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Planegea - Spooktober Monsters+Spells - (OEF, 2023-10-31)
Planegea - Spooktober Monsters+Spells - (OEF, 2023-10-31)
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.
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.
Actions
Sanguine Gloves
Wondrous Item (Gloves), Very Rare (requires
attunement)
Undertow Shackles
Wondrous Item (Bracers), Rare (requires
attunement)