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when caught in severe weather, as it

could be detrimental to their health.


Dungeon Masters should arbitrate how THE BARD
difficult such shelter is to find based
ADVENTURER’S TAROT on the type of effect of the weather. In HARMONIOUS GALE
general, a DC 10 – 25 difficulty Survival Duration: 1 Hour
WEIRD WEATHER check can be made to find shelter Passive Effect:
depending on the severity and location
of the weather, and the creature’s A fast-moving and
knowledge of the area. enchanted wind flows around
the adventurers, enhancing
movements, and offering
A BRIEF INTRODUCTION DECK SETUP inspiration to thoughts. You
swear you can hear an alien
The Adventurer’s Tarot deck has a For our weird weather generator, you
voice dancing on it as it rushes
multitude of uses in fantasy role- should create a deck that includes O — THE BARD — 20
around you. Give each creature
playing games, and here at Weird one of each of the unique cards. I — THE RANGER — 20
Works, we’re doing our best to Including the Developer, Designer, and a d8 inspiration die to add to
II — THE MONK — 21
continually extend those uses. We Dungeon Mistress cards is optional— any attack roll, ability check,
III — THE FIGHTER — 21
received a suggestion from backer those cards create effects that could or saving throw they make
IV — THE CLERIC — 21
Stormquiss during our Empress twist the trajectory of a campaign while exposed to the gale.
V — THE ROGUE — 21
Deck campaign to provide a random quite significantly.
weather generator, and this content VI — THE BARBARIAN — 22
Dungeon Masters should not use this VII — THE DRUID — 22
unlocked as a $65,000 stretch goal.
deck at the start of every combat, as VIII — THE WIZARD — 22
this weather is truly wacky, and may THE RANGER
IX — THE PALADIN — 22
make your adventuring world feel
After thinking about this chart for X — THE WARLOCK — 23 BRAMBLES OF DESPAIR
overly strange.
quite a bit, we have decided to make XI — THE SORCERER — 23 Duration: 1 Month
this a “wacky weather” generator If you’d like to use these effects to XII — THE ADVERSARY — 23 Passive Effect:
that can be used by Dungeon Masters enhance travel, at the beginning of XIII — THE MYSTIC — 23
to generate some odd weather each day of travel, roll a d10 and The night this card is drawn, the land
XIV — THE BLOOD HUNTER — 24
conditions, making an outdoor on a 10, draw from the deck. That is blighted with the rapid magical
XV — THE ARTIFICER — 24
combat scenario a bit more exciting. effect will occur at some point during growth of huge bramble vines that
the day (at the Dungeon Master’s XVI — THE ALLY — 24 slowly emerge from the ground,
discretion). XVII — THE COMPANION — 24 uprooting landmarks, pushing
This chart includes rules for 5th XVIII — THE FAMILIAR — 25 boulders into roads, and destroying
Edition D&D, which should be easily WEATHER EFFECTS XIX — THE BEAST — 25 trails. The brambles are 3 feet in
modifiable to your favorite game diameter, and have oversized, vicious
There are two types of weather XX — THE DRAGON — 25
system. If you have questions or thorns. Any creature pushed into
effects: passive and active. Passive XXI — THE UNDEAD — 26
require rules clarifications, please a thorn suffers 2d12+3 damage.
effects are ongoing and affect every XXII — THE OOZE — 26
message me using the email address creature exposed to the weather. XXIII — THE ABERRATION — 26 Normal pathfinding and any
provided below. Active effects are more immediate, XXIV — THE PLANT — 27 survival checks for navigating
and generally affect creatures in a a wilderness affected by this
XXV — THE ELEMENTAL — 27
similar manner to spell effects. blight have disadvantage.
Thom Denick XXVI — THE CONSTRUCT — 28
In combat, active effects activate at XXVII — THE FEY — 28
thom@weird.works the beginning of each new combat If the adventurers are underground
XXVIII — THE CELESTIAL — 28
when this card is drawn, there is
round. Out of combat, the active XXIX — THE HUMANOID — 29 a 25% chance a bramble will bore
effect activates every 10 minutes. XXX — THE FIEND — 29 through a room they are occupying.
TAKING SHELTER XXXI — THE GIANT — 29
XXXII — THE MONSTROSITY — 30 Any structures within one quarter
Some of these weather effects are mile of a forest the Brambles
XXXIII — THE WILD ORACLE — 30
quite unfavorable to a party exposed of Despair occurs in has 10% of
BH — THE DESIGNER — 31
to the effect. Smart adventuring being destroyed by a bramble.
groups will immediately find shelter TD — THE DEVELOPER — 32
19 SP — THE DUNGEON MISTRESS — 30 20
THE MONK THE CLERIC THE BARBARIAN THE WIZARD
CALMING HAZE COOLING WINDS HURRICANE TORNADO
Duration: 1 Hour Duration: 5 Minutes Duration: 4 Hours Duration: 5 Minutes

Passive Effect: Passive Effect: Passive Effect: Active Effect

A blue fog moves into the area, Creatures who stay in the A raging storm of wind A monstrous whirlwind
and a supernatural calm affects cooling winds for the entire and rain moves into the land manifests in the air and begins
everything there. No creature duration feel rejuvenated, lose one surrounding the players. For each ripping structures, stones, and
within the effect may naturally level of exhaustion, and regain two hour a creature is outside of shelter, trees off the ground and hurling
take a hostile action toward hit dice + constitution they must make a DC 15 check them through the air. Creatures
another creature. However, any modifier hit points. to avoid bludgeoning damage caught in the tornado’s path (as
creature suffering damage may from a falling rock formation or determined by the DM) must make
make a DC 15 Wisdom saving uprooted tree. A creature that fails a DC 10 Strength saving throw or
throw to ignore this effect. Any this check suffers 1d10 damage be flung up to 30 feet away, taking
creature succeeding on a saving from the object. Creatures who 3d8+3 bludgeoning damage. All
throw is immune to the effects are exposed for the entirety creatures within 500 feet of the
of Calming Haze for 24 hours. of the storm gain one level of tornado every one minute must
exhaustion at its completion. make a DC 10 Dexterity saving
throw or be hit by flying debris,
taking 1d8+2 bludgeoning damage.

THE FIGHTER THE ROGUE THE DRUID THE PALADIN


ERUPTING GEYSERS LONG SHADOWS ICE STORM HEAVEN’S SKY
Duration: 1 Hour Duration: 4 Hours Duration: 1 Hour Duration: 4 Hours
(500-meter radius) (only occurs during the day)
Active Effect: Passive Effect:
Active Effect: Passive Effect:
Gray clouds collide overhead, and Huge, golden beams of sunlight
One new geyser erupts from a The atmosphere shifts the sun’s chunks of ice begin falling out of burst from perfect pure white clouds
five-foot hole randomly placed in light in a weird, supernatural the skies above. The ice chunks above toward the ground. These
the area (DM’s discretion), scalding fashion. The shadows around you vary in size from three to six golden beams warm the soul and
anyone within 10 feet of the hole become significantly longer and inches in diameter. These chunks inspire those who worship good-
with boiling-hot water. Creatures darker. Any creature has advantage randomly hit 1d4 creatures each aligned gods. Any creature who can
caught in the blast must make a DC on Stealth ability checks. round, inflicting 1d6 bludgeoning see these beams gains advantage
10 Dexterity saving throw. A target damage plus 1d4 cold damage. on attack rolls and saving throws
suffers 2d6 fire damage, or half while the weather is active.
that on a successful saving throw. Passive Effect:

Structures caught in an ice


storm take 4d12 bludgeoning
damage over the hour duration.

21 22
THE WARLOCK THE ADVERSARY THE BLOOD HUNTER THE ALLY
WEIRD ECLIPSE SANDSTORM RED MIST INSPIRING AURORA
Duration: 10 Minutes Duration: 1 Hour Duration: 10 Minutes Duration: 6 Hours
(only occurs at night)
Active Effect Passive Effect: Active Effect
Passive Effect:
The sun is completely blocked A huge sandcloud appears on A bloody mist tasting
by a burning red moon. For the the horizon and rapidly moves of iron materializes and moves In the evening, an aurora
next 10 minutes, the unsettling toward the adventuring party’s through the area. The mist is 500 appears on the horizon. If sleeping
light causes creatures with current position. Creatures feet in diameter. Any creature that under the stars that night, the
arcane abilities (including caught in the sandstorm ends its turn in the mist must make adventurers have pleasant dreams
wizards, warlocks, sorcerers, have their visibility reduced a DC 10 Constitution saving throw, of adventure, companions, and
and bards) to automatically slip to 10 feet. (Darkvision does or suffer 1d4 damage as their blood comradery (elves and other non-
into the ethereal plane. These not help, but other senses seeps out through their skin and sleepers also experience euphoria
creatures are unable to interact such as Blindsight can.) diffuses into the cloud. in their rest states). All adventurers
with those on the material plane awake with inspiration
beyond casting spells (which in the morning.
manifest in the material plane).
Creatures may be pulled back
from the ethereal plane by use of THE ARTIFICER
another spell such as dimension
MAD METEOR SHOWER
door. For more information on
the ethereal plane, refer to the Duration: 5 Minutes
Dungeon Master’s Guide.
Active Effect:

On the night this card is a drawn,


THE MYSTIC a beautiful cascade of shooting
THE COMPANION
THE SORCERER DISTRACTING MIRAGE stars streak through the skies. Each GUIDING STARS
creature rolls a d100; on rolling
Duration: 24 Hours Duration: 12 Hours
AFTERGLOW ARCANA a “00” the creature must make a (only occurs at night)
Duration: 1 Hour Passive Effect: DC 25 Dexterity saving throw or
suffer 10d10+30 piercing damage Passive Effect:
Passive Effect: Some ancient echoes of a from a meteor. Meteorites can be
civilization long gone produce a The stars seem aligned
recovered by searching the terrain.
Arcane orbs of light of all magical mirage on the horizon. in a unique fashion this evening,
On a DC 20 Survival check, 1d4
colors drift and float through This mirage depicts a city that leading you in a clear and obvious
meteorites can be recovered for
the air around you like dust. All looks completely convincing direction. Creatures traveling under
every one hour of searching. These
creatures within this effect are from a mile or more away, but Guiding Stars cannot get lost,
meteorites glow with power, and
infused with magical energy: gets hazier and less clear once and experience no hostile
can be used by a master craftsman
approached. Players with good random encounters.
F Creatures may not take the Hide or with the Crafting a Magic Item
knowledge of the lands they rules in Downtime Activities in
action, and invisibility spells fail.
are in may make a Survival or the Dungeon Master’s Guide.
F Creatures gain advantage History check to determine the Multiple meteorite chunks are
on all Arcana checks. city should not be where it is. required to make different tiers
of armor. Heavy armor requires
F Every object that is magical
four meteorite chunks; medium
glows an orange hue as with
two chunks; and light one chunk.
the spell detect magic.
23 24
THE FAMILIAR THE DRAGON THE UNDEAD THE ABERRATION
MIST OF SILENCE DRAGON CLOUDS CREEPING COLD ABERRANT RAINS
Duration: 1 Hour Duration: 1 Hour Duration: 12 Hours Duration: 10 Minutes

Passive Effect Passive Effect: Passive Effect: Active Effect

A gray mist fills the area, The wind carries particles from a The temperature drops It begins to rain, but it quickly
and all sound is completely recent battle between dragons. precipitously and suddenly, becomes apparent something
muted. All creatures are Each 10 minutes, roll on the table and frost and ice begin to form very strange is falling alongside
immune to thunder damage, below to determine the effect. regardless of the normal season. the raindrops. Roll 1d4:
they are deafened, and Roll 1d6 Any non-Undead creature who
1 F Frogs
casting a spell with a verbal dies during the Creeping Cold
4d100 Frogs begin landing
component is impossible. 1 F Ash immediately comes back as
The adventurers are covered in ashy soot around the adventurers. The frogs
that floats in the air. It becomes difficult a zombie. After one hour, the meet various fates: 10% are killed by
to breathe; any creature caught in the ash cold seeps into the ground, the fall; 20% are stunned by the fall
must find something to filter it, or make a freshly dead (within a month) and remain on the ground twitching
DC 8 Constitution saving throw, suffering a for one minute; the rest are cushioned
level of exhaustion on a failed save. corpses come back as zombies,
by nearby leaves, moss, and soft
and older corpses emerge from terrain, landing and immediately
2 F Static the ground as skeletons. hopping away.
Anything the adventurers touch with their
hands emits a bright blue static charge. 2 F Quippers
This does not cause any damage, but could
Toothy fish fall from the sky.
be a nuisance. Any character attempting
to suppress a yelp when they are shocked They bite and latch on to any land
must make a DC 8 Constitution saving THE OOZE creatures they happen to fall on or
throw to avoid yelling out. near. While their bites are painful and
ACID RAIN terrifying, they are relatively harmless
3 F Acid Duration: 1d4 Hours outside of water. If this weather event
occurs on or near a body of water,
THE BEAST Acid seeps through the air, eating into the
adventurers’ equipment. Uncovered metal 2d12 angry Swarms of Quippers
Passive Effect:
non-magical weapons or armor has a 10% appear in the nearby water.
HUNTER’S MOON chance of receiving permanent damage.
Weapons receive a -1 penalty to damage A seemingly normal rainstorm
Duration: 8 Hours 3 F Eyeballs
roles. Armor receives a -1 penalty to AC. begins to wet the adventurers. Small, white gelatinous globes
Passive Effect: However, after a few minutes varying in diameter from one to
4 F Sleet
of being exposed to the rain, it six inches. Upon inspection, these
Visibility in the area decreases to half.
The evening brings a “globes” are actually eyes with pupils
becomes clear that the rain is
and irises of varying sizes, colors,
sanguine supermoon, hanging 5 F Malaise caustic, damaging exposed metal.
Something on the wind is making you and and shapes. It’s unclear who or
with a blood-chilling beauty in For each hour metal is exposed what created these eyeballs, but no
your companions feel unwell. Creatures in
the night sky. All carnivorous the malaise cloud suffer disadvantage on all to this rain, there is a 50% change signs of violence are evident upon
(but not omnivorous) creatures Constitution and Strength ability checks and
it will become damaged. This inspecting them. Beyond the horror
saving throws for as long as they remain of the revelation, this weather causes
are empowered with a +2 to their makes metal machinery parts
within it. no further effect.
attack rolls while hunting under (such as the metal used in wagon
the moon. Additionally, the spell 6 F Lethargy wheels or other mundane devices) 4 F Snakes!
hunter’s mark gives 2d6 damage Birds fall from the trees, deer fall to the
unusable. Non-magical weapons Writhing multicolored snakes
ground mid-run, fish float to the top of
instead of 1d6 on a hit, and allies fall from the sky and land near the
nearby bodies of water. All creatures in the and armor are also affected. Metal
players. During this effect’s duration,
of the caster also gain advantage cloud must make a DC 8 Constitution saving
weapons receive a cumulative -1
throw or immediately fall asleep for one 1d4 Swarms of Poisonous Snakes
on melee attack rolls against the penalty to damage, and metal form and aggressively attack
hour. Creatures can be shaken awake, or
target while the spell is active. wake automatically if they take damage. armor receives a cumulative -1 nearby creatures.
penalty to armor each time the
item is affected by the acidic rain.

25 26
THE PLANT THE ELEMENTAL THE CONSTRUCT THE CELESTIAL
MIRACLE GROW CHAOS CLOUD LIVE LIGHTNING BLAZING SUN
Duration: 4 Hours Duration: 1 Hour Duration: 1 Hour Duration: 12 Hours

Passive Effect: Passive Effect: Active Effect: Passive Effect:

A magical rain cloud created A weird storm of red, purple, Lightning strikes a random If this is drawn at night, the effect
via arcane experiments crosses green, and brown clouds appears. creature on the battlefield, inflicting happens the next day. A celestial
the land, causing plants that Each 15 minutes a new effect occurs. 2d8 lightning damage. Note: This event has caused the planet’s star to
(Roll a 1d4, rerolling events that have
drink its waters to instantly effect could very quickly kill a low- flare, creating several phenomena:
already happened.)
double in size. Plant creatures level party fighting a small number
F Any creature with Sunlight
exposed to this effect deal 1 F Flash Flood of enemies. If this is a concern, use
A torrential downpour cracks Sensitivity (such as Drow) is blinded
an additional 1d6 damage a less lethal variant where creatures
open in the clouds above, completely for the duration of this effect.
with their normal attacks. may make a Dexterity saving throw
flooding the area, requiring any
(DC 10) before taking the damage. F Any creature with Sunlight
creature caught in the flood to swim
for the next 10 minutes. Hypersensitivity (such as
Vampires) take double damage
2 F Spontaneous Combustion
if exposed to the sun.
Flames crackle in the clouds above,
and vegetation in the area begins
spontaneously lighting on fire. If there THE FEY F Unless a creature has immunity to
is dry vegetation, the fire spreads, fire, they find wearing heavy armor
grows, and becomes more menacing
DOUBLE RAINBOWS in the heat to be unbearable. Every
to creatures caught in the storm. Duration: 2 Hours hour the creature continues to wear
Passive Effect the armor in the heat, they must
3 F Dust Devil
A geyser of dust 60 feet in diameter make a DC 12 Constitution check
Two rainbows appear on the horizon,
bursts into the sky, whirling randomly or suffer one level of exhaustion.
creating a spellbinding effect
around the area, tossing anything
caught in its path. Creatures that so uncanny, it appears magical. F All creatures exposed to the
enter the space of the dust devil are Adventurers may attempt to find sun require double the normal
thrown 4d10 feet into the air. the bottom of the rainbow. With amount of water to stay hydrated
a successful DC 10 Survival check, (four gallons). See rules in the
4 F Earth Tremors
Green lightning strikes down from the they find that one of the rainbows Player’s Handbook for more
clouds, causing the earth to shake all is indeed magical, emanating details on water consumption.
around. Fissures open in a 500-foot from a gleaming pot of gold
radius, each 1d10x10 feet deep and containing 10,000 gold pieces.
2d4 feet wide. Creatures standing on
a fissure must make a DC 12 Dexterity
saving throw or fall in. A creature The gold is guarded by a Night Hag
that successfully saves moves to the in the ethereal plane. She cares
fissure’s edge as it opens. nothing for the gold, and regardless
of whether the adventurers take
Structures caught in the Chaos the treasure or not, she will follow
Cloud rarely survive. If you need the adventurers until they rest
to calculate damage, assume and use her Nightmare Haunting
that each structure takes feature on them each night for up
50 damage each 15 minutes to a week until each party member
exposed to the storm. is afflicted, at which point she will
ambush them while they are resting.

27 28
THE HUMANOID THE GIANT THE THE WILD ORACLE
GREASED DEW THUNDER HILLS MONSTROSITY PLAYER’S CHOICE
Duration: 4 Hours Duration: 2 Hours VOLCANO Duration: Varies
Control of Fate
Duration: 6 Months
Passive Effect: Passive Effect:
When you draw this card, immediately
Passive Effect::
On the next morning, the Ashen thunderclouds roil on nearby discard it and draw 5 new cards from
adventurers find that everything hills. They crack and groan, but A long-dormant volcano erupts
the deck. The adventuring party can

has been coated in a slippery, without lightning. Adventurers examine the cards and discuss which
from a nearby mountain. Over the
card they wish to go into effect. After
greasy substance instead of who make their way toward the next few hours, the volcano erupts
the party has agreed on the card, they
normal wet dew. Until this hills soon see two groups of Hill violently, obscuring the sun and convey this to the DM who immediately
substance dries, any two- Giants hurling rocks at each other. sky with black smoke. Suffocating activates the associated weather effect
legged creature must move The rocks smash into the sides ash falls and blankets the ground as if the card had been drawn naturally.
at half-speed to avoid falling of the mountains, creating the for miles, disrupting transportation, The DM may answer questions the players
on the greased ground. If a thunder that can be heard from farming and ranching, and fresh have at his or her discretion. But we suggest
creature decided to move at full miles away. Each group contains water supplies. Everyone exposed you offer cryptic clues or impromptu
speed, they must make a DC 12 2d4 Hill Giants, many wounded to the ash for more than four hours riddles to what each card holds.
Dexterity saving throw from the rock volleys. If the party gains one level of exhaustion. Note: This card effect assumes
or fall prone. watches the battle to the end, The peak of the volcano ushers players do not have access to this weather
one side eventually wins and forth rivers of lava, which spread
chart. However, even if they do have access, it
may be fun for the players to see “behind the
pillages their defeated enemies’ quickly and hungrily down the screen” in how the DM implements the rules
corpses. Adventurers can swoop steep mountain slopes. However, on the card they choose.
in and ambush the Hill Giants. once at the base of the mountain,
Adventurers that approach the the lava advances very slowly.
battlefield will find a nearby cave The lava spreads, and will take
containing a Treasure Hoard: several months to cool and stop.
THE FIEND Challenge 5-10 as described in Anything in the path of the lava THE DUNGEON
the Dungeon Master’s Guide.
COLD DAY IN HELL flows is immediately destroyed. MISTRESS
The adventurers could be put
Duration: 8 Hours TIME STORM
on a side quest to rescue nearby
Passive Effect: villages. Perhaps some creature or Duration: 15 Minutes
evil force set the volcano’s eruption Active Effect:
Regardless of the geographic in action, finding the source of the
location or climate, an arcane- A storm of purple lightning rapidly
disturbance may also be used as a
spawned freak snowstorm descends on the adventurers. But
quest or as a hook for the classic
descends on the land. Creatures as each lightning strike connects
adventure White Plume Mountain,
exposed to the storm without the to the ground, it leaves a 10-foot-
available in The Yawning Portal.
appropriate cold-weather gear wide portal. Peering through the
must make a DC 10 Constitution portal reveals different times and
saving throw. On a failed save, they places of the Dungeon Master’s
suffer one level of exhaustion. choosing. These portals can lead to
any dimension, timeline, or world.
Players choosing to jump through
a portal will have a difficult time
returning to the place they came
from. Returning may require a Wish
spell or equally powerful magic.

*Optional
29 30
THE DESIGNER THE DEVELOPER

REIGN OF BLOOD SUPERCELL STORM

Duration: Indeterminate Duration: 8 Hours

Passive Effect: Active Effect

The sky fills with heavy, ominous For the next eight hours, a massive multitiered storm
clouds the colors of bruised human flesh. They block manifests that seems to be chasing the adventuring party as they
out the sun, creating a cycle of dusk and darkness. move in the wilderness. Once per hour, the storm sends out 1d4
Several times a day the clouds discharge a rain of Lightning Elementals that manifest in magnificent flashes and
blood, ranging from a light mist to a heavy downpour. deafening thunder. These Lightning Elementals fight to the death.
Only descending to the Underdark or a deep dungeon will allow
At first, local flora will flourish incredibly (and escape from this cursed storm (and perhaps cause the adventurers
grotesquely) from the abundant fertilizer, but to stumble into a new adventure, such as Rage of Demons!).
after a few weeks without sunlight and too
much fertilizer, they begin to rot and die. Lightning Elemental Lightning Form.
The elemental cannot be blocked and
Swarms of vermin thrive upon Large elemental, chaotic neutral can freely move through enemy spaces.

the putrid landscape. Creatures are now extremely Armor Class 18 Movement by Lightning Elementals
Hit Points 135 (15d10+60) does not provoke opportunity attacks.
prone to contracting serious infections and disease.
Groundwater is tinted pink, and becomes unsafe to Speed 140 ft. fly 240 ft.
Vulnerable to Grounding.
drink without sanitization. This magical weather follows A Lightning Elemental takes double
the adventurers and spreads wherever they go. Undead STR 10 (+0) damage from any grounded source of
creatures are empowered within this new environment, DEX 29 (+9) damage (such as an Earth Elemental).

and they flock to it from far and wide, as if called. CON 18 (+4)
Shock Back.
INT 6 (-2)
Whenever a Lightning Elemental is
A Vampire Queen dwells in a floating castle in WIS 10 (+0)
struck by a weapon made of metal,
the clouds, the faint silhouette of which can be CHA 6 (-2) the creature holding the weapon
detected during the day. Defeating the Vampire automatically takes 1d8 damage unless

Queen is one of two ways to dispel this devastating Damage Resistances: some effort has been made to reduce
Bludgeoning, Piercing, and Slashing the conductivity of the weapon.
climate; the other is the use of a wish spell.
from Non-magical Attacks
Actions
The Vampire Queen has the statistics of a Damage Immunities:
Lightning, Thunder, Poison
vampire, and speaks Common and Abyssal. She Multiattack.

was a demonic tiefling in life, so she can turn Condition Immunities The Lightning Elemental
Exhaustion, Grappled, Paralyzed, makes two shock attacks.
into a maw demon (Volo’s Guide to Monsters)
Petrified, Poisoned, Prone,
instead of a bat with her shape-change ability. Restrained, Unconscious Shock.
Additionally she summons swarms of cranium Ranged Weapon Attack:
Senses Darkvision 120ft.,
rats with her children of the night feature. +8 to hit, range 30 ft., one target.
Passive Perception
Hit: 2d10 lightning damage, and the
Languages Auran lightning jumps to one creature of the
Elemental’s choice. The second creature
Challenge 7
must succeed on a DC 12 Dexterity
saving throw or take 2d8 damage.

*Optional *Optional

31 32

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