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EXPANDING

CODEX

Mike Welham
EXPANDING
CODEX
CREDITS
Author: Mike Welham
Editor: Scott Gable
Cover Artist: Craig J. Spearing
Interior Artists: Michele Giorgi, Leesha Hannigan, Michael Jaecks, Georgi Minkov,
William O’Brien, Roberto Pitturru, Florian Stitz, Bryan Syme, Egil Thompson
Layout and Graphic Design: Marc Radle
Director of Digital Growth: Blaine McNutt
Art Director: Marc Radle
Director of Operations: T. Alexander Stangroom
Publisher: Wolfgang Baur

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities,
etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been
designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open Game Content includes the alternate traits and actions for the Arcanaphage, Bookkeeper, Devil
Shark, Moon Drake, Pact Drake, Venom Elemental, Flame-scourged Scion, Fulminar, Ghost Dragon, Void Giant, Gloomflower,
Iron Sphere, Swolbold, Leonino, Unhatched, Albino Death Weasel, and Ziphius.

©2020 Open Design LLC. All rights reserved.


www.koboldpress.com

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Expanding Codex fleshes out monsters from the selected school, but it regains hp equal to the level
Creature Codex, giving GMs ways to modify the of the spell and increases its Feed score by 1/2 for all
existing monsters to surprise well-prepared players or other schools. For purposes of its Arcane Discharge
to introduce monsters to a campaign. trait, ignore fractional values. Additionally, when
its Ingest Magic trait applies, a creature maintaining
concentration on a spell from the arcanaphage’s
ARCANAPHAGE selected school has disadvantage on its Constitution
A soft-bodied, iridescent creature floats by, tentacles saving throw. Finally, when the arcanaphage uses
rippling along its back as it quests for its next meal… its Voracious reaction, it has advantage on its
spellcasting ability check when countering a spell
ALTERNATE TRAITS AND ACTIONS from its chosen school.
The following changes allow GMs to alter an The arcanaphage loses its Magic Immunity trait,
arcanaphage without modifying its challenge rating. and other traits and reactions are modified as
Diviniphage. A diviniphage feeds solely on divine indicated above.
magic but still interacts with all types of magic. It is True Arcanaphage. A true arcanaphage feeds solely
immune to damage from divine spells. It has advantage on arcane magic but still interacts with all types of
on saving throws against other spells and magical magic. It is immune to damage from arcane spells. It
effects. Its Hunger trait regains hp equal to three times has advantage on saving throws against other spells
the level of the spell and increases its Feed score by and magical effects. Its Hunger trait regains hp equal
2 each time it feeds in combat. Additionally, when to three times the level of the spell and increases
it applies its Ingest Magic trait or uses its Voracious its Feed score by 2 each time it feeds in combat.
reaction, it can only feed on divine spells it ends or Additionally, when it applies its Ingest Magic trait or
counters. Finally, when it dies and applies its Arcane uses its Voracious reaction, it can only feed on arcane
Discharge trait, the force damage dealt by this trait is spells it ends or counters. Finally, its Arcane Discharge
replaced with either radiant or necrotic damage. trait deals 4 (1d8) force damage per Feed score to a
The diviniphage loses the arcanaphage’s Magic creature that fails its Dexterity saving throw and deals
Immunity trait, and other traits and reactions are 9 (2d8) force damage to a creature that starts its turn
modified as indicated above. in the affected area.
Magic Sight. The arcanaphage senses magic within The true arcanaphage loses the arcanaphage’s Magic
90 feet of it at will. This trait otherwise works like the Immunity trait, and other traits and reactions are
detect magic spell but isn’t itself magical. modified as indicated above.
The arcanaphage’s blindsight is reduced to 30 ft.
Selective Eater. The arcanaphage is
predominantly exposed to one school of magic
(abjuration, conjuration, and so on), so it has
adapted its feeding to better consume such
magic. It is immune to spells and magical
effects from its chosen school and
has advantage on saving throws
against other spells and magical
effects. Its Hunger trait regains
hp equal to four times the
level of the spell and
increases its Feed
score by 2 for the

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NEW MAGIC ITEMS AND SPELLS ARCANAPHAGE ADVENTURE HOOKS
The following magic item and spell are inspired by There are many adventures that can showcase an
abilities possessed by an arcanaphage. arcanaphage:
• A wizard asks the PCs to capture a live arcanaphage
ARCANAPHAGE STONE
specimen in a lead-lined jar she provides. She pays
Wondrous item, rare (requires attunement)
well for their trouble and ensures they are aware of
This smooth rock serves a similar function as rocks the threat posed by the creature. She refuses to tell
found in a bird’s gizzard and helps the arcanaphage the PCs she plans to release the arcanaphage in a
digest magic. While you hold or wear the stone, you rival’s laboratory.
have advantage on saving throws against spells.
• A collective of arcanaphages has devoured all
Additionally, you can use a reaction to counter
magic in the dimension they inhabit. The creatures
a spell cast within 30 feet of you as if you cast
wriggle their way, one per day, through a rift
counterspell. Unlike the spell, you must always make
leading from their home dimension to a large city.
a spellcasting ability check (using Charisma as your
The city’s leaders ask the PCs to close the rift before
spellcasting ability if you do not have one), no matter
the arcanaphages can wreak havoc on the city.
the spell level. If you successfully counter the spell,
the stone increases its Absorption score by 1. Its
Absorption score cannot exceed 8. Once you have BOOKKEEPER
used the stone to counter a spell, it can’t be used in
this way until the next dawn. As the tome is opened, a blob of ink splashes toward the
Finally, you can use an action to throw the stone reader’s eyes, followed by mischievous giggles…
up to 60 feet away to unleash its stored magic. When
it reaches its target, it explodes, and each creature ALTERNATE TRAITS AND ACTIONS
within 5 feet per Absorption score must make a DC The following changes allow GMs to alter a
14 Dexterity saving throw, taking 1d6 force damage bookkeeper without modifying its challenge rating.
per Absorption score on a failed save, or half as much Creator’s Mark. Melee Weapon Attack: +4 to hit,
damage on a successful one. This destroys the stone. reach 5 ft., one target. Hit: The bookkeeper marks the
target with an invisible rune, which it and its creator
DEVOUR MAGIC
can see. The mark can be removed with a dispel magic
5th-level abjuration (sorcerer, wizard) or similar magic.
Casting Time: 1 action The bookkeeper loses its bite attack.
Range: Self
Components: V, S, M (a tentacle from an arcanaphage)
Duration: Concentration, up to 1 minute
After casting this spell, you can take a reaction when
you are the target of or in the area of a spell or magical
effect that allows a saving throw. When you take the
reaction, you have advantage on your saving throw.
If you succeed on your saving throw, the spell or
magical effect has no effect on you, and you regain a
number of hit points equal to the spell’s level.

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Dual Binding. The bookkeeper is attuned to two While the bookkeeper is contained within the vessel,
books rather than a single tome. It can use its Between it suffers no harm due to being away from its bound
the Lines trait to jump between books provided they book, but it cannot use any of its abilities that apply
are within range of each other. Its hp maximum to it being in a bound book. Dipping the quill in the
reduction from its Book Bound trait only applies if it is inkpot and writing in a book binds the bookkeeper to
farther than 60 feet from both books. Both books the the new book.
bookkeeper are bound to are destroyed when it dies. If the inkpot is found as treasure, there is a 50%
Stretching the bookkeeper’s magic across two books chance it contains a bookkeeper. Variant inkpots work
gives it the Antimagic Susceptibility trait: for inklings (see Creature Codex).
• Antimagic Susceptibility. The bookkeeper is
INK SPLASH
incapacitated while in an area of an antimagic
field. If targeted by dispel magic, the bookkeeper Evocation cantrip (warlock, wizard)
must succeed on a Constitution saving throw Casting Time: 1 action
against the caster’s spell save DC or fall Range: 30 feet
unconscious for 1 minute. Components: V, S
Nauseating Ink. Ranged Weapon Attack: +4 to hit, Duration: Instantaneous
range 20 ft., one target Hit: 3 (1d6) poison damage, Ink shoots from your hand to a target. Make a ranged
and the target must succeed on a DC 13 Constitution spell attack with the ink. On a hit, the target takes
save or be poisoned until the end of its next turn. 1d6 poison damage and must succeed on a Dexterity
The bookkeeper loses its Ink Splash action. saving throw or become blinded until the end of its
Possess Reader (Recharges after a Long Rest). The next turn.
fiendish bookkeeper treats its book as a container for The spell’s damage increases by 1d6 when you reach
a magic jar spell. It can possess a humanoid per the 5th level (2d6), 11th level (3d6), and 17th level (4d6).
magic jar spell (save DC 9) if the humanoid moves
within 60 feet of it. The bookkeeper can only possess a RECORDING BOOK
target for 10 minutes before it must return to its book. Wondrous item, uncommon
A DC 13 Wisdom (Perception) check notices ink This book, which hosts a dormant bookkeeper,
flowing through the whites of the possessed creature’s appears to be a journal filled with empty pages. You
eyes, and a DC 13 Intelligence (Arcana) check can place the book anywhere and use an action to
discovers the possession. speak its command word and activate it. It remains
The fiendish bookkeeper loses its X Marks the Spot activated until you use an action to speak the
trait. command word again.
Spell Attunement (Recharge 4–6). The bookkeeper The bookkeeper records all things said within 60
has access to a 1st-level spell within its book. Its feet of it. It can distinguish voices and notes those as
spellcasting ability is Wisdom (spell save DC 9, +1 to it records. The book holds up to 12 hours’ worth of
hit with spell attacks). It can use an action to innately conversation. Any creature, other than you or targets
cast the spell, requiring no material components. you designate, that peruses the book finds the pages
The bookkeeper loses its Elusive Pages action. blank.

NEW MAGIC ITEMS AND SPELLS BOOKKEEPER ADVENTURE HOOKS


The following magic items and spell are inspired by There are many adventures that can showcase a
abilities possessed by a bookkeeper. bookkeeper:
• A lonely bookkeeper, the creation of an eccentric
BOOKKEEPER INKPOT wizard who read from the creature’s bound
Wondrous item, rare book every day, regards the first creature that
This glass vessel looks like an ordinary inkpot. A touches its book as its new “creator,” which does
quill fashioned from an ostrich feather accompanies not require a Charisma check. The bookkeeper
the inkpot. You can use the vessel to contain a demands the resumption of its former creator’s
bookkeeper. A willing bookkeeper moves to the activity, requiring 30 minutes of reading from its
inkpot, but an unwilling specimen must succeed on a current creator. If the creature does not receive
DC 13 Charisma saving throw or be transferred to the the appropriate attention, it flies around its
inkpot, making you the bookkeeper’s new “creator.” creator, distracting them so much the creator has

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disadvantage on a check or attack. A successful DC The devil shark loses its Magic Resistance trait when
13 Charisma (Persuasion) check calms the creature it gains the Summon Giant Shark action.
for a day, but the DC increases by 1 for every day Vortex (Recharge 4–6). The devil shark creates a
the creator does not read to it. vortex of water within 30 feet of it that lasts for 1
• A kobold bookseller peppers her books with minute. The vortex is 5 feet in diameter and up to
bookkeepers, which she employs as spies. The 30 feet tall. A creature occupying the space where
bookkeepers induce minor damage to their the vortex appears or entering the vortex for the first
books to encourage their “owners” to contact the time on a turn must make a DC 18 Dexterity save
bookseller for repairs. This system has worked or be restrained and take 2d8 bludgeoning damage.
well for the kobold until a recent spate of murders As an action, a creature can free itself or another
where the victims were found with ink stains creature from a vortex by succeeding on a DC 18
around their noses and mouths, indicating some Strength check.
inky creature had suffocated them. The kobold The devil shark loses its Freezing Breath action.
seeks to clear its name and discover the true
culprit, which could be an ink devil (see Tome of NEW MAGIC ITEMS AND SPELLS
Beasts) or a more powerful inky creature. The following magic items and spell are inspired by
abilities possessed by a devil shark.

DEVIL SHARK BLOOD FRENZY


3rd-level enchantment (druid, ranger)
With a fang-filled maw and the glimmer of malevolent
intelligence in its ruby red eyes, this shark-like creature Casting Time: 1 action
glides through the depths in complete silence… Range: Touch
Components: V, S, M (tooth from a devil shark)
ALTERNATE TRAITS AND ACTIONS Duration: Concentration, up to 1 minute
The following changes allow GMs to alter a devil You touch a willing creature. The target gains a keen
shark without modifying its challenge rating. sense of smell, granting it advantage on Wisdom
Amphibious. The devil shark can breathe air and (Perception) checks that rely on smell. Additionally,
water. It also has a speed of 10 feet. the target has advantage on melee attack rolls against
The devil shark loses its Water Breathing trait. any creature that doesn’t have all its hp.
Additionally, its swim speed is reduced to 40 feet. The frenzy induced by the spell causes the target
Crushing Charge. If the devil shark swims at least to lose the ability to discern between friend and
20 feet straight toward a creature and hits with a slam foe. Each round, it has a 20% chance to attack any
attack on the same turn, the target takes an additional adjacent living creature that doesn’t have all its hp.
22 (4d10) bludgeoning damage and must succeed on At Higher Levels. When you cast this spell using
a DC 18 Strength saving throw or be knocked 20 feet spell slot of 4th level or higher, you can target one
away from the devil shark. additional creature for each slot above 3rd.
The devil shark gains a slam melee weapon attack,
DEVIL SHARK MASK
and its bite attack is modified:
Wondrous item, rare (requires attunement)
• Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 24 (3d10 + 7) piercing damage and When you wear this burgundy face covering, it
the target is grappled (escape DC 18). transforms your face into a shark-like visage, and the
mask sprouts wicked horns. You gain a bite attack that
• Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., deals 1d8 piercing damage and that counts as a magic
one target. Hit: 18 (2d10 + 7) bludgeoning damage. weapon. You also gain a +1 bonus on attack and
Icy Belly. A creature swallowed by the devil shark damage rolls made with your bite attack.
takes 10 (3d6) acid damage and 10 (3d6) cold damage Additionally, you have advantage on Charisma
at the start of each of the devil shark’s turns. (Intimidation) checks while wearing this mask.
This trait modifies the devil shark’s Swallow action. Curse. The mask is cursed, and becoming attuned
Summon Giant Shark (1/Day). The devil shark to it extends the curse to you. As long as you remain
summons 1d4 sharks. A summoned shark appears in cursed, you are unwilling to part with the mask,
an unoccupied space within 60 feet of the devil shark, wearing it at all times. If you haven’t used the mask
acts as an ally, and remains for 1 minute. to bite a living creature before dusk, you tear out a

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chunk of your flesh. You take 2d6 necrotic damage DEVIL SHARK ADVENTURE HOOKS
and your hp maximum is reduced by an amount equal There are many adventures that can showcase a devil
to the damage taken. This reduction lasts until the shark:
curse is removed. If your hp maximum is reduced to 0
• A sahuagin cult near a coast featuring a large
as a result of this curse, you die, transform into a devil
settlement vows revenge on the land-based
shark, and teleport to the nearest open body of water.
creatures who have thwarted their invasion
FROST PELLET attempts. To that end, they plan to conduct a ritual
Wondrous item, rare to call a pair of devil sharks to the waters near the
settlement and offer themselves up as sacrifices
Fashioned from a devil shark’s stomach lining, this
to ensure the sharks devastate the landbound
rubbery pill is cold to the touch. Upon swallowing
populace. A fisherwoman stumbled upon the cult
the pellet, which leaves you feeling bloated, you
and learned they planned something nefarious.
gain immunity to cold damage. Up to 1 hour after
She made a narrow escape and couldn’t get more
swallowing the pellet, you can expel a 30-foot cone
details however. The settlement is not equipped to
of cold water. Each creature in the cone must make a
deal with the cult in their own element and require
DC 16 Constitution saving throw. On a failed save, the
outside assistance to thwart the sahuagin plot.
creature takes 8d6 cold damage and is pushed 10 feet
away from you. On a success, the target takes half the • A ship carrying a valuable cargo was due to
damage and isn’t pushed away. reach port two days ago. By all accounts, weather
shouldn’t have delayed the ship’s arrival. The ship’s
owners as well as the cargo’s recipients fear a devil
shark possibly sensed the vessel’s importance and
attacked. Those brave enough to locate the ship,
retrieve the cargo, and rescue potential survivors,
stand to receive a considerable reward.

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DRAKE, MOON
A pale drake drifts through the air like a leaf on the
surface of a pond, barely moving its billowing, cloak-
like wings. Its large, jet‑black eyes stare skyward but
reflect no light…

ALTERNATE TRAITS AND ACTIONS


The following changes allow GMs to alter moon
drakes without modifying its challenge rating.
Mooncurse Slash (Recharges after a Short or Long
Rest). Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: The target must succeed on a DC
15 Constitution saving throw or become cursed with
lycanthropy (the moon
drake chooses the
type of lycanthrope).
A creature that
previously suffered from
lycanthropy (even if it
was cured) makes its saving
throw with disadvantage. A
lycanthrope has advantage on
its saving throw. If a lycanthrope
fails, it changes to the type chosen
by the drake. This attack can’t affect a
natural-born lycanthrope.
A GM who wishes to randomize the type of the moon phase, it must make a Wisdom
lycanthrope can do so as follows, on a roll of a d10: 1: saving throw to avoid being affected by
werebear, 2: wereboar, 3: weretiger, 4–6: wererat, 7–10: this spell.
werewolf. If you cast this spell at night, the
The moon drake replaces the Moonlight Nip action altered moon phase can affect light.
with Mooncurse Slash. If you change the moon phase to full
Shiftersense. The moon drake can sense the presence moon, light improves to dim light in the area. If you
of shapeshifters within 30 feet. change the moon phase to anything other than full
The moon drake’s darkvision is reduced to 60 ft. moon, light decreases to (or remains at) darkness. If
you change the moon phase during the day, it has no
NEW MAGIC ITEM AND SPELLS appreciable effect on light.
The following magic item and spells are inspired by a
MOON DRAKE DAGGER
moon drake’s abilities.
Weapon (dagger), rare
ALTER MOON PHASE This dagger is fashioned from a moon drake’s fang.
4th-level illusion (druid, sorcerer, wizard) You gain a +1 bonus to attack and damage rolls made
Casting Time: 1 action with this magic weapon.
Range: Self (1-mile radius) You can use an action to imbue this weapon with
Components: V, S, M (a pinch of moondust) additional magic for 1 minute or until an attack
using this weapon hits a shapeshifter. That creature
Duration: Concentration, up to 1 hour
must succeed on a DC 15 Constitution saving throw
You change the apparent moon phase for a 1-mile or take 2d10 radiant damage. On a failed save, the
radius around you for the duration. If a creature shapeshifter instantly reverts to its true form and can’t
within the affected area possesses abilities dependent assume a different form for 1d4 rounds. The dagger
on a particular moon phase, or change shape based on can’t be used this way again until the next sunset.

8
MOONBEAM FORM drake is difficult. Once the PCs find the drake, it is
3rd-level transmutation (druid, sorcerer, wizard) amenable to removing the curse from the afflicted
PC. However, it may ask them to help eradicate the
Casting Time: 1 reaction, which you take when you
wererat nest or perform a similar task as repayment.
take damage or are restrained
Range: Self
Components: V DRAKE, PACT
Duration: 1 round The thief pushed a clinking bag across the desk, but the
You become an incorporeal beam of pure moonlight pact drake hissed and spit, making it clear that the law
for the duration. While in this form, you have could not be bent, even for a handsome price…
immunity to bludgeoning, piercing, and slashing
damage from nonmagical attacks. While in this form, ALTERNATE TRAITS AND ACTIONS
you can pass through openings at least 1 inch wide The following changes allow GMs to alter a pact drake
and through transparent objects. You also gain a flying without modifying its challenge rating.
speed of 90 feet for the duration. Appoint Notary. As an action, the pact drake
TIDAL MANIPULATION designates a willing creature to witness a pact or
agreement on the drake’s behalf. The designated
2nd-level evocation (druid, sorcerer, warlock, wizard)
creature gains the drake’s Binding Witness trait
Casting Time: 1 action and Punish Transgressor action for the pact or
Range: 1 mile agreement it witnesses. It also gains the ability to cast
Components: V, S scrying three times per day, using its Charisma as its
Duration: Concentration, up to 1 hour spellcasting ability. The designated creature can only
This spell creates a gravitational effect similar to the scry on parties involved in the agreement. The drake
moon’s effect on tides. You can create your choice of relinquishes its abilities with respect to the agreement.
low tide or high tides in an area up to a 1-mile radius
from the point you designate. A low tide strands vessels
and reduces flooding in the area, while a high tide
might create flooding in an area. Vessels in a low tide
are gently lowered to the seabed and take no damage.
You can use this spell to reduce the height of the
wall created by the tsunami spell by 50 feet. This also
reduces the damage dealt by the wall by 1d10.

MOON DRAKE ADVENTURE HOOKS


There are many adventures that can showcase a
moon drake:
• The leader of a werebear clan asks the PCs to stop
a creature that has been transforming her
clan into ordinary humans. The PCs discover
a pack of werewolves have tricked the
moon drake into curing the werebears and
weakening the clan, leaving the former
werebears open to attack by the
werewolves. If the PCs can negotiate
with the drake, they might be able to
turn the tables on the werewolves.
• If the PCs research cures for lycanthropy
after one of the party is bitten by a
wererat, they discover the location
of a moon drake’s lair at the top
of a tall mountain. Reaching the

9
The drake can revoke this designation as a bonus PACT DRAKE CONTRACT PAPER
action. When it does so, it regains the Binding Wondrous item, rare
Witness trait and the Punish Transgressor action with This smooth paper is like vellum but is prepared from
respect to the pact or agreement. dozens of scales cast off by a pact drake. A contract
The pact drake loses its Enforced Diplomacy action. can be inked on this paper, and the paper limns all
Teleport to Transgressor (Recharges after a Long falsehoods on it with faerie fire. A command word
Rest). The pact drake is psychically linked to each clears the paper, allowing for several drafts. Another
pact and agreement it witnesses. If a creature breaks command word locks the contract in place and
a drake-brokered contract, the drake can teleport leaves space for signatures. Creatures signing the
unerringly to the transgressor’s location up to an hour contract are afterward bound by the contract with all
afterward. The teleportation fails if the target creature other signatories alerted when a creature breaks the
is no longer on the same plane as the drake. contract. The creature breaking the contract must
The pact drake loses the ability to cast arcane eye succeed on a DC 15 Charisma saving throw or become
and clairvoyance. blinded, deafened, and stunned for 1d6 minutes. A
Visceral Punisher. As a bonus action, the drake creature can attempt a new saving throw at the end of
chooses a single creature within 60 feet that broke each of minute, ending the conditions with a success.
the terms of a pact witnessed by the drake. Until the After the conditions end, the creature has disadvantage
target creature is dead or it has offered compensation on saving throws until it finishes a long rest.
for breaking the terms of the pact, the drake has
PERIAPT OF PROOF AGAINST LIES
advantage on attacks against the target and on
Wondrous item, rare
saving throws against spells or other magical effects
originating from the target. Additionally, the drake’s A pendant fashioned from a pact drake claw or part of
melee attacks deal double damage to the target. a pact drake horn is affixed to a thin gold chain. While
The pact drake loses its Punish Transgressor action. you wear it, you automatically sense if you hear a lie,
but this does not apply to evasions that remain within
NEW MAGIC ITEMS AND SPELLS the boundaries of the truth.
The following magic items and spell are inspired by Until you finish a long rest after wearing the periapt,
abilities possessed by a pact drake. you gain the poisoned condition for 10 minutes if
you lie.
BECALMING FOG
2nd-level conjuration (bard, cleric) PACT DRAKE ADVENTURE HOOKS
Casting Time: 1 action There are many adventures that can showcase a pact
Range: 120 feet drake:
Components: V, S, M (a vial of condensation from a • A powerful noble unwittingly signed an infernal
pact drake’s calming haze) contract with an archdevil, and her soul is forfeit
Duration: Concentration, up to 1 minute unless she can find a loophole in the contract. A
pact drake known to oppose archdevils is the best
You create a 20-foot-radius sphere of fog centered creature to scrutinize the contract, and the noble
on a point within range. The sphere spreads around offers a considerable reward to retain the drake’s
corners, and its area is heavily obscured. It lasts for services. The archdevil won’t give up his prize and
the duration or until a wind of moderate or greater tries to thwart any attempt to locate and hire the
speed (at least 10 miles per hour) disperses it. While drake. He first sends his minions to harass, injure,
a creature is in the fog and for 1 round afterward, or kill the noble’s hired protectors, and then he
it must make a Charisma saving throw. On a failed resorts to making a tempting offer of power or
save, the creature cannot attack another creature. On wealth with no strings attached.
a successful save, the creature is free to attack other
creatures. A creature damaged by a weapon attack or a • A vigilante murders known oath breakers rather
spell automatically succeeds on its saving throw. than allow the law to punish them. The creature
responsible for the killings is a pact drake who
At Higher Levels. When you cast this spell using
had brokered an agreement that one of the parties
a spell slot of 3rd level or higher, the duration is
subsequently breached, resulting in an innocent
concentration, up to 10 minutes. If you use a spell slot
person’s demise. Investigators uncover a gang of
of 5th level or higher, wind cannot disperse the fog.
kobolds working for the drake. Negotiation or

10
subterfuge leads investigators to the pact drake’s Envenom Liquid. As an action, the venom elemental
lair in an abandoned barrister’s office. The pact divests a portion of its body into a pint of liquid. The
drake refuses to stop his hunt for those who break elemental’s hit point maximum is reduced by 1d6 hit
contracts or their word. If the drake senses his points, and this reduction lasts until the elemental
pursuers are amenable, he offers them employment finishes a short rest. The venom retains its potency
in his network. for 1 hour before dissolution. A creature drinking the
envenomed liquid must make a DC 13 Constitution
saving throw or take 7 (2d6) poison damage and gain
ELEMENTAL, VENOM the poisoned condition for 1 minute.
An enormous viper formed of green liquid curls The venom elemental gains the Vulnerability to
upward, its dripping fangs ready to strike… Antitoxin trait:
• Vulnerability to Antitoxin. When the venom
ALTERNATE TRAITS AND ACTIONS elemental is struck by a vial of antitoxin (thrown as
The following changes allow GMs to alter a venom an improvised weapon), it takes 2d6 acid damage.
elemental without modifying its challenge rating. Additionally, until the end of its next turn,
creatures gain resistance to poison damage dealt by
Air Form. Aerosolized versions of the venom
the elemental and have advantage on Constitution
elemental are rarer than their liquid cousins on the
saving throws to avoid becoming poisoned by the
demiplane of poisons. The venom elemental can enter
elemental.
a hostile creature’s space and stop there. It can move
through a space as narrow as 1 inch wide without Spit Venom. Ranged Weapon Attack: +5 to hit,
squeezing. The elemental gains a flying speed of 60 feet. range 15/30 ft., one target. Hit: The target must make
The venom elemental also gains the Aerial a DC 13 Constitution saving throw, taking 14 (4d6)
Camouflage trait. poison damage on a failed save or half as much on a
The venom elemental loses its swimming speed and successful one. On a failed save, the creature gains the
its Liquid Form and Underwater Camouflage traits. poisoned condition until the end of its next turn.
• Aerial Camouflage. While the elemental is flying it The venom elemental modifies its Multiattack action
has advantage on Dexterity (Stealth) checks. to make two attacks: one with its bite and one with its
spit venom.
Engulf. Each creature in the venom elemental’s
space must make a DC 13 Strength saving throw. On
a failure, the target takes 6 (1d6 + 3) bludgeoning
damage plus 3 (1d6) poison damage, and the creature
must succeed on a DC 13 Constitution saving throw
or be poisoned until the end of its next turn. If the
target is Large or smaller, it is also grappled (escape
DC 13). Until the grapple ends, the target is restrained
and unable to breathe unless it can breathe water. If
the saving throw is successful, the target is pushed
out of the elemental’s space.
The venom elemental can grapple one Large
creature or up to two Medium or smaller
creatures at one time. At the start of the
elemental’s turn, each target grappled by it takes
7 (2d6) poison damage and must succeed on
a DC 13 Constitution saving throw or be
poisoned until the end of its next
turn. A creature within 5 feet of
the elemental can pull a creature
out of it by taking an action to
make a DC 13 Strength check
and succeeding.
The venom elemental loses
its Multiattack action.

11
NEW MAGIC ITEMS AND SPELLS VENOM ELEMENTAL
The following magic item and spell are inspired by ADVENTURE HOOKS
abilities possessed by a venom elemental. There are many adventures that can showcase a
venom elemental:
LIQUIDITY
• Several people at a lakeside village have become sick
4th-level transmutation (druid, sorcerer, warlock, wizard) after swimming along the shore. The inhabitants
Casting Time: 1 action blame a neighboring village for poisoning their
Range: Touch water, but the real culprit is a venom elemental.
Components: V, S, M (a sponge and liquid from a • A cabal of serpent cultists devoted to a snake
venom or water elemental) demon is set to perform a ritual to summon
Duration: Concentration, up to 1 hour a dozen venom elementals to poison a large
You transform a willing creature you touch, along city’s water supply and set the creatures on the
with everything it’s wearing and carrying, into a fluid city’s inhabitants. The cultists intend to sacrifice
form for the duration. The spell ends if the creature poisoned victims to the demon in the desire to call
drops to 0 hit points. forth the demon.
While the target is in this form, its walking speed
becomes 10 feet, and it gains a swimming speed of
40 feet. The target can enter and occupy the space FLAME-SCOURGED SCION
of another creature. The target has resistance to This tree-like creature’s hide is charred, cracked, and
nonmagical damage. The target can pass through oozing. A crown of long, branching tentacles set with
small holes, narrow openings, and even mere cracks. goat-like eyes encircles a central fanged maw at the
The target can breathe water and air. The target’s reach top of its bulk. Root-like appendages end in blackened,
with melee weapon attacks increases by 5 feet. sooty hooves…
While in fluid form, the target can only
communicate in Aquan. It can manipulate objects, ALTERNATE TRAITS AND ACTIONS
but any objects it was carrying or holding when the The following allow GMs to alter a flame‑scourged
spell was cast can’t be dropped, used, or otherwise scion without modifying its challenge rating.
interacted with. The target can’t cast spells, and it has
Blight Burst (Recharge 6). The flame-scourged
disadvantage with all weapon attacks except unarmed
scion showers the area around itself with the ooze
strikes. The target’s unarmed strikes deal bludgeoning
leaking from its skin. Each creature within 10 feet
damage equal to 1 + its Strength modifier, regardless
of the flame-scourged scion must make a DC 18
of any other abilities that modify this damage.
Constitution saving throw, taking 27 (6d8) necrotic
VENOMOUS FANGS damage on a failed save or half as much damage on a
Wondrous item, uncommon (requires attunement) successful one. Plant creatures make this saving throw
with disadvantage, and nonmagical plants that aren’t
If you do not already have a bite attack, these fangs
creatures wither and die without a saving throw.
allow you to use an action to attack a target with a bite
The flame-scourged scion loses its Embers action.
that deals piercing damage with a +1 bonus to attack
rolls and damage rolls and a damage die of 1d4. Fiery Rage. When a flame-scourged scion takes
While you wear the fangs, a successful DC 9 fire damage, it inflicts an additional 1d6 fire damage
Dexterity (Sleight of Hand) checks conceals them with its melee weapon attacks. If it takes more than 5
from view. At the GM’s discretion, you have fire damage, it instead inflicts an additional 1d10 fire
disadvantage on Charisma (Deception or Persuasion) damage. The flame-scourged scion gains this extra
checks against creatures that notice the fangs. damage until the end of its next turn.
You can use an action to cause the fangs to fill The flame-scourged scion loses its Burning Rage trait.
with a green poison. The poison remains active for 1 Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one
minute or until you hit a creature with a bite attack. target. Hit: 14 (3d6 + 4) bludgeoning damage. The
That creature must succeed on a DC 13 Constitution target must succeed on a DC 16 Strength saving throw
saving throw or take 1d10 poison damage and become or be knocked prone.
poisoned until the end of its next turn. The fangs can’t A flame-scourged scion with a kick attack makes
be used this way again until the next dawn. two tentacle attacks and one kick attack when taking
the Multiattack action.

12
VARIANT:
FROSTBITTEN SCION
A frostbitten scion has similar
origins to a flame-scourged scion,
except those who destroyed its grove
used powerful cold magic. It gains resistance
to cold, loses resistance to fire, loses its Burning
Rage and Firesight traits, loses its Embers action,
and gains the following traits and action.
Frosty Vengeance. When a frostbitten scion takes
cold damage, it has advantage on its attack rolls until
the end of its next turn. If it takes more than 5 cold
damage, it has advantage on its attack rolls for 2 rounds.
Stinging Ice (Recharge 6). The frostbitten scion
fills the area with a cloud of ice shards. Each creature
within 10 feet of the frostbitten scion must make a
DC 18 Constitution saving throw, taking 14 (4d6) cold
damage and 14 (4d6) piercing damage on a failed save
or half as much damage on a successful one. The ice
melts within moments.
Wintersight. A frostbitten scion can see through
areas obscured by ice, snow, and fog without penalty.

NEW MAGIC ITEMS AND SPELLS


The following magic items and spell
are inspired by abilities possessed by a
flame-scourged scion.

EMBER BURST
2nd-level evocation (druid, sorcerer, wizard)
Casting Time: 1 action
Range: Self (10-foot radius)
GOGGLES OF FIRESIGHT
Components: V, M (charred bark from a
flame‑scourged scion) Wondrous item, uncommon
(requires attunement)
Duration: Instantaneous
The lenses of these combination fleshy and plantlike
You create a momentary cloud of embers that engulf
goggles extend a few inches away from the goggles on
all creatures within 10 feet of you before disappearing.
a pair of tentacles. While wearing these lenses, you
Each creature you choose within 10 feet of you must
can see through areas obscured by fire, smoke, and
succeed on a Constitution saving throw or take 4d6
fog without penalty.
fire damage and become blinded for 1 round. A
As a reaction when you are the target of an effect
creature that succeeds on its saving throw takes half as
that blinds you, you can force the goggles to intercept
much damage and isn’t blinded.
the effect, giving you immunity to it. If you do so,
At Higher Levels. When you cast this spell using a you cannot use any of the goggle’s functions until the
spell slot of 3rd level or higher, the damage increases next dawn.
by 1d6 for each slot level above 3rd. When you cast
this spell using a spell slot of 5th level or higher, the VENGEFUL COAT
blinded duration increases to 1 minute, and when you Wondrous item, rare (requires attunement)
cast this spell using a spell slot of 8th level or higher, This stiff, vaguely uncomfortable coat covers
the blinded duration increases to 1 hour. your torso. It smells like ash and oozes a sap-like
substance. While wearing this coat, you are resistant
to slashing damage from nonmagical attacks.

13
At dawn, you can choose one of the following The fulminar loses its Flyby and Essence of
damage types: acid, cold, fire, lightning, or thunder. If Lightning traits.
you take damage matching the chosen type, you have Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
advantage on your attack rolls until the end of your one target. Hit: 14 (2d8 + 5) bludgeoning damage and
next turn. If you take more than 10 damage matching 7 (2d6) thunder damage, and the target must make
the chosen type, you have advantage on your attack a DC 16 Constitution saving throw. On a failure, the
rolls for 2 rounds. target is stunned until the end of the fulminar’s next
As a reaction when you are the target of an effect turn and deafened for 1 minute. On a success, the
that inflicts damage of the chosen type, you can target is deafened until the end of the fulminar’s next
gain resistance to that damage. The coat grants you turn but isn’t stunned. A deafened creature can repeat
advantage on your attack rolls as above and then the saving throw at the end of each of its turns, ending
becomes nonfunctional until the next dawn. the effect on itself on a success.
The fulminar loses its bite attack and replaces its bite
FLAME-SCOURGED SCION attack with the slam attack when taking a Multiattack
ADVENTURE HOOKS action.
There are many adventures that can showcase a Thunderous Roar (Recharge 5–6). The fulminar
flame‑scourged scion: unleashes a roar similar to the overwhelming
• Once per week, another cow from one rancher’s thunderclap created in a lightning strike’s immediate
herd goes missing. He claims he’d seen a strange area. Each creature within 30 feet of it must make a
tree looming at the edge of his ranch just as the DC 16 Dexterity saving throw. On a failure, the target
sun set before one of his cows disappeared. Though takes 18 (4d8) thunder damage, is knocked prone, and
he hasn’t got the physical might to take on the is deafened for 1 minute. On a success, the target takes
flame-scourged scion preying on his cattle, and no half the damage but isn’t knocked prone or deafened.
one believes him, he offers a large sum to travelers The fulminar loses its Lightning Shackles action.
who might take on his plight. Alternatively, it retains its Lightning Shackles action
• A coterie of flame-scourged scions has infiltrated with Recharge 6 for both actions.
a deep-forest’s glade situated on a ley line. They
intend to restore their dark goddess to her former ALTERNATE CLOUD GIANT
might, but they require humanoid cultists as well INNATE SPELLCASTING
as humanoid sacrifices to enact the necessary The following change helps to highlight the alliance
ritual. Fortunately for the flame-scourged scions, between cloud giants and fulminars.
a schism among a nature deity’s followers has The cloud giant replaces the control weather spell
befallen a nearby village, allowing the creatures to with conjure elemental, which can only be cast to
lure potential acolytes to their glade. The nature call forth a fulminar. If the caster’s concentration is
deity’s remaining followers implore adventurers to broken, the fulminar won’t become hostile to the
locate their wayward cohort. caster or the caster’s cloud giant allies, but it might flee
or become hostile to non-cloud giant allies.

FULMINAR NEW MAGIC ITEMS AND SPELLS


What seemed to be a storm cloud takes the shape of a The following magic item and spells are inspired by
feline predator. Flashes of lightning course through its abilities possessed by a fulminar.
semisolid body as it strikes with overwhelming speed…
FULMINAR BRACERS
ALTERNATE TRAITS AND ACTIONS Wondrous item, very rare (requires attunement)
The following changes allow GMs to alter a fulminar Stylized etchings of fulminars cover the outer surfaces
without modifying its challenge rating. of these solid silver bracers. Lightning crackles
Forked Lightning. When the fulminar flies at least harmlessly down your hands while you wear them.
10 feet, it creates a duplicate lightning form that Additionally, while wearing the bracers, you have
potentially fools attackers. Until the beginning of resistance to lightning and thunder damage.
its next turn, after it moves, attack rolls against it The bracers have 3 charges. You can expend 1 charge
have disadvantage. If it is hit by an attack, this trait is as an action to create two sets of lightning shackles,
disrupted until it moves again. each of which strike a creature you can see within 60

14
feet. A target must make a DC 14 Dexterity saving subject to the wall’s restraining effect when it enters
throw. On a failure, the target takes 14 (4d6) lightning the wall for the first time on a turn or ends its turn
damage and is restrained for 1 minute. On a success, there. The other side of the wall deals no damage.
the target takes half the damage but isn’t restrained. A At Higher Levels. When you cast this spell using a
restrained creature can repeat the saving throw at the spell slot of 6th level or higher, the damage increases
end of each of its turns, ending the effect on itself on a by 1d8 for each slot above 5th.
success. The bracers regain all expended charges daily
at dawn and can regain a single charge if you take at FULMINAR ADVENTURE HOOKS
least 10 lightning damage while wearing them. There are many adventures that can showcase a
FULMINAR’S NIMBUS
fulminar:
• A fulminar, with which a cloud giant has
3rd-level evocation (druid)
established a mutual friendship, disappeared
Casting Time: 1 action shortly after the PCs passed through the giant’s
Range: Self territory. The angry giant demands the party
Components: V, S, M (fulminar’s whisker) return her fulminar. If the PCs manage to convince
Duration: 10 minutes the giant they are not responsible for the fulminar’s
For the duration, bolts of lightning course around disappearance, she offers a substantial reward to
your body, shedding bright light in a 5- to 20-foot help her locate the creature.
radius and dim light for an additional number of feet • Villagers cower in fear at nightly attacks made by
equal to the chosen radius. You can alter the radius as a fulminar, dispatched by a djinni to locate and
a bonus action. destroy an efreeti who hides in the village and uses
In addition, whenever a creature within 5 feet of you magic to disguise himself.
hits you with a melee attack, the creature receives a jolt
from the lightning and takes 2d4 lightning damage.
You can end the spell early by using an action to
dismiss it.

WALL OF LIGHTNING
5th-level evocation (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (fulminar’s claw)
Duration: Concentration, up to 1 minute
You create a wall of lightning on a solid surface
within range. You make a wall up to 60 feet
long, 20 feet high, and 1 foot thick, or you can
make a ringed wall up to 20 feet in diameter,
20 feet high, and 1 foot thick. The wall is
opaque and lasts for the duration.
When the wall appears, each creature within its
area must make a Dexterity saving throw. On a failed
save, a creature takes 4d8 lightning damage and is
restrained for the duration. On a successful save, the
target takes half as much damage but isn’t restrained.
A restrained creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a successful save.
One side of the wall, selected by you when you cast
this spell, deals 4d8 lightning damage to each creature
that ends its turn within 10 feet of that side or inside
the wall. A creature takes the same damage and is

15
GHOST DRAGON The ghost dragon can’t be targeted by any attack, spell,
or other effect except ones that turn undead, and it
In the empty dragon’s lair with no trace of treasure or
retains its alignment, Intelligence, Wisdom, Charisma,
beast, a cold breeze from nowhere wafts through the
and immunity to being charmed and frightened. It
chamber. A wavering draconic form fades into sight, its
otherwise uses the possessed target’s statistics but
hissing anger leaking out through translucent teeth…
doesn’t gain access to the target’s knowledge, class
features, or proficiencies.
ALTERNATE TRAITS AND ACTIONS The possession lasts until the body drops to 0 hit
The following changes allow GMs to alter a ghost points, the ghost dragon ends it as a bonus action, or
dragon without modifying its challenge rating. the ghost is turned or forced out by an effect like the
Possess Dragon (Recharge 5–6). One dragon that dispel evil and good spell. When the possession ends,
the ghost dragon can see within 10 feet of it must the ghost dragon reappears in an unoccupied space
succeed on a DC 16 Charisma saving throw or be within 10 feet of the body. The target is immune
possessed by the ghost dragon. The ghost dragon then to this ghost dragon’s Possess Dragon for 24 hours
disappears, and the target is incapacitated and loses after succeeding on the saving throw or after the
control of its body. The ghost dragon now controls possession ends.
the body but doesn’t deprive the target of awareness. The ghost dragon loses its Horrifying Breath attack.
Alternatively, the recharge for this action and for
Horrifying Breath can be modified to recharge on 6.

16
Shade of Life Breath (Recharge 5–6). The ghost throw and take 16d10 psychic damage instead of
dragon exhales a blast of energy reminiscent of its 8d10. A frightened target can repeat the Wisdom
former existence combined with the terrible energy saving throw at the end of each of its turns, ending the
powering its current existence. Each living creature effect on itself on a success.
in the ghost dragon’s 30-foot-cone blast must make a If the horn’s magic targets a dragon, it has a 20%
DC 17 Reflex saving throw, taking 27 (5d10) damage chance of causing the horn to explode. The explosion
based on the living dragon’s breath (acid, cold, fire, deals 16d10 psychic damage to the blower and
and so on, but the damage type doesn’t change) and destroys the horn.
27 (5d10) psychic damage on a failed save or half as Once you use the horn, you can’t use it again until the
much damage on a successful one. A living dragon next dawn. You can also regain the use of the horn after
that fails its saving throw must succeed on a DC 16 you kill a dragon and complete a short or long rest.
Wisdom saving throw or become frightened for 1
minute. A frightened target can repeat the saving WITHERING BITE
throw at the end of each of its turns, ending the effect 4th-level necromancy (sorcerer, warlock, wizard)
on itself on a success. Casting Time: 1 action
The ghost dragon loses its Horrifying Breath attack. Range: Touch
Components: V, S, M (tarnished coin from a ghost
NEW MAGIC ITEMS AND SPELLS dragon’s lair)
The following magic items and spell are inspired by Duration: Concentration, up to 1 minute
abilities possessed by a ghost dragon. A ghostly draconic maw superimposes your face
FRIGHTFUL BREATH when you cast this spell. For the duration, you can
use your action to make a melee spell attack against
3rd-level evocation (sorcerer, wizard)
a target within 5 feet. On a hit, the target takes 2d10
Casting Time: 1 action piercing damage and must make a Constitution
Range: Self (30-foot cone) saving throw. On a failed save, the creature takes 4d8
Components: V, S, M (dried ectoplasm from a necrotic damage. On a successful save, the creature
ghost dragon) takes half as much damage.
Duration: Instantaneous At Higher Levels. When you cast this spell using a
Icy terror escapes your hands in a screaming torrent. spell slot of 5th level or higher, the necrotic damage
Each living creature in a 30-foot cone must succeed increases by 1d8 for each slot above 4th.
on a Wisdom saving throw or take 5d10 psychic
damage and be frightened for 1 minute. A creature GHOST DRAGON ADVENTURE HOOKS
that succeeds on its saving throw takes half as much There are many adventures that can showcase a ghost
damage and isn’t frightened. A frightened creature dragon:
can make another Wisdom saving throw at the end • A red dragon haunting a mountain range has gone
of each of its turns. On a success, the creature is no quiet, raising faint hope in the kingdom plagued by
longer frightened. the dragon. The kingdom’s ruler asks for a stalwart
A creature killed by this spell has a 10% chance of group to investigate the dragon’s lack of activity
returning as a ghost. and return with treasure from its lair if the group
slays the dragon or in the unlikely event the dragon
GHOST DRAGON HORN
has perished on its own. In truth, a usurping red
Wondrous item, very rare dragon killed the older dragon but fled when the
Scales from dead dragons cover this wooden, curved slain dragon returned as a ghost dragon.
horn. You can use an action to speak the horn’s • A gold dragon dying of old age intended to
command word and then blow the horn, which distribute its treasure to various charities and
emits a blast in a 30-foot cone, containing shrieking heroic groups. Though it slipped its mortal coil, the
incorporeal dragon heads. Each creature in the dragon’s ghost remained compelled to complete
cone must make a DC 16 Wisdom saving throw. its unfinished business. It now seeks individuals
On a failure, a creature tales 8d10 psychic damage who can complete its task while guarding its hoard
and is frightened for 1 minute. On a successful from greedy treasure seekers.
save, a creature takes half as much damage and isn’t
deafened. Dragons have disadvantage on the saving

17
GIANT, VOID
Covered in writhing tattoos, the giant whispers strange
words to itself...

ALTERNATE TRAITS AND ACTIONS


The following changes allow GMs to alter a void giant
without modifying its challenge rating.
Deep Void Casting (Recharge 4–6). As a bonus
action, the void giant can infuse a spell with powerful
void magic. One creature that is hit by that spell or
that fails a saving throw against that spell is stunned
for 1 minute. The creature can make a DC 16 Wisdom
saving throw at the end of each of its turns, ending the
effect on itself on a success.
The void giant loses its Void Casting trait. Its Magic
Absorption reaction is modified as follows.
• Magic Absorption. If the void giant succeeds on
a saving throw against an enemy spell, the void
giant doesn’t suffer the effects of that spell. If it uses
Deep Void Casting on its next turn, the void giant
can affect all creatures hit by its spell or that fail
a saving throw against its spell instead of just one
creature. Creatures that attempt Wisdom saving
throws at the end of their turns to end the effect
have advantage on their saving throws.
Summon Void Dragon. The void giant summons
a void dragon wyrmling (see Tome of Beasts), which
appears in an unoccupied space within 60 feet of its
summoner and acts as an ally of its summoner. It
remains for 10 minutes, until it or its summoner dies,
or until its summoner dismisses it as an action.
The giant reduces its 4th-level spellcasting slots to
two slots and loses the ability to cast phantasmal killer.
Void Strike. Melee Weapon Attack: +11 to hit, reach
10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage,
and the target must succeed on a DC 16 Wisdom saving
throw or become stunned until the end of its next turn.
The void giant loses its slam and Multiattack actions.
can see within range, and it disappears when it
NEW MAGIC ITEMS AND SPELLS drops to 0 hit points or when the spell ends.
The summoned dragon is friendly to you and your
The following magic item and spells are inspired by
companions for the duration. Roll initiative for the
abilities possessed by a void giant.
dragon, which has its own turns. It obeys any verbal
CONJURE VOID DRAGON WYRMLING commands that you issue to it (no action required by
4th-level conjuration (sorcerer, warlock, wizard) you). If you don’t issue any commands to the dragon,
it defends itself from hostile creatures but otherwise
Casting Time: 1 action
takes no actions.
Range: 60 feet
At Higher Levels. When you cast this spell using
Components: V, S certain higher-level spell slots, more dragons appear:
Duration: Concentration, up to 1 hour two with a 6th-level slot and three with an 8th-level
You summon a void dragon wyrmling from the void. slot. If you cast this spell with a 9th-level slot, you can
The dragon appears in an unoccupied space that you instead summon a young void dragon.

18
IMPEL VOID GLOOMFLOWER
3rd-level evocation (sorcerer, warlock, wizard) A tiny flower with shining black petals sways lightly on
Casting Time: 1 bonus action its thorny stem…
Range: 60 feet
Components: V, S, M (Void rune) ALTERNATE TRAITS AND ACTIONS
Duration: Instantaneous The following changes allow GMs to alter a
gloomflower without modifying its challenge rating.
You infuse a spell you cast with a mere sliver of the
Void. One creature that is hit by that spell or that fails Focused Scream. Whenever the gloomflower takes
a saving throw against that spell is stunned until the damage, if the creature dealing the damage is within
end of the creature’s next turn. range of the gloomflower’s blindsight, the creature
must succeed on a DC 14 Wisdom saving throw or
MANTLE OF THE VOID take 10 (3d6) psychic damage.
Wondrous item, rare (requires attunement) The gloomflower loses its Psychic Scream trait.
While wearing this midnight-blue cloth covered in Howling Darkness (Recharges after a Short or
writhing runes, you gain a +1 bonus to saving throws. Long Rest). The gloomflower creates a 15-foot-radius
If you succeed on a saving throw against an enemy sphere of magical darkness at a point it can sense
spell while wearing the mantle, you don’t suffer the within 60 feet. This darkness works like the darkness
spell’s effects. Additionally, as a bonus action on your spell, except creatures inside it have disadvantage
next turn, you can infuse your next spell or melee on saving throws against any of the gloomflower’s
attack with power from the Void. One creature that actions or traits.
is hit by a spell you cast or that fails a saving throw The gloomflower loses its Blur trait.
against that spell, or one creature you successfully hit Soul Splice. The gloomflower places the soul
with a melee weapon attack, is stunned until the end belonging to its corpse into a creature it can sense
of the creature’s next turn. within 90 feet, creating an effect like the magic jar
If you successfully hit a target with the slam attack spell. The gloomflower can use this power at will, but
granted by the wraps and the target is no more than it can only splice its soul onto one other creature at
one size larger than you, you can use a bonus action to a time. The target resists the attack with a successful
automatically grapple the target. Once you have used
this bonus action three times, the bonus action can’t
be used again until the next dawn.

VOID GIANT ADVENTURE HOOKS


There are many adventures that can showcase a
void giant:
• A void giant searching for a lair for its void
dragon master settles upon a village with a thin
connection to the Void. The village leaders plead
with the giant to not uproot the villagers from
their homes, but their pleas fell on deaf ears. The
villagers can’t confront the giant directly, and they
look for outside help to persuade the giant to leave
or kill it if necessary.
• A void giant has gained freedom from its
void dragon master. Its cageyness about the
circumstances suggest its incompetence caused the
dragon to die, or the giant had a more direct hand
in the dragon’s death. Regardless, it seeks the cloud
giant clan to which it belongs and wishes to hire a
competent group to assist in its mission.

19
DC 14 Charisma saving throw. While the soul is inside damage at the start of each of its turns and must
the target, the target is unconscious and takes 7 (2d6) spend its action to make one melee attack against a
psychic damage at the start of each of its turns. The creature within 5 feet of it, other than you or itself.
creature can repeat the saving throw at the end of each If the creature can’t make a melee attack, it takes the
of its turns, ending the effect on itself on a success. Dodge action. The creature can repeat the saving
On a success, the creature remains unconscious until throw at the end of each of its turns, ending the
the start of its next turn and is immune to the same effect on itself on a success. On a success, a creature
gloomflower’s Soul Splice for 24 hours. becomes incapacitated until the end of its next turn as
If the target is reduced to 0 hp by Soul Splice’s the visions fade but is otherwise unaffected.
psychic damage, it must make death saving throws A creature reduced to 0 hp by the dust’s psychic
until it dies, stabilizes, or regains hit points, as usual. damage falls unconscious and is stable. When the
If the creature stabilizes or regains hit points, the soul creature regains consciousness, it is permanently
returns to the corpse tied to the gloomflower, the plagued by hallucinations and has disadvantage on
creature is immune to the same gloomflower’s Soul ability checks until cured by a remove curse spell or
Splice for 24 hours, and the gloomflower cannot use similar magic.
this action again until it finishes a long rest.
The gloomflower loses its Corrupting Visions action. RETRIBUTIVE SCREAM
2nd-level evocation (warlock)
NEW MAGIC ITEMS AND SPELLS Casting Time: 1 reaction, which you take when you
The following magic item and spells are inspired by take damage
abilities possessed by a gloomflower. Range: 10 feet
Components: V, M (gloomflower’s stalk)
GLOOMFLOWER CORSAGE
Wondrous item, very rare (requires attunement) Duration: instantaneous

This black, six-petaled flower fits neatly on a garment’s Each creature within range must make a Wisdom
lapel or peeking out of a pocket. You gain advantage saving throw or take 2d6 psychic damage.
on saving throws against effects that inflict the blinded, At Higher Levels. When you cast this spell using a
deafened, or frightened conditions while wearing it. spell slot of 3rd level or higher, the damage increases
As an action, you can invoke the corsage’s power, by 1d6 for each slot level above 3rd. When you cast
which causes one of the petals to curl in on itself. If no this spell using a spell slot of 5th level or higher, the
petals are available, you can no longer use this item. range increases to 20 feet, and when you cast this
Choose from the following effects: spell using a spell slot of 8th level or higher, the range
• Gain blindsight 120 ft. for 1 hour. increases to 30 feet.

• Make a ranged spell attack with a +6 bonus against GLOOMFLOWER ADVENTURE HOOKS
any target within 120 ft. On a successful hit, the
There are many adventures that can showcase a
target takes 3d6 psychic damage.
gloomflower:
• Creatures have disadvantage on attack rolls against • A wizard has divined that a gloomflower grows
you for 1 minute. An attacker is immune to this adjacent to the location where his colleague
effect if it doesn’t rely on sight, as with blindsight, perished in the Shadow Realm. He has no
or can see through illusions, as with truesight. desire to travel beyond the confines of his home
Daily at dusk, 1d6 petals return to normal. but intends to handsomely pay anyone who
undertakes his request to return the gloomflower,
HALLUCINATORY DUST which contains his colleague’s soul within it. The
Wondrous item, rare soul’s disjointed memories contain dark dealings
This small packet contains black gloomflower pollen conducted by the wizard.
around which swirl hazy images. There is enough of • A gardener, forever affected by an accidental
it for one use. When you use an action to blow the journey to the Shadow Realm, tends a plot of
dust, each creature in a 30-foot cone must make a DC gloomflowers in a darkened greenhouse. Once a
14 Wisdom saving throw. On a failure, a creature sees month, he seeks out a victim whose corpse and soul
terrible visions, manifesting its fears and anxieties provides a new home for one of his prized flowers.
for 1 minute. While affected, it takes 7 (2d6) psychic

20
IRON SPHERE
An iron ball covered in black panels sits at the
statue’s feet. It seems slightly out of place, its
surface smooth and bright…

ALTERNATE TRAITS AND ACTIONS


The following changes allow GMs to alter an iron
sphere without modifying its challenge rating.
Acid Jet (Recharge 5–6). The iron sphere extends a
nozzle from an open panel and shoots a stream of acid
in a 20-foot line that is 5 feet wide. Each creature in
that line must make a DC 15 Dexterity saving throw,
taking 22 (4d10) acid damage on a failed save… or
half as much damage on a successful one.
The iron sphere loses its Lightning Cannon action.
Autonomous Flight. The iron sphere has a fly speed
of 30 feet.
The iron sphere loses its burrow and climb speeds,
and it loses its Standing Leap and Tunneler traits.
Cold Iron Weapons. The iron sphere’s melee attacks
count as cold iron for the purpose of overcoming
resistance and immunity to attacks and damage.
The iron sphere loses its damage resistance to
bludgeoning, piercing, and slashing from nonmagical
attacks made with cold iron.
Dual-Weaponized. The iron sphere has two of the
following actions: Acid Jet, Flamethrower, Ice Catapult,
and Lightning Cannon. Each action recharges on 6.
The iron sphere replaces its Lightning Cannon
action with Dual-Weaponized.
Flamethrower (Recharge 5–6). The iron sphere The iron sphere loses its damage resistance to
extends a nozzle from an open panel and releases a bludgeoning, piercing, and slashing from nonmagical
fan of fire in a 15-foot cone. Each creature in that cone attacks that are silvered.
must make a DC 15 Dexterity saving throw, taking 22 Temple Sphere. The iron sphere is consecrated to a
(4d10) fire damage on a failed save or half as much specific deity. It will not attack creatures wearing or
damage on a successful one. presenting the deity’s holy symbol. The sphere has
The iron sphere loses its Lightning Cannon action. advantage on attack rolls against creatures regarded
Ice Catapult (Recharge 5–6). The iron sphere as enemies to the deity, and these creatures have
extends an arm from an open panel and lofts an icy disadvantage on saving throws against the sphere’s
sphere up to 20 feet away that explodes in 10-foot- special abilities. Additionally, the sphere gains the
radius sphere centered on the sphere’s point of Deific Burst attack:
impact. Each creature in that sphere must make a • Deific Burst (Recharge 5–6). The iron sphere
DC 15 Dexterity saving throw, taking 22 (4d10) cold unleashes a burst of holy or unholy energy in a
damage on a failed save or half as much damage on a 20-foot-radius sphere centered on the sphere.
successful one. Each creature in that sphere must make a DC 15
The iron sphere loses its Lightning Cannon action. Dexterity saving throw, taking 22 (4d10) necrotic
Silvered. The iron sphere’s melee attacks count as or radiant (or other damage type, as appropriate to
silvered for the purpose of overcoming resistance and the deity) damage on a failed save or half as much
immunity to attacks and damage. damage on a successful one.
This trait and attack replace the iron sphere’s Siege
Monster trait and Lightning Cannon attack.

21
NEW MAGIC ITEMS AND SPELLS IRON SPHERE ADVENTURE HOOKS
The following magic items and spell are inspired by There are many adventures that can showcase an
abilities possessed by an iron sphere. iron sphere:
• An iron sphere and its control gem come up for
CONJURE IRON SPHERE
auction, and a wealthy buyer enlists the PCs to
5th-level conjuration (cleric, wizard) bid on the construct. The buyer believes another
Casting Time: 1 minute interested person plans to obtain the sphere
Range: 90 feet legitimately or not and warns the PCs to be alert
Components: V, S, M (one pound of unworked iron) for any underhanded activity. Additionally, the
Duration: Concentration, up to 1 hour auctioneer is part of a thieves’ guild and plans to
substitute the control gem with a fake that works for
You summon an iron sphere, which appears in an one day before reverting control to the true gem.
unoccupied space that you can see within range. If
you are a cleric, you can replace the standard iron • An adventuring party, not realizing what they
sphere with a temple sphere. The sphere disappears possessed, paid their tab at a tavern with an iron
when it drops to 0 hit points or when the spell ends. sphere control gem. The iron sphere tied to the
The iron sphere is friendly to you and your gem followed it to the tavern where it patrols the
companions for the duration. Roll for initiative for alleyways around the building. This has resulted in
the iron sphere, which has its own turns. It obeys several attacks, most fatal, by an unseen assailant
commands that you issue to it (no action required by who seemingly uses a wide variety of weapons.
you). If you don’t issue any commands to the sphere, The authorities or the tavern owner may ask the
it defends itself from hostile creatures but otherwise PCs to investigate.
takes no actions.
At Higher Levels. When you cast this spell using a
9th-level spell slot, you summon an additional iron
KOBOLD, SWOLBOLD
sphere. From behind the collection of angry kobolds steps a
creature the size of a dwarf, its bulging muscles flexing
GAUNTLET OF THE IRON SPHERE as its kobold-like snout twists into a terrible grin…
Wondrous item, very rare (requires attunement)
This heavy gauntlet, adorned with an onyx, seems to ALTERNATE TRAITS AND ACTIONS
crush your hand when you wear it. Unarmed strikes The following changes allow GMs to alter a swolbold
with your gauntleted hand become magic weapons without modifying its challenge rating.
that deal bludgeoning damage with a +1 bonus to Audience-Driven Overconfidence. The swolbold
attack rolls and a damage die of 1d8. Your unarmed has advantage on attack rolls against a creature if at
strikes deal double damage to objects and structures. least one of the swolbold’s allies is within view of the
If you hold a pound of raw iron ore in the gauntlet, swolbold and the ally isn’t incapacitated. After its turn,
you can use an action to speak the gauntlet’s and until a creature successfully hits the swolbold
command word and summon an iron sphere as if you with a weapon attack or the beginning of its next
had cast the conjure iron sphere spell. The gauntlet turn, whichever comes first, creatures attacking the
can’t be used this way again until the next dawn. swolbold make weapon attacks with advantage.
The swolbold loses its Pack Tactics trait.
SIEGE OF IRON
Bulk Out (Recharges after a Short or Long Rest).
3rd-level transmutation (paladin, ranger)
As a bonus action, a swolbold can increase in size for
Casting Time: 1 action 1 minute. While the swolbold is larger, its slam attack
Range: Self deals an extra 1d4 damage, the escape DC for its
Components: V, S grapple and the Strength saving throw DC for its Crush
Duration: Concentration, up to 1 hour action increase by 2, and it has advantage on Strength
Your fists become metallic. Your unarmed strikes checks and Strength saving throws. For the duration,
deal 1d6 bludgeoning damage, your unarmed strikes its AC is reduced by 2, and it has disadvantage on
are magic, and you have a +1 bonus to the attack and Dexterity checks and Dexterity saving throws.
damage rolls you make using them. Finally, you deal The swolbold loses its Leaping Attack trait.
double damage to objects and structures with your Stranglehold. One creature grappled by the swolbold
unarmed strikes. must make a DC 14 Strength saving throw, gaining

22
one level of exhaustion on a failed save. At level 6, the strike, you double your proficiency bonus on your
creature becomes unconscious rather than dead. If the attack roll and add your proficiency bonus on your
creature suffers another effect that causes exhaustion damage roll.
while it is suffering level 6 exhaustion from this Conversely, for the spell’s duration, you cannot cast
action, the creature dies. spells, and you have disadvantage on Intelligence
The swolbold loses its Crush action. checks and Intelligence saving throws.
SWOLBOLD WRAPS
NEW FEAT
Wondrous item, rare (requires attunement)
The following feat is inspired by abilities possessed by
a swolbold. When wearing these cloth wraps, your forearms and
hands swell to half again their normal size without
CRUSHER negatively impacting your fine motor skills. The wraps
Prerequisite: Strength 15 or higher allow you to use an action to attack a target with a slam
You’ve learned how to crush the bones of foes you that deals bludgeoning damage, with a +1 bonus to
grapple, gaining the following benefits: attack rolls and damage rolls and a damage die of 1d4.
• Increase your Strength score by 1, to a maximum If you successfully hit a target with the slam attack
of 20. granted by the wraps and the target is no more than
one size larger than you, you can use a bonus action
• Your unarmed strike uses a d4 for damage.
to automatically grapple the target. Once you have
• You can use your action to force a creature used this bonus action three times, the bonus action
grappled by you to make a Strength saving throw. can’t be used again until the next dawn.
The saving throw DC equals 8 + your proficiency
bonus + your Strength modifier. On a failed save,
you deal bludgeoning damage to the creature
equal to twice the damage dealt by your
unarmed strike.

NEW MAGIC ITEMS AND SPELLS


The following magic item and spell are inspired by
abilities possessed by a swolbold.

MINDLESS VENGEANCE
1st-level transmutation
(sorcerer, warlock, wizard)
Casting Time: 1 reaction, which
you take when you take damage
from a melee weapon attack
Range: Self
Components: V, S, M (a scale from a swolbold)
Duration: 1 round
You gain physical prowess in response to an attack
at the cost of your mental faculties. Upon casting
this spell, you drop whatever item you were
holding in your primary hand. You can attack
with an unarmed strike against the creature that
damaged you with the instigating melee weapon
attack (if it is in range) as part of the casting of
this spell.
For the spell’s duration, your
unarmed strike uses 2d4 for damage.
When attacking with an unarmed

23
SWOLBOLD ADVENTURE HOOKS Favored Messenger. While the leonino is delivering
There are many adventures that can showcase a a message, it has advantage on saving throws against
swolbold: spells and other magical effects.
• A swolbold enters a bar and challenges all patrons The leonino doesn’t possess the Evasion trait.
to unarmed combat. He offers 200 gp to anyone Resplendent Wings. The leonino’s wings are vibrantly
who can best him. In truth, the swolbold and colored, and it has advantage on Charisma (Persuasion)
others like him are locating competent fighters checks against creatures that can see its wings.
their kobold kin should incapacitate before an The leonino doesn’t possess the Silent Wings trait.
imminent kobold attack. Rodentsense. The leonino can detect the presence
• A group of swolbolds wish to turn away from their of rats and other rodents within 30 feet. This allows
bestial impulses and seek a more contemplative it to sense a shapeshifting creature that has at least
path. They have identified a monastery where they one rodent-like form (such as a wererat), even if the
can theoretically study in peace and require an creature is not in that form. Additionally, the leonino
escort to reach the mountaintop location. has advantage on Wisdom (Survival) checks to track
rodents.
The leonino does not possess darkvision.
LEONINO
Slightly larger than a housecat and sporting the wings
NEW MAGIC ITEM AND SPELLS
of an owl, the leonine are beloved and rare pets in elvish The following magic item and spells are inspired by a
courts and palaces, where they are kept as companion leonino’s abilities.
animals to royal children, courtesans, and gigolos… ALOOFNESS
2nd-level enchantment (bard, sorcerer, wizard)
ALTERNATE TRAITS AND ACTIONS
Casting Time: 1 action
The following changes allow GMs to alter a leonino
without modifying its challenge rating. Range: Touch
Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., Components: V, S, M (a leonino whisker)
on target. Hit: 5 (1d4 + 3) slashing damage. The Duration: 1 hour
leonino grabs the target. If the target is a Tiny or This spell causes the creature that you touch to project
smaller creature, it is grappled (escape DC 10). an air of detachment in all its social dealings. All other
Until this grapple ends, creatures that attempt to make Wisdom (Insight)
the target is restrained. checks to determine the target’s intentions have
A larger creature disadvantage on those checks.
is not grappled, In addition, a creature that interacts with the target
and it can use an for the duration must make a Wisdom saving throw.
action to remove On a failed save, the creature attempts to curry favor
the leonino with a with the target, and the target has advantage on
Strength (Athletics) Charisma (Persuasion) checks against that creature
or Dexterity for the duration, provided a check is made to benefit
(Acrobatics) the target in some way.
check at the same
DC. While the
leonino has its target
grabbed, it deals 5
(1d4 + 3) slashing
damage with its
rear claws.
This attack
replaces the
leonino’s normal
bite attack.

24
EVASIVE MANEUVERS for help, the leonino deigns to ask the PCs for
1st-level abjuration (bard, paladin, ranger) assistance with its hunt. It has very little treasure to
offer, but it promises to serve as a familiar to a PC
Casting Time: 1 reaction, which you take when you
after they have successfully dealt with the wererat.
are subject to a spell or effect that allows you to make
a Dexterity saving throw to take half damage • An elf offers a generous reward for the return of
Range: Self its leonino pet. While the elf reasons someone has
Components: S kidnapped the leonino, the truth is the elf has been
abusing the creature and it managed to escape.
Duration: Instantaneous
Upon casting this spell, you gain an innate sense of
how to avoid the worst of a damaging spell or effect. If UNHATCHED
you succeed on the Dexterity saving throw, you take The small, skeletal dragon jumps down from the
no damage. You only take half damage if you fail the bookshelf where it was reading. It spreads its bony
saving throw. wings laced with brittle, leathery skin and exhales a
LEONINO WINGS cloud of choking dust that smells like an ancient tomb…
Wondrous item, rare (requires attunement)
ALTERNATE TRAITS AND ACTIONS
This cloak works similarly to wings of flying,
The following changes allow GMs to alter an
but using an action to speak its command word
unhatched without modifying its challenge rating.
transforms the cloak into a pair of leonino wings. The
wings give you a flying speed of 50 feet, and you have Draconic Hatred. The unhatched harbors
advantage on Dexterity (Stealth) checks made while intense hatred for the draconic parent(s) that left it
flying in forests and urban settings. Additionally, unprotected. The unhatched has advantage on attacks
when you fly out of an enemy’s reach, you don’t against dragons and creatures with a draconic heritage.
provoke opportunity attacks. The unhatched loses its Hatred trait.
Draconic Magic Resistance. As a bonus action, the
LEONINO’S MARK unhatched gives itself advantage on its next saving
1st-level enchantment (bard, sorcerer, wizard) throw against spells or other magical effects originating
Casting Time: 1 action from a dragon or creatures with a draconic heritage.
Range: 30 feet This trait replaces the unhatched’s Minor Magic
Components: V, S, M (a leonino claw) Resistance trait.
Duration: 1 day Dragon Breath. The unhatched exhales elemental
and necrotic infused breath based on the type of egg
You mark a creature you can see as an enemy to cats.
from which it was supposed to hatch. Each creature
The creature must succeed on a Charisma saving
in the listed area must make a DC 14 Dexterity saving
throw, or felines become hostile toward the creature
throw, taking the listed damage plus 6 (1d12) necrotic
for the duration. Felines have advantage on Wisdom
damage on a failed save or half as much damage on a
(Perception) checks against the target, and they have
successful one. A dragon or creature with a draconic
advantage on saving throws against effects that would
heritage takes 16 (3d10) necrotic damage on a failed
cause them to become frightened of the target. Felines
save or half as much damage on a successful one:
always attack the target in preference to all other
• Black or Copper: 30-foot line that is 5 feet wide, 11
creatures but will not risk their lives to reach the target.
(2d10) acid damage
If you can see the target and a feline in combat, you
can end the spell, and the feline has advantage on its • Blue or Bronze: 30-foot line that is 5 feet wide, 11
attack rolls until combat ends. This does not compel (2d10) lightning damage
the feline to continue fighting the target. • Green: 30-foot cone, 11 (2d10) poison damage
• Red, Brass, or Gold: 30-foot cone, 11 (2d10) fire
LEONINO ADVENTURE HOOKS
damage
There are many adventures that can showcase a
leonino: • White or Silver: 30-foot cone, 11 (2d10) cold
• A leonino has been hunting a particular wererat damage
for the past couple of months, but the wererat This trait replaces the unhatched’s Desiccating
has continuously thwarted its pursuit. Desperate Breath trait.

25
Horrifying Visage. Each non-undead creature master is deaf and blind with regard to the master’s
within 60 feet of the unhatched that can see it must senses. The unhatched can deliver a spell its master
succeed on a DC 14 Wisdom saving throw or be casts with a range of touch as if it had cast the spell. It
frightened for 1 minute. A dragon or creature with must be within 100 feet of its master, and it must use
a draconic heritage has disadvantage on this saving its reaction to deliver the spell when the master casts
throw. A frightened creature can repeat the saving it. If the spell requires an attack roll, apply the master’s
throw at the end of its turns, ending the frightened attack modifier for the roll.
condition on itself on a success. If a target’s saving The unhatched loses its Hatred trait.
throw is successful or the effect ends for it, the target is Residual Immunities. The unhatched retains the
immune to the unhatched’s Horrifying Visage for the immunity inherent to the type of dragon it was meant
next 24 hours. to hatch as. Its immunity depends on the type of
The unhatched’s Desiccating Breath action (or dragon egg:
Dragon Breath action if that has replaced Desiccating • Black or Copper: acid
Breath) recharges on 6.
• Blue or Bronze: lightning
Necromantic Familiar. The unhatched acts as
• Green: poison
a familiar to a powerful undead creature. It can
• Red, Brass, or Gold: fire
communicate with its master while it is within 100
feet of its master. As an action, the unhatched’s master • White or Silver: cold
can see through its eye and hear what it hears until If the unhatched is not from a green dragon egg, it
the start of the master’s next turn. The master gains loses its damage immunity to poison.
the benefits of the unhatched’s darkvision, but the

26
NEW MAGIC ITEMS AND SPELLS UNHATCHED ADVENTURE HOOKS
The following magic items and spell are inspired by There are many adventures that can showcase an
abilities possessed by an unhatched. unhatched:
• A kobold spirited away a red dragon egg and sold
DUST OF DESICCATION
it to a necromancer. An envoy to one of the red
Wondrous item, rare
dragon parents searches for capable adventurers
This small packet contains soot-like dust. There is to rescue the egg before the necromancer can
enough of it for one use. When you use an action to transform the unborn dragon into an unhatched.
blow the choking dust from your palm, all creatures The envoy promises riches from the dragon’s
in a 30-foot cone must make a DC 14 Dexterity saving hoard or perhaps more importantly a cessation of
throw, taking 16 (3d10) necrotic damage on a failed hostility by the red dragon for at least ten years as a
save or half as much damage on a successful one. A reward. If the adventurers can find and capture or
creature that fails this save can’t speak until the end of kill the thief, they receive additional rewards.
its next turn. • An archeological team discovered the entrance to a
Alternatively, you can use an action to throw the forgotten city belonging to an ancient civilization.
dust into the air, affecting yourself and all creatures A coterie of seven unhatched have claimed the city
within 30 feet of you with the dust. for themselves, so they can recover the civilization’s
STAFF OF THE UNHATCHED arcane knowledge. The team requires a powerful
Staff, uncommon (requires attunement by a sorcerer, group to remove the unhatched, so it can continue
warlock, or wizard) its exploration.
This staff carved from a burnt ash tree is topped with
an unhatched’s skull. The staff has 10 charges. It can
WEASEL, ALBINO DEATH
be wielded as a magic quarterstaff. When you hit with
a melee attack using it, you can expend 1 charge, and This massive pale weasel moves with lightning speed.
the target takes an extra 1d8 necrotic damage. Its white fur is stained red with the crusty remains of its
While holding the staff, you can use an action to latest meal…
expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC: ALTERNATE TRAITS AND ACTIONS
bane (2 charges), chill touch (1 charge), or minor The following changes allow GMs to alter an albino
illusion (1 charge). death weasel without modifying its challenge rating.
The staff regains 1d6 + 4 expended charges daily at Albino Camouflage. The albino death weasel is
dusk. If you expend the last charge, roll a d20. On a 1, naturally camouflaged in areas with white backgrounds,
the staff crumbles to dust and is destroyed. such as snow-covered landscapes or against buildings
painted white. While it is camouflaged in this way, it
SUCCOR’S RETRIBUTION
has advantage on Stealth checks and can hide from
1st-level enchantment (sorcerer, warlock, wizard) creatures that can see it clearly.
Casting Time: 1 reaction, which you take in response The albino death weasel loses its proficiency bonus
to a creature that healed, restored, strengthened, or on Dexterity (Stealth) checks.
otherwise aided another creature Blood Drain. Melee Weapon Attack: +5 to hit, reach
Range: 30 feet 5 ft. one target. Hit: 8 (2d4 + 3) piercing damage.
Components: V, S, M (a claw from an unhatched) The target is also grappled (escape DC 13) if it is a
Duration: Concentration, up to 1 minute Medium or smaller creature and the albino weasel isn’t
A willing creature you designate within range has already grappling a creature. Until this grapple ends,
advantage on attacks against the target that triggered the target is restrained, the weasel can’t bite another
this spell. The designated creature benefits from this target, and at the start of each of the weasel’s turns, the
spell for the spell’s duration or until it successfully hits target loses 8 (2d4 + 3) hit points due to blood loss.
the target, whichever occurs first. The albino death weasel loses its bite and claw attacks.
At Higher Levels. When you cast this spell using a Blood Frenzy. The albino death weasel has advantage
spell slot of 2nd level or higher, you can designate one on melee attack rolls against any creature that doesn’t
additional creature for each slot level above 1st. have all its hit points.

27
The albino death weasel only has keen smell and no NEW FEAT
longer has advantage on Wisdom (Perception) checks The following feat is inspired by the albino death weasel.
that rely on hearing.
WEASEL WAR DANCER
Swimming Death Weasel. The albino death weasel
was reared in a more aquatic environment. It gains a Confounding opponents with your erratic movements,
swim speed of 30 feet. you gain the following benefits:
The albino death weasel loses its burrow speed. • When you use the Dash action, all creatures that
Weasel War Dance. The albino death weasel makes can see you have disadvantage on their attack rolls
two attacks: one with its bite and one with its claw. If against you until the beginning of your next turn.
the weasel reduces its walking speed to 40 feet, it has • By reducing your speed by 10 feet, you gain
advantage on an attack against a creature if it moves at advantage on an attack made after moving at least
least 5 feet before attacking it. If it splits its attacks, it 5 feet.
must move an additional 5 feet to gain advantage on
the second attack. NEW MAGIC ITEMS AND SPELLS
The albino death weasel loses its pounce trait. The following magic item and spell are inspired by
abilities possessed by an albino death weasel.
BOOTS OF POUNCING
Wondrous item, uncommon (requires attunement)
While you wear these boots with an albino death weasel
fur collar, your walking speed becomes 40 feet, unless
your walking speed is higher. Your speed is still reduced
if you are encumbered or wearing heavy armor.
If you move at least 20 feet straight toward a creature
and hit it with a melee weapon attack on the same
turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is
prone, you can make a melee weapon attack against it
as a bonus action.

28
FOUL SPRAY Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) slashing damage.
2nd-level conjuration (druid, ranger, sorcerer, wizard)
Musk Spray (Recharges after a Short or Long Rest).
Casting Time: 1 action
The weasel unleashes a spray of foul musk in a 15-foot
Range: Self (15-foot cone) cone. Each creature in that area must succeed on a
Components: V, S, M (a musk gland from an albino DC 11 Constitution saving throw or be poisoned for 1
death weasel) minute. A creature can repeat the saving throw at the
Duration: Concentration, up to 1 minute end of each of its turns, ending the effect on itself on a
success.
Upon casting this spell, a spray of musk emanates
from your body. Each creature in a 15-foot cone must
make a Constitution saving throw or be poisoned for ALBINO DEATH WEASEL
the duration. At the end of each of its turns, a creature ADVENTURE HOOKS
can make another Constitution saving throw. On a There are many adventures that can showcase an
success, the spell ends for the creature. albino death weasel:
At Higher Levels. Using a spell slot of 3rd level • Local farmers blame an ahuizotl (see Creature
increases the cone’s size to 20 feet. Using a spell slot of Codex) for attacks on their livestock because they
4th level or higher increases the cone’s size by 10 feet see evidence of the attacks leading to a nearby lake.
for each slot level above 3rd. They are afraid to confront the creature, so they
call in the PCs. However, the creatures responsible
ALBINO DEATH WEASEL for the deaths are a mated pair of albino death
RANGER’S COMPANION weasels, rearing a litter of five kits.
Rangers who don’t mind the albino death weasel’s • A deranged druid is raising a half dozen albino
voracious appetite have raised miniature versions of death weasels for their fur. While he waits to kill
the animals to use as companion creatures. them, he treats them well to gain their trust and
releases them regularly at night to feed.
Companion Albino Death Weasel
Medium beast, unaligned
ARMOR CLASS 12 ZIPHIUS
HIT POINTS 16 (3d8 + 3) Commonly called a whale demon by sailors, the mane
SPEED 40 ft., burrow 20 ft. of bristles around the ziphius’s face gives it an almost
owl-like appearance as it cuts through the water with
STR DEX CON INT WIS CHA frightening speed…
14 (+2) 14 (+2) 13 (+1) 4 (−3) 15 (+2) 5 (−3)
ALTERNATE TRAITS AND ACTIONS
SKILLS Perception +4, Stealth +4 The following changes allow GMs to alter a ziphius
SENSES darkvision 60 ft.; passive Perception 14 without modifying its challenge rating.
LANGUAGES — Capsize. If the ziphius moves at least 20 feet straight
CHALLENGE 1/4 (50 XP) toward a seagoing vessel and then hits and damages
it with a dorsal fin attack on the same turn, the vessel
Keen Senses. The companion albino death weasel has capsizes. A creature that can steer or otherwise
advantage on Wisdom (Perception) checks that rely on control the vessel can prevent it from capsizing with a
hearing or smell. successful DC 16 Strength (Athletics) check. If the craft
Pounce. If the weasel moves at least 20 feet straight is larger than the ziphius, the creature has advantage on
toward a creature and then hits it with a claw attack this check, while a creature on a vessel smaller than the
on the same turn, that target must succeed on a DC ziphius has disadvantage on this check.
12 Strength saving throw or be knocked prone. If the The ziphius does not possess the Charge ability.
target is prone, the creature can make one bite attack Coastal Dweller. The ziphius’s walking speed
against it as a bonus action. increases to 30 ft.
ACTIONS The ziphius’s swim speed is reduced to 40 ft.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one A coastal-dwelling ziphius is smaller than its
creature. Hit: 5 (1d6 + 2) piercing damage. deep‑dwelling relatives, measuring no more than 45
feet long, but it retains its gargantuan size.

29
Large Stomach. The ziphius can have up to two that turn or regurgitate the creature, which falls prone
targets swallowed at a time. When it takes 20 damage in a space within 10 feet of the ziphius.
or more on a single turn from a creature inside it, the The reach for the ziphius’s Dorsal Fin attack is
ziphius must succeed on a DC 13 Constitution saving reduced to 5 ft.
throw for each creature it has swallowed at the end of

30
NEW MAGIC ITEMS AND SPELLS ZIPHIAN BRIBE
The following magic item and spells are inspired by 1st-level enchantment (bard)
abilities possessed by a ziphius. Casting Time: 1 action
CRUSHING DEPTHS Range: 60 feet
4th-level evocation (sorcerer, warlock, wizard) Components: V, M (the contents of the bribe, which
must equal 100 gp times the creature’s challenge
Casting Time: 1 action
rating)
Range: 120 feet
Duration: 8 hours
Components: V, S, M (a scale from a ziphius)
Duration: Concentration, up to 1 minute This spell imbues a bribe you present to a creature with
an aura of friendliness. If the creature willingly accepts
You subject one creature you can within range to the the gift, it regards you as a friendly acquaintance for
pressure found deep underwater. The creature must the spell’s duration. Alternatively, you can suggest a
make a Strength saving throw. On a failed save, it is course of activity as per the suggestion spell, but you
restrained and takes 2d10 bludgeoning damage. On do not need to concentrate on the spell.
a successful save, the creature takes half damage and This spell doesn’t affect a creature that can’t be
the spell ends. charmed. If you or your companions harm the
A creature restrained by this spell can make another creature, the spell ends.
Strength saving throw at the end of each of its turns.
On a failure, the creature is restrained and takes ZIPHIAN EYE AMULET
bludgeoning damage as above, and the damage Wondrous item, rare (requires attunement)
increases by 1d10. On a success, the creature takes half This gold amulet holds a preserved eye from a ziphius.
damage and can move at half speed. The spell ends It has 3 charges. As a bonus action, you can speak its
when the creature successfully saves against this spell command word, which expends 1 charge, and choose
twice. The successes don’t need to be consecutive. one creature within 60 feet that you can see. The target
HELM OF THE SLASHING FIN must succeed on a DC 15 Wisdom saving throw or
Wondrous item, rare (requires attunement) you create a temporary mental bond with the target
until the start of your next turn. You can choose to
While wearing this helm, you can speak its command gain advantage on attacks against the target or cause
word as an action to gain the ability to breathe the target to have disadvantage on attacks against you.
underwater, but you lose the ability to breathe air. You The amulet regains all expended charges daily at dawn.
can speak its command word again or remove the cap
as an action to reverse this effect. ZIPHIUS ADVENTURE HOOKS
You can use the attack action to make an attack with There are many adventures that can showcase a ziphius:
the fin topping the helm, which deals damage as a great
• Reports of a ziphius attacking a major shipping
axe. You are proficient with the slashing fin. If you
lane inspire a generous reward for the creature’s
move at least 20 feet straight toward a target and hit it
capture or demise. However, sahuagin have been
with the fin on the same turn, the hit is a critical hit.
staging these attacks to entice others to kill the
SIEGE FISTS ziphius, which has claimed territory desired by
2nd-level transmutation (paladin, sorcerer, wizard) the sahuagin.
Casting Time: 1 action • An injured ziphius washes up on shore and
Range: Touch telepathically pleas for help dispatching a
Components: V, S devil shark (Creature Codex, p. 98). If the PCs
successfully defeat the shark, the ziphius gifts them
Duration: Concentration, up to 1 minute
with jewels from its sunken city.
A willing creature you touch becomes destructive.
Until the spell ends, if the creature hits a target with
an unarmed strike, the hit is a critical hit.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional creature, for each slot level above 2nd. You
can imbue a single weapon with this spell in place of
two creatures.

31
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