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Nightmares Made Material

Thematic Monsters, Spells and Items for Planegea. Created by Dan Gable.

It is a special time of the season when the barrier Planegea is not lacking for monsters, set pieces, and
between the Nightmare World and the land we encounters that will put the fear of the gods into PCs
know as Planegea draws thin, and the Throne of and players alike. Nevertheless, this month we are
Nightmares makes itself apparent in every presenting more terrifying options that fit in
seamlessly with the prehistoric lands of Planegea.
settlement, in each hamlet, in all children’s
Also included in this document are magic spells and
dreams. This time is known by many names, and
items that will add to the Primordial Horror of your
its cause is attributed to gods, monsters, and other Planegea. From the skeletal-elemental undead
terrible nameless beings. Whether a culture Burning Bones, Dredge, and Stormgait, to the
worships or fears Nazh-Agaa, lord of Death, he monstrous Carrion King, please enjoy this month’s
makes his presence known in this time. Nightmares made Material.

"Skull" by NeverI is licensed under CC BY 2.0.


Actions
Monsters Multiattack. The burning bones makes two
Burning Bones attacks and uses Bindings of Ash or Instant
Combustion.
Medium undead, neutral evil
Armor Class 16 (natural armor)
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Hit Points 90 (12d8 + 36) one target. Hit: 9 (2d4 + 4) slashing damage plus 5
Speed 40 ft. (2d4) fire damage, and the burning bones can
grapple the target (escape DC 12).
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 8 (-1) 10 (0) 8 (-1)
Hurl Flame. Ranged Spell Attack: +7 to hit, range
60 ft., one target. Hit: 8 (1d8 + 4) fire damage, and
Saving Throws Con +6, Wis +3 the target is lit on fire; until someone takes an
Skills Perception +6 action to douse the fire, the target takes 4 (1d8)
Damage Vulnerabilities Cold fire damage at the end of each of its turns. Each
Damage Immunities Fire, Poison, time a burning target is hit with this attack, the
Condition Immunities Poisoned damage dealt by the fire increases by 4 (1d8).
Senses Darkvision 60 ft., Passive Perception 16
Languages understands all languages it spoke in Bindings of Ash. The burning bones chooses one
life but can't speak creature it can see within 30 feet. The target must
Challenge 6 (2,300 XP) make a DC 15 Dexterity saving throw or become
magically coated in ash. Until this ash is washed or
Inner Fire. A creature that touches the burning scraped off as an action, the target suffers from
bones or hits it with a melee weapon attack while halved speed and it cannot breathe.
within 5 feet of it takes 5 (2d4) fire damage.
Instant Combustion. One creature the burning
Greater Undead Fortitude. If damage reduces bones can see within 30 feet must make a DC 15
the burning bones to 0 hit points, it must make a Wisdom saving throw, taking 13 (3d8) fire
Constitution saving throw with a DC equal to the damage on a failure, or half as much on a success.
damage taken - 5, unless the damage is from its A creature that fails its saving throw is lit on fire
Extinguish feature or from a critical hit. On a as though hit by Hurl Flame.
success, the burning bones drops to 1 hit point
instead. Bonus Actions
Burning Trail. Until the end of its turn, when the
Extinguish. If the burning bones starts its turn in burning bones leaves a space, a 5-foot cube of fire
water at least 1 feet high, it takes 10 force damage. is created in the space, which burns for 1 minute.
If the water is at least 3 feet high, it takes 20 acid A creature that starts its turn in the space or
damage. If the burning bones starts its turn enters it for the first time on a turn takes 5 fire
completely submerged in water, it is destroyed. damage.
If the burning bones is subject to any effect that
would extinguish a nonmagical fire that fills a 5- Reactions
foot cube, such as being doused in water, deprived Heat Wave. In response to being hit by an attack,
of air, or affected by a Control Flames spell, it the burning bones unleashes a blast of heat. Every
likewise takes 10 acid damage. creature within 10 feet must make a DC 15
If the burning bones takes cold damage, it suffers Constitution saving throw, taking 7 (2d6) fire
from halved speed until the end of its next turn. damage on a failure, or half as much on a success.
A creature that fails its saving throw drops one
object it is holding (chosen by the DM).
Dredge subject to 20 or more points of fire damage at
Medium Undead, Neutral Evil once.
Armor Class 16 (natural armor)
Hit Points 102 (12d8 + 48) Actions
Speed 20 ft., swim 40 ft. Multiattack. The dredge makes two attacks and
uses Drown or Riptide.
STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 19 (+4) 8 (-1) 9 (-1) 9 (-1) Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) bludgeoning damage
Saving Throws Con +7, Wis +2 and 9 (2d8) acid damage, and the target is
Damage Resistances acid, cold, fire Grappled (escape DC 14).
Damage Immunities poison
Condition Immunities Poisoned Bolt of Brine. Ranged Spell Attack: +8 to hit,
Senses darkvision 60 ft., passive Perception 13 range 60 ft., one target. Hit: 14 (4d4 + 5) acid
Languages the languages it knew in life, but damage, and the target takes 5 (2d4) acid damage
cannot speak at the end of each of its turns until the burning
Challenge 8 (2,900 XP) brine is scraped or washed off as an action or
bonus action.
Greater Undead Fortitude. If damage reduces
the dredge to 0 hit points, it must make a Drown. One creature the dredge can see within
Constitution saving throw with a DC equal to the 30 feet must succeed on a DC 16 Wisdom saving
damage taken - 5, unless the damage is from its throw or begin suffocating as its lungs magically
Evaporate feature or from a critical hit. On a fill with water. While suffocating in this way, the
success, the dredge drops to 1 hit point instead. target counts as submerged for the purpose of the
Depth Stalker feature. As an action or bonus
Mire Aura. The ground and water within 15 feet action, a creature can clear the water from its
of the dredge is difficult terrain for other lungs. If it does, it suffers from halved speed and
creatures, and a creature that starts its turn in the disadvantage on attack rolls until the end of its
difficult terrain or enters the difficult terrain for next turn. If a creature is reduced to 0 hit points,
the first time on a turn must succeed on a DC 17 the water clears from its lungs.
Constitution saving throw. On a failure, the target
counts as submerged for the purpose of the Depth Riptide. The dredge chooses one creature it can
Stalker feature, and is unable to take the Dash, see within 30 feet. The target must make a DC 16
Disengage, or Dodge actions until it leaves the Strength saving throw, taking 14 (4d6)
difficult terrain. bludgeoning damage on a failure, or half as much
on a success. A creature that fails its saving throw
Depth Stalker. The dredge has advantage on is knocked Prone and pulled up to 30 feet towards
attack rolls against creatures submerged in at the dredge.
least 3 feet of water. When it hits such a creature
with an attack, the target takes an extra 9 (2d8) Bonus Actions
cold damage. Cage of the Deeps. The dredge chooses one
creature it can see within 30 feet. The target must
Evaporate. The dredge can be targeted by spells succeed on a DC 16 Strength saving throw or be
and effects that destroy water. When it is, it takes encased in water as though by a Watery Sphere
10 force damage, and on its next turn, its speed is spell. The target remains encased until the dredge
halved and it can take an action or bonus action, uses this action again or until its concentration is
but not both. This also occurs if the dredge is broken (as if concentrating on a spell).
(Continued on next page)
the end of its next turn, its speed is doubled and it
Reactions gains the benefits of the dodge action.
Breathless Vengeance. In response to being hit
by a creature within 30 feet or failing a saving Vital Movement. The stormgait takes 10 force
throw against a harmful effect originating from it, damage if it ends its turn within 10 feet of the
the dredge can target it with Drown. space it began its turn in.
Actions
Stormgait Multiattack. The stormgait makes two attacks
Medium undead, neutral evil and uses Lightning Wave or Stormlight.
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68) Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 12 (2d6 + 5) bludgeoning damage
and 7 (2d6) lightning damage, and another
STR DEX CON INT WIS CHA creature within 15 feet of the original target must
20 (+5) 16 (+3) 18 (+4) 9 (-1) 14 (+2) 9 (-1) succeed on a DC 17 Dexterity saving throw or take
14 (4d6) lightning damage.

Saving Throws Con +8, Wis +6 Shock Bolt. Ranged Spell Attack: +9 to hit, range
Skills Athletics +9, Perception +6 60 ft., one target. Hit: 11 (1d12 + 5) lightning
Damage Immunities lightning, poison damage.
Condition Immunities Poisoned If the target ends its next turn within 20 feet of the
Senses Darkvision 60 ft., Passive Perception 16 space it began its turn in, it takes 26 (4d12)
Languages understands all languages it knew in lightning damage.
life but can't speak
Challenge 12 (8,400 XP) Lightning Wave. Every other creature within 20
feet of the stormgait must make a DC 17
Greater Undead Fortitude. If damage reduces Constitution saving throw, taking 27 (6d8)
the stormgait to 0 hit points, it must make a lightning damage on a failure, or half as much on a
Constitution saving throw with a DC equal to the success.
damage taken - 5, unless the damage is from the A creature that fails its saving throw is pushed 20
Vital Movement feature or from a critical hit. On a feet away and Stunned until the end of the start of
success, the stormgait drops to 1 hit point instead. its next turn.

Static Charge (1/Turn). Once on each of its turns, Stormlight. Until the start of its next turn, the
when the stormgait hits a creature with a melee damage dealt by the stormgait’s Voltaic Field
attack, it deals an extra 3 (1d6) lightning damage increases by 7 (2d6).
for every 5 feet it traveled since the start of its
turn. The stormgait cannot benefit in this way Bonus Actions
from traversing the same space more than once on Sky Strike. The stormgait chooses a point on the
each of its turns. ground that it can see within 120 feet. This point
must have an uninterrupted path to the sky.
Voltaic Form. When a creature touches the At the start of the stormgait’s next turn, a bolt of
stormgait or hits it with an attack while within 15 lightning strikes the point. Each creature within
feet of it, the creature takes 7 (2d6) lightning 10 feet of the point must make a DC 17 Dexterity
damage. saving throw, taking 22 (4d10) lightning damage
on a failure, or half as much on a success. A
Surge. When the stormgait is subject to lightning creature that fails its saving throw is knocked
damage, it gains 10 temporary hit points, and until Prone. (Continued on next page)
Reactions Halting Restoration. The shade can be targeted
Tempest Shift. The stormgait adds 3 to its AC by spells and magical effects that impart magical
against one attack that would hit it. It then healing, even if they would not ordinarily affect it.
teleports up to 30 feet to an unoccupied space it When it is, it regains no hit points, and it can’t use
can see. Any creature within 5 feet of the space it its Vital Theft feature until the end of its next turn.
enters or the space it leaves takes 10 (3d6)
lightning damage. Actions
Multiattack. The shade makes an attack with its
Crimson Shade Phantom Claws and uses Drain Blood.
Medium Undead, Neutral Evil
Armor Class 18 Phantom Claws. Melee Weapon Attack: +9 to hit,
Hit Points 97 (13d8 + 39) reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing
Speed 0 ft., fly 60 ft. (hover) damage plus 10 (3d6) necrotic damage.
If the shade is frenzied by Envy of the Grave, the
STR DEX CON INT WIS CHA target must make a save against Weeping Wound.
6 (-2) 20 (+5) 16 (+3) 14 (+2) 16 (+3) 16 (+3)
Lifeblood Drain. A creature the shade can see
Saving Throws Wis +7, Cha +7 within 30 feet must make a DC 17 Constitution
Damage Resistances bludgeoning, piercing, and saving throw, taking 36 (8d8) necrotic damage on
slashing from nonmagical attacks that aren't a failure, or half as much on a success. A creature
silvered that fails its saving throw falls Prone. If the shade
Damage Immunities necrotic, poison is frenzied by Envy of the Grave, the creature is
Condition Immunities charmed, exhaustion, also Stunned until the end of its next turn.
grappled, paralyzed, petrified, poisoned, prone,
restrained Exsanguinating Possession. One humanoid or
Senses darkvision 60 ft., passive Perception 13 beast that the shade can see within 5 feet of it
Languages the languages it knew in life must succeed on a DC 17 Charisma saving throw
Challenge 9 (5,000 XP) or be possessed by the shade; the shade then
disappears, inhabiting the body of the target. The
Greater Incorporeal Movement. The shade can target takes 21 (6d6) necrotic damage at the start
move through other creatures and objects as if of each of its turns until the possession ends, but
they were difficult terrain. It takes 5 (1d10) force can act as normal and can repeat the saving throw
damage if it ends its turn inside an object. at the end of each of its turns during this time. The
When the shade moves through a creature for the shade cannot act except to end the possession, and
first time on its turn, the creature takes 5 (1d10) can't be targeted by any attack, spell, or other
necrotic damage, or 11 (2d10) necrotic damage if effect, except ones that turn undead. The
the shade is frenzied by Envy of the Grave. possession lasts until the target dies, the shade
ends it, or the shade is turned or forced out by an
Envy of the Grave. When the shade sees a effect like the dispel evil and good spell. When the
creature within 60 feet regain hit points, it enters possession ends, the shade reappears in an
a frenzied state. Until the end of its next turn, the unoccupied space within 5 feet of the target,
shade’s speed is doubled and has advantage on which is immune to possession from this shade for
attack rolls. 24 hours. A creature is also immune after
succeeding on the initial saving throw.
Vital Theft. When the shade deals necrotic
damage to a creature, it regains 5 hit points. Bonus Actions
(Continued on next page)
Bloodthirst. If the shade is frenzied by Envy of the carrion king, it also has disadvantage on
the Grave, it makes a Phantom Claws attack or saving throws.
uses Exsanguinating Possession.
Poison Absorption. Whenever the carrion king is
Reactions subjected to poison damage, it takes no damage
Weeping Wounds. In response to taking damage and instead regains a number of hit points equal
from a creature it can see within 30 feet, the shade to the poison damage dealt.
forces the creature to make a DC 17 Wisdom
saving throw. On a failure, the target begins Legendary Resistance (3/Day). If the carrion
bleeding, and takes 7 (2d6) necrotic damage at the king fails a saving throw, it can choose to succeed
end of each of its turns until it receives magical instead.
healing or a creature stanches the bleeding with a
DC 15 Wisdom (Medicine) check. Actions
Multiattack. The carrion king makes two attacks
Carrion King usings its Claws, Bite, or Biting Bolt. It then uses
Large Monstrosity, Chaotic Evil Plague Breath, Winged Volley, or makes a
Armor Class 19 (natural armor) Pestilence Blade attack.
Hit Points 210 (20d10 + 100)
Speed 40 ft., climb 40 ft. Claws. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 15 (4d4 + 5) slashing damage
STR DEX CON INT WIS CHA and 10 (4d4) poison damage, and the target must
20 (+5) 20 (+5) 20 (+5) 16 (+3) 16 (+3) 18 (+4) succeed on a DC 18 Dexterity saving throw or be
knocked Prone and moved into an unoccupied
Saving Throws Str +10, Con +10, Wis +8, Cha +9 space within 5 feet of the carrion king.
Skills Athletics +15, Perception +13, Stealth +15
Damage Immunities poison Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Condition Immunities Poisoned one creature. Hit: 14 (2d8 + 5) piercing damage
Senses Darkvision 120 ft., Blindsense 20 ft. plus 18 (4d8) poison damage, and the target is
Languages Manylegs, Common Poisoned until the end of its next turn.
Challenge 16 (15,000 XP)
Biting Bolt. Melee or Ranged Weapon Attack: +10
Swarmlord. The carrion king is encountered with to hit, reach 5 ft. or range 120 ft., one target. Hit:
1d4 carrion swarms, which are under its control 15 (4d4 + 5) piercing damage, and a magically
and share senses with it. Each swarm has a bonus conjured biting insect latches onto the target. At
to its attack and damage rolls equal to the carrion the start of each of the target's turns, the target
king’s proficiency bonus (+5) (included in the stat takes 1d6 piercing damage for each insect latched
block). The swarms act on initiative count 0. The to it, up to a maximum of 6d6.
carrion king can have no more than five swarms An adjacent creature can remove or crush an
summoned at once. If it summons a sixth swarm, insect as an action or bonus action, at which point
an existing swarm of its choice is destroyed. the insect disappears. Each insect can also be
attacked and destroyed (AC 10, 1 hit point;
Subject Sacrifice. When the carrion king is hit by immunity to poison damage) or harmed by other
an attack, it can cause a carrion swarm within 5 damaging effects.
feet of it to become the new target of the attack.
Pestilence Blade. Melee Weapon Attack: +12 to
Vile Harvester. The carrion king has advantage hit, reach 10 ft., one target. Hit: 26 (3d12 + 7)
on attack rolls against Poisoned creatures. While a slashing damage, and if the target is a Poisoned
creature is Poisoned by an effect originating from (Continued on next page)
creature, each other creature within 10 feet of the legendary action can be used at a time and only at
original target takes 18 (4d8) poison damage. the end of another creature's turn.
Whenever the carrion king takes a legendary
Plague Breath. The carrion king exhales a action, one swarm controlled by the carrion king
noxious miasma in a 30-foot cone. Each creature can move up to its speed without provoking
in the area must make DC 18 Constitution saving opportunity attacks. The carrion king regains
throw, taking 21 (6d6) poison damage on a failure, spent legendary actions at the start of its turn.
or half as much on a success. A creature that fails
its saving throw is Poisoned for 1 minute. Skitter Strike. The carrion king Disengages and
moves up to half its speed. It can make a Claws or
Winged Volley. The carrion king sends a cloud of Bite attack at any point during this movement.
insects flying in a 120-foot line that is 5 feet wide.
Each creature in the line must make a DC 18 Swarm Call. The carrion king uses Swarm Call.
Dexterity saving throw, taking 35 (10d6) piercing
damage on a failure, or half as much on a success. Twin Maladies (Costs 2 Actions). The carrion
(Continued on next page) king makes two Biting Bolt attacks.
If a creature fails its saving throw, 1d4 insects
latch onto it as though by the carrion king’s Biting Incubating Strike (Costs 3 Actions). The carrion
Bolt attack. king makes a Pestilence Blade attack. On a hit, the
target is affected as though hit by a Contagion
Bonus Actions spell (save DC 18).
Curse of Decay. The carrion king chooses one
creature it can see within 60 feet. The target must Lair Actions
succeed on a DC 18 Wisdom saving throw or be On initiative count 20 (losing initiative ties), the
cursed. Until this curse is removed, any healing carrion king takes a lair action to cause one of the
received by the target is halved, the target does following effects:
not benefit from resistance or immunity against
poison damage and immunity to the Poisoned Empowered Swarm. Until initiative count 20 of
condition. the next round, the attack and damage roll bonus
granted to swarms under the carrion king’s
Swarm Call. The carrion king summons a carrion control is doubled (+10).
swarm, which appears in an unoccupied space
within 30 feet of it. Shredder Cloud. A cloud of spectral insects
Alternatively, the carrion king swaps positions appears at a point within 150 feet of the carrion
with a carrion swarm within 60 feet of it. king, replicating the effects of an Insect Plague
spell (save DC 18) until initiative count 20 of the
Reactions next round.
Revenge Swarm. In response to taking damage If a creature fails its saving throw against this
from a creature it can see within 60 feet, the replicated spell, 1d4 insects latch onto it as though
carrion king can cause each swarm under its by the carrion king’s Biting Bolt attack.
control to move up to its speed towards the
creature. If a swarm ends its movement within 5 Writhing Prison. The carrion king chooses one
feet of the creature, it can make an attack against Large or smaller creature it can see within 60 feet.
it. The target must succeed on a DC 18 Strength
saving throw or be trapped within a ball of
Legendary Actions swarming insects. While trapped, the target is
The carrion king can take 3 legendary actions, Blinded, Restrained, has total cover from effects
choosing from the options below. Only one originating outside the insect ball, and takes 18
(4d8) poison damage at the start of each of its
turns. A creature can repeat the saving throw at
the end of each of its turns, freeing itself on a
success.
The insect ball is an object that can be attacked
and destroyed to free a creature trapped inside
(AC 15, hit points 30; immunity to poison
damage). The carrion king can also dismiss the
insect ball at any time (no action required).

Carrion Swarm
Medium Swarm of Tiny Monstrosities, Chaotic Evil
Armor Class 13
Hit Points 27 (5d8 + 5)
Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA


3 (-4) 16 (+3) 12 (+1) 1 (-5) 8 (-1) 1 (-5)

Condition Immunities charmed, frightened,


grappled, paralyzed, petrified, poisoned, prone,
restrained, stunned
Senses blindsight 10 ft., passive Perception 9
Languages-
Challenge 1 (200 XP)

Swarm. The swarm can occupy another creature's


space and vice versa, and the swarm can move
through any opening large enough for a Tiny
insect. The swarm can't regain hit points or gain
temporary hit points.

Empowered. As it is summoned by the Carrion


King, the swarm has an additional +5 to hit and
deals an extra 5 damage when it hits with a
weapon attack (included in the attacks).

Actions

Bites. Melee Weapon Attack: +10 to hit, reach 0 ft.,


one target in the swarm’s space. Hit: 15 (4d4 + 5)
piercing damage, or 10 (2d4 + 5) piercing damage
if the swarm has half its hit points or fewer.
Casting Time: 1 Action
Spells Components: V, S, M (bone dust)
Range: Touch
Wall of Bone Duration: 8 hours
4th level Conjuration
Casting Time: 1 Action This spell surrounds the torso of a willing creature
Components: V, S, M (a thumb of marrow) with a defensive bony cage. Until the spell ends,
Range: 60 feet whenever the target is hit by an attack that deals
Duration: Concentration, up to 10 minutes piercing or slashing damage, it takes 2 less.

You manifest a chattering wall of remains on the Spreading Panic


ground at a point you can see within range. You
5th level Enchantment
can make the wall up to 30 feet long, 10 feet high,
Casting Time: 1 Action
and 10 feet thick, and it vanishes when the spell
Components: V, S, M (a spider’s web)
ends. It blocks line of sight but not movement, and
Range: 120 feet
any creature within 5 feet of the wall is deafened.
Duration: Instantaneous
A creature must spend 3 feet of movement for
every 1 foot it moves while within the wall's
You form nightmares that terrify a creature of
space.
your choice that you can see within range. The
target must make a Wisdom saving throw. On a
The first time a creature enters the wall on a turn
failure, the creature is frightened of you until it is
or ends its turn there, the creature must make a
at least 60 feet away from you and can no longer
Dexterity saving throw. It takes 4d8 bludgeoning
see you. The panic then spreads from that target
damage on a failed save, or half as much damage
to as many as three other targets, each of which
on a successful one.
must be within 30 feet of the first target. The new
targets must also make a Wisdom saving throw,
Soul Reap potentially becoming frightened and spreading
8th level Necromancy panic one final time to three new targets. Targets
Casting Time: 1 Action which succeed on the saving throw take 5d8
Components: S, M (a raven's feather) psychic damage, and the panic halts with them.
Range: Touch
Duration: Instantaneous Aura of Horror
3rd level Enchantment
You judge a soul's worth with a mere touch. Make
Casting Time: 1 Action
a melee spell attack against a creature. On a hit,
Components: V
the creature takes 8d12 necrotic damage and
Range: Self (10-foot radius)
must make a Constitution saving throw. On a
Duration: Concentration, up to 10 minutes
failure, the creature takes 1 necrotic damage per 2
hit points it is missing. If a creature takes damage
Terrifying energy radiates from you in an aura
from this spell, for the next 24 hours, whenever
with a 10-foot radius. Each hostile creature that
they are reduced to 0 hit points, they immediately
enters the aura for the first time on a turn or
die.
begins its turn there must succeed on a Wisdom
saving throw or be frightened. While frightened,
Plants and constructs are immune to this spell.
the creature's speed is 0, and it can make another
saving throw at the end of each of its turns to end
Marrow Armor the effect.
2nd level Abjuration
Items
Burnstride Boots
Fester Blade Wondrous Item (Boots), Rare (requires
Weapon (Greatsword), Legendary (requires attunement)
attunement)
While you wear these boots, any fire damage you
You have a +2 bonus to attack and damage rolls take is reduced by 3.
made with this magic weapon, which deals an
extra 2d6 poison damage on a hit. Burning Stride. These boots have 3 charges, and
replenish all expended charges daily at dawn. At
While holding this sword, you can cast a special the start of your turn, you can expend 1 charge to
version of the Infestation cantrip from it as an cause the boots to ignite until the start of your
action or bonus action (save DC = 8 + your next turn. During this time, whenever you leave a
weapon attack modifier + your proficiency bonus). space using your walk speed, you can create a 5-
When a creature fails its saving throw, you can foot cube of nonmagical fire in the space, which
choose the direction it moves in, and the distance burns for 1 minute. A creature that starts its turn
moved is 10 feet, instead of 5. in a burning space or enters the space for the first
time on a turn takes 5 fire damage.
Rot Magic. This weapon has 6 charges, and
replenishes all expended charges daily at dawn. Flame Dash. You can cast the Ashardalon’s Stride
When you hit a creature with this weapon or it spell from these boots (no concentration
fails a save against this weapon’s special required).
Infestation spell, you can expend 1 charge to cause Once you have used this property, it cannot be
one of the following effects: used again until next dawn.

- Enfeeble. Choose Strength, Dexterity, or Leap-Lightning Glaive


Constitution. Until the end of your next turn, the Weapon (Spear), Rare (requires attunement)
target has disadvantage on ability checks and
saving throws using the chosen ability score. You have a +1 bonus to attack and damage rolls
made with this magic weapon, which deals an
- Hinder. The target’s speed is reduced by 20 feet extra 1d6 lightning damage on a hit.
until the end of its next turn. This penalty is
cumulative and can be stacked on a single target Arc Lightning. When you hit a creature with this
multiple times. weapon, you can cause an arc of lightning to leap
from the original target to another creature within
Incubating Strike (1/Day). When you hit a 15 feet. The new target must make a Dexterity
creature with this weapon, you can affect the saving throw (DC = 8 + your weapon attack
target as though it was hit by a Contagion spell modifier + your proficiency bonus) or take 2d6
(save DC = 8 + your weapon attack modifier + lightning damage.
your proficiency bonus).
Gathering Charge. This weapon has 4 charges
and replenishes all expended charges daily at
dawn. When you hit a creature with this weapon
or a creature fails saving throw against Arc
Lightning, you can expend 1 charge to direct
lightning energy towards the creature.
(Continued on next page)
If the target ends its next turn within 20 feet of the
space it began its turn in, it takes 18 (4d8)
lightning damage and is knocked Prone.

Sanguine Gloves
Wondrous Item (Gloves), Very Rare (requires
attunement)

Whenever you hit a creature with a melee attack


or successfully shove or grapple a creature, the
target takes an extra 1d4 necrotic damage, and
you regain hit points equal to the necrotic damage
dealt.

You can Grapple and Shove creatures with any


variation of the Incorporeal Movement feature,
even if you would ordinarily be unable to.

Undertow Shackles
Wondrous Item (Bracers), Rare (requires
attunement)

Mire Aura. The ground and water within 10 feet


of you counts as difficult terrain for creatures of
your choice.

Clutching Tide. You can attempt to Grapple or


Shove a creature up to 15 feet away from you. On
a success, the target is pulled up to 15 feet
towards you or an unoccupied space within 5 feet
of you before any other effects of the Shove or
Grapple apply.

This item has 3 charges, and replenishes all


CREDITS & NOTICES
expended charges daily at dawn. The charges can Designed by Dan Gable. Editing by Adam Beckwith and Fin
be used in the following ways: Prindle, Layout by Adam Beckwith. This work includes
material taken from the System Reference Document 5.1
(“SRD 5.1”) by Wizards of the Coast LLC and available at
- Greater Aura. As a bonus action on your turn, https://dnd.wizards.com/resources /systems-reference-
you can expend 1 charge to increase the range of document. The SRD 5.1 is licensed under the Creative
Mire Aura to 30 feet until the end of your next Commons Attribution 4.0 International License available at
turn. https://creativecommons.org/ licenses/by/4.0/legalcode.
This material is for playtesting purposes. Please share your
feedback! If this sees publication in a different form in the
- Tidal Reach. When you use Clutching Tide to future, it will be enhanced by your input. The material
Grapple or Shove a creature, you can expend 1 references The Star-Shaman’s Song of Planegea and the core
charge to increase both the range and the distance books for 5E. Those materials retain their copyrights and
trademarks where they pertain to this material.
pulled to 30 feet.

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