower
brethren.

Liquid Flesh. Quicksilver trolls also have the ability


to render their flesh into a liquid-like state, the better
to absorb damage from a piercing or slashing weapon.
Bludgeoning weapons still do their regular amount of
damage as the impact is spread over a broader area.

Tactics. Though smarter than their regular cousins, quicksilver


trolls are still indiscriminately hungry monsters that devour anything
they can catch. They will rely on their higher speed and stealth to get
in close to an enemy, then attack a target. They shy away from fires and
spellcasters. If badly hurt, they will try to retreat and hide long enough to
recover from their damage only to attack again once healed.

QUICKSILVER TROLL
Large giant, chaotic evil
STR DEX CON INT WIS CHA start of the troll’s next turn. The troll dies only if it starts its turn with
13 (+1) 20 (+5) 18 (+4) 9 (–1) 11 (+0) 6 (–2) 0 hit points and doesn’t regenerate.
Armor Class 15 Actions
Hit Points 76 (8d10 + 32) Multiattack. The troll makes three attacks: one with its bite and two
Speed 40 ft. with its claws.
Skills Athletics +4, Perception +3, Stealth +8 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8
Senses darkvision 60 ft, passive Perception 13 (1d6 + 5) piercing damage.
Languages Giant Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12
Challenge 6 (2, 300 XP) (2d6 + 5) slashing damage.
Keen Smell. The troll has advantage on Wisdom (Perception) checks Reactions
that rely on smell.
Liquidness. When a creature makes an attack against the troll it can
Swift Reflexes. The troll has advantage on initiative rolls.
choose to become temporarily liquid, gaining resistance to piercing
Regeneration. The troll regains 10 hit points at the start of its turn. If
and slashing damage for that attack only.
the troll takes acid or fire damage, this trait doesn’t function at the
SPELL-THIEF
A dark cloak, seemingly filled with smoke in the vaguest shape of a humanoid
stands over its victim. Its body crackles with residual magical energy. Small,
yellow pinpoints of light serve as its eyes. Silently it begins to drift away from
the dead mage…

A Solitary Rumour. The legend of the spell-thief persists among those that
study the arcane. Its origin is usually given as a practitioner trying too hard to
make a servant that could study (or steal) the works of another magic user. But
the legends rarely say if there is a single spell-thief that wanders from place
to place or if they are many. If so, what draws them here and not elsewhere?

Incomplete Spellcraft. The tales also tell that the workings that made the
spell-thief were incomplete, though the exact nature of the failing changes
from telling to telling, causing some to believe that there are many spell-
thieves of different types in the world. In any case, there is also at least one
kind of magic that the spell-thief has a hard time stealing, and this may be its
downfall.

Tactics. Before the combat begins, randomly determine the school of magic
that the spell-thief is vulnerable to. This can change its tactics, as it will often
want to take actions that don’t prompt an enemy magic user to select a spell of
the school that it is weak against. No matter what, the spell-thief seeks power
and will easily retreat before a determined enemy, especially if it has more
Power dice now than when it began the encounter.

SPELL-THIEF
Medium aberration, unaligned
STR DEX CON INT WIS CHA Power Dice. Power dice (d6s) are used to represent the spell-
10 (+0) 20 (+5) 15 (+2) 21 (+5) 15 (+2) 10 (+0) thief ’s stored magical energy that it uses. A spell-thief encountered
Armor Class 15 for the first time will have 3 + 1d4 Power dice from previous
Hit Points 52 (8d8 + 16) victims.
Speed 40 ft, fly 40 ft, hover Sudden Invisibility. The spell-thief can expend a Power die and its
bonus action to become invisible. In this form, a creature cannot
Skills Arcana +11, Perception +8 feel, hear, see or smell the spell-thief at all. The spell-thief loses its
Damage Immunities poison, psychic; bludgeoning, piercing and invisibility when it takes an action or a reaction.
slashing from nonmagical weapons
Condition Immunities charmed, poisoned Actions
Senses passive Perception 18, darkvision 60 ft. Magic Attack. Magical Attack: +8 to hit, range 60 ft, one target.
Languages understands all languages but does not speak Hit: The spell-thief uses any number of Power dice and rolls them
Challenge 6 (2,300 XP) together. The target takes that much force damage.
Arcane Defense. The spell-thief uses its bonus action and any Ethereal Claw. Melee Weapon Attack: +8 to hit, reach 5 ft, one
number of Power dice. Roll the dice and total them up; the spell-thief target. Hit: 15 (1d20 + 5) necrotic damage. For each 6 points of
gains that many temporary hit points. necrotic damage done this way, the spell-thief gains 1 Power die.
Extra Reactions. If the spell-thief expends a Power die, it gains Reactions
another reaction that it can use before the beginning of its next turn.
Absorb Magic. When the spell-thief is the target of a spell, it can
It may do this any number of times per round, as long as it has Power
make an Intelligence (Arcana) check, with the DC equal to 10 plus
dice to expend.
the spell’s level (+0 for cantrips). If successful, the spell fails and
Magical Weakness. Choose one of the eight schools of magic. When
the spell-thief receives a number of Power dice equal to the spell slot
using its Absorb Magic ability, the spell-thief has disadvantage on its
level used to cast the spell.
Arcana checks for this school.
HÖLINGEAN
These giants have rejected the greater organisation of giant-kin and strive
to make their own way in remote parts of the world. They live in hilly
areas, usually the foothills of mountains, in small clan-groups. During the
summer, the clan-groups disperse and the giants wander as far as they can,
hoping to meet new mates. Holingeans are almost never monogamous
and any summer-time dalliances are well known to be temporary affairs,
not worthy of any jealousy. The rest of the year, the clan-groups raise
children communely and study the patterns of magic in the world.

Recording the Weave. Hölingeans are very sensitive to the ebb and flow
of magic. After studying a spell’s effects for some time, a giant will create
a mystical tattoo that embodies that spell’s pattern in the weave. They can
then summon the magical power at need. Since the tattoos must be exposed
to use, hölingeans wear little clothing. Fortunately they don’t perceive
temperature extremes like other folks.

Pet Magic-users. Most hölingeans usually avoid humanoids and only


seek out magic-users when they have become particularly obsessed with
recreating a spell’s effect. Magic-users are well-treated by the giants, but it is
made clear to the spellcaster that they can only leave when the hölingeans
are satisfied. A captive magic-user is made to cast the target spell over
and over again, until the giants have totally internalised its pattern.

Tactics. If challenged, hölingeans will gladly engage in combat,


trying to pick up and slam as many opponents as possible. If the
fight lasts more than a couple of rounds, they will start to use their
magic, in order to enlarge themselves, or give themselves blur or
haste. Hölingeans are individualistic and rarely use any sort of
combined tactics.

HÖLINGEAN
Huge giant, any neutral
STR DEX CON INT WIS CHA • The giant casts enlarge/reduce on itself with no need for
20 (+5) 13 (+1) 18 (+4) 10 (+0) 11 (+0) 14 (+2) components.
Armor Class 15 (natural armour) • The giant casts haste with no need for components.
Hit Points 115 (11d12 + 44) • The giant casts invisibility on itself as a 3rd-level sorcerer with
Speed 40 ft. no need for components.
• The giant casts spider climb on itself with no need for components.
Resistances cold, fire
The giant has +5 for its magical attack rolls, saving throws are DC 13.
Skills Athletics +8, Perception +3
Senses passive Perception 13 Actions
Languages Common, Giant Multiattack. The giant makes two attacks with its fists or one fist
Challenge 6 (2, 300 XP) attack and one slam.
Patterns of Magic. The giant has multiple mystical tattoos, one of Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12
which it can activate as a bonus action to create an effect. Once a (3d4 + 5) bludgeoning damage and if the creature is Large size or
particular pattern has been used, the giant must take a short rest smaller and the giant has a free hand it becomes grappled (Escape
before being able to use it again. Potential patterns: DC 18). The giant can only grapple a maximum of two creatures.
• The giant casts barkskin on itself with no need for components. Slam. Each grappled creature takes 10 (2d4 + 5) bludgeoning
• The giant casts blur. damage.
Swamp Boulder
“Sure. You go camp over there on that rock. Looks nice and dry. Sticking A swamp boulder has 2d12 + 2 spiracles all of which must be blocked
out of the water. But wait. And there it is - see that? A great big fart of gas in order to force the creature to open its mouth in order to kill it or
coming out of the side of it? That’s not a rock. That’s alive. And it wants get at what it has engulfed. Spiracles can be spotted and identified on a
to eat us all.” successful DC 10 Wisdom (Perception) check. For each point over the DC,
one spiracle is identified.
There is a nightmare land where great rivers lose their strength and seem
to forget their direction, where in sight of the sea they overspill their banks
to form great salt marshes, trickling ever wider, engulfing more and more
of the once fertile lands that surround them. In these trackless, placeless
wildernesses, amid the rot and death of green things, roam nightmare
creatures, born of old magic and pestilence.

Travellers in such places may be forgiven for striking out


across the salty bog toward what appears to be
solid land: a rocky outcrop where they might
build a fire and dry out their sodden clothing
and equipment. But the wiser traveller is aware
that not all safe havens are what they seem.

A living boulder. Like a great stinking knot of calculus, the


swamp boulder can lie in a salt marsh for centuries, slowly accreting
the minerals that form its great bulk. Trees live their entire
lifespan from seed to rotting husk on the back of a swamp
boulder without it ever moving. When however it does
move, a swamp boulder does so with incredible speed
and can exert terrifying force. Its great mouth opening
and clamping shut on the unwary, trapping them inside
its bulk to be digested over the course of decades.

A swamp boulder most often attacks when prey is


close to its mouth, or when prey can be shaken from
its back and then swallowed.

Underneath its rocky bulk, there are four or more


appendages which the swamp boulder uses to very
occasionally move itself. For most of its lifespan these
remain tucked underneath itself, very rarely moving.

Showing no signs of eyes, a face or head, the


swamp boulder appears to be a single large rocky
outcrop, or a collection of large boulders. Covered
in slimy swamp weeds, dying trees, ropes of swamp
vines, tangled roots and sodden moss, a swamp
boulder hardly ever moves, and is very difficult to
tell apart from a large boulder.

A breathing rock. The giveaway signs, to those in


the know, are the proliferation of deep holes across
its surface. These are often obscured by a
buildup of mud and rotting foliage. Once
per hour one of these holes will emit a long,
slow breath, which gives every appearance of
being more of an expulsion of flatulence than
respiration.
A creature may use its action to attempt to block or damage a spiracle. A will immediately slam shut and begin to burrow down into ground until
successful hit roll allows a creature to jam a weapon into a spiracle will it is entirely buried. If slain without the spiracles blocked, the swamp
cause the swamp boulder to shut that spiracle for one day. A successful boulder’s mouth must be located and then prised open with a suitable
DC 12 Strength (Athletics) check allows a creature to block a spiracle with lever.
some suitable material as an action.
Tactics. When a group of creatures gets too close to a swamp boulder it
Once all spiracles are blocked, the swamp boulder will open its huge uses its high speed to rush forward at a creature and engulf them. Once
mouth, often running around three quarters of its circumference, ejecting satisfied that it has a meal it then retreats and relies on its thick outer
anything inside along with a wave of acidic slime. The swamp boulder hide to protect it while it digests the creature. If badly hurt or if most of
will keep its mouth open for 2d4 rounds while it re-oxygenates, allowing its breathing spiracles are blocked, it may burrow down into the swamp,
attacks on its soft inner parts. Once re-oxygenated, the swamp boulder eventually emerging in a different location several minutes later.

1d6 Things Found inside a Swamp Boulder (roll for each column)
1 A rotten skull embedded with 2d6 silver pieces from a foreign land.

2 A sodden horse carcass with a locket, its pictures rotted away.

3 A decayed wagon remnant alongside a small book or journal, its pages swollen and illegible.

4 A putrid bundle of rags coated with a swarm of biting maggots.

5 A corroded chunk of meat with a fungal bulb growing on it that squirts out toxic spores.

6 A disintegrating hunk of slime and a jellified and stinking pouch of tiny gems (worth 1d10 x 10 gp total).

Swamp Boulder
Huge monstrosity, neutral evil
STR DEX CON INT WIS CHA radius must make a DC 12 Constitution saving throw or become
24 (+7) 6 (–2) 27 (+8) 2 (–4) 12 (+1) 2 (–4) poisoned until the swamp boulder’s next turn.
Armor Class 15 (natural armour, AC 8 when its mouth is open) Actions
Hit Points 174 (12d12 + 96) Colossal Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Speed 50 ft, burrow 20 ft target. Hit: if the target is a Medium or smaller creature, it is
Saving Throws Str + 11, Con +12, Wis +5 swallowed and must make a DC 16 Constitution saving throw or
Skills Perception +5 become incapacitated and restrained. On its turn, the target takes
Senses tremorsense 120 ft, passive Perception 15 20 (2d12 + 7) acid damage at the start of its turn. The target can
Damage Resistances acid, cold, fire, lightning, poison, thunder repeat the saving throw at the end of each of its turns, ending the
Damage Immunities psychic; bludgeoning, piercing and slashing incapacitation effect on a success.
from nonmagical weapons (only when mouth is closed) Shake. The swamp boulder begins to violently pitch back and
Condition Immunities blinded, charmed, deafened, frightened forth, stirring up its digestive acids and making it hard to grab. A
Languages — trapped creature takes 26 (3d12 + 7) acid damage at the start of its
Challenge 12 (8,400 XP) next turn and creatures trying to block a spiracle (see above) have
Emit Stench. As a bonus action the swamp boulder can send forth disadvantage on their attempts until the beginning of the swamp
foul odours from one of its spericals. Each creature in a 10-foot boulder’s next turn.
I
I
HEOPAPUCAN combat, but wily enough to use their ability to Disengage to
Briar goblingas are dangerous fey creatures, somewhat akin to attempt to hide from an enemy or get range on them again.
ylves, that live in the Forest. They occasionally emerge to trouble
people, attacking farms, stealing crops and livestock, and then
returning to their hidden homes in the woods.
Other Settings
In BEOWULF: Age of Heroes, the Forest is a
primordial thing — humans build their kingdoms on
Briar Gobling
or near the coast, in order to have access to the seas,
Small fey
where ships ferry supplies, wealth, Heroes and others
STR DEX CON INT WIS CHA to and fro. Sometimes people disappear into the Forest,
9 (-1) 17 (+3) 14 (+2) 15 (+2) 12 (+1) 8 (-1) sometimes monsters emerge from it. Briar goblingas are
Armor Class 14 (iron-ribbed helm) one such foe; while not strong enough to be a Monster
Hit Points 22 (4d6 + 8) (like Grendel or his mother), they are still dangerous
Speed 25 ft. spirits. Yes, spirits, much like ylves (elves) and dweorhas
(dwarves), they are not exactly mortal creatures, though
Skills Nature +4, Perception +3, Sleight of Hand +5,
they can be killed and will flee rather than die.
Stealth +5, Survival +3
Senses darkvision 60 ft, passive Perception 13 If you want to use the goblingas (goblins) in other
Languages (Local Langue), Trader’s Tongue settings, you can remove the Defeatable feature. This is
Challenge 1 (200 XP) a reference to BEOWULF’s defeated condition and a
Defeatable. If a briar gobling starts its turn with 10 or less recognition that not everyone (or everything) fights to
hit points, it must make a DC 10 Wisdom saving throw. the death. Or you might want to keep it and have it serve
On a failed saving throw, the gobling becomes defeated. A as a reminder that only the most desperate and fanatical
defeated gobling will try to Disengage or Dash in order to willingly die in battle.
escape the battle.
Forest Camouflage. The gobling’s splotchy colouration Also, it is likely that you’ll change the monster type from
gives advantage on Dexterity (Stealth) checks made to fey to humanoid or whatever is appropriate to the setting.
hide in wooded terrain. And perhaps add an alignment — goblingas seem fairly
Keen Hearing and Smell. The gobling has advantage on chaotic and rarely concerned about helping others.
Wisdom (Perception) checks that rely on hearing or smell.
In those other settings, they might live in other places:
Nimble Escape. The gobling can take the Disengage or
deep and mysterious woods are still a good place for
Hide action as a bonus action on each of its turns.
them, but they might also inhabit the tunnels beneath
Actions ruined lands and cities, deep under the mountains or
Long-seax. Melee Weapon Attack: +5 to hit, reach 5 ft., even wander the lonely lands where no one else dares
one target. Hit: 6 (1d6+3) piercing damage. venture.
Hunting Bow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

Burdens
Origin of the Name. Briar goblingas are so named because of Cackling. The briar gobling has the disturbing habit of laughing
persistent rumours that they can change their size and hide in to itself constantly. It can never surprise an enemy.
and amidst the briars and brambles of the Forest. In reality, they
usually have underground warrens dug out under the big roots of Poorly Equipped. Remove the gobling’s helm and reduce AC to
the giant trees of the Forest or in a cave nearby. 13. Exchange the long-seax for a seax (1d4 + 3 piercing damage).
Reduce the goblin’s challenge rating by one step.
Strange Appearance. Contrary to rumour, briar goblingas are
not invisible. Instead, their skin is a patchwork of colours that Weaker. This briar gobling is younger or less hardy than most.
change with the season, from bright greens of new growth in Reduce its Constitution by 4 to 10 (+0) and its hit points to 14
spring, to more mature greens and browns in summer, a riot of (4d6). Reduce its challenge rating by one step.
autumn colours and then faded shades of grey and white during
wintertime. Gifts
Alert. Add ‘Alertness. The briar gobling has advantage on
Tactics. Briar goblingas will use their superior stealth and initiative rolls as long as they are not surprised.’ to its list of
camouflage to attack from advantageous locations with their features.
hunting bows for as long as possible. They are fierce in close
Brutish. Add ‘Brute. A melee weapon deals one extra die of its Knife Fighter. Add ‘Off-hand Seax. The gobling can use its
damage when the gobling hits with it.’ to its list of features, and bonus action to make an off-hand attack against the same target
change the long-seax to 10 (2d6 + 3) piercing damage. Increase of its long-seax. This attack is +5 to hit and does 1d4 piercing
the goblin’s challenge rating one step. damage.’ to the list of the briar gobling’s features.

Climber. The briar gobling gains a climb speed of 25 feet. Tough. Increase the briar gobling’s Hit Dice by 2, and hit points
to 33 (6d6 + 12). Increase challenge rating by one step.
Crafted by an incredibly talented and experienced team, Handimonsters is
a PATREON subscription service providing you with a steady stream of
completely original, never-before-seen beasties.

Handimonsters features designs by Jacob Rodgers (BEOWULF


Age of Heroes, Adventures in Middle-earth, Symbaroum 5e and
many more) and Jon Hodgson (BEOWULF Age of Heroes,
The One Ring Roleplaying Game, Adventures in Middle-
earth and many more), art by Scott Purdy (Pathfinder,
Runequest, BEOWULF Age of Heroes and many more)
and Jon Hodgson (Dungeons and Dragons, Warhammer
Historical, The One Ring Roleplaying Game and many
more) and layout by Paul Bourne (The One Ring
Roleplaying Game, BEOWULF Age of Heroes and many
more).

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indicate Your acceptance of the terms of this License. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.

4. Grant and Consideration: In consideration for agreeing to use this System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
License, the Contributors grant You a perpetual, worldwide, royalty free, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
non exclusive license with the exact terms of this License to Use, the Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
Open Game Content. Chris Sims, and Steve Townshend, based on original material by E. Gary
Gygax and Dave Arneson.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your Copyright 2021, Handiwork Games.
Contributions are Your original creation and/or You have sufficient rights Authors: Jacob Rodgers and Jon Hodgson.
to grant the rights conveyed by this License.

END OF LICENSE

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