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En5ider - 429 - Tip of The Tongue - Part 3
En5ider - 429 - Tip of The Tongue - Part 3
Tongue
A Fifth Edition adventure for
four to five 7th–8th level PCs
◀◁⸺◆⸺▷▶
PART THREE
unreliable at others.
EN World EN5ider
Monsters and NPCs
Baroness Tenvi Sahasika Trained Accuracy. The baroness’ weapon attacks deal
Small humanoid (halfling), neutral good an extra 7 (2d6) damage (included below).
Scars aplenty crisscross this older halfling woman’s face ACTIONS
and she bears more on her hands and arms—all of them Multiattack. The baroness attacks twice.
earned in the fires of combat. Tenvi began adventuring Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
decades ago with a pluck to her step and a confidence one target. Hit: 14 (3d6+4) piercing damage.
that was not as justified however, and the hardships she Shortbow. Ranged Weapon Attack: +7 to hit, range
suffered on the way to old 80/320 ft., one target. Hit: 14 (3d6+4) piercing damage.
age were many. As the ruler of Sahasi she is a source of
great wisdom and restraint, guiding her settlement and
its citizens to an even-tempered prosperity.
Armor Class 16 (studded leather)
Hit Points 90 (12d8+36)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 12 (+1) 18 (+4) 12 (+1)
Saving Throws dex +7, wis +7; Proficiency +3
Skills Nature +7, Perception +10, Stealth +10, Survival
+10
Senses passive Perception 20
Languages Common, Halfling
Challenge 5 (1,800 XP)
Aimed Strike. The baroness can use a bonus action to
gain advantage on her next attack made before the
end of her turn.
Keen Hearing and Sight. The baroness has advantage
on Perception checks that rely on hearing or sight.
Skirmish Step. The baroness can use a bonus action
to move up to 15 feet without provoking opportunity
attacks.
Trackless Travel. The baroness can’t be tracked by
nonmagical means.
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Publishing ™ character narrative and descriptive text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,”
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Vergeten Scion
Medium aberration, chaotic evil
In every plane that the cerebral entity devours, it chooses
one survivor. Mitk’ offers these poor souls the opportunity
to retain their minds and bodies so long as they devote
themselves entirely to his cause. The foul few that accept
this dubious proposition become vergeten scions, the true
heralds of Mitk’. It is rare for a plane to survive their arrival
as they quickly transport its armies into the unfortunate
dimension in a rapid deployment none are prepared to
survive.
Unlike the other aliens, these creatures look like
humanoids flayed entirely of their skin but perfectly
encased in red ectoplasm, exposing the muscles and damage if it succeeds on the saving throw, and only
bones on their bodies. The insides of the monstrosities are half damage if it fails.
in constant flux, morphing into and out of place rapidly as Innate Spellcasting. The vergeten scion’s innate
the thing calls forth magic with a simple gesture. spellcasting ability is Charisma (spell save DC 15, +7 to
Armor Class 15 (natural armor) hit with spell attacks). It can innately cast the following
Hit Points 130 (20d8+40) spells, requiring no material components:
Speed 30 ft., fly 60 ft. 5/day each: dispel magic, magic missile, misty step
STR DEX CON INT WIS CHA 2/day each: confusion, enervation, feeblemind
12 (+1) 18 (+4) 14 (+2) 18 (+4) 15 (+2) 19 (+4) 1/day: gate (vergeten only), phantasmal killer
Saving Throws wis +7; Proficiency +3 Magic Resistance. The vergeten scion has advantage on
Skills Acrobatics +10, Arcana +10, Intimidation +10, saving throws made against spells and other magical
Perception +8, Stealth +10, Survival +8 effects.
Damage Resistances psychic Regeneration. The vergeten scion regains 10 hit points
Senses blindsight 60 ft., darkvision 120 ft., passive at the start of its turn if it has at least 1 hit point.
Perception 18 ACTIONS
Languages Aklo, Draconic, Dwarvish, Elvish, Multiattack. The vergeten scion attacks twice: once
Undercommon with cerebral atrophy and once with its +1 longsword
Challenge 6 (2,300 XP) +1 Longsword. Melee Weapon Attack: +5 to hit, reach 5
Ectoplasmic Shell. Were it not for the will of Mitk’, the ft., one target. Hit: 6 (1d8+2) magical slashing damage.
unsightly body of the cobbled together vergeten scion Cerebral Atrophy. Melee Spell Attack: +7 to hit, reach
would fall apart entirely. It is immune to extra damage 5 ft., one creature. Hit: The target’s Intelligence,
from critical hits and sneak attack damage. Wisdom, and Charisma scores are each reduced by
Evasion. If the vergeten scion is subjected to an effect 1d4 (roll separately). The target dies if this reduces its
that allows it to make a Dexterity saving throw to take Intelligence, Wisdom, or Charisma to 0. Otherwise, the
only half damage, the vergeten scion instead takes no reduction lasts until the target finishes a long rest.