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Sacrificed to Suedofin

Stat Blocks, NPC’s,


Races and Classes
Memory Spectre:
Medium Undead, Chaotic Evil
Armor Class 12 (Natural Armor)
Hit Points 35 (6d8 + 6)
Speed 30 ft., Fly 40 ft.
STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 10 (+0)
CHA 12 (+1)
Saving Throws: Wisdom +2
Damage Resistances: Necrotic
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Common
Actions:
Incorporeal Movement. The memory spectre can move through other creatures and
objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object.
Shadowed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 7 (2d6) psychic damage. The target must succeed on a DC 11 Wisdom saving
throw or be frightened until the end of its next turn.
Memory Drain: The memory spectre targets one creature it can see within 5 feet of it.
The target must succeed on a DC 12 Wisdom saving throw or take 5 (1d10) psychic
damage and its hit point maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a long rest. If a target's hit point
maximum is reduced to 0 by this attack, the target dies and its soul is consumed.
Ethereal Sight: The memory spectre can see 60 feet into the Ethereal Plane when it is
on the Material Plane and vice versa.
Fade Away: (Recharge). As a reaction when the memory spectre takes damage, it can
become incorporeal until the start of its next turn, reducing all damage it takes to 0.
The Memory Spectres, ethereal remnants of haunting experiences, manifest as shadows shrouded in darkness. Their ghostly forms flicker
with an otherworldly glow, drawing upon the painful memories embedded in the surroundings. With each shadowy movement, they leave a
trail of spectral echoes, capturing the essence of past torment.

These malevolent entities bear an eerie resemblance to the departed, mirroring the physicality of those who once suffered within the confines
of the caverns. Their silent presence emanates an aura of sorrow and dread, as if the very air surrounding them carries the weight of the
tragic tales they embody.

The Memory Spectres are bound to the traumatic events of the past, acting as guardians to the secrets hidden within the dungeon. Their
attacks, fueled by the residual pain of their own experiences, inflict not only physical harm but also linger as a psychic assault on the
emotions of those who cross their path. Encountering these spectres, adventurers may feel an unsettling chill, as if the air itself echoes with
the whispers of the tortured past.
Svirfneblin, Level 6 Geomancer Splunker
Small humanoid (deep gnome), neutral
Armor Class 15 (leather armor)
Hit Points 44 (6d8 + 12)
Speed 25 ft.
STR 10 (+0)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2)
WIS 16 (+3)
CHA 8 (-1)
Saving Throws DEX +5, WIS +6
Skills Acrobatics +5, Nature +4, Perception +6, Stealth +7, Survival +6
Senses Darkvision 120 ft., Passive Perception 16
Languages Gnomish, Terran, Undercommon, Common, Dwarvish
Class and Race Features:
- Cave Sense
- Tunneling Proficiency (10 ft)
- Bioluminescent Adaptation
- Stalagmite Mastery (1d12)
- Earthen Bond (Resistance)
- Stone Shape (1/short rest)
Actions:
- Shortsword Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 3) piercing damage.
- Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target.
Hit: 4 (1d4 + 3) piercing damage.
Equipment:
- Leather armor, shortsword, dagger, explorer's pack, thieves' tools, and a set of
cartographer's tools.

Description:
A deep gnome of the Underdark, Svirfneblin is a masterful Geomancer
Spelunker, navigating the subterranean world with a unique blend of martial and
mystical prowess. Clad in supple leather armor and bearing the unmistakable
bioluminescent glow of his spelunking abilities, Svirfneblin moves with a silent grace
that speaks to his deep connection with the hidden recesses of the earth. Armed with a
shortsword and dagger, he's both a skilled adventurer and a shrewd explorer, capable
of manipulating stone and predicting geological events with an unparalleled insight.
Spelunker:
The Splunker is a master of the subterranean realms, an intrepid explorer with an unquenchable thirst for the
mysteries that lie beneath the surface. Whether navigating treacherous cave networks or delving into the darkest dungeons,
Splunkers are unparalleled in their ability to uncover hidden secrets and overcome the challenges of the underground world.
With an innate sense for detecting traps and hidden passages, they serve as the vanguard of exploration, mapping out
intricate tunnels and leveraging their tunneling proficiency to create strategic shortcuts. Masters of geological insight,
Splunkers predict and navigate through the complex structures of the earth, ensuring the safety and success of their party.
The class branches into two distinct paths: the stoic Geomancer, forming a mystical bond with the earth and manipulating
stone to their advantage, and the elusive Shadow Delver, teleporting through shadows and dealing with the subtle forces of
darkness. Armed with stalagmite mastery, bioluminescent adaptation, and an unparalleled knack for survival in the depths,
the Splunker is a beacon of expertise in the subterranean realm, guiding their companions through the labyrinthine mysteries
of the underworld.
Spelunker Class Features:

Hit Points:
- Hit Dice: 1d8 per Spelunker level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spelunker level after 1st

Proficiencies:
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, shortswords
- Tools; Thieves' tools, cartographer's tools
- Saving Throws: Dexterity, Wisdom
- Skills: Choose three from Acrobatics, Athletics, Nature, Perception, Stealth, and Survival

Equipment:
- You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) a simple weapon
- (a) a explorer's pack or (b) a dungeoneer's pack
- Leather armor, two daggers, and a set of thieves' tools

Class Features:
1. Cave Sense:
- At 1st level, you gain advantage on Wisdom (Perception) checks related to detecting traps, hidden
passages, and creatures in underground environments.

2. Tunneling Proficiency:
- At 2nd level, you gain the ability to dig through soft earth and stone at a speed of 5 feet per round.
This speed increases to 10 feet at 6th level, 15 feet at 10th level, and 20 feet at 14th level.

3. Bioluminescent Adaptation:
- At 3rd level, you gain the ability to emit a soft bioluminescent glow. As an action, you can produce
dim light in a 10-foot radius for 1 hour. This ability recharges after a short or long rest.

4. Stalagmite Mastery:
- Starting at 5th level, you gain proficiency with improvised weapons found in underground
environments, such as stalagmites. When using such weapons, you deal an extra 1d12 damage.

5. Subterranean Survival:
- At 7th level, you gain advantage on saving throws against environmental hazards and conditions
common in underground environments, such as poison, disease, and difficult terrain.

6. Geological Insight:
- Beginning at 11th level, you gain advantage on Intelligence checks related to understanding
geological structures, predicting geological events, and identifying weaknesses in cave formations.

7. Cave Cartography:
- At 15th level, you can create detailed maps of the areas you explore, even in complete darkness.
Your maps are considered masterpieces, providing advantage to anyone using them for navigation.

Subclass Options:

- Choose a subclass at 3rd level. Two possible subclasses could be "Geomancer," focusing on
harnessing the earth's energy, and "Shadow Delver," specialising in stealth and subterfuge.

Geomancer:
1. Earthen Bond (3rd Level):
- You form a mystical bond with the earth, gaining resistance to bludgeoning, piercing, and
slashing damage from non-magical attacks while you are touching the ground.

2. Stone Shape (6th Level):


- You gain the ability to manipulate stone and earth. Once per short rest, you can cast the
stone shape* spell without expending a spell slot.

3. Tremor Strike (10th Level):


- Your connection with the earth allows you to send shockwaves through the ground. Once
per round of combat , when you hit a creature with a melee attack, you can deal an additional
1d12 force damage.

4. Earthquake Mastery (14th Level):


- You gain the ability to cause localized tremors. As an action, you can create an effect
similar to the *earthquake* spell centered on yourself. This ability can be used once per long
rest.
Shadow Delver:
1. Cloak of Shadows (3rd Level):
- You can blend into the shadows, gaining advantage on Dexterity (Stealth) checks.
Additionally, when you are in dim light or darkness, you have resistance to radiant damage.

2. Shadowstep (6th Level):


- As a bonus action, you can teleport up to 25 feet to an unoccupied space in dim light or
darkness that you can see. You can use this feature a number of times equal to your Dexterity
modifier (minimum of 1). You regain all expended uses on a long rest.

3. Umbral Strikes (10th Level):


- Once per round of combat, when you hit a creature with a melee attack, you can deal an
additional 1d12 necrotic damage.

4. Shadowmeld (14th Level):


- As an action, you can merge with shadows, becoming heavily obscured until the start of
your next turn. You can use this feature a number of times equal to your Dexterity modifier
(minimum of 1). You regain all expended uses on a short or long rest.

Skitterkin:
Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Size: Small

Speed: 30 feet

Darkvision: Accustomed to navigating in the darkness of caves, you can see in dim light within 60
feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.

Nimble Explorers: Skitterkin are expert climbers and can move through difficult terrain made of
rocks, rubble, or uneven surfaces without impediment. Additionally, you have advantage on Dexterity
(Acrobatics) checks to maintain balance.

Subterranean Senses: You have advantage on Wisdom (Perception) checks to detect vibrations,
allowing you to sense the presence of creatures or movement in the ground.

Tunnel Tread: You can move through spaces as narrow as 2 feet wide without squeezing.

Burrower's Grace: You are proficient in digging tools, and you can burrow through loose earth and
sand at a speed of 10 feet. While burrowed, you have blindsight with a range of 5 feet and are aware
of the location of other creatures within that radius.
Description:
Skitterkin are a nimble and subterranean race, resembling humanoid insects with sleek exoskeletons.
Their multifaceted eyes provide excellent low-light vision, and their slender, agile limbs allow them to
navigate through the tightest cave passages with ease. Skitterkin are curious by nature, often exploring
the depths in search of hidden wonders. With a penchant for climbing and burrowing, they are adept at
traversing the intricate landscapes of caverns and tunnels.

Luminarite:
Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.

Size: Small

Speed: 25 feet

Bioluminescence: You emit a soft, radiant glow that sheds bright light in a 10-foot radius and dim
light for an additional 10 feet. As an action, you can intensify or dim this glow. While glowing
brightly, you have advantage on Charisma (Persuasion) checks.

Crystalline Affinity: You have proficiency with crystal-based tools and weapons. Additionally, you
can spend a short rest attuning to a crystal, gaining a minor magical effect such as a faint glow, a
subtle hum, or a soothing warmth.

Prismatic Veil: Once per long rest, you can cast the *color spray* spell using Charisma as your
spellcasting ability.

Refraction Dash: When you take the Dash action, you can move through occupied spaces without
provoking opportunity attacks, as your form momentarily splits into refracted beams of light.

Luminal Harmony: You have advantage on saving throws against being charmed or frightened.
Additionally, once per long rest, you can cast the *light* spell.

Description:
Luminarites are ethereal beings of radiant energy, resembling small, luminous crystals with a
humanoid form. Their gentle glow illuminates the darkness, and they possess a calming aura that can
dispel fear. Luminarites are attuned to the magic of crystals and often use them for various purposes.
Known for their charming and persuasive nature, they navigate both the subterranean and surface
worlds with grace, spreading their calming influence wherever they go.
Aboleth Mirror Mage (Medium humanoid, any alignment)

Armor Class: 15 (mage armor)


Hit Points: 55 (10d8 + 10)
Speed: 30 ft.
Abilities:
- Strength: 9 (-1)
- Dexterity: 14 (+2)
- Constitution: 12 (+1)
- Intelligence: 16 (+3)
- Wisdom: 10 (+0)
- Charisma: 12 (+1)
Saving Throws: Int +6, Wis +3
Skills: Arcana +6, Insight +3
Senses: Passive Perception 10
Languages: Common, Deep Speech
Challenge: 4 (1,100 XP)
Traits:
- Spellcasting: The mage is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). The mage has the following wizard spells prepared:
- Cantrips (at will): Mage Hand, Minor Illusion, Ray of Frost
- 1st level (4 slots): Shield, Magic Missile, Silent Image
- 2nd level (3 slots): Mirror Image, Misty Step
- Mirror Image of Champions (1/day): The mage targets up to three creatures it can see within 60 feet of
it. Each target must succeed on a DC 14 Wisdom saving throw or be enveloped in an illusory duplicate
of themselves. These duplicates possess the same abilities and statistics as the targets, except they are
under the control of the mage and attack their original counterparts. The duplicates act on the mage's
initiative count and follow its verbal commands. The illusion lasts for 1 minute or until the duplicates
are destroyed. If a duplicate is destroyed, the affected creature takes 3d6 psychic damage and is stunned
until the end of its next turn.
Actions:
- Mirror Image (Recharge 5-6):** The mage creates three illusory duplicates of itself that move with it
and mimic its actions. If the mage is subjected to an attack, roll a d20 to determine whether the attack
targets one of the duplicates instead of the mage. If an attack hits a duplicate, it is destroyed. A
duplicate's AC equals 10 + the mage's Dexterity modifier. If the mage has no duplicates remaining, this
action cannot be used until after a short or long rest.
- Magic Missile: Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 3d4 + 3 force damage.
- Aboleth's Influence (3/day): The mage taps into the power of the Aboleth, gaining advantage on all
saving throws against being charmed or frightened, and its spells have advantage on saving throws
against being dispelled or countered by abjuration magic. Additionally, the mage can telepathically
communicate with the Aboleth over any distance as long as they are on the same plane of existence.
Aboleth (Modified)
Medium aberration, lawful evil
Armor Class 14 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 10 ft., swim 40 ft.
**STR** 14 (+2) **DEX** 10 (+0) **CON** 18 (+4) **INT** 15 (+2) **WIS** 12
(+1) **CHA** 15 (+2)
**Saving Throws** Con +7, Int +4, Wis +3
**Skills** History +6, Perception +5
**Senses** darkvision 120 ft., passive Perception 15
**Languages** Deep Speech, Telepathy 120 ft.
**Challenge** 5 (1,800 XP)
**Special Traits**
- **Amphibious**: The aboleth can breathe air and water.
- **Mucous Cloud**: While underwater, the aboleth is surrounded by transformative
mucus. A creature that touches the aboleth or hits it with a melee attack while within 5
feet of it must make a DC 15 Constitution saving throw or become diseased. The
disease has no effect for 1 minute and can be removed by any magic that cures
disease. After 1 minute, the diseased creature's skin becomes translucent and slimy,
the creature can't regain hit points unless it is underwater, and the disease can be
removed only by heal or another disease-curing spell of 6th level or higher. When the
disease reduces a creature's hit points to 0, the creature is absorbed into the aboleth,
dying instantly.
- **Probing Telepathy**: If a creature communicates telepathically with the aboleth,
the aboleth learns the creature's greatest desires if the aboleth can see the creature.
**Actions**
- **Tentacle**: *Melee Weapon Attack*: +5 to hit, reach 10 ft., one target. *Hit*: 12
(2d8 + 3) bludgeoning. If the target is a creature, it must succeed on a DC 15
Constitution saving throw or become diseased. The disease has no effect for 1 minute
and can be removed by any magic that cures disease or it can be removed by any
instance in which the creature gains 5 hp consecutively. After 1 minute, the diseased
creature's skin becomes translucent and slimy, the creature can't regain hit points
unless it is underwater.
- Enslave: The aboleth targets one creature it can see within 30 feet of it. The target
must succeed on a DC 14 Wisdom saving throw or be magically charmed by the
aboleth until the aboleth dies or until it is on a different plane. The charmed target is
under the aboleth's control and can't take reactions, and the aboleth and the target can
communicate telepathically with each other over any distance.
- **Psychic Drain (Recharge 5-6)**: One creature charmed by the aboleth takes 10
(3d6) psychic damage, and the aboleth regains hit points equal to the damage dealt.
Certainly! Here are some physical rewards in the form of weapons or valuables that the players might
discover after defeating the aboleth:
1. **Aboleth's Bane**: A finely crafted weapon imbued with the essence of the aboleth's demise. This
weapon could be a sword, axe, or other melee weapon, adorned with intricate runes or symbols that
radiate with a faint glow. It grants the wielder a bonus to damage against aberrations or creatures of
the deep, making it a potent tool against the aboleth's kin.
*Acquiring Aboleth's Bane:* As the players search through the remains of the aboleth's lair, they
come across a hidden chamber containing the weapon. It could be embedded in a stone altar or
guarded by ancient wards, its power waiting to be unleashed by a worthy wielder.
2. **Aboleth's Hoard**: A treasure trove of riches and artifacts accumulated by the aboleth over
centuries of manipulation and deceit. This hoard could include rare gems, precious metals, and ancient
artifacts of untold value, as well as mundane items pilfered from unsuspecting victims.
*Discovering the Hoard:* As the players delve deeper into the aboleth's lair, they stumble upon a
vast chamber filled with treasures beyond imagining. It could be hidden behind a concealed door or
guarded by traps and guardians, its contents a testament to the aboleth's insatiable greed.
3. **Aboleth's Relic**: An ancient relic or artifact infused with the aboleth's psychic essence. This
relic could possess unique properties or abilities tied to the aboleth's powers, granting the wielder
control over illusions, telepathy, or otherworldly forces.
*Uncovering the Relic:* Deep within the heart of the aboleth's lair, the players discover a hidden
vault containing the relic. It could be enshrined on a pedestal or concealed within a labyrinth of
illusions, its power waiting to be unleashed by those bold enough to claim it.
4. **Aboleth's Eye**: A crystalline orb imbued with the aboleth's psychic energy. This artifact could
grant the wielder visions of the past, present, and future, allowing them to glimpse hidden truths and
unravel the mysteries of the world.
*Claiming the Eye:* As the players confront the aboleth in its final lair, they discover the artifact
hidden amidst a pile of discarded relics and treasures. It could be guarded by the aboleth's most loyal
servants or hidden within a chamber of illusions, its power waiting to be harnessed by those brave
enough to seize it.
These physical rewards serve as tangible reminders of the players' triumph over the aboleth, providing
them with valuable resources and artifacts to aid them on their future adventures.

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