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Lore & Monster Supplement

Into the Greensea The Lost Adventures Company


PO Box 700383
Lore & Monster Supplement St. Cloud, FL 34770

Copyright © 2021 by The Lost Adventures Company.


Credits All rights reserved. Version 1.0 - January 2021

Lead Designers: Daniel Herrero, Dillon Olney This material is protected under copyright law. The Lost
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Into The Greensea


Introduction Contents
Introduction 1
The Greensea is a vast and dangerous jungle filled with The Greensea 2
horrific and fantastic creatures. Deep caverns beneath Heartwood Village 3
the earth teem with monsters, the trees rustle with the
sound of something moving within the dense foliage, but Other Locations 4
what lies within this mysterious jungle? This supplement Encounter Hooks 5
provides all the information you need to populate your
Ettercap Queen 6
adventures with the strange creatures of the Greensea,
challenging your players and providing endless hours of Elemental, Ancient Water 7
unique encounters with jungle giants, river krakens, and Giants, Jungle 8
much, much more!
Kobolds, Fey-Dhok 10
Kraken, River 12
Quipper, Dire 13
Ti-Khal 14
Trolls, Amberhusk 22
NPC’s 24
Summoned Monster Appendix 31

Into the Greensea


1
The Greensea
The Greensea is a massive region of tropical jungle
stretching on for as far as the eye can see from any vantage
point. Anyone looking out over this swath of untamed land
will behold a sea of trees stretching out, seemingly without
end.
Within the Greensea are countless monsters, dangers, and
mysteries. It is an incredibly deadly region, and most of the
creatures that live beneath the thick canopies stretching
above are far larger and more ferocious than their
cousins in more “tamed” lands.

Geography. The Greensea is flanked to the west


by steep, treacherous, mountains, and on the east
by a series of razor sharp coral reefs. Because
of the inherent danger of the Greensea and
the geographical barriers that prevent entrance,
the region is largely untouched and uncharted
territory. Some forays and expeditions into the
Greensea have been undertaken in the past, either by
the Empire of Ylvala or ancient, now forgotten, civilizations.
All of these attempts at exploration, colonization, or
settlement have failed, and the Greensea is littered with
crumbling ruins, abandoned campsites, and relics of failed
attempts to establish a hold in the harsh environment of the
jungle.
Even the waterways of the Greensea are difficult to traverse,
filled with river kraken, dire quippers, and treacherous
waters. A few companies and traveling bands attempt to use
the waterways to transport valuable Heartwood products,
but most expeditions end in tradgedy.
The region is covered in flora, trees, vines, carnivorous
plants, flowers, and plant-life utterly indescribable. Once
entering the Greensea it is rare to see the sky without
climbing one of the mighty heartwood trees that cover the
jungle, and the forest floor is almost always bathed in a
verdant or occasionaly rainbow hue of light cast through the
varied leaves of heartwood trees.

Allure. The Greensea is home to heartwood trees, trees


rumored to have magical properties. Heartwoods can
grow to immense sizes and their leaves, wood, bark and
occasionally vines are sought after by the wealthy elite
in far-off regions who pay outrageous fees to explorers
who gather these materials. Most of these elites use the
heartwood materials to create expensive furniture, cure rare
ailments, enhance spellcasting abilities, and more.
There are very few settlements within the Greensea and
anyone venturing within the region for any length
of time had best be prepared to make quick friends
with the locals or be left to fend for themselves in
the untamed expanses of the jungle. These locals
are usually far more exotic than any that would
be found anywhere else, as the Greensea attracts
outcasts, eccentrics, and survivalists to its few
settled areas.
The few that do survive their travels into the
Greensea often settle in one of the populated areas
within, or return with epic tales of adventure, and a
vast fortune of exotic merchandise and information
that would baffle most merchants and sages.

Into The Greensea Lore


2
Heartwood Village Conflicts. Heartwood Village continually deals with
incursions by amberhusk trolls, ti-khal raids and visits
Heartwood Village is the only major settlement within the from foolhardy adventurers who believe themselves ready
Greensea that is (relatively) accessible for most travelers. to venture into the depths of the Greensea. The inhabitants
Populated by animal-like humanoids, the village is home to are well-versed in the arts of guerilla warfare and defense
many strange and eccentric characters that would likely not of their home and, while suspicious of outsiders, attempt
fit into most towns. to make allies who can aid them in the constant struggle to
survive within the Greensea.
History. The village was constructed roughly 75 years ago
by various brave explorers who decided to settle within the Religion. Heartwood has a strong tradition of accepting
Greensea, having developed a tenuous alliance with the any and all new religions of those they have accepted into
native nat’tarii elves that reside beneath the Mother Tree. their small community. As such, there is no one dominant
From these elves the first inhabitants learned methods for religion and the temple of the village is dedicated to dozens
building their homes atop heartwood trees without harming of different deities. Some would argue that because the
the trees themselves. temple is presided over by Isme, a cleric dedicated to only
one of these many gods, the religious heart of the village
The entirety of the village is built on the branches of has been heavily influenced in one direction. Others could
heartwood trees with interconnecting bridges that connect argue that the acceptance of both necromancers and death
the inhabitants far above the dangerous jungle floor clerics in the temple, a peaceful coexistence of both good
below. and evil gods, and practice of most religious rites whether
macabre or sanctimonious reveal a deep and prevailing
Because of the dangerous nature of their acceptance for religions of all kinds.
homeland all residents of Heartwood Village
trust and rely on one another for food, shelter, Economy. Heartwood Village is almost entirely self
entertainment, information and more. Most sufficient but occaisonally trades with the Kobold Coalition
in Heartwood have a specific job within and nat’tarii elves for various goods they cannot produce
the community-whether that is providing themselves. The major trade goods of Heartwood
food, serving as a village guard, a religious Village are potions concocted from Heartwood
leader, storyteller, or innkeeper, all have tree leaves, fruits and vegetables grown in
a crucial place in the village community. aerial gardens atop the treess, religious
The village has a small-town feel, and trinkets and idols, hand crafted furniture,
most of the residents are suspicious exotic jewelry, rare and exquisite fish
of newcomers though not necessarily and captured insects. Services for
unreceptive. hire include travelling companions,
religious guides, mercenaries,
Traditions. Heartwood Village holds craftsman, innkeepers, and exotic
an annual election in which they and often eclectic spellcasting.
select a “Leaf-bearer” which rules
over the village and manages disputes,
exacts justice, and acts as judge, jury
and executioner as necessary. Jirra, the
current king of Heartwood Village has
been elected without fail for nearly 15
years, and is loved by all.
The village celebrates a feast once every six
years known as “The Festival of Fireflies”
in which the entire village gathers massive
amounts of food, drink, and entertainment to
share with one another. The festival is a thing
of legend, and often sung about by the village bard
during the years in between one festival and another
(sometimes to the consternation of the previous
celebration’s participants).
The village itself has little to no plans for expansion,
building only when the village grows organically
through new birth or the acceptance of a new
explorer who decides to settle in the region, and
concern themselves primarily with the upkeep of
their village as well as the beautification of their
homes. Many believe the na’tarii elves allowed the
original explorers who settled Heartwood Village
to remain after they promised to make the Greensea
more beautiful than ever before, and this folktale (if
that is what it is) has been passed down for generations
causing an almost superstitious concern for all things
beautiful in and around Heartwood Village.

Into the Greensea Lore


3
Azursteam Springs own small settlement in the Greensea constructing
various buildings seemingly made of trash sorrounding a
The Azursteam Springs is a region predominated by mysterious obeslisk. It may seem odd that creatures as frail
natural sulfur springs in which the people of Heartwood as kobolds would move into a region as dangerous as the
occasionally relax after a hard days word. The springs can be Greensea, but many of the fey-khoo and fey-dhok kobolds
dangerous however, as lizardfolk sometimes lounge within have migrated towards the obelisk, seemingly protecting
their smaller cousins.
the pools, or dance through the thick steam permeating the
area.
The Moonlit Mountains
The Blasted Isle The Moonlit Mountains are characterized by high, frozen
summits towering over the tropical region below. Their
The Blasted Isle is a volcanic island, exceedingly hot and snowy peaks are difficult to traverse and only small bands
frequently bathed in gouts of lava. The area is populated of goliaths and creatures adapted to the extreme cold live
by small bands of tieflings that call the island home, fire there. The region is also populated by the remaining living
mephits, elementals and magmin. The island is a harsh and gallery elementals created in ages past by the Father of
unforgiving place, and few venture here without a desperate Frost, roaming the region seemingly aimlessly, half-mad,
need to do so. However, the island does have a reputation slaying travelers on a whim-not to mention remorhazs and
for being a safehaven for tiefling criminals, who are resistant other arctic creatures who chill the bones of even the most
to the sweltering heat of the island. veteran adventurer. As these mountains stretch northwest
the snow begins to melt, and this stretch of the mountains
Darkfathom Falls teems with gnolls and bugbears.

The Darkfathom Falls are the largest system of waterfalls in


the Greensea (which sports a truly impressive number of The Mother Tree
waterfalls). A huge miles-wide tree sits at the center of the Greensea,
Some residents of the Greensea come here to fish, but it the Mother Tree, which some say is the avatar of a jungle
is rumored a river kraken resides here as well as a large goddess.The na’tarii elves have made their home here, living
number of quippers,. Thus it is rare that any but the most in the open spaces beneath the massive roots. The na’tarii
experience fisherman or captain tarrys in the area for long were once wardens of all of the Greensea, but in recent years
as the inexperienced are often chased off or slain by the have been pushed back to this single bastion, and forced to
denizens of the deep residing in the pools around the falls. make treaties with the varying “interlopers” now residing in
the Greensea to preserve their way of life.

The Deadwood Murkmire Swamp


The Deadwood is a barren, mostly open area filled with the
petrified stumps of trees. Brackish water sits placid beneath Murkmire Swamp is less tropical than the rest of the
a thick fog of poisonous gas which obscures vision through Greensea and resembles a dark, mist-filled swamp.
the desolate landscape.This drowned forest is cut through by Populated by vine blights, shambling mounds and other
hundreds of small streams which run out to sea, but the area semi-sentient fauna, as well as ettercaps, will-o-wisps,
is completely devoid of drinkable food or water. Populated giant crocodiles and other nasty creatures the region
heavily by undead, the most common of which are will-o- is inhospitable in the extreme. Sinking mud, geysers of
wisps, the area has a reputation for being the final resting hallucinatory steam, and creeping, strangling vegetaion
place of many an unwary adventurer. compose only a few of the horrid environmental hazards of
the region.

Forgotten Ruins Pride’s Folly Lagoon


Dozens of ruins dot the landscape of the Greensea with the
largeset of which simply being called “The Forgotten Ruins”. Pride’s Folly Lagoon is one of the only inlets to the Greensea
All of these areas were the construction of civilizations of not surrounded by razor sharp coral reefs. So-named for a
old that attempted to colonize the Greensea in ages past, but failed expedition ages ago that resulted in the ancient ruins
invariably failed. These ruins are filled with traps, archaic to the north, the lagoon is a warning to any who would
text, ancient secrets, and long-lost magic items. The ruins venture into the Greensea by water. The lagoon is filled
are a wealth of knowledge and equipment but venturing with sunken treasures and long lost ships, but is overrun
into them is a harrowing and often deadly experience. by fey-khoo and ancient water elementals, seeking ancient
knowledge sunken beneath the depths.

The Kobold Coaltion Sunken City


After the Lost Dragons were defeated by the Ylvalan
Empire many kobolds who once served the dragons banded Once a proud city inhabited by the na’tarii elves, the Sunken
together to form “The Kobold Coalition”, a far-reaching City is now a mostly subterranean ruin. A vast undergound
organization of kobolds loosely unified by various kobold network connects the submersed city of the ti-khal to
“kings”. the rest of this underground cave system which holds the
ever-burning relic which provides the ti-khal with horrible
A band of kobolds of the coalition have set up their powers of resurrection.

Into The Greensea Lore


4
Encounter Hooks • The Kobold Coalition has been overrun by otyughs
devouring the waste a local alchemist has been using
• Bonrum, captain of the guard in Heartwood Village, asks to craft intoxicating drinks and healing poultices. The
that the adventurers cover his shift while he travels to adventurers have been offered a reward from the alchemist
Azursteam Springs. He does not return and the if they can clear the otyughs from the area.
adventurers must seek him out.
• Bleakbarrow gnolls, a ferocious tribe residing in the
• The Blasted Isle rumbles, and it seems it will erupt any mountains around the Greensea, have begun blocking the
day. The adventurers are tasked by a fey-khoo kobold with only passes into and out of the region. The adventurers
relocating bestial fey-dhok kobolds from the coast nearby, must broker a treaty or deal with the problem in the
saving them from a fiery death. Moonlit Mountains... by other means.

• An optimistic expedition team is headed to the Blasted Isle • A strange constellation has appeared above the Moonlit
to collect samples of the volcanic rock there. The Mountains. Some believe it is a portent of doom, others
adventurers are asked to accompany them, acting as a sign of a god’s favor. The adventurers are sent to speak
bodyguards or fellow researchers. with the goliaths residing there to discover the meaning
behind this strange new formation in the sky.
• The adventurers are asked to investigate a lost fishing crew
in Darkfathom Falls. • The roots of the Mother Tree have begun to animate,
curling around unsuspecting travelers and crushing
• The resident death cleric of Heartwood Village requests portions of settlements within the Greensea. The
that the adventurers retrieve an ancient relic from the adventurers are asked to investigate the reason for this
Deadwood. strange development.
• An ancient relic has been activated in the Forgotten Ruins, • Isme, the religious leader of Heartwood Village, asks the
sending a huge beam of magical light into the sky. The adventurers to accompany her into Murkmire swamp to
adventurers are sent to investigate. help her destroy an infestation of ettercaps.
• Amberhusk trolls have gathered in the Forgotten Ruins for • The captain of a ship thinks he has found a way to sail
some unkown purpose, but it is assumed they plan to into Pride’s Folly Lagoon and asks the adventurers to
strike at the na’tarii elves. The adventurers are sent to deal accompany him and watch out for quippers and water
with the problem. elementals.
• Heartwood trees within the Greensea are dying, and the • A kobold of the Kobold Coalition has discovered a
na’tarii elves ask the adventurers to discover the source of treasure map pointing to a sunken ship in Pride’s Folly
this blight. Lagoon, and asks the adventurers to accompany him to
retrieve the treasure.
• Venturing through the Greensea the adventurers
encounter a fey-khoo kobold who challenges them to a • A na’tarri elf has been kidnapped by the ti-khal and
game of riddles. is thought to have been taken to the Sunken City. The
adventurers must travel to the home of the ti-khal and
• Entering the Greensea the adventurers hear a rumbling rescue her before they turn her into a ti-khal.
noise, before a jungle giant comes into view. The giant asks
the adventuerers to help her transplant a rare flower to an
exotic location where it can flourish.

• Will-o-wisps have been spotted outside of Heartwood


Village and villagers have been lured away to some
unkown fate. The adventurers are tasked with discovering
where the missing villagers have gone and why.

Into the Greensea Encounter Hooks


5
Ettercap Queen
A waking horror, an ettercap
queen is one of the most
insidious and disturbing
creatures an adventurer can face.
Ettercap queens are aberrant
forms of ettercaps which are
able to house spiders within
naturally occurring hollow
tunnels that riddle their
humped backs. Ettercap
queens can also house
the eggs of ettercaps in the
hollow spaces in their backs,
but when these young are
born the ettercap queen dies, as
the young burst from her body
and feed upon her flesh. Some
of the ettercap young that feast
upon the ettercap queen will
grow into queens themselves.
Ettercap queens often
overwhelm their prey by
coating them in poisonous
webbing before releasing a
horde of spiders to devour them,
springing from dark tunnels or
descending on gossamer threads
to ensnare their prey.

Ettercap Queen Actions


Huge monstrosity, neutral evil
Multiattack. The ettercap makes two attacks: one with its bite

and one with its claws.
Armor Class 16 (natural armor)
Hit Points 127 (11d12 + 55) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Speed 40 ft., climb 40 ft. Hit: 21 (3d8 + 4) piercing damage. The target must make a DC 15
Constitution saving throw, taking 18 (5d6) poison damage on a
failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 21 (+5) 9 (-1) 15 (+2) 10 (+0)
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 15 (3d6 + 4) slashing damage.
Damage Immunities poison
Condition Immunities poisoned Poisonous Web (Recharge 5–6). The ettercap expels webbing
Senses darkvision 60 ft., passive Perception 15 in a 30‐foot cone. Each creature in that area must succeed on
Languages -- a DC 15 Dexterity saving throw or is restrained by webbing and
Challenge 7 (2,900 XP) takes 11 (3d6) poison damage. As an action, a restrained creature
can make a DC 15 Strength check, escaping from the webbing
on a success. The effect also ends if the webbing is destroyed.
Sovereign of Spiders. The ettercap can communicate with
The webbing has AC 10, 5 hit points, vulnerability to fire damage,
spiders as if they shared a language.
and immunity to bludgeoning, poison, and psychic damage.

Spider Climb. The ettercap can climb difficult surfaces,


Birth Brood (Recharge 6). As an action, the ettercap can birth
including upside down on ceilings, without needing to make an
two swarms of spiders from her bloated back. These swarms
ability check.
appear in any space within 5 ft. of the ettercap, occupied or not.
The spiders are hostile to all creatures, except for the ettercap
Web Sense. While in contact with a web, the ettercap knows
matriarch or other creatures allied to the ettercap matriarch.
the exact location of any other creature in contact with the
They obey any commands issued to them by the ettercap
same web.
matriarch. If no command is issued to them, they attack the
nearest non-allied creature near them.
Web Walker. The ettercap ignores movement restrictions
caused by webbing.

Into The Greensea Stat Blocks


6
Ancient Water Elemental
Ancient water elementals are extremely difficult to bind
and pull away from their home plane. These elementals
can only be bound by spellcasters in possession
of a specifically enchanted helmet and two
bracers, all of which must be made of
precious metal and stone. When the
proper rituals are performed these
enchanted items pull the ancient water
elemental from their home plane and into
the armor. This ritual has largely been lost to
time, and most ancient water elementals were
bound away from their home plane eons ago. This
prolonged time spent away from their home has made many
ancient water elementals erratic, and some scholars believe
they are in constant pain, longing for home.

Ancient Water
Elemental
Gargantuan elemental, chaotic neutral

Armor Class 14 (natural armor)
Hit Points 186 (12d20 + 60)
Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 21 (+5) 8 (-1) 16 (+3) 6 (-2)

Senses darkvision 60 ft., passive Perception 17
must make a DC 16 Strength saving throw. On a failure, a target
Languages Giant
takes 21 (3d10 + 5) bludgeoning damage. If it is Huge or smaller,
Resistances acid; bludgeoning, piercing, and slashing from
it is also grappled (escape DC 15). Until this grapple ends, the
nonmagical attacks
target is restrained and unable to breathe unless it can breathe
Vulnerabilities cold
water. If the saving throw is successful, the target is pushed out
Damage Immunities poison
of the elemental’s space.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
The elemental can grapple up to two Huge, up to three Large
Languages Aquan
creatures, or up to six Medium or smaller creatures at one
Challenge 8 (3,900 XP)
time. At the start of each of the elemental’s turns, each target

grappled by it takes 21 (3d10 + 5) bludgeoning damage. A
Invisible in Water. The elemental is invisible while fully creature within 5 feet of the elemental can pull a creature or
immersed in water. object out of it by taking an action to make a DC 15 Strength
check and succeeding.
Water Form. The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1 inch Legendary Actions
wide without squeezing.
The elemental can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Freeze. If the elemental takes cold damage, it partially freezes;
at a time and only at the end of another creature’s turn. The
its speed is reduced by 20 feet until the end of its next turn.
elemental regains spent legendary actions at the start of its
turn.
Actions
Move. The elemental moves up to its speed without provoking
Multiattack. The elemental makes three slam attacks. opportunity attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Whelm. The elemental uses its whelm attack, if it’s available.
Hit: 24 (3d12 + 5) bludgeoning damage. If the target is a creature,
it must succeed on a DC 15 Strength saving throw or be knocked Muddy Shield (Costs 2 Actions). While in water, the elemental
prone. can pull mud and silt up into its body to increase its defenses.
The elemental gains a +2 bonus to AC until the end of its next
Whelm (Recharge 4-6). Each creature in the elemental’s space turn.

Into the Greensea Stat Blocks


7
Jungle Giant
Jungle giants believe they were created by a goddess to serve
as protectors and arborists. They roam tropical regions
transplanting trees to areas they deem more fitting for their
growth, protecting them from fires, or moving them away
from the corrupting presence of dark creatures and blight.
Most jungle giants bear large piercings which they hang
trees or foliage from, transporting these plants from
location to location.
Jungle giant males often travel alongside a jungle giant
rootseer, acting as scouts or muscle to deal with interloping
woodsmen or hostile creatures within their tropical home.
Jungle giants are deceptively fast for their size, and able to
travel swiftly through wooded terrain.

Jungle Giant
Huge giant, chaotic neutral

Armor Class 16 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 23 (+6) 10 (+0) 16 (+3) 9 (-1)

Saving Throws Dex +3, Con +8
Skills Athletics +12, Stealth +5
Senses passive Perception 17
Languages Common, Giant
Challenge 12 (8,400 XP)


Aggressive. As a bonus action, the giant can move up to its
movement speed toward a hostile creature that it can see.

Charge. If the giant moves at least 20 feet straight toward a


creature and then hits it with a greatclub attack on the same
turn, that target must succeed on a DC 16 Strength saving throw
Legendary Actions
or be knocked prone. If the target is prone, the giant can make The giant can take 3 legendary actions, choosing from the
one attack with its greatclub against it as a bonus action. options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The giant
Jungle Camouflage. While in at least half cover, the giant can regains spent legendary actions at the start of its turn.
take the hide action as a bonus action.
Greatclub Attack. The giant makes one greatclub attack.
Actions
Tree Walking (Costs 2 Actions). The giant uses Tree Walking.
Multiattack. The giant makes two greatclub attacks.

Fury of the Jungle (Costs 3 Actions). The giant stomps the


Greatclub. Melee Weapon Attack: +11 to hit, reach 15 ft., one
ground, causing a massive shockwave to radiate through the
target. Hit: 21 (3d8 + 6) bludgeoning damage.
ground in a 50-foot-radius circle centered on itself that shakes
creatures and structures in contact with the ground in that area.
Throw Tree. Ranged Weapon Attack: +11 to hit, range 60/240 ft.,
one target. Hit: 29 (4d10 + 6) bludgeoning damage. If the target
Each creature on the ground in the area must make a DC 16
is a creature, it must succeed on a DC 16 Strength saving throw
Dexterity saving throw. On a failed save, the creature is knocked
or be knocked prone.
prone. In addition, 1d4 fissures open throughout the spells area,
in locations chosen by the Game Master. Each is 1d6 x 10 feet
Tree Walking. Anytime the giant is hidden while in a jungle
deep, 5 feet wide and extends from the edge of the affected
environment, as a bonus action it can move up to 60 feet to
area to the opposite side. A creature standing on a spot where a
an unoccupied space it can see without provoking attacks of
fissure opens must succeed on a DC 16 Dexterity saving throw or
opportunity. The giant then has advantage on the first melee
fall in. A creature that successfully saves moves with the fissure’s
attack it makes before the end of its turn.
edge as it opens.

Into The Greensea Stat Blocks


8
Jungle Giant Rootseer
Jungle giant rootseers act as caretakers of tropical regions,
often protecting and nurturing flora and fauna in a
specific area. More calm and introspective than their male
counterparts, jungle giant rootseers rarely attack unless
provoked and usually act as leaders of groups of jungle
giants.
Their innate connection to nature allows the rootseer to cast
a variety of spells tailored towards defending and caring for
their forested homes.
It is rumored that rootseers bear piercings that attune them
to nature, and they can often be seen tugging on these to
focus themselves when casting spells.

Jungle Giant Rootseer


Huge giant, chaotic neutral

Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 20 (+5) 12 (+1) 20 (+5) 16 (+3)
Actions
Saving Throws Dex +3, Wis +8, Cha +5 Multiattack. The giant makes two spear attacks.
Skills Stealth +6
Senses passive Perception 19 Spear. Melee Weapon Attack: +10 to hit, reach 15 ft. or range
Languages Common, Giant 20/60 ft., one target. Hit: 17 (3d6 + 6) piercing damage, or 20 (3d8
Challenge 11 (7,200 XP) + 6) damage if used to with two hands to make a melee attack.

Tree Walking. Anytime the giant is hidden while in the jungle,
Ambusher. The giant has advantage on attack rolls against any
as a bonus action it can move up to 60 feet to an unoccupied
creature it has surprised.
space it can see without provoking attacks of opportunity. The
giant then has advantage on the first melee attack it makes
Innate Spellcasting. The giant’s innate spellcasting ability is
before the end of its turn.
Wisdom (spell save DC 17). It can innately cast the following
spells, requiring no material components:
Legendary Actions
At will: druidcraft, mending The giant can take 3 legendary actions, choosing from the
3/day: animal friendship, speak with animals options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The giant
Jungle Camouflage. While in at least half cover, the giant can regains spent legendary actions at the start of its turn.
take the hide action as a bonus action.
Greatclub Attack. The giant makes one greatclub attack.
Spellcasting. The giant is a 11th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It Tree Walking (Costs 2 Actions). The giant uses Tree Walking.
requires no material components to cast its spells. The giant has
the following druid spells prepared: Fury of the Jungle (Costs 3 Actions). The giant stomps the
ground, causing a massive shockwave to radiate through the
Cantrips (at will): guidance, resistance, shillelagh ground in a 50-foot-radius circle centered on itself that shakes
1st level (4 slots): cure wounds, detect poison and disease, creatures and structures in contact with the ground in that area.
entangle, longstrider
2nd level (3 slots): hold person, lesser restoration, pass without Each creature on the ground in the area must make a DC 17
trace Dexterity saving throw. On a failed save, the creature is knocked
3rd level (3 slots): call lightning, dispel magic, speak with plants prone. In addition, 1d4 fissures open throughout the spells area,
4th level (3 slots): conjure woodland beings, freedom of in locations chosen by the Game Master. Each is 1d6 x 10 feet
movement, stoneskin deep, 5 feet wide and extends from the edge of the affected
5th level (2 slots): commune with nature, conjure elemental area to the opposite side. A creature standing on a spot where a
6th level (1 slot): sunbeam fissure opens must succeed on a DC 17 Dexterity saving throw or
fall in. A creature that successfully saves moves with the fissure’s
edge as it opens.

Into the Greensea Stat Blocks


9
Fey-Dhok Kobolds

Creatures of nature. Fey-Dhok are massive brutish kobolds so


different from their smaller ancestry few recognize them as kobolds at
all. They were first discovered during the return of the Lost Dragons
deep within secret groves and hidden forets. Many fey-dhok have
migrated to the Greensea and it is assumed by most scholars this
is owed to their connection with nature, and desire to seek
comfort after the fall of the Lost Dragon, Treantuur.

Pysical adaptations. They develop through


three stages of life growing thicker skin,
heightened abilities and formidable claws
and horns as they age. These creatures
represent the ferocity of nature and
defend their territories with brutal
force. Fey-dhok are incredibly bestial,
but become more intelligent over
time. Most fey-dhok travel in small
packs defending their forested territory
from outsiders.

Mad with grief. During the return of the Lost Dragons,


fey-dhok served Treantuur, Warden of the Woods, protecting
woodland realms from harm. Since the fall of the Lost Dragons
some of the fey-dhok have been driven mad, or become so violent
they can no longer be relied upon to protect sylvan realms.

Fey-Dhok Kobold Fey-Dhok Kobold


Large beast, unaligned

Normal fey-dhok kobolds are roughly as intelligent as the
Armor Class 12
average dog, though far more aggressive. These kobolds
Hit Points 60 (7d10 + 21)
are unable to speak, though they sometimes wear rough Speed 60 ft.
clothing constructed from an instinctual or ancestral
knowledge. STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 3 (-4) 13 (+1) 7 (-2)
Greater Fey-Dhok Kobold
Senses passive Perception 13
Greater fey-dhok kobolds often patrol woodland areas Languages --
and tend to lead packs of younger fey-dhok or serve as Challenge 2 (450 XP)
protectors for druids and rangers they deem worthy to enter
their territory. Their False Appearance special trait makes Aggressive. As a bonus action, the kobold can move up to its
them incredibly valuable guardians, and also serves as an movement speed toward a hostile creature that it can see.
easy way for them to ambush intruders in their realm.
Charge. If the kobold moves at least 20 feet straight toward a

Elder Fey-Dhok Kobold creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the kobold can make
Elder fey-dhok are the most intelligent and dangerous of one horn attack against it as a bonus action.
the fey-dhok kobolds. They are able to take on the form of
animals, as well as speak with woodland creatures. Elder Actions
fey-dhok are usually found in the company of a pack of Multiattack. The kobold makes two melee attacks, only one of
fey-dhok followers and elder fey-dhok often challenge other which can be a horn attack.
elders for the right to control their territory, or add the fey-
dhok following them to their pack. Usually this challenge is Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) slashing damage.
in the form of clashing their horns together, one forcing the
other to the ground. Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
9 (1d10 + 4) piercing damage.

Into The Greensea Stat Blocks


10
Elder Fey-Dhok Kobold
Large beast, unaligned

Armor Class 15 (natural armor)
Hit Points 60 (7d10 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 8 (-1) 16 (+3) 7 (-2)

Senses passive Perception 15
Greater Fey-Dhok Kobold Languages Common, Sylvan
Large beast, unaligned Challenge 5 (1,800 XP)

Armor Class 14 (natural armor) Aggressive. As a bonus action, the kobold can move up to its
Hit Points 60 (7d10 + 21) movement speed toward a hostile creature that it can see.
Speed 40 ft.
Charge. If the kobold moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
STR DEX CON INT WIS CHA
that target must succeed on a DC 14 Strength saving throw or
19 (+4) 15 (+2) 16 (+3) 6 (-2) 16 (+3) 7 (-2)
be knocked prone. If the target is prone, the kobold can make

one horn attack against it as a bonus action.
Senses passive Perception 15
Languages Sylvan Nature Speak. The kobold can communicate with animals and
Challenge 4 (1,100 XP) plants as if they shared a language.

Regeneration. The kobold regains 15 hit points at the start of its
Aggressive. As a bonus action, the kobold can move up to its turn. If the kobold takes fire damage, this trait doesn’t function
movement speed toward a hostile creature that it can see. at the start of the kobolds next turn. The kobold dies only if it
starts its turn with 0 hit points and doesn’t regenerate.
Charge. If the kobold moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn, Change Shape (2/short or long rest). The kobold magically
that target must succeed on a DC 14 Strength saving throw or polymorphs into a beast with a challenge rating of 1/2 or less
be knocked prone. If the target is prone, the kobold can make and can remain in this form for up to 5 hours. The kobold
one horn attack against it as a bonus action. reverts to its true form if it dies or falls unconscious, or if it
uses a bonus action on its turn to end the effect. While in a
False Appearance. While the kobold remains motionless, it is new form, the kobold retains its game statistics and ability to
indistinguishable from a forest tree. understand Primordial, but its AC, movement modes, Strength,
and Dexterity are replaced by those of the new form, and the
Regeneration. The kobold regains 10 hit points at the start of its kobold gains any special senses, proficiencies, traits, actions,
turn. If the kobold takes fire damage, this trait doesn’t function and reactions (except class features, legendary actions, and lair
at the start of the kobolds next turn. The kobold dies only if it actions) that the new form has but that the kobold lacks.
starts its turn with 0 hit points and doesn’t regenerate.
Actions
Actions
Multiattack. The kobold makes two melee attacks, only one of
Multiattack. The kobold makes two melee attacks, only one of which can be a horn attack.
which can be a horn attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
11 (2d6 + 4) slashing damage.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
9 (1d10 + 4) piercing damage.

Into the Greensea Stat Blocks


11
River Kraken
River kraken are smaller varieties of the
legendary krakens of the sea, adapted to
life in streams and rivers. A river kraken
is unusual in that it can utilize its front
flippers as makeshift legs, allowing them to
traverse dry land in order to seek out new
territories or prey. Few dare to
travel the rivers or streams
in regions in which river
kraken are known
to reside, for a river
kraken’s water
beam is capable
of blasting holes
in the hulls of
even the most
sturdy fishing
boat, and more
than a few
unlucky sailors
have found
themselves face
to face with the
tentacled beast after their
vessel was sunk by a single
blast of flaying water.

River Kraken outside the kraken, and it takes 21 (6d6) acid damage at the start
of each of the kraken’s turns.
Gargantuan monstrosity, unaligned

If the kraken takes 50 damage or more on a single turn from
Armor Class 17 (natural armor) a creature inside it, the kraken must succeed on a DC 25
Hit Points 281 (17d10 + 102) Constitution saving throw at the end of that turn or regurgitate
Speed 20 ft., swim 60 ft. all swallowed creatures, which fall prone in a space within 10
feet of the kraken. If the kraken dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 15
STR DEX CON INT WIS CHA
feet of movement, exiting prone.
25 (+7) 20 (+5) 22 (+6) 12 (+1) 18 (+4) 14 (+2)

Tentacle. Melee Weapon Attack: +13 to hit, reach 30 ft., one
Condition Immunities charmed, deafened, frightened target. Hit: 16 (2d8 + 7) bludgeoning damage, and the target is
Senses darkvision 120 ft., passive Perception 14 grappled (escape DC 18). Until this grapple ends, the target is
Languages -- restrained and takes 14 (2d6 + 7) bludgeoning damage at the
Challenge 18 (20,000 XP) start of each of its turns. The kraken has 4 tentacles, each of
which can grapple one target.
Amphibious. The kraken can breathe air and water.
Water Beam (5-6). The kraken exhales pressurized water in
a 120-foot line that is 10 feet wide. Each creature in that line
Apex Predator. The kraken has advantage on Dexterity (Stealth)
must make a DC 18 Dexterity saving throw, taking 54 (12d8)
checks made while underwater.
piercing damage on a failed save, or half as much damage on a
successful one.
Legendary Resistance (3/day). If the kraken fails a saving
throw, it can choose to succeed instead.

Actions
Legendary Actions
Multiattack. The kraken makes three tentacle attacks but can
The kraken can take 3 legendary actions, choosing from the
use its bite attack only once.
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The kraken
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit:
regains spent legendary actions at the start of its turn.
18 (2d10 + 7) piercing damage. If the target is a Large or smaller
creature grappled by the kraken, that creature is swallowed, and
Tentacle Attack. The kraken makes one tentacle attack.
the grapple ends. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other effects
Water Beam (Costs 2 Actions). The kraken uses Water Beam.

Into The Greensea Stat Blocks


12
Dire Quipper
A larger and much more
formidable variation of the ordinary
quipper, dire quippers are capable of
reducing other creatures to bone in a matter
of minutes. Dire quippers are native to the rivers
of the Greensea and are capable of living in
brackish and fresh water, they are trapped in the
Greensea by mountains on one side and an ocean
on the other.

Dire Quipper Keen Smell. The quipper has advantage on Wisdom


Medium beast, unaligned
(Perception) checks that rely on smelling blood within
connected bodies of water, within 3 miles of the quipper’s
Armor Class 13 current location.
Hit Points 33 (6d8 + 6)
Speed 0 ft., swim 40 ft. Water Breathing. The quipper can breathe only underwater.

STR DEX CON INT WIS CHA Actions
13 (+1) 16 (+3) 12 (+1) 1 (-5) 11 (+0) 2 (-4) Multiattack. The quipper makes two bite attacks.

Senses darkvision 60 ft., passive Perception 10 Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit:
Languages -- 11 (3d6 + 1) piercing damage, and the target begins bleeding.
Challenge 2 (450 XP) A bleeding creature takes 3 damage every round at the start
of each of its turns. The bleeding can be stopped by a DC 15
Medicine check or the application of any effect that heals hit
Aggressive. As a bonus action, the quipper can move up to its point damage.
swim speed toward a hostile creature that it can see.

Blood Frenzy. The quipper has advantage on melee attack rolls


against any creature that doesn’t have all its hit points.

Into the Greensea Stat Blocks


13
Ti-Khal
Servants of The Sacred Flame. The ti-khal were gifted with a
special boon from their god, the blue flame descended from
Elven Blood. The whole of the Greensea was once watched the sky which burns forever within their sunken city. Any
over by the na’tarii elves who believed they had been slain ti-khal placed in this flame has their consciousness
created by a nature goddess to protect the region. Long returned to their dead body, and the corpse can function
ago the na’tarii elves turned away from this goddess in once more. Each time, The Sacred Flame consumes part of
favor of worshipping a god they referred to as the ti-khal until eventually, nothing is left. The ti-khal see
“Khal-Kha, The Sacred Flame” which they believed dwelled this consumption as ascension or acceptance by their god
in a constellation of stars in the form of a snake. This was into the afterlife, and thus the more damaged and consumed
a deceitful, cruel god, one who only wished to consume, a ti-khal is, the more respect and status they are given, for
masquerading as a god of light. Many of the na’tarii began they are thought to be close to their dark god.
building elaborate buildings and temples, cutting down the
heartwood trees they were sworn to protect and reaching Unnatural Birth. Ti-Khal are unable to reproduce naturally,
to the sky in reverence to their new god. After this betrayal but the venom of a ti-khal queen is able to transform
of their goddess an event known as The Endless Night humanoids into a new ti-khal. Ti-Khal formed in this
occurred, in which the whole of their city was swallowed way serve the queen unquestioningly, unless they are
up by a massive sinkhole in the ground. The na’tarii were transformed into a ti-khal queen themselves in which case
divided: Some fled to the Mother Tree, denouncing their a coup or fight for rule of the ti-khal may occur. Because of
new god and chastising their brethren from turning from this, newly formed ti-khal queen’s are usually disposed of by
their goddess. The rest either perished in the collapse or fled the current ruler.
deeper into the darkness below the earth.
Zealots. All ti-khal worship Khal-Kha. God of revival,
Curse Spawned. The na’tarii elves that survived their consumption, trickery, and transformation through death.
fall into this “sunken city” were soon transformed into
altogether different creatures. Desperate for aid, they
offered sacrifices and supplication to Khal-Kha… and their
prayers were answered. A light fell from the sky into their
subterranean city, a great blue flame, to which the survivors
offered their worship, taking on a new name gifted to them
by their dark god. They were transformed by this flame into
snake-like creatures, elves no more, but “ti-khal”.

Into The Greensea Stat Blocks


14
Ti-Khal Warrior Ti-Khal Queen
Ti-Khal warriors serve as fodder for the ti-khal. Due to their de- A ti-khal queen is the undisputed ruler of the ti-khal. There is
votion to Khal-Kha and knowledge of the glory bestowed upon usually only one queen at a time, as when a new queen is “born”
them in the event of their resurrection via The Sacred Flame, she either usurps or is killed by the current queen. The birth of
they have little regard for their own safety. Many ti-khal warriors a ti-khal queen is incredibly rare, and the queen is protected at
will even go out of their way to die gloriously in battle, ensuring all costs by her subjects. A ti-khal queen never leaves the safety
they will be returned to The Sacred Flame and rise again with of the sunken city of the ti-khal and has an array of abilities that
newfound status and powers. A ti-khal warrior never flees from allow her to subjugate and control captives brought to her lair.
battle, cannot be bargained with or tortured for information. Ti- The queen is considered to be the bride of Khal-Kha and is the
Khal warriors are the lowest in the caste system of the ti-khal. only creature capable of creating new ti-khal. If there were no
new queen, the ti-khal fear they would become extinct.

Sacred Flame Ti-Khal Warrior


Sacred flame ti-khal warriors are ti-khal raised through the dark
blessings of their god Khal-Kha. Sacred flame ti-khal warriors
often serve as lieutenants below ti-khal shamans in leading
raiding parties. A sacred
flame ti-khal warrior’s
greatest purpose
is to eventually
ascend to oneness
with their dark
god by repeated
exposure within The
Sacred Flame. They do not
fear death, apart from a death that
would result in their body not being returned
to The Flame. A sacred flame ti-khal warrior is above a
nomal ti-khal warrior but below a ti-khal shaman in the
ti-khal caste system.

Ti-Khal Shaman
Ti-Khal shaman serve as extensions of the will of their dark god,
Khal-Kha. Blessed with spells to weaken opponents and shape
the battlefield, ti-khal shamans often work to soften up enemies
for their brethren. Normal shamans often serve as lower level
acolytes beneath sacred flame shamans performing daily rituals
and maintaining temples to Khal-Kha. A ti-khal shaman ranks
above a sacred flame ti-khal warrior, but below a sacred flame
shaman in the ti-khal caste system.

Sacred Flame Ti-Khal Shaman


Sacred flame ti-khal shamans serve as the religious leaders
of the ti-khal, and often perform the rituals required to raise a
ti-khal within The Sacred Flame. They are dedicated to their
dark god in all ways, and their zealotry is unmatched. Because
of their spellcasting and enhanced abilities, they often serve as
the leading commanders of ti-khal raiding parties and most
sacred flame shamans are served by designated contingents
of warriors and regular shamans. Sacred flame ti-khal serve as
the second highest in the ti-khal caste system their position
surpassed only by the ti-khal queen.

Into the Greensea Stat Blocks


15
Ti-Khal Warrior Flame. This ritual takes 1d10 hours to complete. Each time a ti-
khal is brought back from the dead using this ritual, the Sacred
Large monstrosity, chaotic evil
Flame eats away at their flesh and life force. A ti-khal raised in

this way becomes a sacred flame ti-khal with its Constitution
Armor Class 13 (natural armor) score reduced by 1 and the creature gains 1 level of exhaustion.
Hit Points 113 (15d10 + 30)
Speed 30 ft. Actions

Multiattack. The ti-khal makes two ranged attacks or two
STR DEX CON INT WIS CHA melee attacks, but can use it’s bite and constrict attacks only
18 (+4) 14 (+2) 15 (+2) 16 (+3) 12 (+1) 12 (+1) once each.

Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one creature.
Skills Perception +6, Stealth +4
Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage.
Damage Immunities poison
Condition Immunities poisoned
Constrict. Melee Weapon Attack. +7 to hit, reach 10 ft., one
Senses darkvision 60 ft., passive Perception 16
target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is
Languages Abyssal, Common, Draconic
grappled (escape DC 13). Until this grapple ends, the target is
Challenge 5 (1,800 XP)
restrained, and the ti-khal can’t constrict another target.

Greatclub. Melee Weapon Attack. +7 to hit, reach 5 ft., one
Innate Spellcasting. The ti-khal’s innate spellcasting ability target. Hit: 12 (2d8 + 4) bludgeoning damage.
is Wisdom (spell save DC 12). The ti-khal can innately cast the
following spells, requiring no material components: Halberd. Melee Weapon Attack. +7 to hit, reach 10 ft., one target.
Hit: 14 (2d10 + 4) slashing damage.
At will: animal friendship (snakes only)
Scimitar. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Pack Tactics. The ti-khal has advantage on an attack roll Hit: 11 (2d6 + 4) slashing damage.
against a creature if at least one of the ti-khal’s allies is within 5
feet of the creature and the ally isn’t incapacitated. Longbow. Ranged Weapon Attack. +5 to hit, range 150/600 ft.,
one target. Hit: 11 (2d8 + 2) piercing damage plus 7 (2d6) poison
Sacred Flame Body. A ti-khal can raise another ti-khal from the damage.
dead by completing a ritual while the body is within The Sacred

Into The Greensea Stat Blocks


16
Sacred Flame score reduced by 1 and the creature gains 1 level of exhaustion.

Ti-Khal Warrior Undead Fortitude. If damage reduces the ti-khal to 0 hit points,
Large undead, chaotic evil it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical
hit. On a success, the ti-khal drops to 1 hit point instead.
Armor Class 13 (15 with boon of the sacred flame)
Hit Points 113 (15d10 + 30) Boon of the Sacred Flame. The ti-khal, blessed by its god
Speed 30 ft. with the power of the Sacred Flame, can imbue itself with its
unholy power, granting the ti-khal protection identical to the
STR DEX CON INT WIS CHA mage armor spell. This ability can be used as a reaction during
18 (+4) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 12 (+1) combat.

Actions
Skills Perception +6, Stealth +4
Damage Immunities poison Multiattack. The ti-khal makes two ranged attacks or two
Condition Immunities charmed, exhaustion, frightened, melee attacks, but can use it’s bite and constrict attacks only
paralyzed, poisoned, stunned once each.
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Draconic Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one creature.
Challenge 6 (1,800 XP) Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage.

Constrict. Melee Weapon Attack. +7 to hit, reach 10 ft., one
Innate Spellcasting. The ti-khal’s innate spellcasting ability target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is
is Wisdom (spell save DC 12). The ti-khal can innately cast the grappled (escape DC 13). Until this grapple ends, the target is
following spells, requiring no material components: restrained, and the ti-khal can’t constrict another target.

At will: animal friendship (snakes only) Greatclub. Melee Weapon Attack. +7 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 4) bludgeoning damage.
Pack Tactics. The ti-khal has advantage on an attack roll
against a creature if at least one of the ti-khal’s allies is within 5 Halberd. Melee Weapon Attack. +7 to hit, reach 10 ft., one target.
feet of the creature and the ally isn’t incapacitated. Hit: 14 (2d10 + 4) slashing damage.

Sacred Flame Body. A ti-khal can raise another ti-khal from the Scimitar. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
dead by completing a ritual while the body is within The Sacred Hit: 11 (2d6 + 4) slashing damage.
Flame. This ritual takes 1d10 hours to complete. Each time a ti-
khal is brought back from the dead using this ritual, the Sacred Longbow. Ranged Weapon Attack. +5 to hit, range 150/600 ft.,
Flame eats away at their flesh and life force. A ti-khal raised in one target. Hit: 11 (2d8 + 2) piercing damage plus 7 (2d6) poison
this way becomes a sacred flame ti-khal with its Constitution damage.

Into the Greensea Stat Blocks


17
Ti-Khal Shaman scorching ray
3rd level (3 slots): conjure animals (2 giant snakes), dispel magic,
Large monstrocity, chaotic evil
fireball
4th level (2 slots): banishment, blight, divination, wall of fire
Armor Class 13 (natural armor)
Hit Points 85 (13d10 + 13) Magic Resistance. The ti-khal has advantage on savings throws
Speed 30 ft. against spells and other magical effects.

STR DEX CON INT WIS CHA Sacred Flame Body. A ti-khal can raise another ti-khal from the
11 (+0) 13 (+1) 13 (+1) 18 (+4) 18 (+4) 12 (+1) dead by completing a ritual while the body is within The Sacred
Flame. This ritual takes 1d10 hours to complete. Each time a ti-
khal is brought back from the dead using this ritual, the Sacred
Skills Perception +6, Stealth +4 Flame eats away at their flesh and life force. A ti-khal raised in
Damage Immunities poison this way has its Constitution score reduced by 1 and gains 1 level
Condition Immunities poisoned of exhaustion.
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common, Draconic This state block assumes that the ti-khal has already rested and
Challenge 7 (2,900 XP) removed it’s first level of exhaustion.

Innate Spellcasting. The ti-khal’s innate spellcasting ability
Actions
is Wisdom (spell save DC 15). The ti-khal can innately cast the Multiattack. The ti-khal makes two melee attacks, but can use
following spells, requiring no material components: it’s bite and constrict attacks only once each.

At will: animal friendship (snakes only) Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one creature.
3/day: command Hit: 7 (2d6) piercing damage plus 7 (2d6) poison damage.
1/day: hypnotic pattern
Constrict. Melee Weapon Attack. +3 to hit, reach 10 ft., one
Spellcasting. The ti-khal is a 8th-level spellcaster. Its target. Hit: 6 (2d6) bludgeoning damage, and the target is
spellcasting ability is Wisdom (spell save DC 15, +6 to hit with grappled (escape DC 13). Until this grapple ends, the target is
spell attacks). The ti-khal has the following cleric spells prepared: restrained, and the ti-khal can’t constrict another target.

Cantrips (at will): firebolt, minor illusion, poison spray, resistance Scimitar. Melee Weapon Attack. +3 to hit, reach 5 ft., one target.
1st level (4 slots): bane, sleep, inflict wounds, ray of sickness Hit: 6 (2d6) slashing damage.
2nd level (3 slots): blindness/deafness, detect thoughts,

Into The Greensea Stat Blocks


18
Sacred Flame Ti-Khal
Shaman
Large undead, chaotic evil

Armor Class 15 (17 with boon of the sacred flame)
Hit Points 85 (13d10 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 18 (+4) 18 (+4) 12 (+1)

Saving Throws Constitution +6
Skills Perception +6, Stealth +4
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common, Draconic
Challenge 8 (2,900 XP)

Innate Spellcasting. The ti-khal’s innate spellcasting ability
is Wisdom (spell save DC 15). The ti-khal can innately cast the
following spells, requiring no material components:

At will: animal friendship (snakes only)


4/day: command
1/day: hypnotic pattern

Magic Resistance. The ti-khal has advantage on savings throws


against spells and other magical effects.

Spellcasting. The ti-khal is a 8th-level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 15, +6 to hit with
spell attacks). The ti-khal has the following cleric spells prepared:

Cantrips (at will): firebolt, minor illusion, poison spray, resistance


1st level (4 slots): bane, sleep, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, detect thoughts,
scorching ray
3rd level (3 slots): conjure animals (2 giant snakes), dispel magic,
fireball
4th level (2 slots): banishment, blight, divination, wall of fire

Undead Fortitude. If damage reduces the ti-khal to 0 hit points,


it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical
hit. On a success, the ti-khal drops to 1 hit point instead.

Boon of the Sacred Flame. The ti-khal, blessed by their god


with the power of the Sacred Flame, can imbue themselves Actions
with it’s unholy power, granting the ti-khal protection identical
Multiattack. The ti-khal makes two melee attacks, but can use
to the mage armor spell. This ability can be as a reaction during
it’s bite and constrict attacks only once each.
combat.

Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one creature.


Sacred Flame Body. A ti-khal can raise another ti-khal from the
Hit: 7 (2d6) piercing damage plus 7 (2d6) poison damage.
dead by completing a ritual while the body is within The Sacred
Flame. This ritual takes 1d10 hours to complete. Each time a ti-
Constrict. Melee Weapon Attack. +3 to hit, reach 10 ft., one
khal is brought back from the dead using this ritual, the Sacred
target. Hit: 6 (2d6) bludgeoning damage, and the target is
Flame eats away at their flesh and life force. A ti-khal raised in
grappled (escape DC 13). Until this grapple ends, the target is
this way has its Constitution score reduced by 1 and gains 1 level
restrained, and the ti-khal can’t constrict another target.
of exhaustion.

Staff. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit:
This state block assumes that the ti-khal has already rested and
6 (2d6) bludgeoning damage, or 8 (2d8) bludgeoning damage if
removed it’s first level of exhaustion.
wielded with two hands.

Into the Greensea Stat Blocks


19
Ti-Khal Queen Boon’s Fortitude. If damage reduces the ti-khal to 0 hit points,
she must make a Constitution saving throw with a DC of 5 + the
Huge undead, chaotic evil
damage taken, unless the damage is from a critical hit. On a

success, the ti-khal drops to 1 hit point instead.
Armor Class 15 (17 with boon of the sacred flame)
Hit Points 207 (18d12 + 90) Actions
Speed 40 ft., climb 30 ft.
Multiattack. The ti-khal makes three melee attacks, but can use

her bite and constrict attacks only once each.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 20 (+5) 18 (+4) 21 (+5) 15 (+2) Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one creature.
Hit: 12 (3d6 + 3) piercing damage plus 9 (3d6) poison damage,
and the target must succeed on a DC 17 Constitution saving
Saving Throws Constitution +10, Wisdom +10
throw against being magically infected with the ti-khal curse.
Skills Perception +9, Stealth +7
On a failed save, the creature begins to convulse wildly and
Damage Resistances bludgeoning, piercing, and slashing, from
is incapcitated. It must repeat the saving throw at the end of
nonmagical attacks
its next turn. On a success, the effect ends. On a failure, the
Damage Immunities poison
creature falls under the control of the ti-khal queen for 24 hours
Condition Immunities charmed, exhaustion, frightened,
following all commands unquestioningly. After 24 hours, if still
paralyzed, poisoned, stunned
under the effects of the curse, the creature will permanently
Senses darkvision 120 ft., passive Perception 19
transform into a ti-khal, losing all memories of their former life.
Languages Abyssal, Common, Draconic
Challenge 14 (11,500 XP)
A remove curse spell can rid the afflicted creature of the ti-khal

curse, but only with a wish spell can a transformed ti-khal be
Boon of the Sacred Flame. The ti-khal, blessed by their god transformed back into their previous form.
with the power of the Sacred Flame, can imbue themselves
with it’s unholy power, granting the ti-khal protection identical A willing creature wishing to transform into a ti-khal can forgo
to the mage armor spell. This ability can be as a reaction during its Constitution saving throw.
combat.
Constrict. Melee Weapon Attack. +7 to hit, reach 10 ft., one
Innate Spellcasting. The ti-khal’s innate spellcasting ability target. Hit: 12 (3d6 + 3) bludgeoning damage, and the target is
is Wisdom (spell save DC 18). The ti-khal can innately cast the grappled (escape DC 13). Until this grapple ends, the target is
following spells, requiring no material components: restrained, and the ti-khal can’t constrict another target.

At will: animal friendship (snakes only), minor illusion, poison Staff. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit:
spray 12 (3d6 + 3) bludgeoning damage, or 15 (3d8 + 3) bludgeoning
3/day: command, darkness, scrying damage if wielded with two hands.
2/day: hypnotic pattern, vampiric touch
1/day: teleport Sacred Flame Gaze. The ti-khal targets up to three creatures
that she can see within 60 feet of her. Each creature must
Legendary Resistance (3/Day). If the ti-khal fails a saving succeed on a DC 18 Wisdom saving throw or be charmed for
throw, she can choose to succeed instead. 10 minutes. The charmed target regards the ti-khal queen as
a trusted friend to be heeded and protected. Although the
Magic Resistance. The ti-khal has advantage on savings throws target isn’t under the ti-khal queen’s control, it takes the ti-khal
against spells and other magical effects. queen’s requests or actions in the most favorable way it can,
and it is a willing target for the ti-khal queen’s bite attack. If a
One With The Flame. When reduced to 0 hit points, the creature’s saving throw is successful, the creature is immune to
ti-khal’s body is consumed by the magical flames within her, the ti-khal queen’s Sacred Flame Gaze for the next 24 hours.
reducing her form to ash. She cannot be raised or resurrected,
except via the wish spell. Legendary Actions
The ti-khal can take 3 legendary actions, choosing from the
Serpent Tongue. The ti-khal can communicate with serpents
options below. Only one legendary action option can be used at
as if they share a language.
a time and only at the end of another creature’s turn. The ti-khal
regains spent legendary actions at the start of its turn.
Spellcasting. The ti-khal is a 12th-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 18, +10 to hit with
Cantrip. The ti-khal casts a cantrip.
spell attacks). The ti-khal has the following spells prepared:
Move. The ti-khal moves up to its speed without provoking
Cantrips (at will): acid splash, dancing lights, fire bolt, message,
opportunity attacks.
resistance
1st level (4 slots): bane, charm person, sleep, inflict wounds
Charm (Costs 2 Actions). The ti-khal uses Sacred Flame Gaze.
2nd level (3 slots): blindness/deafness, detect thoughts,
scorching ray
Call of the Flame (Costs 3 Actions). While within 1 mile of the
3rd level (3 slots): conjure animals (2 giant poisonous snakes),
Sacred Flame, the ti-khal queen can raise a ti-khal creature from
dispel magic, fireball
the dead instantaneously as if the creature had been raised
4th level (3 slots): banishment, blight, divination, wall of fire
using its Sacred Flame Body ability. The raised ti-khal creature
5th level (2 slot): contagion, flame strike
still suffers all standard negatives of their Sacred Flame Body
6th level (1 slot): circle of death
ability when raised in this way.

Into The Greensea Stat Blocks


20
Into the Greensea Stat Blocks
21
Amberhusk Troll
Amberhusk trolls live in disparate tribes each led by a
matriarchal soulspeaker. The trolls are nomadic
in nature but often reside in the ruins of
ancient settlements on the coast of the
Greensea. As a rite of passage the
trolls consume the sap of the
Mother Tree, a massive magical
tree at the center of the region
they call home. When they
consume this sap they
develop glowing growths
on their bodies and swell
in size, enhanced with
new abilities that make
them far more deadly
than the average troll.
Amberhusk trolls who have
not undergone this rite of
passage are not considered to be
adults and are not permitted to lead raiding
parties or mate with other trolls.

Amberhusk Troll its body, consuming it to become immune to acid and fire
damage until the start of it’s next turn. Thus during this time, its
Huge humanoid (goblinoid), neutral evil
regeneration ability is unaffected by fire and acid.

Armor Class 15 (natural armor) Actions


Hit Points 115 (10d12 + 50)
Speed 40 ft. Multiattack. The troll makes three melee attacks but can use its
bite attack only once.

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
21 (+5) 11 (+0) 20 (+5) 8 (-1) 9 (-1) 6 (-2) 9 (1d8 + 5) piercing damage, and the target is grappled (escape
DC 15). Until this grapple ends, the target is restrained, and the
Senses darkvision 60 ft., passive Perception 11 troll can’t bite another target.
Languages Giant
Challenge 7 (2,900 XP) Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 5) slashing damage.

Aggressive. As a bonus action, the troll can move up to its Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
movement speed toward a hostile creature that it can see. Hit: 11 (2d6 + 5) piercing damage.

Charge. If the troll moves at least 20 feet straight toward a Swallow. The troll makes one bite attack against a Medium
creature and then hits it with a claw attack on the same turn, or smaller target it is grappling. If the attack hits, the target
that target must succeed on a DC 15 Strength saving throw or is swallowed, and the grapple ends. The swallowed target is
be knocked prone. If the target is prone, the troll can make one blinded and restrained, it has total cover against attacks and
bite attack against it as a bonus action. other effects outside the troll, and it takes 9 (3d6) acid damage
at the start of each of the troll’s turns. The troll can have only one
Keen Smell. The troll has advantage on Wisdom (Perception) target swallowed at a time.
checks that rely on smell. If the troll takes 30 damage or more on a single turn from
the swallowed creature, the troll must succeed on a DC 15
Regeneration. The troll regains 10 hit points at the start of Constitution saving throw at the end of that turn or regurgitate
its turn. If the troll takes acid or fire damage, this trait doesn’t the creature, which falls prone in a space within 10 feet of the
function at the start of the troll’s next turn. The troll dies only if it troll. If the troll dies, a swallowed creature is no longer restrained
starts its turn with 0 hit points and doesn’t regenerate. by it and can escape from the corpse by using 15 feet of
movement, exiting prone.
Heartwood Resilience (5-6). The troll’s body is covered in
growths caused by the consumption of the Heartwood Tree Greatclub. Melee Weapon Attack: +8 to hit, reach 10
sap. As an action, the troll can pull one of these growths from ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Into The Greensea Stat Blocks


22
Amberhusk Troll Soulspeaker
Each amberhusk tribe is led by a soulspeaker who
is considered the most spiritually connected to The
Greensea.

An amberhusk soulspeaker serves as the religious leaders


of amberhusk tribes. They frequently imbibe the sap of
the Mother Tree mixed with a complex blend of herbs to
experience visions of the future and the past, and relay
warnings and stories to the rest of the tribe.

Amberhusk trolls believe that a soulspeaker’s magical


powers come from the sap and amber harvested from
the Mother Tree and many raids and forrays into
na’tarii elf territory are owed to a soulspeaker seeking
additional sap or amber to increase her power.

The most famous soulspeakers often have their heads


detatched and encased in amber from the Mother Tree
upon death. These heads are placed upon shrines around
amberhusk settlements, serving as spiritual guardians
and guides for the living amberhjusk trolls. Some rumors
suggest the heads could reanimate if only they were
attached to a living body...

Amberhusk Troll 2nd level (3 slots): acid arrow, enlarge/reduce, mirror image, ray
of enfeeblement
Soulspeaker 3rd level (3 slots): animate dead, lightning bolt
Huge giant, chaotic evil 4th level (3 slots): confusion, stoneskin
5th level (2 slot): conjure elemental

Armor Class 15 (natural armor) Heartwood Resilience (5-6). The troll’s body is covered in
Hit Points 115 (10d12 + 50) growths caused by the consumption of the Heartwood Tree
Speed 40 ft. sap. As an action, the troll can pull one of these growths from
its body, consuming it to become immune to acid and fire
STR DEX CON INT WIS CHA damage until the start of it’s next turn. Thus during this time, its
19 (+4) 14 (+2) 20 (+5) 7 (-2) 16 (+3) 8 (-1) regeneration ability is unaffected by fire and acid.

Actions
Senses darkvision 60 ft., passive Perception 14
Languages Giant Multiattack. The troll makes three attacks.
Challenge 7 (2,900 XP)
Warstaff. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 14 (3d6 + 4) bludgeoning damage, or 17 (3d8 + 4)
Keen Smell. The troll has advantage on Wisdom (Perception) bludgeoning damage if wielded with two hands.
checks that rely on smell.
Ritual Dagger. Melee or Ranged Weapon Attack: +7 to hit,
Regeneration. The troll regains 10 hit points at the start of reach 5 ft. or range 20/60 ft., one target. Hit: 9 (3d4 + 4) piercing
its turn. If the troll takes acid or fire damage, this trait doesn’t damage.
function at the start of the troll’s next turn. The troll dies only if it
starts its turn with 0 hit points and doesn’t regenerate. Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Spellcasting. The troll is a 10th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
The troll has the following spells prepared:

Cantrips (at will): acid splash, poison spray, ray of frost, true
strike
1st level (4 slots): feather fall, inflict wounds, mage armor, magic
missile

Into the Greensea Stat Blocks


23
Into The Greensea NPC’s
24
Into the Greensea NPC’s
25
Into The Greensea NPC’s
26
Into the Greensea NPC’s
27
Into The Greensea NPC’s
28
Into the Greensea NPC’s
29
Into The Greensea NPC’s
30
Summoned Monster Appendix
These stat blocks are for monsters summoned by other
creatures within this supplement. They are provided here for
your convenience.
Swarm Of Spiders
Medium beast, unaligned

Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Giant Poisonous Snake Speed 20 ft., climb 20 ft.
Medium beast, unaligned

STR DEX CON INT WIS CHA
Armor Class 14 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.
Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled,
STR DEX CON INT WIS CHA paralyzed, petrified, prone, restrained, stunned
10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4) Senses blindsight 10 ft., passive Perception 8
Languages --
Challenge 1/2 (100 XP)
Skills Perception +2

Senses blindsight 10 ft., passive Perception 12
Languages -- Swarm. The swarm can occupy another creature’s space and
Challenge 1/4 (50 XP) vice versa, and the swarm can move through any opening large
enough for a Tiny insect. The swarm can’t regain hit points or
gain temporary hit points.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target Spider Climb. The swarm can climb difficult surfaces, including
in the swarm’s space. Hit: 6 (1d4 + 4) piercing damage, and the upside down on ceilings, without needing to make an ability
target must make a DC 11 Constitution saving throw, taking check.
10 (3d6) poison damage on a failed save, or half as much on a
successful one. Web Sense. While in contact with a web, the swarm knows the
exact location of any other creature in contact with the same
web.

Web Walker. The swarm ignores movement restrictions caused


by webbing.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its hit points or fewer.

Into the Greensea Summoned Monster Appendix


31
Thank You!
We are so overwhelmed with the support, feedback, and
overall excitement for The Lost Adventures Volume 2! We are so
grateful to you, and to every single one of the 1,889 backers who
helped bring this project to life.

We hope that you have as much fun running your games with
our models and written content as we did making it.

Stay tuned for even more 3D printable models, new written


content, art, and much much more!

Big Hug.

Danny & the Lost Adventures team.

Into The Greensea


32
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Into the Greensea


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