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Table Of Contents
Alluvial Desert 5 Gas Bog 27
Adventure Hooks 5 Adventure Hooks 27
Biome Effects 6 Biome Effects 28
Inhabitants 6 Inhabitants 28
Resources 6 Resources 28
Subraces 7 Xhala 29
Aurora Ortus 8 Hanging Island 30
Adventure Hooks 8 Adventure Hooks 31
Biome Effects 8 Biome Effects 31
Inhabitants 9 Inhabitants 31
Resources 9 Resources 32
Vulpine 10 Raydiayn 33
Bone Hollow 12 Hive Overgrowth 35
Adventure Hooks 12 Adventure Hooks 35
Biome Effects 12 Biome Effects 35
Inhabitants 13 Inhabitants 35
Resources 13 Giant Worker Bee 35
Draconic Variant 13 Giant Soldier Bee 36
Chwidwin 14 Giant Queen Bee 36
Crystal Forest 16 Resources 37
Adventure Hooks 16 Spells 37
Biome Effects 17 Buzzling 38
Inhabitants 17 Kaldbrann 39
Resources 18 Adventure Hooks 39
Krystalein 19 Biome Effects 40
Dead Waters 20 Inhabitants 40
Adventure Hooks 20 Resources 40
Biome Effects 21 Ursan 41
Inhabitants 21 Lume Cave 43
Resources 22 Adventure Hooks 43
Everburn 23 Biome Effects 44
Adventure Hooks 23 Inhabitants 44
Biome Effects 24 Resources 44
Inhabitants 24 Myconid 45
Resources 25
Ignilocapra 26
Monochroterra 47 Sigil Lagoon 67
Adventure Hooks 47 Adventure Hooks 67
Biome Effects 48 Biome Effects 67
Inhabitants 49 Inhabitants 68
Resources 49 Resources 68
Dark One 50 Sahuagin 69
Moonfall Crater 52 Verdant Flood 71
Meteor Properties 52 Adventure Hooks 71
Adventure Hooks 53 Biome Effects 72
Biome Effects 53 Inhabitants 72
Inhabitants 54 Resources 72
Resources 54 Angler 73
Seethings 55 Void Mesas 74
Ooze Crags 57 Adventure Hooks 74
Adventure Hooks 57 Biome Effects 74
Biome Effects 58 Inhabitants 75
Inhabitants 58 Resources 75
Resources 59 Aarakocra Variant 76
Sludgelings 60 Voltaic Peaks 77
Salt Wastes 62 Adventure Hooks 77
Adventure Hooks 63 Biome Effects 78
Biome Effects 63 Inhabitants 78
Inhabitants 63 Resources 79
Salt Elemental 64 Fotavlyn 80
Resources 64 Appendix A - Feats of the
Bracken 65 Multiverse 82
Appendix B - Custom Biome
Generator 85

   

3
Introduction
agic Biomes of the Multiverse is a short  

M
Resources
collection of unique and magical
biomes. These work as ways to flesh out The resources section mentions potential valuable
high fantasy worlds where things alien resources found within the biome as well as ideas for
to the real world are commonplace. the kinds of things craftsmen could use those resources
Each biome presented here provides a to create.
short description of the landscape, the Races
hazards you’ll find, as well as the creatures within the
area. If it makes sense for the biome to do so, it also contains
Feel free to customize these biomes however you like, a section detailing a new player race to live in the
changing the details to better fit your world, making biome. These are sometimes native to the biome in
changes to how these came to be, how they function, question and sometimes they are just likely to be found
their rarity, or even more can be excellent tools to better in similar regions.
ground the biomes within your world building.
Some of these biomes also include new player races. Credits
Each of these races is designed to fit primarily within Magic Biomes of the Multiverse is written by
the given biome, but feel free to decide they also call u/SuperNerdNCL
other parts of your world home. All Homebrew is unofficial Fan Content permitted
Section Descriptions under the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are property
The following is a brief description that you will find in of Wizards of the Coast. ©Wizards of the Coast LLC
this book. All art is owned by WotC
Adventuring Hooks
This section details some general types of adventures as Change Log (v 2.5)
well as provides some basic ideas for quests that utilize Added Aurora Ortus
the features of the biome. Added Moonfall Craters
Added Sigil Lagoons
Biome Effects  
Biome effects are mechanical representations of the
biome and include ambient effects: constant effects that
apply to the entire biome, hazards: potentially
dangerous effects that can be found within the biome
but do not make up the entire biome, and strange
weather: weather phenomenon that can occur within
the biome.

Inhabitants
The inhabitants section provides a list of monsters from
the MM that fit in the biome or a template that can be
applied to existing creatures to create the wildlife in the
area. In addition, this section provides a list of
suggested humanoid player races that can live within
the biome.

4
Alluvial Desert
The alluvial desert, also known as the flooded desert or Adventure Hooks  
the night oceans, is a biome characterized by a desert Traveling through the alluvial deserts is difficult for the
that is close to the elemental plane of water. This unprepared. Adventurers within the alluvial desert must
manifests as a nightly flood that sweeps the entire find some way to avoid being swept away. Alternatively,
desert, turning the sand dunes into the bed of a large some choose to travel by night via boat and wait out the
sea. By day fall, the waters recede into the plane of daytime. Regardless, the following are a list of
water and the biome reverts back to its typical arid adventure hooks ideas that use the alluvial desert in
state. interesting ways.
The constant flooding makes settlement within the
alluvial deserts unconventional, but plenty manage. Missing Town. A town within the alluvial desert has
Settlements may be built on stilts or flotational devices gone missing after its stilts (or another method of
or built within air-tight bunkers. Nomadic tribes likely dealing with flooding) was sabotaged.

use small boats or similar to survive the night. Wandering Ruins. The ruins of an abandoned
civilization is rumored to float across the desert. It is
rumored that if one found these ruins, they could
retrieve its treasure.

5
Biome Effects Yuan-Ti  
Hazard - Desert Flood
Each evening when the sun first begins to set, the desert
begins to flood. The water level increases until the sun
has completely set, at which point in time the depth of
the water is 8 feet. When the sun begins to rise in the
morning, the waters continue to recede until
disappearing completely by the end of sunrise.
While the desert is flooding or receding, each
creature without a swimming speed must make a DC 14
Strength saving throw to avoid being swept away by the
flow.
Inhabitants
Beasts and Monsters
The following table includes monsters from the DMG,
MM, and PHB that could be found within the alluvial
desert.
Challenge Rating
Alluvial Desert Monsters (XP)
Crab, Eagle, Hyena, Scorpion, Vulture 0 (10 XP)
Flying Snake, Giant Crab, Poisonous Snake, 1/8 (25 XP)
Stirge
Giant Lizard, Giant Poisonous Snake, 1/4 (50 XP)
Pseudodragon
Dust Mephit 1/2 (100 XP)
Giant Eagle, Giant Hyena, Giant Toad, Giant 1 (200 XP)
Vulture
Ogre, Sea Hag 2 (450 XP) Resources
Giant Scorpion, Wight, Yuan-ti Malison 3 (700 XP)
Banshee 4 ( 1,100 XP) Aquinian
Fire Elemental, Water Elemental 5 (1,800 XP)
Aquinian is an ore found primarily within the alluvial
Cyclops, Young Brass Dragon 6 (2,300 XP)
desert. The metal increases in strength when exposed
Yuan-ti Abomination 7 (2,900 XP)
to water. If a skilled blacksmith forges the metal into a
Young Blue Dragon 9 (5,000 XP)
weapon, the weapon is considered +1 while submerged
Efreeti, Marid 11 (7,200 XP)
in water and ignores disadvantage while attacking
Adult Brass Dragon 13 (10,000 XP)
underwater. If forged into armor, the armor is
Purple Worm
Ancient Brass Dragon
15 (13,000 XP)
20 (25,000 XP) considered +1 armor while underwater.
Flora
The creatures within the alluvial desert must be adept
at surviving in both extremely wet and dry scenarios. A skilled alchemist can use the flora in the biome to
Some animals normally found in deserts have adapted brew potions of water breathing.
to breathe both air and water.  
Humanoids
The following player races are likely to be found native
to the alluvial desert.
Dwarf (Alluvial)MBotM
Genasi (Any) MBotM
Halfling (Maritime)
Tabaxi
Tiefling
6
Subraces Maritime Halfling  
The following two subraces are for the Dwarf and Maritime Halflings live in large aquatic fishing
Halfling (found in the PHB) and exist within the Alluvial communities. Maritime halflings are commonly found
Desert. within the alluvial deserts, nomadic fishing
Alluvial Dwarf communities built on large boats.
Ability Score Increase. Your Wisdom score  
As a desert dwarf, you are accustomed to living within increases by 1.
the harsh conditions of the alluvial desert. The alluvial Fishing Adept. You are proficient with survival.
dwarfs tend towards darker skin tones and live under Hold Breath. You can hold your breath for up to 15
the desert, their cities are built underneath the desert minutes at a time.
and use complex aquifers to protect their cities and Swim. You have a swimming speed of 30 feet.
provide water to the settlements.  
Ability Score Increase. Your Intelligence score
increases by 1.
Desert Magic. You know the minor illusion cantrip.
Once you reach 3rd level, you can cast the create or
destroy Water spell; you must finish a long rest in order
to cast the spell again using this trait. Once you reach
5th level, you can also cast the heat metal spell; you
must finish a long rest in order to cast the spell again
using this trait. Intelligence is your spellcasting ability
for these spells.

7
Aurora Ortus
Meaning the Dawn Rise, the Aurora Ortus is a forest Biome Effects  
known primarily as the origin of the Northern Lights.
Many cultures have different names for the Aurora Ambient - Divine Comfort
Ortus, also calling it the Dawn Taiga or Boreal Woods
or naming it after the local pantheon’s god of light or The Aurora Ortus is associated with a deity of light or
dawn. dawn. Whenever a creature within the Ortus shares the
The Aurora Ortus is notable as the origin of the alignment of this deity (usually one of the good
Northern Lights. These lights are a divine blessing and alignments) they can ignore the extreme cold hazard.
message of hope that dances across the sky in the Ambient - Shooting Star
colder, northern regions of the world. The vulpine are
common in the Aurora Ortus and they are given the holy When a creature spends at least 1 hour outside at night
task of maintaining the northern lights and are observing the sky or keeping guard, they will eventually
responsible for bringing it out of the ground each day. witness a shooting star. If the creature makes a wish on
this star, they have advantage on the first check they
Adventure Hooks make in pursuit of their wish.
The Aurora Ortus can serve as the backdrop for any A creature cannot gain benefit from this effect again
adventure that could take place in a Taiga, especially until 24 hours have passed and the advantage is spent.
those that deal with gods and celestials. The following Hazard - Extreme Cold
adventure hooks use the elements of the Aurora Ortus
specifically. Whenever the temperature is at or below 0 degrees
Black Night Sky. The Northern Lights have
Fahrenheit, a creature exposed to the cold must
disappeared, no longer illuminating the night skies. succeed on a DC 10 Constitution saving throw at the
This is a sign of divine disapproval and adventurers end of each hour or gain one level of exhaustion.
are hired to find the cause.
Creatures with resistance or immunity to cold damage
Corrupted Cold Light. A rival god of the patron god of
automatically succeed on the saving throw, as do
the Aurora Ortus has attempted to turn the northern creatures wearing cold weather gear (thick coats,
lights against the patron god. They have done so gloves, and the like) and creatures naturally adapted to
through an influx of cold light walkers, undead cold climates.
radiant spirits of those killed by intense cold.
 

8
Strange Weather - Starfall  
The Starfall is a rare phenomenon that occurs within
the Ortus. It is a special Meteor Shower that holds
divine power. When the shower begins, each creature
that can witness the shower must make a DC 18
Wisdom saving throw. On a successful save, the target’s
Wisdom score is increased by 2 for 1d4 days. Pass or
fail, the creature gains inspiration.
If a creature witnesses the entire meteor shower from
start to finish, roll a d20, on a 20, the Wisdom increase
becomes permanent, though a creature affected in such
a way cannot gain another permanent increase from
successive viewings of the Starfall.
Inhabitants
Divine Auroran Template
The monsters and creatures within the crystal forest are
often the same as those found within normal arctic
forests (see the DMG for a detailed table). However,
these creatures may occasionally have a trait from the
following template which represents a creature blessed
by the divine starlight of the biome.

Resources
Auroran
Auoran is a metal that has fallen from the upper planes
in the form of shooting stars. If the weapon is forged
into a weapon, it counts as magical when used against
fiends and undead. A skilled blacksmith can use the
metal to forge weapons that deal additional radiant
damage on a hit as well as armor that provides
resistance to radiant damage.
Humanoids Flora
The following player races are likely to be found native The flora in the Aurora Ortus can be used by skilled
to the Kaldbrann. alchemists to make potions of radiant resistance and
Aasimar can be used by clerics as a substitute for silver when
Dragonborn (Cold) making holy water.
Dragonborn (White)  
Dwarf
Elf (High and Wood)
Genasi (Air)
Goliath

9
Nomadic Hunters  
Most Vulpine exist in nomadic towns. They set up a
camp in one area, where the females go out to hunt
while the males guard the encampment and the
children. Once they have hunted in an area for long
enough, they pack up and move under the cover of
darkness, leaving before they overhunt the local
population.
Pack Families
Vulpine societies are often no larger than a single
household. They travel in small packs that have a strong
connection between members.
Rarely, many vulpine packs will form together into a
large pack gathering. These gatherings often focus on
more permanent housing instead of nomadic hunting
groups.
Explorer of Many Wilds
Due to their nomadic nature, the vulpine make great
explorers and adventurers. Those that do often do so
out of wanderlust though it also occurs when a vulpine
loses their original pack.
Vulpine Names
Vulpine generally have two names, a personal name,
and a title. The personal name is often melodic but
strong while the title is often one that indicates some
Vulpine virtue.
“The Divine Lights are significantly more impressive Male Names. Aggal, Braggon, Brionvoh, Havront,
than any literature suggests. The Vulpine are quite Leikler, Zerwum

devoted to it. Though I find it difficult to imagine such Female Names. Drollo, Eloise, Lanvear, Misa, Osalin,
rituals are necessary for such processes, I am still quite Rinrala

thankful for their work. Even if the rituals are Titles. Fair-Child, Flame-Heart, Kind-Paw, Strong-Soul,
superfluous, it does indeed facilitate a much deeper Wise-Walker, Wonder-Nose

spiritualism than possible in many other “  


— Z. R. Proudfire, On the Cultures of the Realms
Vulpine were created by the god of the stars and night
sky as the original keepers of the northern lights. It is
said that the Vulpine summon these lights every night to
guide wayward travelers and primal spirits. Whether
this is true or just a creation myth, the vulpine hold a
strong connection to the night sky and can draw upon
this connection in various ways.
Fox People
Vulpine are slender creatures covered in fur with long
tails. Their proportions resemble that of foxes but their
coloration varies greatly. Their fur is often white or a
light pastel color such as blue or pink and they usually
have a bright strip of blue, green, orange, or pink fur.
Rarely, some vulpine are born with golden or silver fur.
When this occurs, it is often seen as a portent of good
fortune or the divine gift of a soul that will become a
great hero or leader.
10
Vulpine Traits Fox Fire. As an action, you can shroud yourself in  
starlight, allowing you to move up to your movement
Your Vulpine character shares the following traits with speed without provoking opportunity attacks. When you
all other varieties of Vulpine. do so, you can move through other creature’s spaces
Ability Score Increase. Your Intelligence ability score and the first time each turn you do so, they take radiant
is increased by 2 and your Wisdom ability score is damage equal to your proficiency bonus.
increased by 1. You can use this feature once before you must finish a
Age. Vulpine live slightly shorter than humans, short or long rest before you can do so again.
typically reaching maturity at 14 and living to be around Vulpine Magic. You know the dancing lights cantrip.
80. When you reach 3rd level, you can cast the faerie fire
Alignment. Vulpine are often nomadic, opperating in spell once with this trait; you regain the ability to cast it
small groups instead of large societies. As such they when you finish a long rest. When you reach 5th level,
tend towards chaotic allignments. you can also cast the moonbeam spell once per day with
Size. Vulpine are about the same size as humans, this trait; you regain the ability to cast it when you finish
ranging from 5 to 6 feet tall. Your size is medium. a long rest. Intelligence, Wisdom, or Charisma is your
Speed. Your base walking speed is 35ft. spellcasting ability for it (choose when you select this
Darkvision. You have the keen senses of a fox. You race).
can see in dim light within 60 feet of you as if it were Languages. You can speak, read, and write Common
bright light, and in darkness as if it were dim light. You and Celestial.
can’t discern color in darkness, only shades of gray.  

11
Bone Hollow
The bone hollow is a biome that is created from the Marrow Mines. Some company has begun mining the  
remains of some long-dead creature. The creature may bone hollow to sell the bone on the black market as
be the remains of some large monster, titan, or even a the material is lucrative and rare. The natives view
dead god. Regardless, all that remains are the bones of this as disrespectful and are seeking adventurers to
said creature which influences the surrounding put an end to the operations.

landscape.
Depending on the surroundings and context of the Biome Effects
world, the Bone Hollow might be a dark macabre Strange Weather - Dream Winds
landscape or a somber but serene one. Regardless, the
surroundings have been twisted slightly by the presence It is not uncommon for beings of great power to not
and the landscape can prove unsettling for many who leave the physical world completely upon death.
travel the bone hollow for the first time. Instead, remnants of their dreams and personalities
remain subtle and hidden. In the case of the dream
Adventure Hooks winds, these lost ambitions are whispered by the wind,
The bone hollow most commonly will function just like quite enough that none can hear. Creatures that sleep in
any other valley or plain save for the looming skeletal the Bone Hollow during the Dream Winds will find their
remains on the horizon. Regardless, the following are a dreams replaced with that of the bones around them,
list of adventure hooks ideas that use the bone hollow in catching glimpses of memories of the past.
interesting ways. During the dream winds, gateways to the plane of
Animated Skeleton. The skeletal remains of the bone
dreams will often open. To enter a dream portal, a
hollow cannot be raised through necromancy under creature must often do something unrealistic that defies
normal conditions. However, a powerful normal logic such as choosing to fall upwards, walking
Necromancer has devised a ritual requiring immense through a solid object, or similar.
power that would place the skeleton under its control.  
The necromancer may be part of a cult attempting to
destroy the world, tied to a government hoping to end
a war or some other motivation.

12
Rega
biome
more li
 

Inhabitants
Dreamer Template
The monsters and creatures within the crystal forest are Humanoids
often the same as those found within hills or grasslands Almost any humanoid race can be found within the bone
(see the DMG for a detailed table). However, these hollow, but the following player races are especially
creatures (especially the beasts) are occasionally likely to be found native to the bone hollow.
influenced by the biome. Such beasts are known as
Dreamer Beasts. The following template represents ChwidwinMBotM
such creatures. Elf (Pallid)
Halfling (Ghostwise)
Kalashtar
Resources
Bone
Bone is a useful material in dark magic and certain
occult rituals. A skilled fence can sell the bone for a high
price in high enough quantities. Additionally, skilled
enchanters can use the material to create cursed magic
items.
Flora
The bone flower is a rare flower found only within the
bone hollow and is a crucial ingredient for potions of
longevity.
Other flora in the biome can be used by skilled
alchemists to create potions of necrotic resistance.
Draconic Variant
If the bone hollows are created from the bones of a
greatwyrm, the bone hollow might gain additional
effects depending on the type of dragon. For example, a
red dragon bone hollow might also resemble an
everburn or desert, a white greatwyrm will have arctic
traits, and a gem greatwyrm might double as a crystal
forest.
13
Chwidwin Chwidwin Adventurers  
“EX VITA CARO. EX BONE SALUTIS. EX SANGUINE Chwidwin can adventure for any number of reasons.
vindictae. These were the words the shaman cried as They may be seeking to prove or explore themselves,
the war trumpets blew and his brothers and sisters they may have been exiled from their home, or they may
charged into battle. As he did so, a large web sprung be seeking to fulfill a prophecy given by their shaman.
forth around the invading army, ensnaring them within
a web of bone, flesh, and blood.” Chwidwin Names
— T. R. Haveneye, Occult Practices of the Bone Hollows Chwidwin are given a name at birth but generally are
The Bone Hollows the Chwidwin call home is often given or choose a name for themselves after reaching
serene if not a little somber. That is of course until you maturity. Chwidwin rarely have family names or
find a settlement of chwidwin. The chwidwin are nicknames and their names are generally gender-
disturbing to most with odd dietary needs and neutral.
disturbing appearances. Chidwin Names: Althania, Jalna, Ninthgrin, Nungath,
The origins of the chwidwin are unknown and Rothgur, Urunthtar, Wuyonna

creation myths range from cursed humans to ascendant Chwidwin Features


spiders. Some scholars believe their existence might be
tied to the creation of the bone hollows but others Your Chwidwin character shares the following traits
believe the correlation is little more than coincidence. with all other varieties of Chwidwin.
Visceral Arachnids Ability Score Increase. Your Dexterity ability score is
increased by 2.
The appearance of a chwidwin varies depending on its Age. Chwidwin reach maturity at around 40 years of
subrace, however, at their core, they all share a few age and then typically live into their second century.
commonalities. The most obvious at first sight is Alignment. Chwidwin alignments can be anything but
arguably the 4 long spider legs that protrude from the are more often neutral than good or evil.
chwidwin’s back. They each have heads like a spider Size. Your size is medium.
and eight eyes. Speed. Your base walking speed is 30 ft.
Beyond that, the appearance varies between three Spider Climb. You have a climbing speed equal to
main types: Bone Chwidwin, Blood Chwidwin, and your walking speed. In addition, at 3rd level, you can
Flesh Chwidwin, each of which has features move up, down, and across vertical surfaces and upside
reminiscent of their names. down along ceilings, while leaving your hands free.
Spider Legs. You have 4 spider legs protruding from
Monsterous Travelers your back, each of which are natural weapons, which
The Chwidwin are often mistrusted and scorned for you can use to make unarmed strikes. If you hit with
their appearances and odd culture. It is not uncommon them, you deal slashing damage equal to 1d4 + your
for them to be mistaken for monsters or undead and Strength modifier, instead of the bludgeoning damage
treated with similar animosity. As such, the vast normal for an unarmed strike.
majority of chwidwin live together and very few have Web. Starting at 5th level, you can cast the web spell
settled beyond the bone hollows they call home. once with this trait, requiring no material components,
When dealing with species more accustomed to the and you regain the ability to cast it this way when you
chwidwin (such as others within the bone hollow) they finish a long rest. Constitution is your spellcasting
are much more likely to be treated fairly but are rarely ability for this spell.
not feared. This web generally takes on some gruesome
appearance depending on your subrace, such as
Occult Practitioners dripping red with blood or being made of long tendons.
Chwidwin societies often have at least one shaman, a This does not affect the spell beyond appearance.
Languages. You can speak, read, and write
mage that contacts the spirits. These shamans hold Chwidwinan and Common.
large sway within settlements and perform many rituals Subraces. Three major subraces of chwidwin are
for the well-being of their tribes. These rituals are not found in the Bone Hollows: Bone, Blood, and Flesh
inherently evil but are often macabre or disturbing to Chwidwins. Choose one of these subraces.
other cultures. Some of the less common rituals require  
humanoid blood or similar but chwidiwn law often
forbids killing to gain these ritual components. Instead,
the society often uses the deceased in these rituals as a
form of honoring the dead.

14
Bone Chwidwin    
Bone Chwidwin have a hard white exoskeleton made
out of bone. These chwidwin are much larger and
heavier than their kin as well as having much more
physical protection. Due to their exoskeleton, their head
looks like a spider’s skull.
Ability Score Increase. Your Strength ability score is
increased by 1.
Feast of Marrow. You do not need to eat or drink,
though you must instead consume bone marrow of a
similar frequency. The bone marrow can be from any
creature, not just humanoids.
Natural Armor. You have a tough exoskeleton. When
you aren’t wearing armor, your AC is 13 + your
Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave
you with a lower AC. A shield’s benefits apply as normal
while you use your natural armor.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Blood Chwidwin
Blood Chwidwin have thick black fur covering their
body and their eyes are usually red. Blood chwidwin do
not have traditional sweat or tears and instead, any
similar function is replaced with blood.
Ability Score Increase. Your Constitution ability score
is increased by 1.
Blood Rage. While you are missing half or more of
your hit points, you can choose to enter a blood rage at
the start of your turn. While in your blood rage. Doing
so gives you advantage on attack rolls during this turn,
but attack rolls against you have advantage until your
next turn. Once you use this feature twice, you must
finish a short or long rest to do so again.
Feast of Blood. You do not need to eat or drink,
though you must instead consume blood of a similar
frequency. The blood can be from any creature, not just
humanoids.
Draining Strikes. Your spider legs deal an additional
1d4 necrotic damage on a hit.
Flesh Chwidwin
Flesh Chwidwin have completely translucent skin as
their bright red internal components are displayed
outwards.
Ability Score Increase. Your Wisdom ability score is
increased by 1.
Feast of Flesh. You do not need to drink and you can
consume meat raw with no ill effect.
Keeper of Meat. You are proficient in Animal
Handling and you can communicate simple ideas with
Small or smaller beasts through sounds and gestures.
Rearrange Flesh. As an action, you can touch a
creature and cause it to regain a number of hit points
equal to your level. Once you use this trait, you can’t use
it again until you finish a long rest.

15
Crystal Forest
The crystal forest, also known as the mind forest, seems Adventure Hooks  
like a relatively normal forest from above, but once you The crystal forest can easily serve as a backdrop to
get a closer look, it becomes apparent that each of the many adventures, especially ones that deal with
trees and much of the other larger plant life grow out of aberrations, beasts, fey, or plants. The following is a list
large crystals known as mind stones. These crystals of adventure hooks ideas that use the crystal forest in
work as psionic batteries that can create unpredictable interesting ideas.
effects.
One of the consequences of these stones is that the Alien Meteor. A meteor made of a crystal, not unlike
trees that grow out of them can form a consciousness those that fill the forest, has fallen within. The mind
for as long as the crystals remained. Such trees are forest can’t communicate with it and has asked the
often called mind trees. These trees do not speak but party to determine its origins and whether it is a
can communicate through telepathy, creating quite a threat or friend. The crystal does have a mind and its
literal living forest. The animals within the forest are not disposition is up to you.

granted sentience by the crystals, though they often Invasive Operations. A company has moved in and has
express minor feats of psionics, such as limited begun to mine the mind stones in the forest, harming
telekinesis the trees. The forest reaches out to the party and asks
The crystals in the forest are heavily coveted, though them to stop the operation. Maybe the company
they are rarely found outside of black markets, as there doesn’t know the trees are sentient, maybe they don’t
are few open markets to buy what once were thinking care. If successful, the forest can offer a reward in the
minds. form of mind stones, its assistance with a task, or
even by providing a psionic companion.

Mind Cure. Someone has been affected by a madness,


and the cure exists only within the crystal forest. The
forest is more than happy to help, but only if the
adventurers can prove they are good people.

16
Biome Effects Strange Weather - Brainstorm  
Ambient - Dreams of the Forest The brainstorm has the same effects as a thunderstorm,
however, a creature with the blessing of the crystal
Creatures that have gained the blessing of the crystal forest will not be struck by lighting.
forest are blessed with the dreams of the forest, a Additionally, when a creature within the storm takes
peaceful experience where they can more fully psychic damage, they take an additional 1d4 lightning
experience nature and life. Affected creatures gain damage.
inspiration each time they take a long rest within the
crystal forest. Inhabitants
A creature may gain the blessing of the crystal forest
by protecting it in some way, and the blessing is often Crystal Forest Template
bestowed upon druids and other protectors of nature. The monsters and creatures within the crystal forest are
Hazard - Psionic Attack often the same as those found within normal forests
The trees can focus their psionic power onto a creature (see the DMG for a detailed table). However, these
within the crystal forest, overwhelming them, though creatures (especially the beasts) may have a trait from
the mind trees are generally friendly to those that do not the following template which represents a creature
threaten them. blessed with the additional psionic ability of the forest.
A targetted creature must make a DC 10 Intelligence
saving throw. A creature that fails their save takes 5
(1d10) psychic damage and gains a level of exhaustion.
Pass or fail, the creature then becomes immune to the
effect for 1d4 hours.

17
Humanoids  
The following player races are likely to be found native
to the crystal forest.
Elf (Wood)
Firbolg
Gnome (Forest)
KrystaleinMBotM
Resources
Flora
Skilled alchemists can use the various herbs in the
biome to create potions of psychic resistance and
potions of detect thoughts.
Mind Stones
The mind stones found within the crystal forests are
powerful psionic batteries and can be a useful
component in creating magical spell focuses and items
such as spell storing rings.
A skilled smith can craft armor of resistance (psychic)
with the mind stones as well as weapons that deal
additional psychic damage on a hit.
 

18
Krystalein Krystalein Traits  
“NALMENDI’S SMOOTH BLUE SKIN GLISTENED
Your Krystalein character shares the following traits
in the sunlight, causing beams of light to shoot in each with all other varieties of Krystaleins.
direction. Nalmendi normally stood a foot in height Ability Score Increase. Your Intelligence score is
taller than Saza, but she rested on the shoulders of increased by 2 and your Wisdom score is increased by
Faehana, causing her to tower over him. The three 1.
friends could not have looked more distinct, but they Age. Krystaleins mature at the same rate as humans,
grew up together, and now, they walk out of the forest but they’re considered young until they reach the age of
for the first time, setting off on adventures unknown. As 50. On average, they live about 750 years.
they walk, Nalmendi hears the forest whisper goodbye, Alignment. Krystalein society tends towards lawful
and he smiles. alignments
Size. A Krystaleins height ranges from 3 feet to just
— F. G. Foltiel, The Adventures of the Forest Three over 5 feet tall. Your size is Small or Medium. You
The Krystalein are a strange people. Their origins are choose the size when you select this race.
aberrant, born from the same psionics that gives the Speed. Your base walking speed is 30 ft.
forests they call home sentience. Despite this, their Psionic Body. You have resistance to psychic damage
culture is almost fey, as they developed alongside the and you do not need to eat or drink.
creatures of the forest such as elves and gnomes. They Sanctity of Mind. You have advantage on saving
exist as a stark contradiction of origins that baffles throws against being charmed or frightened.
many scholars, the mix between the primal and the Telepathy. You can speak telepathically to any
alien. creature within 30 feet of you. The creature
A People of Many Colors understands you only if the two of you share a language.
You can speak telepathically in this way to one creature
Krystaleins look like slender humanoid figures with skin at a time.
made out of vibrant crystals, not unlike the ones in their You may also use this telepathy to communicate
home forests. They can be almost any color but are simple ideas with Small or smaller beasts.
always bright and vibrant. Trance. Krystaleins don’t need to sleep. Instead, they
Unique Society meditate deeply, remaining semiconscious, for 4 hours
a day. (The Common word for such meditation is
The krystalein is a small society and has never migrated “trance.”) While meditating, you can dream after a
from their home forests in large numbers. As such, they fashion; such dreams are mental exercises that have
are rare creatures in far regions and few know of the become reflexive through years of practice. After resting
Krystalein beyond the natives of the crystal forests. As in this way, you gain the same benefit that a human
such, Krystalein outside their homes often draw stares does from 8 hours of sleep.
of amusement and curiosity, though these are not If you meditate during a long rest, you finish the rest
usually hostile, as the Krystalein’s relatively small form after only 4 hours. You otherwise obey all the rules for a
tends to put strangers at ease. long rest; only the duration is changed.
Languages. You can speak, read, and write Common
Communal Nature and Sylvan.
Krystalein society is very community-oriented and they  
often have great relations with their neighbors.
Additionally, Krystalein put a high value on protecting
the land and protecting their environment, often to the
extent of considering the trees around them as brothers
and sisters. As such, druids are as common in
Krystalein society as psions.
Krystalein Names
Krystalein have no language of their own and likewise,
they do not have their own name systems. Instead, they
often speak the language of their neighbors and take
names from their culture as well.

19
Dead Waters
When a large body of water such as a lake, river, sea, Adventure Hooks  
swamp, or similar is drained near completely, the large Using the dead waters in an adventure often falls into
amount of death involved from the animal and plant life one of two categories. The first is when an adventuring
can infuse the earth below with strong necrotic energy. party must travel through to the other side, either to
This may occur naturally, an unintended consequence reach an otherwise inaccessible island or other location
of diverting a water source, or the result of a or to quickly arrive at a location when going around
necromancer’s plot to create a powerful source for their would take too long. The second is when an adventuring
magic. Regardless, these biomes tend to become more party must journey into the dead waters specifically and
dangerous slowly over time, as those that perish in the retrieve something such as the remains of another
dead waters often get trapped as spirits to the dead party, a lost heirloom, or a group of survivors. The
water’s bed. following are some more specific adventure hooks that
The only way to release the spirits within the dead take place in the dead waters.
waters is to revitalize the landscape, filling it once more
with water. Once this occurs new life can begin to take Dam Interference. What once was a coastal town now
hold and the spirits may move on from this plane. sits on the border of the dead waters and the town
Aquatic animals that can breathe both air and water now suffers nightly attacks. The cause of the dead
can survive in these biomes, though the populations are waters was a dam built upstream and the town is
reduced heavily. Creatures such as crabs dot the hiring adventurers to destroy the dam. Once
landscape, making do in the world that has changed so upstream, the adventurers find that the town in
much for them. It is also not unlikely for certain carrion question is experiencing an economic boom as the
animals to take up residence in the land, scavenging the dam fixed many of the cities’ problems and has
long-dead fish and rotten aquatic life. caused them to become a relative utopia.

Tower in the Wastes. The dead waters were created


through natural means and a wizard built and took
residence in a tower in the middle of the waters, now
it seems likely that water will return to the dead
waters and the wizard hires adventurers to prevent
this from destroying their work.

20
Hazard - Deadsand  
A deadsand pit covers the ground in roughly a 10-foot
square area and is usually 10 feet deep. When a
creature enters the area, it sinks 1d4+1 feet into the
deadsand and becomes restrained. At the start of each
of the creature’s turns, it sinks another 1d4 feet and
takes 1d4 necrotic damage. As long as the creature isn’t
completely submerged in deadsand, it can escape by
using its action and succeeding on a Strength check.
The DC is 10 plus the number of feet the creature has
sunk into the deadsand. A creature that is completely
submerged in deadsand can’t breathe (see the
suffocation rules in the Player’s Handbook).
A creature can pull another creature within its reach
out of a deadsand pit by using its action and succeeding
on a Strength check. The DC is 5 plus the number of
feet the target creature has sunk into the deadsand.
Strange Weather - Dead Rain
The dead rains are a rare weather phenomenon in the
dead waters. During this storm, clouds form, and
thunder roar though no rain falls and lightning does not
strike. During this time, however, the following effects
occur:
Undead creatures with at least 1 hitpoint regain hit
points equal to their challenge rating at the start of
each of their turns unless they have taken radiant
damage since the end of their last turn.
Biome Effects Any radiant damage dealt within the storm is halved.
Any creature that dies within the dead rain
Ambient - Desecrated Waters automatically raises as per the desecrated waters
The dead waters are desecrated ground and undead effect.
within the dead waters have advantage on all saving Inhabitants
throws.
Additionally, when a creature dies within the dead Beasts and Monsters
waters, there is a 25% chance that they die and raise as
an undead 1d4 hours later. Use the following table to The following table includes monsters from the DMG,
determine what kind of undead they raise as. MM, and PHB that could be found within the dead
waters.
d6 Undead Type
1 Shadow Dead Water Monsters Challenge Rating (XP)
2-3 Specter Bat, Crab, Vulture 0 (10 XP)
4-6 Zombie Giant Crab 1/8 (25 XP)
Zombie 1/4 (50 XP)
Shaodw 1/2 (100 XP)
Ghoul, Specter 1 (200 XP)
Ghast, Sea Hag, Will-o’-Wisp 2 (450 XP)
Wight 3 (700 XP)
Ghost 4 (1,100 XP)
 

21
 

Humanoids
No creatures are native to the dead waters as they are
almost always created as the consequence of some
great disaster or event. However, that does not mean
they are devoid of life. Those that lived in the biome
before its turn may still hold out hope of the waters one
day returning, and necromancers may build their homes
and keep within larger dead waters, hoping to harness
the necrotic powers in the area.
Resources
Fish Remains
The dead waters are littered in the remains of the fish
life that once swam in the waters, if a skilled alchemist
is able to find the bones or scales of said fish, they are
able to brew a potion that creates the effects of the feign
death spell once consumed or brew a potion of necrotic
resistance.
Unholy Water
A cleric or paladin may perform a ritual within the dead
waters to convert holy water into unholy water. The
process takes an hour and creates a single vial of unholy
water. Unholy water works the same as holy water, but
deals necrotic damage and affects celestials and fey
instead of fiends and undead.
 

22
Everburn
The everburn is a constantly burning forest that occurs Adventure Hooks  
when a forest on the material plane closely borders the There is plenty of life within the everburn but for many
elemental plane of fire. Instead of the fire burning down adventurers, the biome is a place to avoid unless their
the forest and leaving a wasteland it instead infuses the adventure explicitly requires it. Such adventures often
forest with the elemental energy, turning it into an purchase potions of fire immunity beforehand.
everburn. The following are some ideas for adventure hooks
Though the everburn is constantly burning, the native that rely on the everburn biome.
life is not harmed. Instead, the animals and plants in the
everburn rely on fire as much as they do food and water. Flame Drawn. A fire elemental has made its way from
To most, the everburn is a deadly nightmare to be the plane of fire into the everburn. The fire of the fire
avoided, but for many, it is their home in which they elemental is dangerous to the forest and burns as
could not live without. Many scholars liken this normal. A town hires adventurers to dispatch of the
distinction to that of the ocean, inhospitable to most, but elemental.

the source of life for species such as mere-folk and Monsoon. Someone (such as a powerful druid or water
triton. elemental) has caused it to rain within the everburn,
preventing the wildfire from burning. This is causing
great damage to the animals and plant life, and a
town has hired adventurers to fix the issue.

23
Biome Effects Strange Weather - Suppressing  
Rain
Ambient - Fire Fatigue
For each hour a non-native creature spends within the It does not normally rain within the everburn, but it
everburn, they must make a DC 14 Constitution saving does happen once in a blue moon. When it does rain it
throw or gain a level of exhaustion. Creatures with generally only rains for a day at most, and the fires are
resistance to fire damage or who do not need to breathe extinguished. Instead, the forest smolders and smokes.
make the saving throw with advantage and creatures Inhabitants
with both are immune to the effects.
Hazard - Wild Fire Everburn Beast Template
The forest is constantly on fire, and although not every The monsters and creatures within the everburn are
tree is on fire at any given time, the vast majority are. often the same as those found within normal forests
Each turn when a creature starts their turn within the (see the DMG for a detailed table). However, the beasts
fire, they take 2d4 fire damage. The fire can be are often influenced by the elemental plane of fire. Use
extinguished like any normal fire, but extinguished trees the following template to represent such beasts.
will catch on fire as per normal.
When traveling through the forest, a creature must
make a DC 14 Wisdom (survival check) for each hour
traveled. On a success, the creature takes no fire
damage, on a failure, the creature takes 2d4 fire
damage for each point the DC was failed by.
If a party is moving through the everburn, only one
creature makes the Survival check but each creature
takes the appropriate damage.

24
Humanoids  
The following player races are likely to be found native
to the everburn.
Dragonborn (Brass, Gold, Red)
Genasi (Fire)MBotM
Ignilocapra
Any humanoid with resistance to fire damage born
within the everburn is immune to the everburn’s fire.
Resources
Coal
The everburn region has an abundance of coal beneath
the surface, making it an excellent location for coal
mines. The caves and mines below the everburn are not
entirely safe from the fire plane’s influence, however, as
the rock below can get to extremely high temperatures,
making the mines just as dangerous if not more so than
above.
Everburn Wood
Everburn wood, sometimes shortened to ever wood, is
immune to non-magical fire damage and resistant to
magic fire damage. This wood can be used by an
enchanter to create wooden armor of fire resistance or
be used by a skilled carpenter to create fire-resistant
buildings and ships.
Everfire
The fire within the everburn can be kept alight for 10
times as long when using normal fuel. As such, if you
can transport the fire, it can be an excellent commodity
to have in a forge, bakery, or any other building where a
constant fire is required.
Fauna
The everburn beasts are coveted in the food world and
can be used to make incredible gourmet food. The meat
gained is difficult to use, as the natural spice and heat
are unlike anything in any other type of meat.
Flora
The flora within the region can be brewed by skilled
alchemists into potions of fire breath or fire resistance
and crops grown in the region are renowned for
brewing alcoholic drinks with a kick.
 

25
Ignilocapra Ignilocapra Features  
Thought to be from the elemental plane of fire Your Ignilocapra character shares the following traits
originally, the Ignilocapra are native almost exclusively with all other varieties of Ignilocapran.
to the everburn, functioning as a parallel to satyr for the Ability Score Increase. Your Charisma ability score is
plane. The Ignilocapra’s antlers can be lit on fire with increased by 2 and your Dexterity ability score is
no damage to the Ignilocapra and for many, they spend increased by 1.
almost of their life with them on fire, only extinguishing Age. Ignilocapra reach maturity in half the time as
to bathe or during rain. humans and generally live only up to 50 years.
Alignment. Ignilocapra culture tends towards chaotic
Fiery Antelope-kin alignments, reminiscent of their fiery origins.
The ignilocapra are humanoids with the legs and horns Size. On average, Ignilocapra are shorter than
of an antelope. They often have reddish skin as well as humans from head to toe by a few inches but when
dark tails and their hair is some shade of red or black. counting their horns, they are usually 6 to 7 feet tall.
Ignilocapra can light their horns at will and often do so. Your size is medium.
This fire typically does not create much smoke if any at Speed. Your base walking speed is 30 ft.
all. Cold Susceptibility. You rely on warmth to survive
and cannot go long in extremely cold conditions. You
Walking Hazard have disadvantage on checks to avoid the effects of
Outside the Everburn, the Ignilocapra are a walking fire extreme cold. Additionally, for each hour you spend
hazard and elicit panic and fear from those that have away from some source of fire, you must succeed in a
not seen Ignilocapra before. Combine this with a culture DC 12 Constitution saving throw or gain a level of
that does not value a strict adherence to rules and exhaustion.
authority results in a species that is often met with Fire Born. You have resistance to fire damage and are
suspicion and distrust from commoners outside the immune to fire damage from non-magical sources. You
everburn. are also immune to the effects of extreme heat.
Additionally, you can ignite or extinguish your antlers
Fiery Passion as a bonus action. While ignited, they shed bright light
Ignilocapra often devote themselves wholely to their for 20 feet and dim light for a further 20 feet. The fire
passions and have no problems dealing with created is mundane and can ignite objects.
Horns. You can use your antlers to make unarmed
improvising and dealing with danger. As such, the strikes. If you hit with them, you deal bludgeoning
Ignilocapra make excellent adventurers and make up a damage equal to your Strength modifier. If they are
disproportionate number of adventurers within guilds ignited, they deal an additional 1d4 fire damage.
and similar. Standing Leap. As a bonus action, you can jump up to
Race Names your movement speed.
Languages. You can speak, read, and write Common
Ignilocapra typically have three names. Their first name and Ignan.
is chosen by their parents, their second name is a  
nickname that represents their personality, and their
last name is a clan name and generally refers to a local
landmark.
Male Names: Agnan, Firman, Greager, Kimammin,
Tillan

Female Names: Arra, Frija, Flisha, Pyra, Treesha

Nicknames: Coal Smasher, Fallen Timber, Obsidian


Gut, Stick Breaker, Wet Fire, Whisper Smoke

Clan Names: Fire River, Great Tree, Mountain Tunnel,


Smolder Plain

26
Gas Bog
The gas bogs are large swaps with large outcroppings Adventure Hooks  
that release natural gasses into the atmosphere. These The gas bogs are dangerous to travel through for all
gasses make the air in these bogs almost always toxic those that need to breathe but not impossible and
and make prolonged exposure deadly to any other than Adventurers are much more likely to have the fortitude.
the native inhabitants of the bog. The beasts that live Plenty of quests that would take adventurers to or
within the gas bog have adapted to the toxic air and through swamps would apply similarly to gas bogs. The
would struggle to breathe outside of the gaseous following are some ideas for adventure hooks that rely
environment. on the gas bog biome specifically.
The gasses in the region are flammable, making fires
catch and spread quickly in the bog. Unseen Killer. An elemental from the plane of air is
terrorizing a town within the gas bogs. While within
the gas, it can remain completely invisible.

Poison Tracker. The adventurers are hired to


investigate the origin of a poison and can determine
that it came from the gas bogs and must find a
powerful merchant that sells potent poisons made out
of the gas bogs.

27
Biome Effects Resources  
Ambient - Toxic Air Flora
The air within the gas bogs is toxic to those not Alchemy
accustomed to it. For each hour a creature spends in A skilled alchemist can use the flora in the biome to
the bog, they must make a DC 12 Constitution saving brew potions of poison resistance or potions of gaseous
throw. A creature that fails their saving throw is form.
poisoned until they spend an hour in clean air.
Additionally, a creature that fails their saving throw by 5 Poison
or more or fails their saving throw while already Someone adept at creating poisons can easily find the
poisoned takes 1d4 poison damage. materials to make basic poisons within the gas bogs.
These poisons are especially potent, especially for those
Inhabitants that can be made with mundane components.
Gas Bog Template Natural Gasses
The monsters and creatures within the gas bogs are Societies in the gas bogs can use natural gas to power
often the same as those found within swamps (see the furnaces or other similar contraptions.
DMG for a detailed table). The following template can Preparing Food
be applied to represent creatures native to the gas bogs.
The animals and plants in the region have absorbed the
toxins present in them. If cooked, the cook must
succeed a DC 15 Wisdom (Cook’s Utensils) check,
otherwise, the food is poisoned and each creature that
eats it must succeed a DC 15 Consitution saving throw
or become poisoned for 1d4 hours.
 

Humanoids
The following player races are likely to be found native
to the gas bogs.
Genasi (Air)
Locathah
XhalaMBotM

28
Xhala Xhalan Names  
“WALKING DOWN THE STREETS FOR THE FIRST
In addition to their first names, Xhalan generally go by
time was a strange experience. Thin wisps of gas, their family name and their title. Their title is generally
smoke, or some failed concoction drifted through the their occupation though some great feats can warrant
streets. From one building came all manner of loud special titles. Xhalan children and xhalan who have not
noises and explosions and all in all the city did not seem chosen an occupation are generally referred to by the
welcoming in the slightest. In contrast to this, however, title wanderer. As opposed to many cultures, being
the xhala themselves were unsettlingly friendly. Their referred to as a wandered (and by extension be likened
children danced and played in the streets and the adults to a child) is generally considered to be a compliment.
Male Names Fahshluhr, Triziz, Zishler

all gave a greeting or wave. All in all the city was


Female Names Crysalysis, Glissa, Tishla
disorienting, to say the least.”

— Z. R. Proudfire, On the Cultures of the Realms Family Names Caelestis, Inanna, Ventus, Vox, Zephyr
The Xhala (pronounced gala) is a species that draw Zeus

their heritage to the elemental planes of ash, smoke, Titles The Mead-Brewer, The Potion-Maker, The
and dust. Centuries ago, many of the xhala migrated to Spoken-One, The Sword-Bearer, The Wanderer

the material plane. The xhala can live in normal Xhala Traits
environments as well, but they thrive in areas where
harmful gasses or other areas where breathing can Your Xhalan character shares the following traits with
become a challenge. all other varieties of Xhala.
Ability Score Increase. Your Constitution ability score
Air Heads is increased by 2 and your two other ability scores of
Xhala resemble humanoids with skin and hair in shades your choice are increased by 1 each.
of blacks, browns reds, or yellows. Xhala also have an Age. Xhala mature at about the same rate as humans
almost constant flow of gas or smoke from their nose, and reach adulthood in their late teens. They live
mouth, ears, and other orifices. The effect is subtle and somewhat longer than humans do, up to 120 years.
fades after a foot or so, but is unmistakable up close. Alignment. Xhalan society tends towards chaos and
individual expression.
Alchemical Experts Size. Your size is medium.
Speed. Your base walking speed is 30 ft.
If someone has heard of the xhala, they have almost Alchemical Adept. You are proficient with your choice
certainly heard of their skills with chemicals and of Alchemist’s supplies, Brewer’s supplies, or Cook’s
brewing as their societies have some of the best potion utensils.
makers and alchemists in the realms. These societies Cover of Clouds. You can hide while lightly obscured
use potions and other alchemical creations to solve by clouds of ash, fog, gas, smoke, or other cloud-like
many tasks that other societies use magic or smithing to effects and you have advantage on hiding within such
solve such as defending themselves with alchemist fire effects that create heavy obscurement.
and using healing potions as their primary medical care. Exhale. As a bonus action, you can open your mouth
Where the Wind Takes and exhale a cloud of ash, gas, smoke, or vapor
The xhalan have a tradition of exploring, with many (selected when you create this character). Regardless,
younger xhala setting out to explore the world and find the cloud fills a 15-foot cube originating from you, and
the mysteries that it holds. As such many xhala become the area within the cloud is heavily obscured.
adventurers and the species has a reputation for finding The cloud lasts for an hour before dissipating or until
their way into the dangerous histories of many other a wind of moderate or greater speed (at least 10 miles
cultures. per hour) disperses it. You may use this trait once
before you must finish a long rest to be able to do so
again.
Iron Lung. You do not suffer negative effects for
breathing in non-magical gasses or particles in the air
such as from inhaling ash, smoke, or other gasses.
Wind Born. You know the Gust cantrip. Constitution
is your spellcasting ability.
Languages. You can speak, read, and write Auran and
Common.
 

29
Hanging Island
The hanging islands, also sometimes referred to as the   The islands do not always stick in place and instead  
floating islands or the wandering islands, are a sort of get gently carried by the breeze. At the DMs option, they
archipelago of islands that hang from the sky instead of may roll or choose from the following table to determine
floating in the water. These islands float due to a how the island’s travel pattern
mineral known as volantium and they are the home to
plenty of aerial life. Each creature that lives within the d4 Travel Pattern
hanging islands has some method for getting between 1 The islands stay roughly in the same location, gently
each island, such as the Aarakocra’s wings, the Kenku’s swaying and bobbing.
gliders, or the Raydiayn’s light bridges. 2 The islands move, but the winds take them in a circular
The hanging islands are consistently breezy, with pattern, the islands revolve around each other but stay still
winds averaging at around 20 mph each day. As such, relative to the ground.
gliders and wind-powered machinery are much more 3 The wind takes the islands in unpredictable directions and
potent in the hanging islands and particularly the hovering islands cannot rely on being in the same place
technology-minded societies (such as Kenku) will make twice.
excellent use of these winds. These winds also mean 4 The winds move the islands through a consistent channel,
that cloud-based spells (such as fog cloud) are rarely and the islands rotate around the world in a consistent, if
useful outside of shielded areas. These winds can be  
not slow, pattern.
much more potent in streams called wind channels
which are useful highways of aerial travel.

30
Biome Effects  
Hazard: Wind Channels
Wind channels are strong currents of wind that flow in
and around the hanging isles. These channels can be
dangerous or useful if used carefully. When a flying
creature enters a wind channel, they must succeed a DC
10 Dexterity check or fall prone. A creature flying within
the wind channel moves an additional 60 feet each turn
in the direction of the wind channel and cannot move
against the wind.
Inhabitants
Flying Beast Template
The monsters and creatures within the hanging islands
are often the same as those found within hills or
grasslands (see the DMG for a detailed table). However,
special flying variations of normal beasts do occur
occasionally. The following template represents such
creatures.

Adventure Hooks
The Hanging islands are difficult for non-natives to
travel without the proper tools, however, the islands are
plentiful in resources and people. Additionally, if the
hanging islands travel a set path, adventurers may
choose to stay within the hanging islands to travel the
distance and adventure at the same time. Regardless,
the following are some ideas for adventure hooks that
rely on the hanging islands specifically.
Colorful Crime. Someone has or is planning on stealing
the plans needed to create rainbow bridges. The
Raydiayn are aware of the plot and are willing to pay Humanoids
adventurers to stop this. The thief may potentially be The following player races are likely to be found native
willing to hire the adventurers as well and if the to the hanging islands. In parentheses is the race’s
adventurers take the plans for themselves, they may preferred method for traversing between islands.
be able to sell it for a large prize.

Crashed Island. One of the hanging islands no longer


flies, either crashing due to mining of volantium or Aarakocra (Natural Flight)
colliding with a large mountain. Regardless, the Harengon (Bridges and Jumping)
inhabitants of the island need assistance in adapting Kenku (Gliders
MBotM
and other Contraptions)
to this new situation. Alternatively, they may have an Raydiayn (Rainbow Bridges)
idea of how to get the island flying again.
Tabaxi (Climbing)
Wind Swept. An air elemental has been trapped and is  
being used to power a mill or some piece of
machinery. The town’s people may or may not be
aware that air elementals are sentient, but the thing it
powers is vital to the town’s success and/or survival.

31
Resources Volantium  
Flora Volantium is an incredibly light metal and is responsible
for the flotation of the hanging islands. The metal
The flora within the hanging islands can be brewed by a functions by being lighter the more volume you have
skilled alchemist into a potion of flying. together at one location. If a skilled enough smith can
get a hold of enough of this precious metal, they may
Irisium forge it into, particularly powerful armaments.
Irisium is a rare crystal found solely within the hanging Weapons forged from volantium lose the heavy
islands. Specifically, it is found mostly within the lands property if they have it and gain the thrown(20/60)
held by the Raydiayn. This crystal works just as well property otherwise. If the weapon already has the
with enchanting as any other but otherwise does not thrown property, its short and long-range is instead
lend itself to any sort of enchantment specifically. doubled. With enchantment, these weapons can be
Where it does shine is in the creation of rainbow converted into ones with even longer throw distances or
bridges (more technically referred to as an Irisium weapons that return once thrown.
Bridge). Its creation is a closely guarded Raydiayn Armor forged from volantium does not have a
secret, but irisium can focus light into a solid form, strength requirement and does not provide
allowing creatures to walk across it. This technology is disadvantage on stealth checks. With enchantment,
the main way in which the Raydiayn travel between armor made of this material can even allow its wearer
islands instead of flight. the ability to jump farther or even in some cases fly.
 

32
Raydiayn  
“THE RAYDIAN ARE PERHAPS THE MOST ALIEN
of species I have encountered in my travels. Though
plenty of other species have features much more
extreme and unique, it is the uncanny nature of the
Raydiayn that most stick out upon the first encounter.
Once met, however, the Raydiayn are some of the
more familiar exotic species. Though peculiarly, I
received more attention myself than any of the
diplomats in my company. They seemed more
interested in this book than any trade deal or
declaration of friendship.”

— Z. R. Proudfire, On the Cultures of the Realms


The raydiayn are a prideful people, their culture views
themselves as the pinnacle of beauty and they value art
and appearances far more than any other quantifiable
feature.
A Sight to Behold
Raydiayn appears almost similar to humans with a few
large differences. They have much longer limbs and
their hair and skin come in many vibrant colors. Their
faces are smooth and round and they have four eyes.
Above it All
Raydiayn often find themselves to be superior to most
other races. They almost exclusively live within the
hanging isles, far above physically most other species.
To top it off, Raydiayn can see much more of the color
spectrum than any other species. As such, they can see
the world in much more vibrant and vivid colors. They
often lord this fact over others who many believe are
insufficient barbarians who cannot appreciate the true
beauty of life.
To others, the Raydiayn seem weird and aloof. Their
appearance is often uncanny to humans especially.
Additionally, Raydiayn often insist that an art piece,
outfit, or similar looks good when to most others the
colors clash horribly as Raydiayn by nature see the
piece differently. Therefore, most Raydiayn are dressed
in gaudy clashing colors when viewed by others.
 

33
Artistic Communities Raydiayn Features  
Within their own societies, Raydiayn culture is no less Your Raydiayn character shares the following traits with
elitist. Their upper and lower classes are built on all other varieties of Raydiayn.
divides in artistic ability and artists and artisans are Ability Score Increase. Your Wisdom ability score is
valued much more than scholars and mages. increased by 2 and your Charisma score is increased by
Raydiayn live in small family clusters where the 1.
mother and father take care of the children until they Age. Raydiayn reach physical maturity at around 30
are of age to schooling. After which time, they are and generally live into their third century.
instead taken care of by a tutor, institution, or through Alignment. Raydiayn culture holds no specific
an apprenticeship until they are considered an adult. alignment trends, with plenty of Raydiayn living in every
Raydiayn without an education are considered one of extreme.
the lowest classes and are usually rare outside of Size. Your size is medium.
farmers or other manual laborers. Raydiayn that fail out Speed. Your base walking speed is 30 ft.
of such training are generally disowned by their families Beholding. You are proficient in perception and you
and often leave their home city or settlement afterward. have advantage on saving throws to avoid being blinded.
Light Vision. Raydiayn can see a much larger
Cutthroat Culture spectrum of light at the cost of significantly less low
Raydiayn culture is incredibly cutthroat which drives light vision. You have advantage on checks to see
many Raydiayn to desire to leave. Often Raydiayn through illusions and Perception checks using sight but
adventurers are either those that wish to make a name you cannot see through dim light as if it were darkness.
for themselves or those that failed and were disowned Radiant Brilliance. When you take the Attack action,
at home. Raydiayn are likely to fit in with adventurers you can replace one of your attacks with a flash of
rather than normal citizens as their appearance makes radiant colors and light. Each creature within 10 feet of
them stick out and makes commoners weary. you must make a Constitution saving throw. A creature
that fails there save is blinded until the end of its next
Raydiayn Names turn and takes 2d6 radiant damage. A creature that
Raydiayn generally have three names, their first name is succeeds their save takes half as much damage and is
the name of their greatest work. Raydiayn without not blinded. The DC for this saving throw is 8 + your
notable works do not have a first name and beyond Wisdom modifier + your Proficiency bonus
children, it is a sign of failure. Raydiayn second names The damage of this trait increases by 1d6 when you
are generally their family name taken from their reach 5th level (3d6), 11th level (4d6), and 17th level
parents. A Raydiayn’s third name is the one that (5d6).
identifies them specifically, equivalent to a human’s first You can use this trait a number of times equal to your
name. proficiency bonus, and you regain all expended uses
when you finish a long rest.
Family Names: Auxientius, Bambalio, Commidius, Raydiayn Magic. You learn the Light cantrip.
Simplicius, Synistor
Languages. You can speak, read, and write Common
Male Names: Adeodatus, Callipho, Modestus, and Raydian.
Stratophanes, Tranio
 
Female Names: Accalia, Adamina, Bucculei Felicitas,
Petelia, Vassenia

34
Hive Overgrowth
The Hive Overgrowth is an incredibly large beehive. It Biome Effects  
most often occurs when a colony of giant bees settle the
material plane from the fey wilds. There are very few Hazard: Honey Cluster
natural predators for these giant bees and these hives
generally grow to impressive sizes. Honey clusters are the exposed honey stored in the
The bees found in this overgrowth are much more hive. These clusters are difficult terrain and the first
capable of defending themselves and those that anger time on a creature’s turn that they enter or move
the hive find it difficult to survive. However, those that through these clusters, they must make a DC 10
do not provoke the bees find themselves able to journey Strength saving throw or become restrained. A creature
through it with ease. may free themselves or another creature stuck in honey
with a DC 10 Strength check as an action.
Inhabitants
Giant Bees
The following are three bee-related stat blocks to use
within a hive overgrowth. The Worker bee is the most
common type of bee found within a hive. The Soldier
Bee is a special role found only within the hive
overgrowth and represents a much sturdier bee that
generally protects the hive and the queen. The giant
queen bee is only found once in each hive and is the
most important part of any colony.
Adventure Hooks
The hive overgrowths can be difficult to travel through
though rangers and other nature-inclined adventurers
find it much safer. The hive overgrowths are plentiful in
themselves and can be the home to a wide variety of
adventures. The following are some ideas for
adventures that fit within the hive overgrowths
specifically.
A Feast of Jelly. A royal cook is preparing a feast that
must impress the nobility and the royal jelly from an
overgrowth is on the menu. The chef is willing to pay
top dollar to adventurers willing to brave the queen’s
wrath.

Dance of Thieves. A Known Criminal has hidden within


a Hive Overgrowth and the law enforcement are not
equipped to travel through such a location.

Hive Relocation. A Druid hires adventurers to help lure


the queen to a new hive location as the current one
will put the inhabitants in danger soon.

35
 

36
Humanoids Spells  
The Hive Overgrowth is by definition the home of wild The following 2 spells are used by the following
creatures and civilizations would find it difficult to settle buzzling race. The DM may also choose to add these
these overgrowths. It is not uncommon, however, for spells to a spell list of a character that has some relation
hermits to take up residence in a hive, tending to the to the hive overgrowths such as druids or rangers that
inhabitants and caring for the hive. Most commonly, live in or around them.
such caretakers are fey or of a race that draws their Honey Hex
ancestry from the feywilds.
The one exception to this rule are the Buzzlers. Conjuration cantrip
Buzzlers are bee-like humanoids that originated Casting Time: 1 action

centuries ago from the feywilds. The Buzzlers thrive Range: 60 feet

within the hive overgrowths and are either ignored or Components: V

protected by the giant bees that make the hive. The Duration: 1 round

buzzlers do not have roles within the hierarchy of the You summon a glob of honey that your lob at a creature
colony but instead, have an almost symbiotic within range. Make a ranged spell attack against the
relationship with the bees of the hive overgrowth. target. On a hit, the target takes 1d6 necrotic damage
and the target becomes covered in honey. A target
Resources covered in honey has its movement speed reduced by 10
Flora
feet.
On a critical hit with one of these globs, instead of
The hives themself have little room for plant life but the dealing an additional d6 damage like normal, the target
regions outside an overgrowth do gain the benefits of becomes restrained while covered in honey.
being pollinated by the hive. Such flora is excellent The spell creates more than one glob when you reach
when used by a skilled alchemist at brewing potions higher levels: two globs at 5th level, three globs at 11th
that enchant and charm such as potions of love due to level, and four globs at 17th level. You can direct the
the feywild connection. globs at the same target or at different ones. Make a
separate attack roll for each glob.
Honey
Nectar Strike
The Honey within the Hive Overgrowth is considered a 1st-level conjuration
delicacy in many regions, with its taste being completely 1 bonus action

unique among hives. Honey harvested from a hive Casting Time:


Self

overgrowth is worth double in regions without easy Range:


V

access to the hive. Components:


Duration: Concentration, up to 1 minute

Royal Jelly The next time you hit a creature with a weapon attack
The royal jelly in a hive is almost impossible to get before this spell ends, a mass of thick honey appears at
without angering the hive. Those that are able to gain the point of impact, and the target must succeed on a
some find that a flask of royal jelly is equivalent to a Dexterity saving throw or be restrained by the nectar
potion of superior healing though those that are able to until the spell ends. A Large or larger creature has
gather enough often find themselves needing it soon advantage on this saving throw. If the target succeeds
after. on the save, the nectar disappears.
While restrained by this spell, the target takes 1d6
necrotic damage at the start of each of its turns. A
creature restrained by the nectar or one that can touch
the creature can use its action to make a Strength check
against your spell save DC. On a success, the target is
freed.
At Higher Levels. If you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6
for each slot level above 1st.
 

37
Buzzling Race Names  
“THE HIVE IS A TRULY SURREAL EXPERIENCE.
Buzzlings generally usually only have a personal name
It sits at the edge of supernatural and normal. It is as the entire hive is considered their family. Their
almost easier to imagine that it was I that was abnormal names are impossible to pronounce in common as it is
and I was experiencing the area from a new perspective. in buzzling and requires motion to pronounce. Many
That of course was not the case and the Buzzlings are buzzlings that deal with other races commonly take on a
probably the greatest indicator of said fact. They are a nickname for ease of communication.
peculiar people, so different from their insect
counterparts but not entirely so. Nonetheless, let it not Buzzling Traits
be said that they were not hospitable.” Your Buzzling character shares the following traits with
— Z. R. Proudfire, On the Cultures of the Realms all other varieties of Buzzlerz.
Ability Score Increase. Your Wisdom ability score is
 The Buzzlings trace their ancestry back to the increased by 2 and your Dexterity ability score is
feywilds originally though any connection to their fey increased by 1.
heritage has been diluted over the centuries since. Age. Buzzlings reach maturity by age 3. Compared to
Instead, these bee-folk are most often found around hive humans, Buzzlings don’t usually live longer than 50
overgrowths, the oversized homes of giant bees. Though years.
not part of these colonies, buzzlings and giant bees have Alignment. Buzzling societies often have strict legal
a strong relationship with each being incredibly codes and hierarchies. As such they tend towards more
beneficial to the other’s existence. lawful alignments.
Physical Description Size. Your size is small.
Speed. You have a walking speed of 35 feet.
Buzzlings resemble humanoid bees. They have yellow Bug Climber. You have a climbing speed equal to your
and black fur covering most of their body and long walking speed. In addition, at 3rd level, you can move
spindly limbs. They have translucent wings on their up, down, and across vertical surfaces and upside down
back though they are not capable of sustained flight as along ceilings, while leaving your hands free.
doing so requires tremendous effort. Flutter Buzz. As a bonus action, you can fly a number
Hive Sweet Hive of feet equal to five times your proficiency bonus,
without provoking opportunity attacks. You can use this
Buzzling societies are fairly rare with most of them trait only if your speed is greater than 0. You can use it a
being found within the hive overgrowths. These number of times equal to your proficiency bonus, and
societies are often closed to outsiders who do not you regain all expended uses when you finish a long
understand buzzling laws and culture. As such, rest.
buzzlings are usually not well acquainted with the world Hex Magic. You know the honey hex cantrip. Once
at large and outsiders often aren’t aware of the you reach 3rd level, you can cast the nectar strike spell
existence of buzzlings. once with this trait as a 1st-level spell, and you regain
Role For Life the ability to cast it this way when you finish a long rest.
Constitution is your spellcasting ability for these spells.
Buzzling societies have strict social hierarchies. A Hive Home. You ignore movement restrictions caused
buzzlings place in the society is set in stone early on in by honey.
their development and there is little room for taking on Languages. You can read, write, and speak Common
a different role in the society. Buzzlings that attempt to and Buzzling. The Buzzling language features a lot of
subvert or abandon this are generally shunned from physical motion and speaking it while restrained has a
their homes. similar effect to slurred speech.
Abadonded Hive
 
Buzzlings that refuse to conform to the role given to
them often become adventurers as they must leave their
homes to survive. Such buzzlings often struggle with
authority afterward even in ones that are less strict.
Other times, buzzlings that abandon home struggle with
the sudden level of freedom available to them.

38
Kaldbrann
The Kaldbrann, or the cold fires, is a land of frozen Adventure Hooks  
volcanos. It contains both extremes of temperatures, The Kaldbrann is a large biome that can contain a very
making travel difficult for all but the most prepared and large number of settlements with diverse makeups,
hardy creatures. The defining feature of the Kaldbrann there is plenty for adventurers to do within the
is the volcanic rivers that snake their way through the kaldbrann, including any quests that could be fit within
landscape, carving a path through the icy terrain. an arctic or volcanic region. However, the following are
In addition to the molten streams, the Kaldbrann is some ideas for adventure hooks that rely on the
littered with dark black streaks of cool igneous rock kaldbrann specifically.
from old streams. Although usually safe earth, these
rocks are not always as cool as they seem. These Cold Heart. For some reason (evil scheme, natural
streams are usually cooled and covered by the frequent phenomenon, or unseen consequence) one of the
snow and animals native to the region have a natural volcanos has gone silent and is no longer active. The
intuition for which rocks are safe and which aren’t. adventurers must restart the volcano lest plenty of
settlements and animals suffer without the heat of the
magma rivers.

Supply Run. A settlement is paying adventurers to


retrieve some important supply (such as medicine)
only found in one of the extreme temperaments. The
town does not have anyone suited to go to such a
region. This could involve traveling to a volcano or
deep into a glacial cave.

 
39
Biome Effects  
Hazard - Molten Earth
Occasionally the igneous rock has not fully cooled and
stepping into it is difficult terrain. The first time a
creature enters this terrain on their turn or when they
start their turn within it, they take 7 (3d4) fire damage.
Hazard - Thermal Shock
When a creature moves from an area of extreme cold to
extreme heat or vice versa, they must immediately make
a DC 14 Constitution saving throw or gain a level of
exhaustion.
Strange Weather - Volcanic
Eruption
During the volcanic eruption, rocks and molten lava
begin to rain down from the sky. For each hour traveled
in the Kaldbrann or for each hour spent without cover,
each creature must roll a d10. On a roll of 1, the
creature must make a DC 15 Dexterity saving throw. On
a failed save the creature takes 7 (2d6) bludgeoning
damage. Pass or fail, the target also takes 10 (3d6) fire
damage.
Inhabitants
Monsters and Threats
The following table includes monsters from the DMG, Humanoids
MM, and PHB that could be found within the The following player races are likely to be found native
Kaldbrann. to the Kaldbrann.
Monsters by CR
Dragonborn (Gold)
Kaldbrann Monsters Challenge Rating (XP) Dragonborn (White)
Owl, Scorpion 0 (10 XP) Genasi (Fire)
Blood Hawk 1/8 (25 XP) Goliath
Giant Lizard, Giant Owl, Pseudodragon 1/4 (50 XP) KoboldMBotM
Ice Mephit, Magma Mephit
Brown Bear, Half-Ogre (Ogrillon)
1/2 (100 XP)
1 (200 XP)
Ursan
Ogre, Polar Bear, Saber-Toothed Tiger
Winter Wolf
2 (450 XP)
3 (700 XP)
Resources
Air Elemental, Fire Elemental, Water 5 (1,800 XP) Flora
Elemental, Young Remorhaz
Cyclops, Mammoth, Young White 6 (2,300 XP) The flora in and around the volcanos can be used by
Dragon skilled alchemists to create potions of fire resistance
Frost Giant 8 (3,900 XP) and flora in the snowier regions can be used to create
Young Gold Dragon 10 (5,900 XP) potions of cold resistance.
Efreeti, Remorhaz, Roc 11 (7,200 XP)
Adult White Dragon 13 (10,000 XP) Obsidian
Adult Gold Dragon 17 (18,000 XP) The kaldbrann is an excellent source of obsidian which
Ancient White Dragon 20 (25,000 XP) can be used in creating durable weapons and armor as
Ancient Gold Dragon 24 (62,000 XP) an alternative to metal. Skilled enchanters can use
obsidian to create armor of fire resistance and flame
tongues.
 

40
Ursan Ursan Names  
“NINI SAILED DOWN THE RIVER MAGNUS THE
Ursan generally only have one name and make no
largest magma river in the kaldbrann. They had just distinction between Male and Female names. While
returned from Wakameny Mountain, the plants they had Ursan do have genders, they cannot be easily
been sent to gather in their pack. Nini was chosen as distinguished through appearance and generally play no
they were the only one red striped within their small roles in society other than mating. Ursan travelers
encampment, and the required herbs were found only occasionally choose a gender when dealing with other
on the peaks of volcanos, of which only Nini could stand races, but just as many do not.
Names Akkituyok, Nini, Tuuq, Nerromiktok, Aumanil,
the heat.”

— Tuuq, The Tale of the Plague of the Kaldbrann Ulva, Ek Chua, Tiguaq, Massak, Yakone

The ursan are a race of bear-like humanoids that live Ursan Traits
primarily within the Kaldbrann. They are extremely
adept at surviving within the harsh and volatile Your Ursan character shares the following traits with all
conditions. The ursan have a strong connection with other varieties of Ursan.
nature and druids are not uncommon in their societies. Ability Score Increase. Your Strength and Wisdom
Polar Stripes ability scores are each increased by 1
Age. Ursan reach maturity at the same rate as
The ursan resemble polar bears that stand on two legs. humans and generally live well into their third century.
Their form is otherwise humanoid. They generally have Alignment. The Ursan are generally peaceful. They
white fur, though it may grey with age. The ursan all tend towards neutral or good alignments.
have stipes, the color of which is determined by their Size. Your size is medium.
subrace. The fur within the stripes of an obsidian ursan Speed. Your base walking speed is 30 ft.
is a dark black or purple with a smooth glass-like Bear Claws. Because of your claws, you have a
texture, the fire ursan sport bright red stripes that climbing speed of 30 feet. In addition, your claws are
contrast with their pale white fur and the stripes of ice natural weapons, which you can use to make unarmed
ursan is by far the most understated, coming in shades strikes. If you hit with them, you deal slashing damage
of light blue. equal to 1d4 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
Rare People and Rarer Home Cold Resistance. You have resistance to cold damage.
Powerful Build. You count as one size larger when
The Ursan live almost exclusively within the Kaldbrann determining your carrying capacity and the weight you
and unlike the other potential inhabitants, have not can push, drag, or lift.
spread far outside of their homelands. This is partially Languages. You can speak, read, and write Common
due to the diverse needs of their species, with them and Ursan.
being best suited to cold climates as well as others that Subraces. Three major subraces of ursan: Brass,
require the intense heat of magma to be comfortable. Fire, and Ice ursan. Choose one of these subraces.
As such, few outside of the Kaldbrann have heard of  
the ursan and even fewer have seen them. Ursan
beyond the kaldbrann are often met with nervous
glances, as their towering forms strike fear into many.
Those that know the ursan, however, know that they are
altogether peaceful people that usually tend to
themselves.
Unique Travelers
The Ursan rarely travel beyond their home. Those that
do generally have a great curiosity more than their kin
or have been exiled from their tribe for some crime.
Those ursan that do travel are welcomed by few others
than adventurers, as their skill sets make surviving the
dungeons easy compared to surviving their home.

41
Fire Ursan  
Fire ursan tie their heritage to the volcanic energy of the
kaldbrann and they more embody the inherent
contradiction between heat and cold.
Ability Score Increase. Your Constitution ability score
is increased by 1.
Buring Cold. As a bonus action, you can call upon
your elemental heritages and empower yourself with
either fire or cold. For the next minute or until you lose
concentration as if you were concentrating on a spell,
your weapon attacks deal an extra 1d4 fire or cold
damage on a hit (you choose for each attack). Once you
use this trait, you must finish a long rest to be able to do
so again.
Fire Resistance. You have resistance to fire damage.
Ice Ursan
Ice ursan have streaks of light blue fur and live within
the cold and wet domain of water.
Ability Score Increase. Your Wisdom ability score is
increased by 1.
Born of Cold Water. You are immune to non-magical
cold damage.
Ice Breath. You can cast the frost fingers spell once
with this trait and you regain the ability to cast it this
way when you finish a long rest. Constitution or
Wisdom is your spellcasting ability for this spell (you
choose when you gain this trait).
Obsidian Ursan
Brass ursan tie their heritage closer to the collision of
snow and fire and many of the miners and smiths of
ursan societies are of this heritage.
Ability Score Increase. Your Strength ability score is
increased by 1.
Natural Armor. You have strong, stone-like fur. When
you aren’t wearing armor, your AC is 13 + your
Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave
you with a lower AC. A shield’s benefits apply as normal
while you use your natural armor.
Sharp Claws. The natural weapon from your bear
claws trait instead deals slashing damage equal to 2d4 +
your Strength modifier.
 

42
Lume Cave
The lume caves are a type of cave found primarily Adventure Hooks  
within the Underdark. They are forests of mushrooms The Underdark can hold many adventurers and the
that spread across any surface. Many of the plants, lume caves are common enough that underground
insects, and animals of the lume caves are travelers will likely stumble into one eventually. The
bioluminescent, casting the cave in dim blue light. lume caves do not pose a direct threat, though they tend
These fungal forests can take hold anywhere and to grow in parallel to some other threat at those that
although they most often cover the walls of natural perish spread the spores of the lume cave. However, the
caverns, they may also take hold along ruins such as following are some ideas for adventure hooks that rely
abandoned cities and temples if large enough. on the lume caves specifically.
Guiding Light. Will o Wisps try and take the
adventurers to a ruin of some kind within the lume
caves. The ruins are deadly but contain relics of an
ancient past barely held together by the lume cave.

Shared Pain. A myconid camp express that they can


sense the lume caves are in pain and pay the
adventurers to investigate the source. The source
could be a company harvesting the shrooms or some
monster damaging its environment.

43
Biome Effects Inhabitants  
Ambient - Bioluminescent Diet Lume Cave template
When a creature eats a bioluminescent animal or plant The monsters and creatures within the lume caves are
from the lume caves, there is a 25% chance that they often the same as those found within the Underdark
begin to glow blue, casting dim light with a radius of 15 (see the DMG for a detailed table). However, many of
feet. the beasts and plants within the lume caves may have a
All creatures have advantage on Wisdom (Perception) trait from the following template to represent their
checks made to spot creatures affected by this adaptation to the environment
luminescence.
Hazard - Shroom Spores
When a mushroom within the lume caves takes
damage, each creature within 5 feet of the mushroom
must make a DC 10 Constitution saving throw. On a
failed save, the creature gains a level of exhaustion and
becomes infected by the lume spores.
An infected creature is immune to additional
exhaustion from this hazard and can be cured through
any spell or effect that removes disease, otherwise, the
infected creature remains infected for 1 week. If a
creature dies before being cured, the spores grow into
full mushrooms that grow from the corpse so long as
they can survive in the environment.
Strange Weather Fungal Bloom
When a fungal bloom occurs, all of the mushrooms
within the lume caves release spores into the air. These
spores glow with the prevalent bioluminescence in the
cave and shed dim light throughout the lume cave.
These spores drift until they land and take root.
When a creature enters a fungal bloom and then for
each hour the creature spends in the lume cave, they
must make a Constitution saving throw as per the
shroom spore hazard. When the hazard is encountered Humanoids
in this way, the DC is 12 instead of 10.
The following player races are likely to be found native
to the lume cave.
Elves (Drow)
MyconidsMBotM
Gnomes (Svirfneblin)
Resources
Flora
Skilled alchemists can use the flora of the region to
brew potions capable of giving those that drink it
darkvision or causing them to shed light.
Preparing Food
If a creature eats a beast or plant that was affected by
the shroom spores hazard, they must make a
Constitution saving throw as per the Shroom Spores
hazard. A cook may remove this effect by succeeding a
DC 14 Wisdom (Cook’s Utensils) check.

44
Myconid Myconid Names  
“The traveler entered the village, large fungus-folk Myconids do not have names that can be expressed with
watching as he walked to the centralized hut. As he language as they communicate exclusively with
walked into the dwelling carved from a large mushroom telepathy and visual cues. As such, their names are
the size of a tree, he took in the earthy scent and ideas and feelings. Myconids that deal with other
wondrous scenery. The traveler bowed before the humanoids on a regular basis often take up nicknames
myconid within the room and heard in his mind, based on the culture of the area or some characteristic
‘Welcome’” of the myconid.
— Z. R. Proudfire, On the Cultures of the Realms  
Myconids are a race of fungal plant creatures that live
within the Underdark. They are largely peaceful folk
and rarely leave their tight-knit communities. The
myconids use spores to communicate and they can feel
the pain of their fellow myconid. As such, empathy is
almost entirely engrained within the culture and most
myconid societies avoid violence at all costs.
Fungal People
A myconid looks like an anthropomorphic mushroom
person, though different myconid societies have varying
appearances similar to different types of mushroom.
Myconids start their life at a height of only 2 feet but
continue to grow for their entire life until they are well
above any humanoids.
Rare Travelers
In all of history, it is not unlikely that a myconid has
never willing moved to the surface world as they cannot
survive in sunlight for very long at all. It is uncommon
for a myconid to leave their society at all, as the
myconids are extremely communal. Some believe that
myconids work as a hive mind, though in reality, they
are more complex. As such, in most areas of the world,
the myconid are only known by travelers. In such
circles, myconids are known for their hospitality.
Communal Spores
Myconid communities are incredibly interwoven due to
the nature in which they communicate. Myconids do not
believe in family units, instead, the sprouts are taken
care of by the elders and assist the elders in daily
chores.
Myconid Adventurers
Myconids are rarely seen as adventurers. When they
are, it is generally because they are on some mission to
support the colony, they have been exiled for some
reason, or their colony was destroyed and they must
support themselves.

45
 

Myconid Features
Your Myconid character shares the following traits with  
all other varieties of Myconids. Distress Spores. When you take damage, all other
Ability Score Increase. Your Wisdom ability score is
increased by 2 and your Constitution ability score is myconids within 240 feet of you can sense your pain.
Pacifying Spores. As an action, you can eject spores
increased by 1. at one creature you can see within 5 feet of you. The
Age. Myconids are considered adults at age 8, elders
at age 12, serve as guards from age 16, and usually live target must succeed on a Constitution saving throw, the
to around age 20. DC of which is 8 + your Constitution modifier + your
Alignment. Most Myconids are peaceful meditative
Proficiency bonus, or be stunned for 1 minute. The
folk that tends towards neutral alignments. (Subject to target can repeat the saving throw at the end of each of
change) its turns, ending the effect on itself on a success. You
Size. Myconids never stop growing and the age range
must concentrate on this effect as if you were
spans from 2 to 12 feet. Adult Myconids are roughly concentrating on a spell.
similar in size to humans. Your size is medium. Once you use this feature, you must finish a long rest
Speed. Your base walking speed is 25 ft.
before you may do so again.
Rapport Spores. A 30-foot radius of spores extends
Fungus Folk. Your creature type is plant.
Superior Darkvision. Accustomed to life
from you. These spores can go around corners (but not
underground, you have superior vision in dark and dim through solid surfaces) and affect only creatures with an
conditions. You can see in dim light within 120 feet of Intelligence of 2 or higher that aren’t undead,
you as if it were bright light, and in darkness as if it constructs, or elementals or can’t understand at least
were dim light. You can’t discern color in darkness, only one language. Affected creatures can communicate
shades of gray. telepathically with one another while within 30 feet of
Sun Sickness. While in sunlight, you have
you.
Languages. You can read and write Common and
disadvantage on ability checks, attack rolls, and saving Undercommon though you cannot speak.
throws. For each hour you spend in direct sunlight, you  
must make a DC 10 Constitution saving throw or gain a
level of exhaustion.

46
Monochroterra
The Monochroterra, also known as the black and Adventure Hooks  
whites, the ink lands, or the monolands, is a biome The Monochroterra can affect any biome and plenty of
devoid of all color with an appearance similar to that of life lives within. As such, plenty of adventurers in other
a painting. It is believed that the Monochroterra is biomes can be had within the monochroterra. However,
created when the material plane draws closer to the the following are some ideas for adventure hooks that
Shadowfell. This planar influence causes the color to rely on the monochroterra specifically.
drain from the landscape, creating a gloomy landscape.
When creatures from outside the Monochroterra Color from Afar. A colorful object has been found within
enter it, they retain their color, though it does appear the Monochroterra and it was not caused by a Color
muted due to the lighting. As such, materials and Storm. It seems to have fallen from the sky. The color
creatures new to the Monochroterra are easy to spot on may be aberrant in nature or the evidence of an
the landscape, especially those that make use of experimenting wizard.

normally colorful clothing. However, the inverse is not Shadows of the Night. Something has been attacking
true, creatures and resources originally from the travelers, leaving their corpses colorless and lifeless.
Monochroterra do not gain color when leaving the The natives have not noticed but are no longer able to
Monochroterra and are permanently black and white. trade. They are willing to pay adventures to find and
One influence from the shadowfell that is not stop the threat. At the DMs option, the culprit may be
immediately noticeable is the biome’s ability to dampen a Dhampir that feeds off of color.

your emotions. Creatures within the Monochroterra can  


experience extreme emotions, but they fall back to
neutral much quicker than outside of it.

47
Biome Effects  
Ambient: Color Drain
When a creature first enters the Monochroterra, they
appear faded, as their colors begin to dull. The colors
continue to dull for 48 hours, after which point each
creature is completely devoid of color. After the creature
leaves the Monochroterra, their color returns to them
after 2d20 days. Each month a creature spends within
the Monochroterra, they must make a Charisma saving
throw. On a failed save the effect becomes permanent.
The DC of this save is 10 + the number of months spent
within the Monochroterra.
Hazard: Ink Well
An ink well is a portion of the terrain that seems like
solid ground but is made of ink or tar-like mud. The pit
covers the ground in roughly a 10-foot square area and
is usually 10 feet deep. When a creature enters the area,
it sinks 1d4+1 feet into the ink well and becomes
restrained. At the start of each of the creature’s turns, it
sinks another 1d4 feet. As long as the creature isn’t
completely submerged in the ink well, it can escape by
using its action and succeeding on a Strength check.
The DC is 10 plus the number of feet the creature has
sunk into the quicksand. A creature that is completely
submerged in ink well can’t breathe (see the suffocation
rules in the Player’s Handbook).
A creature can pull another creature within its reach
out of an ink well by using its action and succeeding on
a Strength check. The DC is 5 plus the number of feet
the target creature has sunk into the ink well.
Noticing an ink well is incredibly difficult for
creatures not native to the Monochroterra. Spotting an
Ink Well requires a DC 10 Perception check for
creatures that can’t see color and DC 15 Perception
check for creatures that can see color.
Strange Weather: Color Storm
Rarely, a lightning storm will strike the Monochroterra
that bears color. The lightning that arcs the sky is a
vibrant yellow color. If lightning strikes a creature or
object, it is transformed into full color. Such creatures
are permanently in color and immune to the color drain
effect of the Monochroterra.
 

48
Inhabitants  
Monochrome Template
The Monochroterra can be a variant of nearly any biome
and have similar wildlife (see the DMG for a detailed
table). However, the wildlife in these areas differs
according to the following template.

Resources
Blacksteel
Blacksteel is a type of metal found almost exclusively
within the Monochroterra. When forged by a skilled
smith, the blacksteel grants its wielder or wearer
resistance to radiant damage.
Flora
Skilled alchemists can use the flora of the region to
Humanoids brew potions of invisibility. Additionally, skilled
The following player races are likely to be found native alchemists can use the flora in the region to craft inks.
to the monolands. Additionally, skilled poisoners can create poisons that
bestow temporary blindness on creatures. Especially
Dark OnesMBotM potent versions of this poison can even make the
Dhampir creature permanently color blind or blind them
Dwarf (Duergar) completely.
Elf (Shadar Kai Preparing Food and Water
Halfling (Ghostwise)
If a creature consumes a plant or animal native to the
Monochroterra or drinks its water, they become affected
by the color drain biome effect unless they succeed a
DC 15 Constitution saving throw.
 

49
Dark One  
“ELDON LAY IN WAIT PERCHED ON A ROOFTOP.
He waited for his query to emerge from the building,
eager to strike. He steadied himself by reciting the
mantra on his blade, yet he need not read it. Lie for they
speak no truth. Steal for they give you none. Cheat for
the game is rigged. Kill or be killed first. He was sure
this would be his big break, his time to shine. Eldon
knew that after this job he could retire. Just one more.”

— M. J. Crane, Plight of the Shadowfell


The Dark Ones are a race of humanoids native to the
shadowfell. They come in two main varieties, Dark
Creepers and Dark Stalkers which resemble gnomes
and humans respectively. It is believed that the race
may have once originated as members of those species,
but the race has diverged so much that they share little
beyond physical resemblance.

Shadow People
Hailing from the shadowfell, the dark ones have been
influenced by its dark magic for centuries. Dark System of Laws
Creepers resemble gnomes with goat-like legs and soft
hooves. They often have a hunched posture and pale Dark One societies have a large focus on legal
skin. Dark Stalkers stand upright and have human-like structures. Even the thieves and criminals generally
legs. Their skin is darker than dark creepers and they follow some kind of legal structure set by a thieves guild
have smoother skin. The eyes and hair of both subraces or similar. This does not mean that Dark Ones value the
are almost exclusively some shade of white, gray, or law as something to honor, in fact, many see it more as
black. a tool, something that can be twisted to suit your will. As
Mercenaries and Thieves
such, it is not uncommon for legal loopholes to be
integral to a dark one society.
Dark Ones make excellent mercenaries and thieves as Dark One societies outside of the shadowfell
they can blend into darkness especially well. Dark one generally do not have as much focus on loopholes but
societies often face external threats within the do generally still have a rigid legal and government
shadowfell and as such, they often must resort to smart system.
tactics to make up for weaknesses in numbers and raw Dark One Adventurers
force. Dark ones that are able to create societies outside
of the shadowfell, such as those within the Dark Ones have a reputation as thieves and rogues. As
Monochroterra are able to make much more stable such, it is not uncommon for them to be barred from
homes. Although they are still associated with liars and establishments or given specific attention in other
thieves, these dark ones are able to make much more societies. Dark ones that seek to travel without this
lawful societies. prejudice often gravitate to adventurers who often value
dark ones’ abilities in their adventures.
 

50
  Dark One Names  
Dark Ones generally only have a single name. The name
is given at birth though plenty of dark ones will choose a
new name to distance themselves from their family or
past.
Male Names: Bruhkah, Duraun, Eldrar, Jegdrin,
Minobros, Trelgath

Female Names: Akorwyss, Cazna, Miz’zira, Phyrra,


Saratha, Yasymma

Dark One Traits


As a dark one, you share the following traits with all
other dark ones.
Ability Score Increase. Your Dexterity ability score is
increased by 2 and your Constitution ability score is
increased by 1.
Age. Dark Ones have a lifespan similar to that of
humans.
Alignment. Forced to live in the shadows and twisted
by the shadowfell, dark one cultures tend towards evil,
though they are just as capable of good as any other
race.
Size. You are Medium or Small. You choose the size
when you select this race. Small Dark Ones are referred
to as Dark Creepers, and medium Dark Ones are
referred to as Dark Stalkers.
Shadow Sight. Accustomed to life in near-complete
darkness, you have superior vision in dark and dim
conditions. You can see in dim light and darkness
within 60 feet of you as if it were bright light.
Sunlight Sensitivity. You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on
sight when you, the target of your attack, or whatever
you are trying to perceive is in direct sunlight.
Dark Deceipt. When you hit a creature with an attack
that you can see that cannot see you, you may choose to
deal an additional 2d6 damage. Once you use this trait,
you must finish a short rest to be able to do so again.
Fade to Black. As an action, you can turn into a
moving shadow. While a shadow, you are invisible
within dim light or darkness. The effect lasts for 1
minute and ends early if you attack or cast a spell. You
can use this feature a number of times equal to your
proficiency bonus, and you regain the ability to do so
when you finish a long rest.
Languages. You can speak, read, and write Common
and Undercommon.
 

51
Moonfall Crater
The Moonfall Crater is the result of a large fragment of Meteor Properties  
the moon that fell to the earth many years ago. This The Meteor of the Moonfall Craters is a slumbering
lunar meteor fell into the ocean and the resulting crater aspect of some eldritch being. Its effects on the material
never filled in with water leaving behind just a thin layer plane are benign and minimal but it could potentially
of water not deeper than a foot. From above, it looks hatch into something much greater.
like a large hole in the ocean and is often avoided by However, the DM may decide this route is not the
sailors in the region. best for their story and may with minimal changes easily
The meteor that fell has been untouched since its change the shape of the biome. The DM may decide to
crash landing. The inhabitants of the crater refuse to use any of these or come up with their own explanation.
touch it, claiming that it resists tampering and seems to
worship it religiously. It is unknown precisely if this is Core of the Ancient Intelligence. The Meteor is a
true but it does possess unnatural properties. spelljammer or other astral vessel, fallen from the
stars. The inhabitants of this ship are all dead,
however, the intelligence that assists the ship
remains.

Egg of the Starlight Dragon. The Meteor is the egg of


some large dragon of immense power from the stars
above and the pushing back of the water around the
crater is a fraction of the astral magic available to this
dragon.

Fallen Divine Shard. The meteor is a fragment of some


god, cast off in a holy war. The shard slumbers and if
it is awoken it will either return to its remaining form
or become its own offshoot diety.

52
 

Adventure Hooks Biome Effects


The Moonfall Craters could easily be the focus of a story Hazard - Intrusive Dreams
centered around the mystery of what the Meteor is or
those that wish to take advantage of it but the Moonfall Each time a creature that can dream long rests, there is
Craters could also serve as the backdrop of other a 1% chance they have a strange dream, the sleeping
adventures where the meteor only serves as a backdrop. thoughts of the meteor at the center of the crater. A
The following are some ideas for adventurers that use creature that experiences these dreams must make a
the unique properties of the Moonfall Craters in DC 10 Wisdom saving throw or become frightened of
interesting ways. the meteor for 1d4 hours.
Dream Manipulation. The people of the moonfall
craters have begun to receive dreams giving them Strange Weather - Song of the
instructions but they do not originate from the meteor Meteor
but instead from someone hoping to control the The Meteor begins to sing or hum, filling the crater with
inhabitants.
a slow distant melody. The song creates no obvious
Reckless Sailing. Ships have been sailing over the edge
of the crater crashing into the people within. This may effect though creatures have disadvantage on
be some attack from some people group or the cause perception checks while they can hear it as they find
of some restless spirit taking over near ships. themselves quick to focus on the music instead.
Regardless, adventurers have been hired to find out  
and put a stop to it.

53
Inhabitants Resources  
Beasts and Monsters Flora
The following table includes monsters from the DMG, A skilled alchemist can use the flora in the biome to
MM, and PHB that could be found within the alluvial brew potions of clairvoyance or potions of mind reading.
desert. Quicksilver
Challenge
Mercury can be found within the moonfall craters. It
Moonfall Cavern Monsters Rating (XP)
holds little use normally, but a skilled blacksmith with a
Crab, Eagle 0 (10 XP)
magical forge can create armor and weapons out of it.
Giant Crab, Slaad Tadpole 1/8 (25 XP)
Such weapons deal additional psychic damage on a hit
Ice Mephit, Mud Mephit, Steam Mephit 1/4 (50 XP)
and armor made out of mercury grants the wearer
Sahuagin 1/2 (100 XP)
resistance to psychic damage.
Giant Eagle, Giant Octopus, Harpy
Gibbering Mouther, Merrow, Nothic,
1 (200 XP)
2 (450 XP)
 
Plesiosaurus, Sahuagin Priestess, Sea Hag
Water Weird 3 (700 XP)
Chuul 4 ( 1,100 XP)
Red Slaad, Sahuagin Baron, Water Elemental 5 (1,800 XP)
Blue Slaad 7 (2,900 XP)
Green Slaad, Young Bronze Dragon 8 (3,900 XP)
Gray Slaad, Young Blue Dragon 9 (5,000 XP)
Death Slaad 10 (5,900
XP)
Marid 11 (7,200
XP)
Storm Giant 13 (10,000
XP)
Adult Bronze Dragon 15 (13,000
XP)
Adult Blue Dragon 16 (15,000
XP)
Dragon Turtle 17 (18,000
XP)
Ancient Bronze Dragon 22 (41,000
XP)
Ancient Blue Dragon 23 (50,000
XP)

Humanoids
The following player races are likely to be found native
to the moonfall craters.
Elf (Sea)
Genasi (Water)
LizardfolkMBotM
SahuaginMBotM
Seething
Tortle
Triton

54
Eye Folk  
The Seethings have one singular eye in place of a head.
They have no eyelids and as such their eyes quickly dry
out when not in the water and so they where special
helmets filled with water to keep them moisturized.
They have a blue-green colored hide that is cold and
slimy to the touch.
A People of Scholars
The Seething societies are often small and exclusive,
with authority given to those with the most expertise
and arcane ability. A Seething of lesser authority can
choose to challenge the archmage for control over their
tribe, any format can be decided by the archmage but it
is often an arcane duel to the death.
Quick Learners
Seethings are born as tadpoles with hundreds in a
single litter. Of these litters, usually, only 1 to 2 (if any)
survive until adulthood at age 5. This is because
Seething societies provide next to no support to their
young, forcing them to provide for themselves. This
forces Seethling children to quickly learn how the world
works and adapt to challenges as they come and
ensures that those Seethling that survive childhood are
only the quickest and most cunning of the litter.
Seethings as Adventurers
Seething societies are cutthroat and highly competitive.
Seethings Those that cannot or do not desire to compete are
“THE SEETHINGS ARE QUITE STRANGE,   shunned. The studies expected are good preparations
though they resisted my probing for details on their for adventuring, causing most Seethings to be adept at
society. None of them seemed to trust me and my some magical pursuit.
insistence that I was but a scholar in search of Seething Names
knowledge seemed to further this distrust instead of Seethings do not have names and are instead addressed
placating it as I had hoped.” as a list of accomplishments. Addressing Seething
— Z. R. Proudfire, On the Cultures of the Realms archmages is often difficult as their titles are extensive
The Seethings have no known origins, having appeared and making a mistake in addressing them will often be
one day with no explanation. The seethings might know lethal.
of their origins but if they do, they are not keen to share.  
The legends say they fell from the stars with the same
meteor that created the moonfall craters but others
believe they existed far before then.
The Seethings are strange eldritch beings but are
much closer to humanity than any other aberrations.
They are often driven to collect knowledge and push the
boundaries of what is known. They have a clear
resemblance to Nothics but maintain much more of a
personality and control over their own actions.

55
Seething Traits  Abberrant Origin. Your creature type is Aberration  
and you have advantage on Intelligence saving throws.
Your Seething character shares the following traits with Amphibious. You can breathe air and water.
all other varieties of Seething. Eye Ray. You learn the Mind Sliver cantrip and can
Ability Score Increase. Your Intelligence score is cast it at will. Intelligence is your spellcasting ability for
increased by 2 and your one other score of your choice this spell.
is increased by 1. Poor Depth Perception. You have disadvantage on
Age. Seething reach maturity after 5 years though Percpetion checks using sight for targets more than 30
very few of them live long enough to reach this point. feet away from yourself.
Seethings do not have an upper bound to their lifespan Telepathy. You can speak telepathically to any
and can theoretically live forever but they usually creature within 30 feet of you. The creature
succumb to illness or otherwise well before a understands you only if the two of you share a language.
millennium. You can speak telepathically in this way to one creature
Alignment. Seething societies are often very at a time.
competitive with each Seething caring little for others. Languages. You can speak, read, and write Common
Their alignments tend towards Lawful Neutral. and Deep Speech.
Size. Seethings stand between 4 and 5 feet tall at full  
height but their natural posture is hunched over. Your
size is Small.
Speed. Your base walking speed is 30 ft and you have
a swim speed of 30 ft.

56
Ooze Crags
Ooze crags are a biome categorized by large Adventure Hooks  
mountainous cliffs overhanging thick swamps. The The ooze crags can be difficult to travel through and
rocks come in multiple colors, especially purples and most journeys will find that going around is faster.
greens. The plants that grow in the biome are odd Despite this, the ooze crags are plentiful in themselves
colors such as orange grass and white bushes. The and can be the home to a wide variety of adventures.
swamps are covered in thick mud that often has strange The following are some ideas for adventures that fit
colors in them. This mud is why the biome is called the within the ooze crags specifically.
ooze crags as they resemble oozes as well as being
excellent homes for them. Merchant Trappings. A merchant has gotten their cart
The ooze crags are very difficult to travel through, stuck in one of the many swamps and is willing to pay
travelling through the upper levels requires climbing for adventures to bring back the merchandise. The
cliffs and crossing large ravines, and traveling along the adventurers must fight off oozes that are actively
floor of the ooze crags requires moving through thick dissolving the cart and its contents.

swamps and diverting around cliffs. Ooze Farm. An entrepreneuring humanoid has created
an ooze farm to raise gelatinous cubes and run a
cleaning business with them. Unfortunately, the
training process has gone awry and the oozes have
escaped. A town will pay adventurers to kill the cubes,
but the farmer will pay more to capture the cubes and
bring them back to his cave farm. The farmer might
even gift the adventurers with a small gelatinous cube
as a pet.

57
 

Inhabitants
Monsters and Threats
Biome Effects
The following table includes monsters from the DMG,
Hazard - Oozing Mud MM, and PHB that could be found within the ooze
The mud within the ooze crags is difficult terrain. The crags.
first time a creature enters the oozing mud, they must Monsters by CR
make a DC 10 Strength saving throw or become
restrained in the mud. A creature may remove itself Ooze Crag Monsters Challenge Rating (XP)
from the oozing mud as an action with a successful DC Eagle, Goat, Raven 0 (10 XP)
12 athletics check. Poisonous Snake, Stirge
Giant Frog, Giant Lizard, Giant
1/8 (25 XP)
1/4 (50 XP)
Strange Weather - Acid Rain Poisonous Snake, Mud Mephit,
Occasionally within the ooze crags, the acidic nature of Pteradon
the oozes accumulates enough to make it into the Giant Goat, Gray Ooze 1/2 (100 XP)
weather. Acid rain has the normal effects of rain, but Ghoul, Giant Eagle, Giant Toad, Harpy 1 (200 XP)
creatures and objects take 1d4 acid damage each hour Ghast, Ochre Jelly, Peryton 2 (450 XP)

while exposed to the rain. Wight


Black Pudding
3 (700 XP)
4 (1,100 XP)
Air Elemental, Bulette, Water Elemental 5 (1,800 XP)
Wyvern 6 (2,300 XP)
Young Black Dragon 7 (2,900 XP)
Hydra 8 (3,900 XP)
Roc 11 (7,200 XP)
Adult Black Dragon 14 (11,500 XP)
Ancient Black Dragon 21 (33,000 XP)
 

58
Humanoids  
The following player races are likely to be found native
to the ooze crags.
Dragonborn (Black)
Lizardfolk MBotM
Sludglings
Resources
Fertile Land
The land within the ooze crags is incredibly fertile if
enough flat space can be found. Settlements within the
crags are often within the valleys as they are closest to
the fertile land and water.
Uligan Steel
Uligan steel is a type of metal found within the ooze
crags. In its natural state, it seems slightly melted and
has a consistency comparable to mud. It is incredibly
difficult to forge into armor or weapons but a skilled
smith can forge it through a process that allows it to
hold its shape.
Weapons forged with uligan steel take a -1 penalty to
damage rolls but deal an additional 1d4 acid damage on
a hit. Armor forged with uligan steel have a -1 penalty to
the base armor class but each time the creature is hit by
a melee weapon attack, the attacker takes 1d4 acid
damage.
 

59
 

Sludgelings Isolated Watchers


“Drip the gelatinous, the only one of his
kind in this city, Sludgelings are an exclusive people, keeping to their
sat watching, unnoticed. Drip was used to
being unseen, own and locking out all others. However, many
it was a welcome change to the usual stares he
got in sludgelings have a strong curiosity for other creatures
the spotlight. But Drip didn’t mind, he knew he was the and choose to watch their ways to learn and better their
first of his tribe to leave their ancestral home in tribe.
centuries.
Drip hated the quiet uneventful life known all For The Good Of All
too well by most
Sludgelings, he sought adventure,
excitement.” Sludgeling society is largely tribe-based. Parentage is
— Drip the Gelatinous, Sludge in the City rarely kept track of with the entire villages or tribes
Sludgelings are an ancient people, descendants from working together to provide for everyone and care for
the same ancestors as the more uncivilized oozes. the young. Likewise, property rights and wealth are
Sludgelings live on the outskirts of societies that shun foreign concepts to these tribes. A sludging uses what it
them wary of their monstrous appearances. But the needs and nothing more, kindly sharing all with its tribe.
sludgelings have long forgotten their violent beginnings,
now being passive observers in an unkind world.
Physical Description
Sludgeling are made of slime, held together by a tough
permeable membrane. They are moist to the touch,  
sometimes dripping or leaving behind a residue, other
times cleaning any surface they touch. The two most
common varieties of Sludgelings are gelatinous and
black. Gelatinous sludgelings are nearly invisible to the
unsuspecting eye when they aren’t clothed. Black
sludgelings are completely opaque, blending into the
shadows.
60
Unsatiable Curiosity Black Sludgeling  
Sludgelings are very curious, and a sludgeling that Black Sludgelings have a skin like tar and resemble the
leaves its tribe for adventure is usually in seek of greater ooze black puddings.
knowledge of the world outside the village bounds. Ability Score Increase. Your Strength or Wisdom
Sludgeling adventurers often return to their village to ability score increases by 1.
retire after a life of adventuring, sharing stories and Corrosive Body. Your fists are natural weapons,
knowledge with the generations to come. which you can use to make unarmed strikes. If you hit
Sludgeling Names
with them, you deal acid damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning damage
A sludgeling’s name is usually derived from the ooze normal for an unarmed strike.
language, usually only speakable by the Sludgelings due Spider Climb. You can climb difficult surfaces,
to
their unique anatomy. Usually when speaking in including upside down on ceilings, without needing to
common
Sludgelings adopt a name from another make an ability check. You have a climbing speed of 20
culture or based on
the description of the sounds they feet.
make. Gelatinous Sludgeling
Names: Schlunch, Smuch, Glop, Blip, Drip, Drop,
Flmup Gelatinous Sludgelings have a translucent skin,
allowing you to partially see through them.
Sludgeling Traits Ability Score Increase. Your Dexterity or Wisdom
Your Constitution ability score ability score increases by 1.
Absorb Equipment. You can adorn equipment quickly
Ability Score Increase.
increases by 2 by absorbing the armor and repositioning it. You can
Age. A Sludgeling generally matures by age 4 and can
live to be 1000 years old don or doff any set of armor as an action.
Alignment. Sludelings are ancient slow races that Disapear Completely. You learn the Invisibility spell
tend not to take a side on matters, and generally tend and can cast it once without spending a spell slot before
towards neutral alignments. you must finish a long rest to do so again. Constitution
Size. Sludelings are about the same size as humans, is your spellcasting ability for this spell.
ranging from 5 to 6 feet tall. Your size is medium. Transparent. You can attempt to hide even when you
Speed. Your base walking speed is 25ft. are only lightly obscured as long as you do not have any
Acidic Skin Your skin is mildly acidic, not enough to visible equipment or the equipment is positioned in
damage things you touch, but enough to make you such a way as to not look out of place.
better at handling acidic substances. You have Psychic Sludgeling
resistance to acid damage.
Amorphous Build. While unarmored, you can fit in a Psychic Sludgelings usually have blue or yellow skin
space large enough for a small creature without with minimal translucence.
squeezing and you can squeeze into a space that a small Ability Score Increase. Your Intelligence ability score
creature could squeeze into. increases by 1.
Darkvision. Accustomed to life underground, you Mental Resilience. You have resistance to psychic
have superior vision in dark and dim conditions. You damage.
can see in dim light within 60 feet of you as if it were Psychic Speech. You can speak telepathically to any
bright light, and in darkness as if it were dim light. You creature within 30 feet of you. The creature
can’t discern color in darkness, only shades of gray. understands you only if the two of you share a language.
Psuedopods. You can manifest a psuedopod to hold You can speak telepathically in this way to one creature
items. You cannot use these psuedopods to wield at a time.
weapons or shields.  
Languages. You can speak, read, and write Common,
and Ooze. Only sludgelings and intelligent oozes speak
ooze, but speaking ooze allows you to communicate
simple ideas with unintelligent oozes.
Subraces. There are three main varieties of
sludglings: Black, Gelatinous, and Psychic Sludgelings.
Choose one of these subraces.

61
Salt Wastes
The salt waste is a biome that takes the form of a large Appeased Thirst. It was discovered that feeding the  
spreading salt-like substance. The salt wastes are a thirst stopped the salt wastes from spreading. As
created biome and form when the elemental plane of such, a local community feeds the biome water in
salt can gain traction within the material plane. The some fashion and for as long as they do so the salt
plane of salt borders the elemental plane of water and wastes do not spread.

the negative energy plane and it is characterized by Floating Wastes. The entire biome has been lifted
intense thirst. As such, the salt wastes are almost above ground through some great feat of magic or
completely devoid of moisture, as the spreading salt artifice. The salt waste cannot grow and the limited
drains the water from all life within. ecosystem within the wastes can develop. If the island
The salt wastes can be the focus of a campaign or arc is to ever drop, it would begin to spread as it once did.

entirely in and of themselves. They spread and leave Ignorance. No one is powerful enough and cares
behind a wasteland for all but a few species, though enough to do anything about it. As such, those that
their spread is slow and predictable. As the salt wastes can afford to have moved away and those that can’t
spread, it becomes harder and harder to contain. It is up adapt or abandon their homes for streets elsewhere.
to the DM whether the salt wastes can be removed, No society has a large term plan and without some
though it is almost certainly difficult if possible. change, the material plane will one day far in the
If the salt wastes are new, then determining how to future become completely overcome by the salt
deal with this new biome can be an interesting thing for wastes.

your adventurers to affect in some way, but if the biome Quarantine. Someone or some group has constructed a
has existed for a long time, consider the following ideas large barrier wall that completely encompasses the
for how the biome is being dealt with. biome. The wall is made of metal (or some other
material that salt cannot spread through) and blocks
the spread of the biome.

62
Adventure Hooks  
Each of the methods of containment can easily lend
themselves to adventure hooks.
Appeased Thirst. The town providing the water is
suffering a drought and the citizens are revolting
against the “wasted” water. The adventurers have
been asked to either solve what’s causing the drought
or come up with some other solution.

Floating Wastes. Someone or something is plotting to


level the wastes. Optionally, you may decide that the
salt wastes spread is quickened by a long time
without satiating its thirst.

Ignorance. A community is already partially absorbed


by the salt wastes and requires assistance in either
moving or adapting to the salt wastes.

Quarantine. The salt wastes begin to spread through


caves into the Underdark, moving the problem as
opposed to fixing it.

Additionally, you may use the following ideas


adventures with lower stakes within the salt wastes.
Lost Home. A traveler returned to their home to find it
deep within the wastes and is willing to pay an
adventuring party to retrieve some possession from
the wastes.

Scientific Exploits. A scholar or sage is willing to pay


adventurers to obtain a variety of samples from the
salt wastes, hoping to better understand its nature.

Biome Effects
Ambient - Draining Earth
When a creature first touches the spreading salt and Inhabitants
once every hour they spend within the salt wastes in Monsters and Threats
contact with the spreading salt, the creature must make The only life within the salt wastes other than bracken
a DC 15 Constitution saving throw. A creature takes 5 and salt elementals are those that were there before the
(1d10) necrotic damage and gains a level of exhaustion land was salt and have found some way to survive
on a failed save and takes half as much damage and without constant water. This includes all creatures that
gains no exhaustion on a successful save. do not need water such as many elementals and
Ambient - Unsatiable Thirst undead.
Creatures traveling through the salt wastes become Humanoids
thirsty twice as fast, requiring twice as much water to The Bracken are the only humanoids naturally adapted
survive. to inhabiting the salt wastes as the landscape is
Strange Weather - Rain relatively tame to their home on the elemental plane of
It does not normally rain within the salt wastes. When it salt.
does, the water does not pool or create puddles and is They are not the only humanoids to be found within
instead immediately absorbed by the salt wastes. It the salt wastes, however. The land was always once
generally only rains for a few hours at a time and when another biome and it is not impossible for some
it does, all ambient biome effects are suppressed for the humanoids to have remained in the vain hope that their
duration of the rainfall. land will one day be cured.
 

63
Salt Elementals Resources  
The following stat block is for a salt elemental. They are Salt
not nearly as friendly and are characterized by the same
level of thirst as the land itself. In a cruelly ironic twist, The salt wastes are practically useless in terms of
the salt elementals are not capable of traveling beyond resources except for the obvious abundance of salt. The
the salt wastes, as doing so is analogous to being salt gathered from the salt wastes is incredibly potent
crushed by a waterfall and is easy enough to quickly and when cooking with this salt, only a tenth as much is
overwhelm and kill them. needed to achieve the same effect in the dish.
 

64
Bracken Bracken Adventurers  
“CRKTK THE BRACKEN CROSSED THE RIDGE,
Bracken makes good adventurers as their society is
taking in the cavern that contained his homeland. already inclined to wandering and survival. Many
Hundreds of other Bracken filled the cavern, making Bracken stay within the elemental plane of salt due to
their way to the ancestral pool. Crukutuk began looking familiarity and a desire to stay close to the annual
for a partner, mingling through the faces he hasn’t seen meeting, however, those Bracken with an extreme
since last year.” individuality or a desire for closer companionship might
— Z. R. Proudfire, Life in the Elemental Planes make their way to the material plane.
Bracken are an individualist people. They are mostly Many bracken take to a life of adventure in defiance of
hunters and gatherers, used to traveling the hostile their individualist culture. These bracken are not able to
landscape of the salt plane. Bracken are seldom found find much companionship from their kin and most
in groups, traveling at most with one or two partners at societies are not willing to welcome them. As such,
a time and even so often for only short durations. adventurers are one of the few groups willing to take a
bracken into their midst.
Crystalline Form Bracken Names
Bracken vaguely resemble humans partially covered in Male Bracken names are short two-syllable names
salt formations that resemble white scales. Their skin is formed of some form of “-ck” sound. Their names do not
usually a blue, green, or teal color and their hair is have vowels. These names rarely include vowels. These
usually a dark blue or green or a stark white. Their names are usually given at birth. Bracken do not
features are considerably more angular than similar generally have second names of any form.
humanoids and their limbs are much longer with a Male Names: BrckCk, CrkTk, FrkVk PrkTk, TrkBk

stockier torso. Female Names: BkBk, LkDk, NkDk, TkTk, VkVk

Huner and Gather  


Bracken spend much of their time tracking prey and
searching for food. They are adept at surviving in harsh
conditions which is to be expected as their homeland is
one of the most inhospitable planes that can still
support life. Those that migrate to the material plane
can devote much more time to hobbies and other
activities due to the relative abundance of resources.
Lone Wanderer’s
Bracken society is largely individualist. This is primarily
because resources within the domain are sparse,
making it difficult for groups to support themselves.
Additionally, larger groups are larger targets for many
of the beasts and monsters that inhabit the plane of salt.
Finally, Bracken are vulnerable to each other’s touch,
making physical contact incredibly rare within Bracken
society.
Once a year, the Bracken travel back to their
homeland, one of few seasonal pools within the plane of
salt. During such time, Bracken can reproduce and
socialize with their kin.

65
Bracken Traits  
Your Bracken character shares the following traits with
all other varieties of Brackens.
Ability Score Increase. Your Constitution ability score
is increased by 2 and your Wisdom ability score is
increased by 1.
Age. A bracken reaches adulthood at the age of 20
and generally lives into the middle of his or her second
century.
Alignment. The homeland of bracken is rough and
unforgiving which makes altruism difficult and
dangerous. As such, on average their alignments tend
towards neutral or evil alignments.
Size. Bracken are on average 4 to 5 feet tall. Your size
is medium.
Speed. Your base walking speed is 30 ft.
Draining Touch. Any creature that grapples you or
otherwise comes into direct contact with your skin must
succeed on a Constitution saving throw or take 1d6
necrotic damage as your drain the moisture from them.
The DC of this trait is 8 + your proficiency bonus + your
Constitution modifier.
Alternatively, you may use this as a natural weapon,
dealing the damage automatically on a hit.
Constructs, Undead, and creatures without natural
moisture are immune to this trait. Each time you use
this trait, you gain enough water to survive for one
month. This trait is suppressed while you are within
water.
Natural Armor. Your skin is covered with hard scale-
like salt formations. When you aren’t wearing armor,
your AC is 13 + your Dexterity modifier. You can use
your natural armor to determine your AC if the armor
you wear would leave you with a lower AC. A shield’s
benefits apply as normal while you use your natural
armor.
Wasteland of Salt. Due to your homeland, you have
learned how to handle tough environments. You are
proficient in Survival and you can go a month without
drinking before suffering negative effects.
Water Affinity For each minute you spend submerged
in water, you can spend one Hit Die to heal yourself.
Roll the die, add your Constitution modifier, and regain
a number of hit points equal to the total (minimum of 1).
Languages. You can speak, read, and write Common
and Saline.
 

66
Sigil Lagoon
The Sigil Lagoon, sometimes also referred to as the Biome Effects  
aether coasts, is a stretch of land alongside the ocean
where the saltwater lakes form arcane sigils, making Ambient - Strengthened Magic
the coast a place of arcane power. The shape of these
sigils changes with the shifting tides, placing the magic Spells cast within the sigil lagoons are cast as if they
in constant flux. were a number of spell levels higher equal to the
The sigil lagoon was created as an experiment by an caster’s spellcasting modifier for the purposes of spells
arcane college but the effect proved dangerous and was such as Counter Spell and Dispel Magic.
since abandoned. Now, the only ones that inhabit these Hazard - Volatile Magic
coasts do so at great peril, adapting to the constant wild
magic. Each time a creature within the sigil lagoons expends a
spell slot or the charge of magical item, they must roll a
Adventure Hooks d20. On a 1, the caster must roll on the wild magic
Sigil Lagoons are difficult to travel through and may surge table.
pose a danger to the unprepared. Trade Routes that Strange Weather - Arcane
move through this area often bring with them antimagic Storm
fields to suppress the ever-changing
Antimagic Protection. A settlement within the Sigil A storm with clouds of shifting colors rolls over the
Lagoons uses magical items that create antimagic land. The rain is normal, but each time lightning strikes,
fields around them and they use these fields to it causes a wild magic surge at the location of the strike.
suppress the wild magic within the lagoons. These For the duration of this storm, the volatile magic hazard
were stolen and adventurers were hired to find and always triggers, regardless of the roll on the d20.
return them.
 
Sorcerous Uprising. One settlement has discovered a
way to consistently imbue people with sorcerous
magic. Other settlements are worried about the
implications if the tribe ever attempted war and
adventurers are caught up in the conflict.

67
Inhabitants Resources  
Humanoids Aether Water
The Sigil Lagoons are difficult to inhabit and those that The water found within the sigil lagoons are powerful
do so usually only do because they have nowhere else to conduits of magic, making it an excellent ingredient in
go. As such they are most commonly inhabited by the potions or arcane rituals.
disenfranchised, especially those already likely to live Flora
along coasts.
The Sahuagin are particularly adept at surviving in A skilled alchemist can use the flora in the biome to
the Sigil Lagoons due to their ability to mutate. brew potions of force resistance.
Wild Magic Template Flora and Fauna
The creatures within the Sigil Lagoons are sometimes Life within the sigil lagoons is infused with magic.
affected by the wild magic, reflected by the Wild Magic Skilled cooks can use this to prepare meals with potent
Template. magical effects.
 

68
Mutations  
Sahuagin Mutations are commonplace. Although
mutated hatchlings are normally killed off, two
somewhat common mutations were commonly allowed
to live. Sahuagins with 4 arms, known as Barons would
rule over a village each, only subservient to their prince.
Malenti Sahuagin are Sahuagin who are born
mutated to look like Sea Elves with green skin, green or
blue hair, and retractable claws. The resemblance is
keen enough so that even elves are unable to tell the
difference. Only Dolphins can tell them apart. Malenti
are often shunned by their tribes with many being
hostile but are protected for their usefulness as spies.
For the King
Sahagin societies are patriarchal. Each Baron would
rule over an entire village and would in turn be presided
over by one of the many princes who all were ruled over
by the king. The Kings would rule over cities supporting
thousands. Women were not allowed to rule but held
status as teachers or lore keepers.
Families
Sahuagin Women are responsible for raising the
children until they are old enough to fight at which point
the children are forced to fight each other to the death
to foster aggression and combat ability.
Sahuagin as Adventurers
Sahuagin are quick to kill any that do not fit the limited
vision of usefulness the culture has and those that do
not fit in must either flee or hide. Such Sahuagin often
Sahuagin turn to adventuring until they can find a new home.
“It has been one year since we lost control of our Malenti commonly flee once they age as they are
experiment. The lagoons are still volatile and magic almost always killed once they no longer serve useful as
within its coasts has proven unpredictable. Life within a spy.
these lagoons is sparse save for a colony of Sahuagin. Sahuagin Names
They have adapted quickly and have made the Sahuagins have a personal name given at birth followed
completion of this report difficult. Their mutations seem by a clan name. Their names are all hard to pronounce
strengthened and more commonplace than in other with guttural sounds. The Males and Females have
colonies. I propose further research should be done into similar naming conventions with the men traditionally
this use case.” having longer names.
— Valna Hazelmoon, Sigil Lagoon Experiment Report Male Names: Bjgurlrm, Bjorrlillgr, Garrglbr,
Sahuagin (pronounced: /sɑːˈhwɑːgɪn/ sah-HWAH-gin) Mrggglrgly, Murglberrg,

are a fish-like monstrous humanoid species that live in Female Names: Erles, Fllrlr, Glrmr, Lrmgl, Mglky

oceans, lakes, and other aquatic environments. Thought Clan Names: Bhaagnirh, Cxaozhexz, D’ucness, Iv’ectu,
to be monsters due to the aggressive behavior of many Ngabhash, Yaz’ibrarh, Z’uilli

Sahuagin tribes, the Sahuagin are no less capable of  


thought and nuance.
Sea Devils
Sahuagin usually have green skin with dark stripes or
spots that faded with age. They have webbed feet, fins,
and gills which make them excellent swimmers and
they have sharp teeth and claws they can use in combat.
69
Sahuagin Traits Sahuagin Mutations  
Your Sahuagin character shares the following traits Many Sahuagin are born with strange mutations. You
with all other varieties of Sahuagin. gain any two of the following Sahuagin Mutations. You
Ability Score Increase. Your Strength, Constitution,
gain an additional mutation at 3rd level and a final
and Wisdom ability scores are increased by 1 each. mutation at 5th level.
Baron Mutation. You have an additional arm
Age. Sahuagin start as hatchlings, do not grow limbs underneath one of your existing arms. You can select
until six months, and reach adulthood after six years. this mutation twice.
Sahaugin can live for centuries but rarely survive past Blood Fury. When you damage a creature with an
thirty years. attack or a spell and the creature is missing more than
Alignment. Sahuagin society values violence and
strict adherence to the Laws of Battle. As such their half its hit points, you can cause the attack or spell to
alignments tend towards Lawful Evil. deal extra damage to the creature. The extra damage
Size. Sahuagin stand around 6 feet tall on average but
equals your level. Once you use this trait, you can’t use it
can be as large as 9 feet tall or as short as 3 feet tall again until you finish a short or long rest.
Climbing Claws. You can use your claws to climb, you
thanks to their penitence for mutations. Your size is gain a climbing speed equal to your Walking speed.
medium. Diminutive Form. Your size becomes small.
Speed. Your base walking speed is 30 ft and you have Elongated Fangs. Your fanged maw is a natural
a Swim speed of 40 feet. weapon, which you can use to make unarmed strikes. If
Claws. Your claws are natural weapons, which you you hit with it, you deal piercing damage equal to 1d6 +
can use to make unarmed strikes. If you hit with it, you your Strength modifier, instead of the bludgeoning
deal slashing damage equal to 1d4 + your Strength damage normal for an unarmed strike.
modifier, instead of the bludgeoning damage normal for Malenti Mutation. Malenti don’t need to sleep.
an unarmed strike. Instead, they meditate deeply, remaining
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light and in darkness as if it were semiconscious, for 4 hours a day. While meditating, you
dim light. You discern colors in that darkness only as can dream after a fashion; such dreams are mental
shades of gray. exercises that have become reflexive through years of
Shark Telepathy. You can communicate simple ideas
practice. After resting in this way, you gain the same
with sharks and you can do so telepathically with benefit that a human does from 8 hours of sleep.
Spined Mutation. When you aren’t wearing armor,
Sharks that you can see within 120 feet of you. your AC is 13 + your Dexterity modifier. You can use
Water Dependency. If you fail to immerse yourself in your natural armor to determine your AC if the armor
water for at least 1 hour during a day, you suffer one you wear would leave you with a lower AC. A shield’s
level of exhaustion at the end of that day. You can only benefits apply as normal while you use your natural
recover from this exhaustion through magic or by armor.
immersing yourself in water for at least 1 hour. Surface Adaptation. You lose your Water
Languages. You can speak, read, and
Dependency trait.
write Common and Sahuagin.  

70
Verdant Flood
The verdant floods, also known as flood forests, forest Adventure Hooks  
reefs, or sea forests, are a type of freshwater ecosystem The verdant floods are near impossible to travel through
with verdant flora. The reef is primarly made up without some kind of boat or flight for thost that
cascade trees, large ancient trees that flood water into generally walk to get around.. Despite this, the verdant
the surrondings. Though the specifics of why are not floods are filled with life and activity. The following are
known, scholars believe this is due to a closesness to some ideas for adventures that fit within the verdant
the elemental plane of water or gift bestowed by a fey floods specifically.
many centuries ago. Regardless of it’s creation, these
flooded forests make for thriving ecosystems with Fall of Civilization. A settlement built within the trees is
abundant plant and animal life. being threatened by some monster or otherwise. The
Fey passings are common in the verdant floods, settlement requires assistance or will otherwise be
especially those leading to the various fey rivers and plunged into the water.

lakes. As such, the verdant floods are common hosts to Fey Deep. The adventurers must need to go to the
aquatic fey belonging to the river court. feywilds for whatever reason, but the closest or only
Other than the coasts, the water can range from 10 to known crossing is miles below water.

2,000 feet deep but on average, the water is about 200 Run Aground. A vessel within the verdant flood has hit
feet deep. a tree or otherwise crashed their vessel. They cannot
make it through the verdant forest without their ship
and is willing to pay adventurers who are able to
assist them.

71
Biome Effects Inhabitants  
Hazard - Tangle Drift Monsters and Threats
Tangle Drift is the name given to drifting vines and The following table includes monsters from the DMG,
other plants under the verdant floods. These plant MM, and PHB that could be found within the verdant
masses seem safe but creatures that attempt to move floods.
through them can get tangled quickly. Tangle Drifts are
difficult terrain and the first time on each creatures turn Monsters by CR
that they move within the tangle drifts, they must make Verdant Flood Monsters Challenge Rating (XP)
a DC 10 Strength saving throw or become restrained by Baboon, Crab, Owl, Rat, Raven 0 (10 XP)
the tangle drifts. A restrained creature may attempt to Flying Snake, Giant Crab, Poisonous 1/8 (25 XP)
save themselves by suceeding a DC 15 athletics check. Snake, Stirge
Blink Dog, Constrictor Snake, Giant Bat, 1/4 (50 XP)
Strange Weather - Algal Bloom Giant Frog, Giant Lizard, Giant
Occasionally the verdant forests will have an algal Poisonous Snake, Mud Mephit, Needle
bloom where the water becomes almost opaque due to Blight, Pixie, Sprite
an abundance of algae. During the algal bloom, Ape, Crocodile, Giant Wasp, Vine Blight 1/2 (100 XP)
everything underwater is lightly obscured and you Dryad, Faerie Dragon (Orange, Red, 1 (200 XP)
cannot see through the surface of the water. Yellow), Giant Toad
Creatures that breathe the water during an algal Faerie Dragon (Blue, Green, Indigo, 2 (450 XP)
bloom must make a DC 10 constitution saving throw Violet), Giant Constrictor Snake,
every 4 hours spent underwater. On a failed save, the Merrow, Plesiosaurus, Sea Hag
creature gains a level of exhaustion. Displacer Beast, Green Hag 3 (700 XP)
Couatl 4 (1,100 XP)
Giant Crocodile, Shambling Mound, 5 (1,800 XP)
Water Elemental
Giant Ape 7 (2,900 XP)
Hydra, Young Bronze Dragon, Young 8 (3,900 XP)
Green Dragon
Treant 9 (5,000 XP)
Marid 11 (7,200 XP)
Adult Bronze Dragon, Adult Green 15 (13,000 XP)
Dragon
Ancient Bronze Dragon, Ancient Green 22 (41,000 XP)
Dragon

Humanoids
The following player races are likely to be found native
to the verdant floods.
Aaracokra
AnglerMBotM
Elf (Sea)
Elf (Wood)
Lizardfolk
Triton
Water Genasi
Resources
Flora
The flora within the verdant floods is especially varied
and abbundant. Checks made to gather herbs and other
flora within this biome are made at advantage.
 

72
Angler Angler Features  
Despite being associated with a fish from the deep Your Angler character shares the following traits with
ocean, the anglers are most often found within all other varieties of Angler.
freshwater ecosystems. Possibly the largest society of Ability Score Increase. Your Charisma ability score is
Anglers is within the verdant flood with a city built increased by 2 and your Dexterity ability score is
within the deepest trench. increased by 1.
The creation myth for the Angler varies from telling to Age. Anglers reach maturity around age 15 and can
telling, but the most common myth is that a dashing elf live up to 300 years.
with a terrible personality was cursed by a hag to be as Alignment. Anglers hunt and survive through deceit
hideous as their soul. The elf-turned-angler did keep one and espionage as such, they tend towards chaotic or
semblance of their old appearance, a single light that neutral alignments.
could draw others in and enchant them, before Size. Your size is medium.
betraying their trust, just as the eld did before. Speed. Your base walking speed is 30 ft and you have
Glimmer in the Dark a swim speed of 30 ft.
Amphibious. You can breathe air and water.
Anglers are fish-like humanoids with a light on a long Angler Deceit. You are proficient in Deception and
protrusion from their forehead. The angler can use the Stealth.
light to enthrall all who stare into it. They are Dwellers of the Deep. Adapted to survive well below
reminiscent of the angler fish of the ocean but hold no the surface, you have resistance to cold damage and can
relation otherwise. Anglers have gills, fins, and scales handle the immense pressure without ill effects.
and they cannot stay out of the water very long. Enthralling Light. You can cast the enthrall spell once
with this trait, requiring no verbal components, and you
Liars, Thieves, and Politicians regain the ability to cast it this way when you finish a
Angler society features cutthroat politics and business long rest. When you cast this spell in this way, the
deals with it being common practice to lie and deceive creature does not need to hear you and you do not need
your way to success. That does not mean their society is to speak, but the creature must be able to see your light.
without law, in fact, angler legal systems are more Charisma is your spellcasting ability for this spell.
advanced than similar systems throughout history. Superior Darkvision. You can see in dim light within
Many anglers reject this philosophy and are capable 120 feet of you as if it were bright light and in darkness
of being just as if not more honest than those of other as if it were dim light. You can’t discern color in
races, but it is generally the most manipulative that darkness, only shades of gray.
winds up in charge and give the anglers their reputation. Sunlight Sensitivity. You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on
Angler Adventurers sight when you, the target of your attack, or whatever
Plenty of Angler societies places a heavy value on you are trying to perceive is in direct sunlight.
Water Dependency. If you fail to immerse yourself in
material wealth. As such, anglers often become water for at least 1 hour during a day, you suffer one
adventurers, hoping to achieve great wealth and fame. level of exhaustion at the end of that day. You can only
Anglers are often welcomed into adventuring parties as recover from this exhaustion through magic or by
the species has a reputation that proves useful on the immersing yourself in water for at least 1 hour.
open road. Languages. You can speak, read, and write Common
Angler Names and one other language (usually aquan, elvish, or sylvan
Anglers are a relatively new race to the world and their depending on their home).
 
culture is filled with bits taken from others. As such,
anglers generally have a naming convention taken from
the culture of a neighboring society

73
Void Mesas
The Void Mesas is created when the vacuum quasi- Biome Effects  
elemental plane borders the material plane. The
landscape looks unchanged at a cursory glance but is Hazard - Void Sphere
pockmarked with what seems like craters. These
craters are actually spheres of complete emptiness, Void Spheres come in three states: Active, Inactive, and
devoid of even air. These spheres typically range in size Dead.
from a few feet across to about 100 feet but on rare Active and Inactive Void spheres are completely
occasions can be up to 1 mile in diameter as well. empty of all material. There is no air within the sphere
Though the vacuum plane itself is dangerous, most of and a creature within that needs to breathe must hold
that danger is diluted within the void mesas. The void its breath or begin to suffocate. The void spheres pose
spheres pose a threat to unaware explorers but are minimal resistance to outside matter, creatures can
trivially easy to navigate to locals and those experienced pass through this with minimal effort though objects do
in the region. not outside of large movements such as falling debris.
Active Void Spheres also actively destroy material
Adventure Hooks that enters them. The frequency of this destruction is
The void mesas can hold plot hooks that any mesa can. determined by the age of the void sphere and ranges
In such cases, the void spheres serve as little more than from once a minute to once every few moons. When a
environmental hazards. The following is a list of void sphere destroys the material inside it, all non-
adventure hooks that can only take place within the void magical items (including worn ones) are instantly
mesas. destroyed and everything else takes 8d8+80 force
damage. These pulses of destruction are prefaced by a
City of Steel. A city of living constructs and sentient single sphere of darkness roughly 5 inches in diameter
undead has been built in what was thought to be an opening in the center of the sphere. Creatures have
inactive void sphere, though diviners believe the 1d10 rounds to react to the pulse before facing the
sphere is active and will destroy the city in a few destruction.
days/weeks.
Inactive Void Spheres remain a vacuum but do not
Indestructible Meteor. A meteor has crashed into a void actively destroy new material introduced into the sphere
sphere and seems to be immune to its destructive but remain a vacuum.
pulses. Adventurers are hired to find out why.
Dead Void Spheres have long since lost their magic
Void Caller. A mage has discovered a way of creating they pose no threat more than just a simple crater.
void spheres and plans on creating them in populated Strange Weather - Thin Winds
cities.

The thin winds are a phenomenon that occurs when the


entire mesa becomes influenced by the vacuum plane.
The air within the mesas is thinned. For the duration,
creatures have disadvantage on Constitution saving
throws made to avoid exhaustion. Additionally, after 1
hour of physical activity, creatures must make a
Constitution saving throw. The DC is 10 and future
saves increase by 2 each time a creature makes this
save.
 

74
Inhabitants Resources  
Beasts and Monsters Flora
The following table includes monsters from the DMG, The flora within the region can be brewed by powerful
MM, and PHB that could be found within the void alchemists to create potions that allow the consumer to
mesas. go for hours without needing to breathe.
Alternatively, Skilled poisoners can use the natural
    Challenge flora to brew powerful poisons that draw on the area’s
Void Mesa Monsters
Cat, Hyena, Jackal, Scorpion, Vulture
Rating (XP)
0 (0 or 10 XP)
connection to the negative energy plane.
Flying Snake, Poisonous Snake, Stirge 1/8 (25 XP) Void Forged Metal
Giant Lizard, Giant Poisonous Snake 1/4 (50 XP)
Skilled blacksmiths that forge with magical metals find
Dust Mephit, Swarm of Insects 1/2 (100 XP)
the void spheres useful for removing impurities. As
Death Dog, Giant Hyena, Giant Spider, Giant 1 (200 XP)
certain enchanted materials such as mithral are
Vulture, Half-Ogre (Ogrillon)
immune to the effects of the void spheres, forges are
Ogre 2 (450 XP)
built around small spheres. The blacksmiths place
Giant Scorpion, Phase Spider, Wight, Yuan-ti 3 (700 XP)
weapons and other metal creations in the spheres.
Malison
When the sphere creates a destruction pulse, all
Couatl, Gnoll Fang of Yeenoghu 4 (1,100 XP)
material save for the mithral (or other enchanted
Air Elemental, Earth Elemental 5 (1,800 XP)
material) is removed. This allows skilled blacksmiths to
Invisible Stalker, Young Brass Dragon 6 (2,300 XP)
create magical weapons, armor, or otherwise without
Yuan-ti Abomination 7 (2,900 XP)
impurities.
Young Blue Dragon
Guardian Naga
9 (5,000 XP)
10 (5,900 XP)  
Djinni, Roc 11 (7,200 XP)
Adult Brass Dragon 13 (10,000 XP)
Purple Worm 15 (13,000 XP)
Adult Blue Dragon 16 (15,000 XP)
Ancient Brass Dragon 20 (25,000 XP)
Ancient Blue Dragon 23 (50,000 XP)

Humanoids
The following player races are likely to be found native
to the void mesas.
Aarakocra (Void)MBotM
Bugbears
Dwarf (Mountain)
Genasi (Any Except Water)
Goblin
Hobgoblin
Orc
Tabaxi
Tiefling
Yuan-Ti
Invisible Stalkers
Invisible Stalkers are incredibly common within the
void mesas and they are immune to the effects of the
void spheres. These invisible stalkers are not
necessarily bound by a mage and are not necessarily
hostile by default.

75
Aarakocra Variant  
The following is a variant of aarakocra that originated
from the vacuum plane. Bordering the plane of air, a
small number of aarakocra migrated there, becoming
altered by the plane over time. These aarakocra became
known as void aarakocra. Eventually, these aarakocra
made their way into the material plane. It is believed
that the void spheres are actually small portals that
open for a small amount of time and the void aarakocra
were able to travel through these portals.
Void Aarakocra
Void Aarakocra have the following traits instead of their
normal traits. Void Aarakocra still have wings, though
they have become vestigial over generations without
needing them.
Ability Score. Your Constitution score is increased by
2 and your Wisdom score is increased by 1.
Age. Aarakocra reach maturity by age 3. Compared to
humans, aarakocra don’t usually live longer than 30
years.
Alignment. Most aarakocra are good and rarely
choose sides when it comes to law and chaos. Tribal
leaders and warriors might be lawful, while explorers
and adventurers might tend toward chaotic.
Size. Aarakocra are about 5 feet tall. They have thin,
lightweight bodies that weigh between 80 and 100
pounds. Your size is Medium.
Speed. Your base walking speed is 35 ft.
Talons. You have talons that you can use to make
unarmed strikes. When you hit with them, the strike
deals 1d6 + your Strength modifier slashing damage,
instead of the bludgeoning damage normal for an
unarmed strike.
Unending Breath. You can hold your breath
indefinitely while you’re not incapacitated.
Void Magic. You know the sapping sting cantrip.
Starting at 3rd level, you can cast the feather

fall spell with this trait, without requiring a

material component. Starting 5th level, you can

also cast the levitate spell with this trait, without


requiring a material component. Once you cast

feather fall or levitate with this trait, you can’t

cast that spell with it again until you finish a long

rest. You can also cast either of those spells using

any spell slots you have of the appropriate level.


Intelligence, Wisdom, or Charisma is your
spellcasting ability for these spells when you cast

them with this trait (choose when you select this

race).
 

76
Voltaic Peaks
The voltaic peaks are a biome that exists when the Adventure Hooks  
elemental plane of lightning draws close to a mountain The voltaic peaks are just as populated as normal
on the material plane. The biome is characterized by mountainous environments and much of the life live
constant lightning storms that create devastating below the peaks. Despite this, the following are some
craters and fracture the landscape. Settlements within ideas for adventures that fit within the voltaic peaks
the voltaic peaks often use lighting rods to divert this specifically.
away from their homes and technologically advanced
societies even harness this electricity to power Lightning Thief. Someone has managed to calm the
mechanisms. constant lighting, crippling a town that uses the
Weather within the voltaic peaks is just as varied as lightning on a day-to-day basis. The settlement is
elsewhere but the lightning strikes are constant. As hiring adventurers to try and solve the situation.

such, lightning strikes in otherwise calm weather are They’re Alive. A mad scientist in the voltaic peaks is
not uncommon. Though to accommodate this, the skies harnessing the constant lighting to animate large
are almost always cloudy. numbers of monstrosities that are terrorizing the
area.

77
Biome Effects Inhabitants  
Hazard: Conductive Strike Storm Beast Template
Once every minute, lighting strikes the most conductive The monsters and creatures within the voltaic beasts
thing within a 300 square foot area. If a conductive are often the same as those found within mountains
metal is within the area, it strikes that, otherwise it (see the DMG for a detailed table). However, on
strikes a creature. If there are no creatures, it strikes the occasion, some of the beasts in the region take on the
ground. If there are multiple things with the same level elemental nature of the lighting. Such beasts are known
of conduciveness, lighting will strike one at random. as Storm Beasts. The following template represents
When lightning strikes, each creature within 10 feet of such creatures.
the point must make a DC 15 Dexterity saving throw,
taking 16 (3d10) lightning damage on a failed save or
half as much on a successful save. Objects within this
area are also affected.
Strange Weather: Clear Skies
Clear weather within the voltaic peaks is incredibly rare,
but a few times a year it does occur, granting creatures
within a brief respite from the thunder for a day.

Humanoids
The following player races are likely to be found native
to the voltaic peaks
Aarakocra
Dragonborn (Blue, Bronze)
Dwarf (Mountain)
FotavlynMBotM
Genasi (Air)
 

78
Resources  
Flora
Some flora within the region contain trace amounts of
static electricity and give minor shocks to those that
touch them. Advanced civilizations may use this flora to
create batteries. Otherwise, skilled alchemists may use
the flora in the region to craft potions of lightning
resistance or potions of speed.
Tordinian
Tordinian is a superconductive metal found high up
within the mountains of the voltaic peaks. The metal
holds almost no use within the voltaic peaks for
anything other than lightning rods as they direct almost
every lighting strike near it to the material. Elsewhere,
the metal can be quite useful. Skilled blacksmiths can
forge the metal into weapons that deal lightning damage
and armor that increases one’s speed. Regardless of
skill, whenever a ranged weapon attack that deals
lightning damage is made against a target within 10 feet
of a creature holding or wearing tordinian, that creature
becomes the target instead (choosing at random if
multiple creatures have tordinian).
 

79
 

Fotavlyn Between Heavens and Earth


“THE PEAKS OF THE MOUNTAIN OPENS TO THE
heavens above, and on the precipice of both are the The fotavlyn are most often found along mountain tops
Fotavlyn, those born of lighting, walkers of earth. These where they are the closest to the sky. As such, travel to
are the heir to giants and they bend the storms to their fotavlyn settlements is incredibly difficult and fotavlyn
will.” rarely interact with anyone outside of the mountains
that they live in. Fotavlyn that travel beyond their homes
— Vararian Lowmaker, A Song of Storms and Thunder are often met with confusion and a timid suspicion as
The Fotavlyn or the “Født av lyn” are a people that have few have traveled the realms.
descended from giants. Distant cousins of goliaths and
firbolgs, the fotavlyn descended specifically from storm Primal Tribes
giants and have a specific connection to lighting and Fotavlyn culture often pays tribute to primal spirits and
thunder. Although the fotavlyn are most numerous the shaman often calls on these spirits to aid their
within the voltaic peaks, they can be found anywhere tribes. These tribes rarely use family groups, instead,
where storms are possible. the entire tribes are responsible for raising the new
Heir of Giants members.
 
The fotavlyn are similar to goliaths or large humans
with blue, yellow, or grey skin. The fotavlyn generally
have lighter hair colors such as blonde, white, or blue
hair. Tattoos are common in fotavlyn tribes. A common
tattoo is the specific fractal pattern that results from a
lightning strike and plenty of foravlyn incorporate these
patterns into other designs.
80
Fotavlyn Adventurers  
Fotavlyn culture heavily values honor and valor and
occasionally fotavlyn will leave their tribes to try and
prove themselves if this honor is ever broken.
Fotavlyn Names
Fotavlyn often have two names, a birth name and a clan
name. These names are often very similar to that of
goliaths and their giant ancestors.
Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan,
Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo,
Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea,
Vimak

Clan Names: Anakalathai, Elanithino, Gathakanathi,


Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu,
Thuliaga, Thunukalathi, Vaimei-Laga

Fotavlyn Features
Your Fotavlyn character shares the following traits with
all other varieties of Fotavlyns.
Ability Score Increase. Your Dexterity ability score is
increased by 2 and one other ability score of your choice
is increased by 1.
Age. Fotavlyn have lifespans comparable to humans.
They enter adulthood in their late teens and usually live
less than a century.
Alignment. Fotavlyn society serves as a contradiction
to the chaotic nature of lightning. Their society values
control and rules, leading them to lawful alignments.
Size. Fotavlyn are between 7 and 8 feet tall and weigh
between 280 and 340 pounds. Your size is Medium.
Speed. Your base walking speed is 35 ft.
Charged Magic. You learn your choice of one of the
following cantrips: Gust, Shape Water, Shocking Grasp,
or Thaumaturgy. Constitution is your spellcasting ability
for your chosen cantrip.
Lightning Kin. You have resistance to lightning and
thunder damage.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Step of Storms. You have a flying speed equal to your
walking speed though the flight only works in short
bursts. You fall if you end your turn in the air and
nothing else is holding you aloft.
Languages. You can speak, read, and write Common
and Giant.
 

81
Appendix A - Feats of the Multiverse
The following section contains various racial feats for Corrosive Touch  
the races presented in this document. Prerequisite: Black Sludeling
Aegis of Fire Your body is excedingly corosive, granting your the
Prerequisite: Fire Genasi, Fire Ursan, Ignilocapra
following features:
You have greater connection to your elemental Each time you strike another creature with your
heritage. As an action, you can summon elemental fire natural weapon, start your turn grappled by or
to your side, causing it to wreathe around you for 10 grappling another creature, or get struck by a melee
minutes or until you end it early as a bonus action. For attack from another creature attacking with a natural
the duration you gain the following effects: weapon or unarmed strike, the creature becomes
You shed bright light for 30 feet and dim light for a covered in your acidic slime. Such creatures take
further 30 feet. 1d4 acid damage at the start of their next turn.
When another creatures hits you with a melee Each time you take acid damage, the amount you
attack, they take 1d4 fire damage. take is reduced by 3.
Once per turn when you deal fire damage to another Empowered Thirst
creature, they take an additional 1d4 fire damage.
You become immune to all fire damage. Prerequisite: Bracken and at least one spell slot

Once you use this feature, you must finish a long rest When you deal damage with your draining touch
before you may do so again. feature, you may spend a spell slot to further draw from
the creature. The creature takes an additional 1d6
Consumption of Visicera necrotic for each level of the spell slot expended. Each
time you use this feature you regain a hit die.
Prerequisite: Chwidwin
You gain the ability to consume creatures alive and Giant Blood
dead to recover vitality. You gain the following benefits: Prerequisite: Fotavlyn or Goliath
Increase your Constitution score by 1, to a maximum You have a much stronger connection with your giant
of 20. heritage, granting you the ability to grow in size and
Your teeth become natural weapons that deal 1d6 create ancient runes.
piercing damage on a hit. Increase your Intelligence, Wisdom, or Charisma by
When you use your natural weapons on a living 1, to a maximum of 20.
creature or a creature that has been dead for no You learn the enlarge/reduce spell and one 1st-level
longer than an hour, you can spend one Hit Die to spell of your choice. The 1st-level spell must be from
heal yourself. Roll the die, add your Constitution the abjuration school of magic. You can cast each of
modifier, and regain a number of hit points equal to these spells without expending a spell slot. Once you
the twice the total (minimum of 1). You may not cast either of these spells in this way, you can’t cast
regain hit points in this way from the same creature that spell in this way again until you finish a long
until you finish a long rest and you may not use this rest. You can also cast these spells using spell slots
trait on constructs or other creatures that lack blood, you have of the appropriate level. The spells’
bone, or flesh (depending on your subrace). spellcasting ability is the ability increased by this
feat.
 

82
Malenti Training Sludeling Split  
Prerequisite: Sahuagin, Malenti Mutation Prerequisite: Sludeling
You have been trained as a spy for your Sahuagin You are more attuned to your ooze origins, allowing
tribe and you are adept at blending into Sea Elf culture, you greater control of your form, even allowing you to
granting you the following benefits: split yourself into multiple forms.
Increase your Dexterity, Charisma, or Intelligence by As an action on your turn or as a reaction to taking
lighting or slashing damage, you can split yourself into
1, to a maximum of 20. two smaller forms each of which is one size smaller
You learn Aquan and Elven. than your current size. You may only do so if you are not
You gain proficiency in your choice of Deception, wearing heavy armor and any gear you have is only held
Persuasion, Sleight of Hand, or Stealth. Whenever by one of the smaller forms (your choice). Once you do
you roll one of these skills to hide from or so, you cannot do so again until you reform.
manipulate a humanoid, you can add a d4 to the roll Each smaller form has half your current and max
or a d6 if the humanoid is an elf. health (rounded down) and share all of your statistics
Sharp Mind
and abilities not tied to your gear. Whenever you take an
action or make an attack, you can do so as if you were in
Prerequisite: Krystalein either forms space. When you move, you can move both
Your crystal nature makes you excellent at reflecting forms, though your movement must be split between the
and resisting psionics. You gain the following features: two. For example, if your movement speed is 30 feet,
one form may move 30 feet, both forms may move 15
Increase your Intelligence score by 1, to a maximum feet or any other mix. Each of the two forms are
of 20. considered seperate creatures for the purposes of
When you take psychic damage, the creature that damage and conditions, though any psychic damage is
damaged you takes psychcic damage equal to half split evenly between both forms.
the damage it dealt to you. As an action, you can reform as long as both forms
Your thoughts can’t be read by telepathy or other are within 5 feet of each other, resetting your size and
means unless you allow it. combining the two form’s health as your current health.
Once per long rest as a reaction to being forced to If either split form dies, you can absorb the corpse of the
make a saving throw against a psionic effect, you can dead form, otherwise, you regrow your size and max
force the attacking creature to make an Intelligence health 1d4 days later.
saving throw, the DC of which is 8 + your Transparent Form
Intelligence bonus + your proficiency bonus. On a
failed save the target takes 2d10 psychic damage. Prerequisite: Gelatinous Sludeling
You have tapped into your ooze bloodline, allowing
you to utilize the magic nature of yourself to aid yourself
or others. As an action, you can expend a hit die,
subtracting the result of the roll from your current
health. When you do so, you may cast the invisibility
spell on a creature within 5 feet of yourself, coating
them in some of your slime.
Each time you do so after the first requires
cumulative additional hit die spent and removed from
your current health.
Volatile Mutations
Prerequisite: Sahuagin
Some exposure to a strong magical force or some
other source of power has caused you form to mutate
unpredictably, granting you the following benefits:
Increase your Constitution by 1, to a maximum of 20.
You gain an additional sahuagin mutation of your
choice.
When you finish a long rest, you can choose one
Sahuagin mutation you have and replace it with
another.

83
Xhalan Gust  
Prerequisite: Xhala
You have greater control over the air within you,
granting you the following features:
As a a bonus action, you may cause a great updraft to
quickly push you 20 feet straight up into the air.
When you fall from this, the fall damage is calculated
as if you had fallen 20 feet less.
As a a reaction to taking fall damage, you may cause
an updraft to slow your decent, halving the damage.
 

84
Appendix B - Custom Biome Generator
The following tables can be used as jumping off points d100 Quasi-Elemental Planes  
for creating your own custom magical biomes. 29-30 Ash
31-32 Dust

Base Biome 33-34 Lightning

First, select or roll on the following table to determine 35-36 Minerals

what existing biome is used as the base biome for your 37-38 Radiance

magical creation. 39-40


41-42
Salt
Steam
43-44 Vacuum
d12 Biome
Outer Planes
1 Arctic
45-46 Acheron (LG)
2 Badland
47-48 Arborea (NG, LG)
3 Coastal
49-50 Arcadia (NG)
4 Desert
51-52 Bytopia (NG, CG)
5 Forest
53-54 Carceri (CG)
6 Grassland
55-56 Elysium (CN, CG)
7 Hill
57-58 Gehenna (CN)
8 Marine
59-60 Hades (CN, CE)
9 Mountain
61-62 Limbo (CE)
10 Plain
63-64 Mechanus (NE, CE)
11 Swamp
65-66 Mount Celestia (NE)
12 Underground
67-68 Outlands
69-70 Pandemonium (NE, LE)
Planar Influence 71-72 The Abyss (LE)
Then, select or roll on the following table to determine 73-74 The Beastlands (LN, LE)
what plane infleunces the biome. The resultant magical 75-76 The Nine Hells (LN)
biome should take on some traits of the biome selected. 77-78 Ysgard (LN, LG)
Other Influences
d100 Plane 79-80 Abberational
Material Echos 81-82 Arcane
1-2 Feywild 83-84 Construct
3-4 Shadowfell 85-86 Draconic
Transitive Planes 87-88 Far Realm
5-6 Astral Plane 89-90 Man Made
7-8 Ethereal Plane 91-92 Primal
Elemental Planes 93-94 Psionic
9-10 Air 95-96 Undead
11-12 Earth 97-98 Wild Magic
13-14 Fire 99-00 Roll Again Twice
15-16
17-18
Water
Positive Energy
 
19-20 Negative Energy
Para-Elemental Planes
21-22 Ice
23-24 Magma
25-26 Ooze
27-28 Smoke

85
Biome Survivability  
Next, roll or select from the table to determine how easy
it is for life to survive and thrive within the created
biome. This also determines how common wild life and
inhabitants are.
d6 Survivability
1 Inhospitable
2 Barren
3 Hostile
4 Survivable
5 Plentiful
6 Abbundant

Biome Standout
Finally, roll or select from the table to determine what
makes the biome attractive for settlers or merchants.
d20 Standout
1 Allows Easy Planar Travel
2 Attractive View
3 Enhances other Magic
4 Contains Abundant Flora
5 Contains Abundant Fuana
6 Contains Abundant Minerals
7 Contains a Large Amount of Buildable Land
8 Contains a Rare Flora
9 Contains a Rare Fuana
10 Contains a Rare Minerals
11 Contains a Unique Flora
12 Contains a Unique Fuana
13 Contains a Unique Magical Effect
14 Contains a Unique Minerals
15 Contains a Unique Native Humanoids
16 Located along popular trade route
17 Located near overpopulated areas
18 Popular only among scholars and researchers
19 None the Land is Unusually Barren
20 None the Land is Unsusually Hostile
 

86

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