Download as pdf or txt
Download as pdf or txt
You are on page 1of 37

1

Flemuck, Vesperon
Firstborn of Tar of the Celestial Moon
Flemuck’s Domain 4 Vesperon’s Domain 25
Flemuck’s Lair 4 Vesperon’s Lair 25
Freidlan, Vorakis,
the Fey Tyrant Bringer of Blight
Freidlan’ Domain 7 Vorakis' Domain 28
Freidlan’ Lair 7 Vorakis' Lair 28
Grumling, Uvelix,
the Ceaseless Hunger the Cosmic Drake
Grumling’s Domain 9 Uvelix’s Domain 30
Grumling’s Lair 10 Uvelix’s Lair 31
Halla,
the Winter Drake Draconic Weapons
Halla’s Domain 13 Blight Knife of Vorakis 34
Halla’s Lair 13 Freidlan’ Fey Blade 34
Kaeneth, Flemuck’s Dominion 35
the Heart of the Mountain Grumling’s Gore Club 35
Kaeneth’s Domain 15 Halla’s Heart 35
Kaeneth’s Lair 16 Kaeneth’s Crown 36
Sempraz, Kaeneth’s Talon 36
the Dragon of Wishes Sepraz’s Gilded Guise 37
Sempraz’s Domain 19 Sepraz’s Staff of Wishes 37
Sempraz’s Lair 19 Vesperon’s Valor 37

Tirrandel, Uvelix’s Fractured Celestial 38

the Corrupting Storm Wailing Dagger of Tirrandel 38

Tirrandel’s Domain 21 Whisper of Tirrandel 38

Tirrandel’s Lair 22
2
Flemuck, Firstborn of Tar
Discarded into the Swamp of Oblivion for in just a few days, with the rate of
his deformity, Flemuck thrived in the filth expansion slowing as it continues to
and became a horrific mutation of dragon spread. Within the domain all life is
and ooze. Flemuck may appear to have disolved by wandering oozes, the terrain
wings, but in reality they are nothing itself becoming an acid filled wasteland of
more than poor imitations that lack the death.
ability to grant him flight. When battle With a hatred for all life, Flemuck lacks
begins, the wings will transform into their any non-ooze followers, however it has
true state, a mass of pseudopods that been seen that while in his domain ooze’s
bludgeon Flemuck’s foes to death. behave with a keen, hivemind-like
Flemuck is able to create a near infinite intelligence, guarding entry points and
amount of ooze and filth from its body. patrolling the borders of the domain. One
This ooze then produces creatures such as will find themselves melting in acid if they
black puddings, gelatinous cubes, or do not come prepared when facing the
other oozes to serve Flemuck. followers of Flemuck.
Flemuck makes it’s home deep in
underground caverns, ancient temples, or
subterranean lairs. In the darkness
Flemuck can slowly produce its army of
oozes and infest the land around its lair
until its domain is complete. This domain
is said to grow up to 10 miles from its lair

3
Flemuck’s Domain Flemuck’s Lair
Deep beneath the surface of the world in Flemuck’s lair is located in the deepest part
abandoned mines or caverns, Flemuck of the dungeon, a tar pit filled with
gathers his power and produces an endless dangerous holes, preserved corpses, and
stream of oozes to serve his will. masses of thick ooze ready to aid him in
Spreading through the walls and floor, the battle. The lair is decorated with the
entire Domain becomes an extension of petrified corpses of the adventurers who
the great dragon. Capable of feeling when camp before, with magic weapons littered
any part of his tar like form comes in amongst the acid pools and corpses.
contact with other creatures, Flemuck has On initiative count 20 (losing initiative
eyes and ears in every corner of his ties), Flemuck takes a lair action to cause
domain. one of the following effects; Flemuck can't
With a extremely rapid rate of use the same effect two rounds in a row:
production Flemuck is guarded by a large • Rapid Production. Flemuck creates
number of various oozes. While he does three gray oozes, two gelatinous
not directly control them, they never cubes or one black pudding centered
wander far from his domain and provide a on a point the dragon can see within 60
barrier between Flemuck and potential feet of it.
enemies. Any pace covered by Flemuck’s
• Thick Slime. The ground inside the lair
ooze is part of his Domain. The following
becomes difficult terrain. In addition,
effects occur within the domain:
creatures with a Strength score of 12 or
• Any creature that makes contact with less have their movement speed
Flemuck’s ooze alerts Flemuck to their reduced to 0.
presence.
• Ooze Wall. Flemuck creates a thick wall
• One ooze is produced every few hours of ooze on a solid surface it can see
by Flemucks lair which then wanders within 120 feet of it. The wall can be up
away from the lair unless ordered by to 30 feet long, 30 feet high, and 5 foot
Flemuck to remain. See Ooze thick. When the wall appears, each
Production table below. creature within its area is pushed 5 feet
out of the wall's space; appearing on
whichever side of the wall they want.
Each 10-foot section of the wall has AC
5, 30 hit points, and immunity to acid,
cold, necrotic, poison, and psychic
damage. The wall disappears when
Flemuck uses this lair action again or
when Flemuck dies.
• Acidic Pulse. All creatures standing on a
solid surface suffer 20 (4d8) acid
damage. A prone creature takes 32
points of acid damage.

4
Flemuck, Firstborn of Tar Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 21 (2d10 + 7) piercing damage plus 16 (4d6)
Gargantuan Dragon, Chaotic Evil
acid damage.
Armor Class. 21 Pseudopod. Melee Weapon Attack: +13 to hit, reach 20 ft.,
Hit Points. 385 (22d20+154) one target. Hit: 17 (2d8 + 7) bludgeoning damage plus 20
Speed. 50 ft., climb 50 ft.. (4d8) acid damage. In addition, nonmagical armor worn
by the target is partly dissolved and takes a permanent
STR DEX CON INT WIS CHA and cumulative -1 penalty to the AC it offers. The armor
is destroyed if the penalty reduces its AC to 10.
25 (+7) 17 (+3) 22 (+6) 15 (+2) 18 (+4) 17 (+3)
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
Saving Throws. Dex +11, Con +14, Int +10, Wis +12, Cha target. Hit: 17 (2d8 + 7) bludgeoning damage plus 20
+11 (4d8) acid damage..
Skills. Athletics +13, Perception +12
Damage Immunities. Acid, Cold, Lightning, Slashing Frightful Presence. Each creature of Boroxis' choice that
Condition Immunities. Blinded, Deafened, Prone is within 120 feet of Flemuck and aware of it must
Senses. Blindsight 60 Ft., Darkvision 120 Ft., passive succeed on a DC 21 Wisdom saving throw or become
Perception 22 frightened for 1 minute. A creature can repeat the
Languages. Common, Draconic saving throw at the end of each of its turns, ending the
Challenge. 25 (75,000 XP) effect on itself on a success. If a creature's saving throw
is successful or the effect ends for it, the creature is
Corrosive Form. A creature that touches Flemuck or hits immune to the Boroxis' Frightful Presence for the next
it with a melee attack while within 5 feet of it takes 4 24 hours.
(1d8) acid damage. Any nonmagical weapon made of
Acid Globual (Recharge 5-6). Flemuck spits a highly acidic
metal or wood that hits Flemuck corrodes. After dealing
globual of ooze at a point within 60 feet. Each creature
damage, the weapon takes a permanent and cumulative
within 15 feet of that point must make a DC 23
-1 penalty to damage rolls. If its penalty drops to -5, the
Dexterity saving throw, taking 88 (16d10) acid damage
weapon is destroyed. Nonmagical ammunition made of
on a failed save, or half as much damage on a successful
metal or wood that hits Flemuck is destroyed after
one.
dealing damage. The pudding can eat through 2-inch-
thick, nonmagical wood or metal in 1 round. Produce Minions (1/per day). Flemuck can create 3 Black
Puddings within 20 feet of it.
Spider Climb. The pudding can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check LEGENDARY ACTIONS
Flemuck can take 3 legendary actions, choosing from the
Legendary Resistance (3/Day). If Flemuck fails a saving options below. Only one legendary action option can be
throw, she can choose to succeed instead. used at a time and only at the end of another creature’s
turn. Flemuck regains spent legendary actions at the
ACTIONS start of their turn.
Multiattack. Flemuck can use its Frightful Presence or
Detect. Flemuck makes a Wisdom (Perception) check.
Ooze Spray. Flemuck then makes three attacks: one with
Tail Attack. Flemuck makes a tail attack.
its bite and three with its pseudopods.
Ooze Spray. Flemuck uses its Ooze Spray.
Ooze Spray. All creatures within 10 feet of Flemuck must Devour Minion (2 Actions). Flemuck devours a ooze
make a DC 20 Dexterity saving throw or take 20 (4d8) within range, regaining 5d10 hit points.
acid damage, half as much on a successful save.

“Come then,
adventurers. Become
immortal in my museum
of suffering. Live
eternally as my décor.”
5
Freidlan, the Fey Tyrant
Freidlan, known to the denizens of the Freidlan will frequently transform into
Feywild as ‘The Fey Tyrant’, is the a elven druid and leave its lair, seeking
embodiment of narcissism, vanity, and new splendid creatures of the Feywild to
manipulation. The ancient drake made its add to its menagerie. In this form it will
home in the Feywild many centuries ago, seek to manipulate adventurers into
co-opting the magic of the fey plane to eliminating rivals, wander cities to attract
transform itself into a unique hybrid of fey a following of devotees, and take lovers
and dragon. With horns made of only to break their hearts and drive them
branches, scales of wood, colorful to madness
feathered wings, and rear hooves, Freidlan Friedlan’s motivations are always self
gives an appearance of a fey creature in its indulgent. Followers to confirm her
splendid beauty. But these transmutations beauty, pets to show off to travelers, and
are simply a guise it dons to manipulate humiliated enemies to spread word of her
others to achieve its goals. power. If any of these core beliefs are
Unlike fey creatures, Friedlan shows no challenged, Friedlan will dedicate herself
regard for the beauty of life within the to your destruction. Claim she is not
Feywild. To ensure her eternal life, beauty, beautiful? Draw one of her devotees away?
and power, she travels the Feywild seeking Even touch one of her pets without he
places of power and draining the magic expressed permission… these are all paths
from them. This process is devastating to that lead to your doom.
ecosystem of the feywild and has resulted
in countless deaths.

6
Freidlan’ Domain Freidlan’ Lair
Freidlan’s domain is a forest which Freidlan’s lair is a druid grove that it has
contains her lair, either in the Material claimed and uses as its base of operations.
Plane near a portal to the Feywild or The previous druid is usually kept alive as
within the Feywild itself. The larger the a prisoner and forced to continue tending
forest, the greater Freidlan’s domain is. to the grove for Freidlan. Within the lair
Freidlan will usually target smaller forests she can command the plants and animals
to avoid conflict with other large to attack intruders, utilize natural hazards,
predators or denizens of the area. The or even manipulate the weather.
following effects occur within the domain: Eliminating the captive druid, or having
• Any attempt to navigate the domain them join the fight on your side, can
requires a DC 18 Wisdom (Survival) quickly disable this lairs deadly effects.
check. Failing this check results in one On initiative count 20 (losing initiative
point of exhaustion for the party after a ties), Freidlan takes a lair action to cause
day spent traveling unsuccessfully. one of the following effects; Freidlan can't
• While traveling every creature must use the same effect two rounds in a row:
make a DC 15 Constitution saving • Call the Wild. Two dire wolves or
throw or become poisoned. Creatures six wolves appear in the lair. These
can repeat this saving throw at the end wolves flee in the event of Freidlan’s
of a long rest. If a creature rolls a 5 or death.
lower, it also suffers 4d8 piercing • Fey Step. Friedlan becomes invisible,
damage from falling into a hazard. then teleports to an unoccupied space
• Freidlan becomes aware of the names within 60 feet.
and abilities of all creatures that enter • Fog of the Lost. Magical fog fills the
her domain. area. Creatures of Freidlan’s choosing
within the fog can only see creatures
within 5 feet of it. Sounds cannot travel
more than 5 feet through the fog
making communication outside this
distance nearly impossible. Strong
winds may disperse the fog.
• Restrictive Vines. The area within
the lair becomes difficult terrain until
“Welcome, my new the next lair action activates. Any
creature starting its turn in the lair
devotee, to your home. I must make a DC 14 Strength saving
grant you permission to throw or be grappled until the start of
gaze upon me and live to their next turn.
tell the tale…”

7
Friedlan, the Fey Tyrant Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
target. Hit: 24 (2d10 + 10) piercing damage plus 16 (4d6)
Gargantuan Dragon, Chaotic Evil
poison damage. A creature hit by this attack must make
a DC 20 Charisma saving throw. On a failed save, the
Armor Class. 20
creature is charmed by Freidlan and cannot take any
Hit Points. 385 (22d20+154)
hostile action against it. Creatures charmed this way can
Speed. 50 ft., climb 50 ft..
repeat the saving throw at the end of each of its turns.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 18 (2d6 + 10) slashing damage.
25 (+7) 17 (+3) 22 (+6) 15 (+2) 18 (+4) 22 (+6)
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
Saving Throws. Dex +11, Con +14, Int +10, Wis +12, Cha target. Hit: 20 (2d8 + 10) bludgeoning damage.
+14
Skills. Athletics +13, Perception +12 Fairy Light (Recharge 5-6). Freidlan spews a wave of
Damage Immunities. Poison living lights in a 60-foot cone originating from itself. All
Condition Immunities. Blinded, Deafened, Prone creatures in the area must make a DC 20 Dexterity
Senses. Blindsight 60 Ft., Darkvision 120 Ft., passive saving throw or suffer 91 (26d6) poison damage on a
Perception 22 failed save, or half as much damage on a successful one.
Languages. Common, Draconic Creatures that fail this saving throw are covered in
Challenge. 25 (75,000 XP) glowing lights for 1 minute. Attacks against these
creatures are made with advantage.
Legendary Resistance (3/Day). If Friedlan fails a saving
Absorb Life (1/day). Once a day, Freidlan can absorb life
throw, she can choose to succeed instead.
from the nearby land and creatures that dwell within it.
Freidlan regains 50 hit points, plus an additional 10 hit
ACTIONS points for each beast, fey, or plant creature. These
Multiattack. Freidlan can use its Frightful Presence or creatures can be living or have died within the last
Delusions. Freidlan then makes three attacks: one with minute. Living creatures affected by Absorb Life suffer
its bite and two with its claws or tail. 6d10 necrotic damage.
Delusions (5-6). Freidlan emits a hallucination pollen
that attacks the senses of every creature within 30 feet
LEGENDARY ACTIONS
of it. Each creature in range must make a DC 18 Freidlan can take 3 legendary actions, choosing from the
Charisma saving throw or immediately use its reaction options below. Only one legendary action option can be
to make a melee or ranged attack against the nearest used at a time and only at the end of another creature’s
creature to it that is not Freidlan. A creature that cannot turn. Freidlan regains spent legendary actions at the
make this attack suffers 4d8 psychic damage. start of their turn.

Frightful Presence. Each creature of Freidlan’s choice Detect. Freidlan makes a Wisdom (Perception) check.
that is within 120 feet of Freidlan and aware of it must Tail Attack. Freidlan makes a tail attack.
succeed on a DC 21 Wisdom saving throw or become Changing of the Seasons (Costs 2 Actions). Freidlan
frightened for 1 minute. A creature can repeat the ends any number of conditions it is suffering from.
saving throw at the end of each of its turns, ending the Wing Attack (Costs 2 Actions). Freidlan beats its wings.
effect on itself on a success. If a creature's saving throw Each creature within 15 ft. of Freidlan must succeed
is successful or the effect ends for it, the creature is on a DC 22 Dexterity saving throw or take 17 (2d6 +
immune to the Freidlan’s Frightful Presence for the next 10) bludgeoning damage and be knocked prone.
24 hours. Kaeneth can then fly up to half its flying speed.

8
Grumling, the Ceaseless Hunger
In typical legends a dragon will horde Grumling’s Domain
gold, gemstones, and powerful magical Grumling’s domain can be easily spotted
items to satisfy their vanity. In the case of due to the sheer devastation of the
Grumling, his vice was a far different kind landscape where he makes his home.
of greed. Grumling hungered for food, Grumling’s domain stretches for about 5
constantly gorging himself on anything he miles in every direction from his lair, both
came across. His size became so massive of which change every few months once
that his wings could no longer carry him, the landscape has been thoroughly
which slowly withered away to nothing. stripped of all that satisfies his great
Now when the rumbling of earth is felt, hunger. The following effects occur
people don’t worry about earthquakes or within the domain:
volcanic eruptions, they fear the coming
threat of Grumling and his ceaseless • No creatures of size small or larger are
hunger. found within the domain. Occasionally
creatures may wander in, but the lack
After gorging himself Grumling will of vegetation or prey animals makes
vomit everything it has devoured into this a rare occurrence.
small pools which he hides underground,
saving them for later consumption, • No vegetation or natural occurring
typically before he moves to a new lair. food can be found within the domain.
• Every creature, or one creature leading
the party, must make a DC 15 Wisdom
(Survival) check. On a failed save the
creature, or entire party, fall into one of
Grumling’s vomit pits, suffering 24
(6d6) points of acid damage.

9
Grumling’s Lair • Toxic Vent. Toxic gas fills a 20-foot-
Grumling makes his lair deep beneath the radius sphere centered on a point
surface far from any noises or intruders Grumling can see within 120 feet of
that would disturb his slumber. These lairs him. The gas spreads around corners,
are typically filled with noxious gas, pools and its area is heavily obscured. Each
of acid hidden beneath thin layers of earth creature in the gas when it appears
and unstable rock formations created by must make a DC 10 Constitution
Grumling’s movements. saving throw, taking 10 (3d6) poison
damage on a failed save, or half as
On initiative count 20 (losing initiative much damage on a successful one. A
ties), Grumling takes a lair action to cause creature that ends its turn in the fog
one of the following effects; Grumling takes 10 (3d6) poison damage. A wind
can't use the same effect two rounds in a of at least 20 miles per hour disperses
row: the fog. The fog otherwise lasts until
• Roiling Earth. The ground begins to Grumling uses this lair action again or
rise and fall rapidly in a 30 foot high, 10 until Grumling dies.
foot-radius cylinder centered on a point • Vomit Pit. The ground collapses
Grumling can see within 120 feet of revealing pit filled with Grumling’s
him. All creatures in the area must vomit. This pit has a 10 foot wide
make a Strength saving throw or suffer radius, centered on a point Grumling
20 (4d8) points of bludgeoning damage can see within 120 feet of him. Every
and be knocked prone. On a successful creature in the area must make a DC 15
save the creature takes half as much Dexterity saving throw or suffer 20
damage and moves to a point of its (4d8) acid damage. On a successful
choosing outside of the cylinder. The saving throw the creature moves to a
ground where this cylinder erupted space outside the pit. This pit remains
becomes difficult terrain. for 1d10 hours.
• Quake. The lair begins to shake
violently 120 feet in every direction
from where Grumling stands. Every
creature in the area must make a DC 20
Strength saving throw or be knocked
prone.
“What delicious little
morsel has wandered
into my home? What a
delicacy you shall all
make! Come to me!”

10
Grumling, The Hungering Dragon Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
target. Hit: 24 (2d10 + 10) piercing damage plus 16 (4d6)
Gargantuan Dragon, Chaotic Evil
acid damage. If the target is a Large or smaller creature
Grappled by Grumling, that creature is swallowed, and
Armor Class. 18
the grapple ends. While swallowed, the creature is
Hit Points. 546 (28d20+252)
Blinded and Restrained, it has total cover against attacks
Speed. 40 ft., tunnel 40 ft.
and other Effects outside Grumling, and it takes 42
(12d6) acid damage at the start of each of the Grumling's
STR DEX CON INT WIS CHA turns. If Grumling takes 50 damage or more on a single
29 (+9) 10 (+0) 29 (+9) 16 (+3) 19 (+4) 14 (+2) turn from a creature inside it, Grumling must succeed on
a DC 25 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall
Saving Throws. Str +17, Con +17, Int +12, Wis +12
prone in a space within 10 feet of Grumling. If Grumling
Skills. Athletics +17, Perception +12
dies, a swallowed creature is no longer Restrained by it
Damage Immunities. Bludgeoning
and can escape from the corpse using 15 feet of
Senses. Blindsight 60 Ft., Darkvision 120 Ft., passive
Movement, exiting prone.
Perception 22
Languages. Common, Draconic Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
Challenge. 25 (75,000 XP) target. Hit: 18 (2d6 + 10) bludgeoning damage. A
creature hit by this attack is grappled (escape DC 18).
Legendary Resistance (3/Day). If Grumling fails a saving Until this grapple ends, the target is Restrained.
throw, she can choose to succeed instead.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
Blubber. Any creature that hits Grumling with a melee target. Hit: 20 (2d8 + 10) bludgeoning damage.
attack must roll a d6. On a 1, that damage is reflected
back at the attacker. Terrible Gas (Recharge 5-6). Grumling unleashes a
devastating odor 30-foot in every direction. All
Baneful Scent. Any attack roll made against Grumling creatures in the area must make a DC 20 Constitution
within 20 feet is reduced by 1d4. saving throw or suffer 91 (26d6) poison damage on a
failed save, or half as much damage on a successful one.
ACTIONS A creature who fails this saving throw by 5 or more
Multiattack. Grumling can use its Frightful Presence or spends its next turn vomiting, it’s movement speed is
Noxious Odor. Grumling then makes three attacks: one reduced to 0 and it takes no actions this round.
with its bite and two with its claws or tail.
Vomit Spray. Once a day, Grumling can spew a massive
Noxious Odor. All creatures within 20 feet of Grumling wave of acid in a 60 foot cone. All creatures in the cone
must make a DC 20 Constitution saving throw or take must make a Dexterity saving throw or suffer 77 (20d6)
30 (6d8) poison damage, half as much on a successful acid damage. When Grumling uses this ability it is
save. stunned until the start of its next turn.

Frightful Presence. Each creature of Grumling's choice LEGENDARY ACTIONS


that is within 120 feet of Grumling and aware of it must
Grumling can take 3 legendary actions, choosing from
succeed on a DC 21 Wisdom saving throw or become
the options below. Only one legendary action option can
frightened for 1 minute. A creature can repeat the
be used at a time and only at the end of another
saving throw at the end of each of its turns, ending the
creature’s turn. Grumling regains spent legendary
effect on itself on a success. If a creature's saving throw
actions at the start of their turn.
is successful or the effect ends for it, the creature is
immune to the Grumling's Awful Presence for the next Detect. Grumling makes a Wisdom (Perception) check.
24 hours. Tail Attack. Grumling makes a tail attack.
Bite (Costs 2 Actions). Grumling makes a bite attack.

11
Halla, the Winter Drake
While most dragons who dwell in frozen Halla has been seen taking human
landscapes are brutish creatures, Halla has form, preferring the appearance of a white
shown to be a far more intelligence and haired old woman, appearing to warn
often gentle creature. Never seeking war rulers of the consequences of evil deeds.
or hording gold, Halla has spends her time Those who failed to follow her advice
in isolation at abandoned mountain usually met terrible ends. While not
temples dedicated to forgotten gods. driven by selfish greed, Halla is still a
Halla’s entire body is covered with ice and primal force of chaos in the world. She
much of her original form has broken travels where shes pleases, bringing a
away leading many to believe she is some sudden and unexpected winter to
form of undead or spirit. However, Halla kingdoms and their vulnerable people. She
has simply used primal magic to become has been destroyed in the past for such
one with winter itself. actions, but always seems to return years
Halla is believed to be blessed by some later. Despite the past battles, Halla has
deity of winter, earning her the title ‘The never been see to retaliate or hold a
Winter Drake’. In past ages kings and grudge against her former enemies, and on
queens would make a pilgrimage to Halla’s one occasion even returned simply to
lair, to ask her advice on how to avoid compliment a mage that slew her on their
disasters and wars, or attempt to bribe her excellent spellcraft.
into servitude. The latter resulted in the
angering of Halla and subsequent death of
those whose attempted the bribery.

12
Halla’s Domain Halla’s Lair
Halla makes her home in ancient temples Where Halla sleeps becomes covered in a
and destroyed cities, where she revels in thick lair of ice, the walls, ceiling and floor
the glory of forgotten civilizations. When become infused with an intense cold that
Halla inhabits a land for a long period of is harmful to the touch. This area is
time she changes the landscape for several known as Halla’s Lair.
miles in every direction. This usually On initiative count 20 (losing initiative
consists of a minimum of 1 mile in a hot ties), Halla takes a lair action to cause one
climate, 10 miles in a mild climate and up of the following effects; Halla can't use the
to 50 miles in colder regions. This area is same effect two rounds in a row:
known as Halla’s Domain. The following
• Freezing Fog. Freezing fog fills a 20-
effects occur within the domain:
foot-radius sphere centered on a point
• A perpetual snowfall occurs in the area. Halla can see within 120 feet of her.
• Any frost giant, winter wolf or creature The fog spreads around corners, and its
with a close affinity to the cold falls area is heavily obscured. Each creature
under the total control of Halla. These in the fog when it appears must make a
creatures form small armies to defend DC 10 Constitution saving throw,
Halla’s domain from intruders. taking 10 (3d6) cold damage on a failed
• A creature who travels within Halla’s save, or half as much damage on a
domain for an extended period of time successful one. A creature that ends its
must make a DC 10 Constitution turn in the fog takes 10 (3d6) cold
saving or suffer 1 point of exhaustion. damage. A wind of at least 20 miles per
hour disperses the fog. The fog
• Halla seals all entrances to her lair with
otherwise lasts until Halla uses this lair
6 inch thick walls of ice. Each 10 foot
action again or until Halla dies.
section has AC 5, 15 hit points,
vulnerability to fire damage, and • Ice Fall. Jagged ice shards fall from the
immunity to acid, cold, necrotic, ceiling, striking up to three creatures
poison, and psychic damage. If Halla underneath that Halla can see within
wishes to move through a wall, she can 120 feet of it. The dragon makes one
do so without slowing down. The ranged attack roll (+7 to hit) against
portion of the wall Halla moves each target. On a hit, the target takes 10
through is destroyed, however. If Halla (3d6) piercing damage.
dies, the fog and precipitation fade • Wall of Ice. Halla creates an opaque
within 1 day. The ice walls melt over wall of ice on a solid surface it can see
the course of 1d10 days. within 120 feet of it. The wall can be up
to 30 feet long, 30 feet high, and 1 foot
thick. When the wall appears, each
creature within its area is pushed 5 feet
“I seek to guide mortals out of the wall's space; appearing on
away from a destiny of whichever side of the wall she wants.
death and ruin. But in Each 10-foot section of the wall has AC
the end, death will 5, 30 hit points, vulnerability to fire

13
damage, and immunity to acid, cold,
claim us all.” necrotic, poison, and psychic damage.
The wall disappears when Halla uses
Halla, The Winter Drake Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one
target. Hit: 16 (2d6 + 8) slashing damage.
Gargantuan Dragon, Chaotic Neutral
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
Armor Class. 23 target. Hit: 18 (2d8 + 8) bludgeoning damage.
Hit Points. 385 (22d20+154)
Speed. 40 ft., climb 40 ft., fly 80 ft. Awful Presence. Each creature of Halla's choice that is
within 120 feet of Halla and aware of it must succeed on
STR DEX CON INT WIS CHA a DC 21 Wisdom saving throw or become frightened for
1 minute. Creature’s frightened by this ability have their
26 (+8) 14 (+2) 25 (+7) 22 (+6) 17 (+3) 21 (+5) movement speed reduced to 0. A creature can repeat
the saving throw at the end of each of its turns, ending
Saving Throws. Con +15, Int +14, Wis +11, Cha +13 the effect on itself on a success. If a creature's saving
Skills. Athletics +16, Perception +11, Stealth +10 throw is successful or the effect ends for it, the creature
Damage Immunities. Cold is immune to the Halla's Awful Presence for the next 24
Senses. Blindsight 60 Ft., Darkvision 120 Ft., passive hours.
Perception 21
Languages. Common, Draconic Frostnova (Recharge 5-6). Halla sends a wave of cold 60
Challenge. 25 (75,000 XP) foot in every direction. All creatures in the area must
make a DC 20 Constitution saving throw or suffer 91
Legendary Resistance (3/Day). If Halla fails a saving (26d6) cold damage on a failed save, or half as much
throw, she can choose to succeed instead. damage on a successful one. A creature who fails this
saving throw by 5 or more has their movement speed
Aura of Frost. Any creature starting its turn within 10 reduced to 0 until the end of their next turn.
feet of Halla suffers 22 (2d10 + 10) cold damage.
Hail. Once a day, Halla can unleash its porcupine armor
Frigid Form. If Halla is hit with a melee weapon attack in a 60 foot cone originating from her. All creatures in
from 5 feet, the creature who hit Halla suffers 5 points the area must make a Dexterity saving throw or suffer
of cold damage. 28 (4d10) piercing damage and 28 (4d10) cold damage,
half as much damage on a successful saving throw. When
Shattered Scales. If Halla suffers more than 50 points of Halla does this, her armor class is reduced to 22 until she
damage from a single attack it exposes a 5 foot wide gap takes a long rest.
in it’s armor until the end of it’s next turn. A creature can
choose to target this spot with an attack, taking a -5 to LEGENDARY ACTIONS
their attack roll. On a hit, the attack is a critical hit.
Halla can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
ACTIONS used at a time and only at the end of another creature’s
Multiattack. Halla can use its Awful Presence or Frost turn. Halla regains spent legendary actions at the start
Pulse. Halla then makes three attacks: one with its bite of their turn.
and two with its claws or tail.
Detect. Halla makes a Wisdom (Perception) check.
Frost Pulse. All creatures within 30 feet of Halla must Tail Attack. Halla makes a tail attack.
make a DC 20 Constitution saving throw or take 20 Frost Pulse. Halla uses its Frost Pulse.
(4d8) cold damage, half as much on a successful save. Wing Attack (Costs 2 Actions). Halla beats its wings.
Each creature within 15 ft. of Halla must succeed on a
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one
DC 22 Dexterity saving throw or take 17 (2d6 + 10)
target. Hit: 22 (2d10 + 8) piercing damage plus 16 (4d6)
bludgeoning damage and be knocked prone. Halla can
cold damage.
then fly up to half its flying speed.

14
Kaeneth, the Heart of the Mountain
Born of flame, rock and hate, Kaeneth Kaeneth’s Domain
seeks to spread destruction and chaos Kaeneth has no permanent domain, due to
everywhere he travels. Born with a hatred his constant need to move and wreak
for all life, Kaeneth seeks to turn the entire havoc. However the landscape which he
world into a lifeless, volcanic wasteland. leaves in his wake is transformed into his
Seemingly without need to eat or sleep, temporary domain, until nature manages
Kaeneth is a ceaseless force of destruction to take back the land over time. The area
that devours all in its path, regenerating affected by Kaeneth is a 120 feet radius
it’s damaged body by drinking molten lava from his body. The landscape affected by
or devouring the land. With scales like Kaeneth suffers the following conditions:
obsidian stone and a devastating heat that • Any flammable object not being worn
radiates from it’s body Kaeneth is near or carried is ignited. This can result in
impossible to get close to. One fatal flaw in massive forest fires in wooded areas, or
this titan’s defenses is its aversion to water. the total destruction of cities due to
When met with rivers or lakes it must widespread fires through the
take its time to slowly dry them out with population.
its volcanic breath or form large bridges of
obsidian rock to cross these bodies of • Bodies of water smaller than 100
water. Falling into water has proven to gallons are evaporated over the course
cause extreme damage to Kaeneth, but not of six seconds. Bodies of water larger
enough to destroy him. than this evaporate at a rate between
500-600 gallons a minute, but this
process can be hastened by Kaeneth’s
volcanic breath.

15
Kaeneth’s Lair • Smog Cloud. Volcanic gases form a
Kaeneth’s lair occurs when he ceases his cloud in a 20-foot-radius sphere
movement, usually from the result of centered on a point the dragon can see
significant damage to his body or from within 120 feet of it. The sphere
coming a body of water he cannot cross. spreads around corners, and its area is
Kaeneth will begin spitting lava into the lightly obscured. It lasts until initiative
air, onto the land and even into holes he count 20 on the next round. Each
digs in the earth. This combination creates creature that starts its turn in the cloud
a hostile landscape of smog filled air, must succeed on a DC 13 Constitution
volcanic pools and unstable earth which saving throw or be poisoned until the
crumbles beneath the feet of unsuspecting end of its turn. While poisoned in this
victims. This area is known as Kaeneth’s way, a creature is incapacitated..
Lair. • Children of the Flame. 1d4 - 1 fire
On initiative count 20 (losing initiative elementals (see Monster Manual for
ties), Kaeneth takes a lair action to cause statistics) appear within the lair. Each
one of the following effects; Kaeneth can't fire elemental can appear in a location
use the same effect two rounds in a row: of Kaeneth’s choosing. These
elementals remain for 1d4 minutes or
• Heatwave. An intense heat erupts until Kaeneth dies.
from a point 120 feet of Kaeneth. All
creatures within 10 feet of that point • Quake. A tremor shakes the lair in a
must make a DC 14 Constitution 60-foot radius around the dragon. Each
saving throw, taking 21 (6d6) fire creature other than the dragon on the
damage on a failed save, or half as ground in that area must succeed on a
much damage on a successful one. DC 15 Dexterity saving throw or be
knocked prone.
• Volcanic Eruption. Magma erupts
from a point on the ground the dragon
can see within 120 feet of it, creating a
20-foot-high, 5-foot-radius geyser. “I WILL REDUCE THIS
Each creature in the geyser's area must
make a DC 15 Dexterity saving throw, WORLD TO ASH AND
taking 21 (6d6) fire damage on a failed RUIN! ALL WILL BURN!
save, or half as much damage on a DIE AND BECOME
successful one. NOTHING!”

16
Kaeneth, The Earth Scorcher Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one
target. Hit: 16 (2d6 + 8) slashing damage.
Gargantuan Dragon, Chaotic Evil
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
Armor Class. 22 target. Hit: 18 (2d8 + 8) bludgeoning damage.
Hit Points. 333 (18d20+144)
Speed. 40 ft., climb 40 ft., fly 80 ft. Frightful Presence. Each creature of Kaeneth's choice
that is within 120 feet of Kaeneth and aware of it must
STR DEX CON INT WIS CHA succeed on a DC 21 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
27 (+8) 11 (+0) 27 (+8) 17 (+3) 18 (+4) 20 (+5) saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving throw
Saving Throws. Con +16, Int +11, Wis +12, Cha +13 is successful or the effect ends for it, the creature is
Skills. Athletics +16, Perception +12 immune to the Kaeneth's Frightful Presence for the next
Damage Immunities. Cold, Fire 24 hours.
Senses. Blindsight 60 Ft., Darkvision 120 Ft., passive
Perception 22 Molten Breath (Recharge 6). Kaeneth spits molten rock in
Languages. Common, Draconic a 30 foot cone. All creatures in the area must make a DC
Challenge. 25 (75,000 XP) 20 Dexterity saving throw or suffer 136 (39d6) fire
damage on a failed save, or half as much damage on a
Aura of Flames. Any creature starting its turn within 10 successful one. A creature who fails this saving throw by
feet of Kaeneth suffers 22 (2d10 + 10) fire damage. 5 or more is restrained by the rapidly cooling molten
rock. A creature restrained this way can use an action
Legendary Resistance (3/Day). If Kaeneth fails a saving make a DC 15 Strength check to attempt to break free. If
throw, she can choose to succeed instead. another creature within 5 feet uses an action to brek a
restrained creature free, the DC is reduced to 10.
Volcanic Hide. If Kaeneth is hit with a melee weapon
attack from 5 feet, the creature who hit Kaeneth suffers Inferno. Once a day, Kaeneth can shed its scales and
5 points of fire damage. unleash a devastating heat wave. All creatures within
120 feet of Kaeneth suffers 50 points of fire damage.
Water Vulnerability. For every 5 ft. Kaeneth moves in
water, or for every gallon of water splashed on it, it takes LEGENDARY ACTIONS
1 cold damage up to a maximum of 50 points each round.
Kaeneth can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
ACTIONS used at a time and only at the end of another creature’s
Multiattack. Kaeneth can use its Frightful Presence or turn. Kaeneth regains spent legendary actions at the
Ember Storm. Kaeneth then makes three attacks: one start of their turn.
with its bite and two with its claws or tail.
Detect. Kaeneth makes a Wisdom (Perception) check.
Ember Storm. All creatures within 30 feet of Kaeneth Tail Attack. Kaeneth makes a tail attack.
must make a DC 20 Constitution saving throw or take Ember Storm. Kaeneth uses its Ember Storm.
20 (4d8) fire damage, half as much on a successful save. Devour Earth (Costs 2 Actions). Kaeneth devours the
A creature who fails this save by 5 or more is blinded nearby land, regaining 30 hit points. Kaeneth rolls a
until the end of their next turn. d6, on a 6 he regains the use of his Molten Breath.
Wing Attack (Costs 2 Actions). Kaeneth beats its wings.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one
Each creature within 15 ft. of Kaeneth must succeed
target. Hit: 22 (2d10 + 8) piercing damage plus 16 (4d6)
on a DC 22 Dexterity saving throw or take 17 (2d6 +
fire damage.
10) bludgeoning damage and be knocked prone.
Kaeneth can then fly up to half its flying speed.

17
Sempraz, the Dragon of Wishes
Sempraz was said to have once been a While Sempraz will claim they speak
mortal wizard who sought great power no lies and offers wishes in exchange for
and eternal life. After numerous failed friendship, the reality is far from true.
attempts at extending their life in the Sempraz can indeed grant one wish each
human form, the wizard sought day, a powerful boon to any person, but
transformation as their escape from death. the price of this boon is incredibly high. At
After years of study, searching, and several any point Sempraz can summon those that
fortunes worth of gold, the wizard found they have granted wishes to their lair,
their path forward. With a powerful wish, teleporting them in an instant. With just a
he ascended into the form of Sempraz, the thought, those in his service can be killed
Dragon of Wishes. While not immortal by for daring to disobey him. You may be
any means, the draconic body offers a long called to keep them company, to regale
life and powerful form for the wizard to him with stories, or to kill an intruder.
take. Now, using their arcane abilities and Sempraz keeps few of these thralls for
draconic form, Sempraz seeks trinkets and long, often growing bored of them and
arcane tools in the thousands, all with the disposing of them, or turning their hopes
goal to return to his human form with and desires into their greatest fears - just
eternal life within their grasp. to watch them suffer.

18
Sempraz’s Domain Sempraz’s Lair
Sempraz’s domain is a 1 mile radius from Sempraz’s lair is filled with gold, jewels,
its lair. At the borders of this domain and glorious statues from around the
travellers will find illusions that causes world. Of all dragon hordes, his is said to
them to travel around the domain, such as be the most incredible. However, most of
a large canyon that blocks their way, this is simply an illusion conjured by the
dangerous waters, or terrifying beasts that dragon and some treasure that has been
stalk the land. These illusions are so vivid gathered over the long years of bargaining
they cause harm to the minds of creatures and collecting.
attempting to bypass them. A creature that On initiative count 20 (losing initiative
gets bitten by a wild beast may find ties), Sempraz takes a lair action to cause
themselves experiencing a very real pain. one of the following effects; Sempraz can't
The following effects occur within the use the same effect two rounds in a row:
domain:
• Cruel Fate. All creatures of Sempraz’s
• A wizardly figure will appear, offering choosing must roll a d20. Sempraz will
a wish in return for them leaving the choose odd or even. Creatures that
area and swearing not to return. This is rolled the same chosen type of number
another illusion projected by Sempraz. suffer disadvantage on all rolls until the
If a creature accepts this deal, they can end of their next turn.
easily be killed by Sempraz’s abilities.
• Fool’s Gold. Sempraz causes his
• A wizardly figure will appear, offering illusions to become unstable and begin
a wish in return for them leaving the to fade from existence. A section of
area and swearing not to return. This is gold covered ground transforms into a
another illusion projected by Sempraz. 20 foot deep, 10 foot wide circular pit.
If a creature accepts this deal, they can All creatures in the area must make a
easily be killed by Sempraz’s abilities. DC 18 Dexterity saving throw or fall 20
• If denied the wizard will disappear and feet. The hole then fills with gold.
several humanoid figures will appear to Creatures inside the pit while it is full
stop the party. These are former of gold are restrained and must use an
individuals who accepted Sempraz’s action to make a DC 15 Strength
deal. They will express regret at having (Athletics) check to escape.
to kill you before launching their • Summon Thrall. A humanoid NPC is
attack. summoned to an unoccupied space
within Sempraz’s lair.

“Come forth and speak


your desires, for I shall
tell no lies. You speak
and it shall be so, this I
will not deny.”

19
• Sempraz, The Dragon of Wishes Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
target. Hit: 24 (2d10 + 10) piercing damage.
Gargantuan Dragon, Chaotic Good
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
Armor Class. 24 target. Hit: 18 (2d6 + 10) slashing damage.
Hit Points. 385 (22d20+154)
Speed. 40 ft., climb 40 ft., fly 80 ft. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
target. Hit: 20 (2d8 + 10) bludgeoning damage.
STR DEX CON INT WIS CHA
Arcane Flame Breath (Recharge 5-6). Sempraz sprays a
26 (+8) 14 (+2) 25 (+7) 28 (+9) 17 (+3) 21 (+5) wave of arcane fire in a 60-foot cone originating from
itself. All creatures in the area must make a DC 20
Saving Throws. Con +15, Int +17, Wis +11, Cha +13 Dexterity saving throw or suffer 91 (26d6) poison
Skills. Athletics +16, Perception +11, Stealth +10 damage on a failed save, or half as much damage on a
Senses. Blindsight 60 Ft., Darkvision 120 Ft., passive success. Creatures that fail this save have any magical
Perception 21 effects on them dispelled, any spells they are
Languages. Common, Draconic concentrating on disappear, and their magical
Challenge. 25 (75,000 XP) equipment stops working until the end of their next turn.

Return of Favor (1/day). Once a day, Sempraz can


Legendary Resistance (3/Day). If Sempraz fails a saving
instantly kill any number of creatures it has granted a
throw, she can choose to succeed instead.
wish to.
Magical Resistance. Sempraz has advantage on saving
throws against magical spells and effects. LEGENDARY ACTIONS
Sempraz can take 3 legendary actions, choosing from the
ACTIONS options below. Only one legendary action option can be
Multiattack. Sempraz can use its Frightful Presence or used at a time and only at the end of another creature’s
Vile Wish. Sempraz then makes three attacks: one with turn. Sempraz regains spent legendary actions at the
its bite and two with its claws or tail. start of their turn.

Vile Wish (5-6). Sempraz speaks its desire by saying “I Detect. Sempraz makes a Wisdom (Perception) check.
wish…” and creates a magical effect. These wishes can Tail Attack. Sempraz makes a tail attack.
take the form of 7th level spells or lower or be particular Small Favors (Costs 2 Actions). Sempraz casts a spell of
effects. Some examples to disable your foes could be: “I 3rd level or lower.
wish you were asleep”, “I wish you could not speak/see”, Wing Attack (Costs 2 Actions). Sempraz beats its wings.
etc. When Sempraz makes a wish that targets a single Each creature within 15 ft. of Sempraz must succeed
creature, there is no saving throw unless it is a spell. on a DC 22 Dexterity saving throw or take 17 (2d6 +
10) bludgeoning damage and be knocked prone.
Frightful Presence. Each creature of Sempraz’s choice Tirrandel can then fly up to half its flying speed.
that is within 120 feet of Sempraz and aware of it must
succeed on a DC 21 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving throw
is successful or the effect ends for it, the creature is
immune to the Sempraz’s Frightful Presence for the next
24 hours.

20
Tirrandel, the Corrupting Storm
A dangerous and corrupting drake, The following effects occur within the
Tirrandel brings a perpetual storm where domain:
he makes his lair and emits a aura which • The area is covered in a perpetual
corrupts the hearts of those around him. storm, which on a light day consists of
Once believed to have been capable of heavy rains and on a heavy day consists
powerful magic, it was discovered that of frequent lightning. To determine
Tirrandel’s power is innate and out of his storm severity roll a d4 and apply the
control. The storm, which grows in power result.
each day he remains in one place, is
completely out of Tirrandel’s control. The
corrupting nature of Tirrandel seems to be
a form of brainwashing which slowly
coerces others to align themselves with
Tirrandel’s goals.

Tirrandel’s Domain
Tirrandel prefers to nest high in the
mountains where his storm can become
more powerful and spread to nearby
regions. Where this storm covers, those
with weak wills find themselves dreaming
of Tirrandel and slowly begin to believe
his goals are their own. This area of storm
cover is known as Tirrandel’s Domain.

21
• A creature that sleeps within the Tirrandel’s Lair
domain must make a DC 5 Wisdom Tirrandel makes his lair at the highest
saving throw. On a failed save the point of the mountain or peak he calls his
creature gains 1 point of Tirrandel’s home, gathering a small legion of devotees
Corruption. See the effects of this who serve as his guardians while he sleeps.
corruption on Tirrandel’s Corruption This area is known as Tirrandel’s Lair.
table below.
On initiative count 20 (losing initiative
ties), Tirrandel takes a lair action to cause
one of the following effects; Tirrandel
can't use the same effect two rounds in a
row:
• Dust Storm. A cloud of sand swirls
about in a 30-foot-radius sphere
centered on a point the dragon can see
within 120 feet of it. The cloud spreads
around corners. Each creature in the
cloud must succeed on a DC 15
Constitution saving throw or be
blinded for 1 minute. A creature can
repeat the saving throw at the end of
each of its turns, ending the effect on
itself on a success.
• Sky Talon. Tirrandel chooses 3 points
If Tirrandel dies, all creatures affected by within 120 feet of him. Any creature
Tirrandel’s Corruption lose all Corruption within 5 feet of that point must succeed
Points. a DC 15 Dexterity saving throw or take
10 (3d6) lightning damage.
• Arc. Lightning arcs, forming a 5-foot-
wide line between two of the lair's solid
surfaces that the dragon can see. They
must be within 120 feet of the dragon
“Bow before me, mortal. and 120 feet of each other. Each
You are in the presence creature in that line must succeed on a
DC 15 Dexterity saving throw or take
of a greater being. Keep 20 (6d6) lightning damage.
your head down and • Domination of Tirrandel. All
obey, or else.” creatures within the lair must make a
DC 10 Wisdom saving throw. On a
failed save the creature spends its next
turn dropping to its knees, going prone
and worshiping Tirrandel. The
creature then ends its turn.

22
Tirrandel, The Dark Storm Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 21 (2d10 + 7) piercing damage plus 16 (4d6)
Gargantuan Dragon, Chaotic Evil
lightning damage.
Armor Class. 22 Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one
Hit Points. 333 (18d20+144) target. Hit: 15 (2d6 + 7) slashing damage.
Speed. 40 ft., climb 40 ft., fly 80 ft.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
STR DEX CON INT WIS CHA target. Hit: 17 (2d8 + 7) bludgeoning damage.

24 (+7) 17 (+3) 21 (+6) 21 (+6) 18 (+4) 25 (+7) Frightful Presence. Each creature of Tirrandel's choice
that is within 120 feet of Tirrandel and aware of it must
Saving Throws. Dex +11, Con +14, Int +14, Wis +12, Cha succeed on a DC 21 Wisdom saving throw or become
+15 frightened for 1 minute. A creature can repeat the
Skills. Athletics +13, Perception +12 saving throw at the end of each of its turns, ending the
Damage Immunities. Lightning effect on itself on a success. If a creature's saving throw
Senses. Blindsight 60 Ft., Darkvision 120 Ft., passive is successful or the effect ends for it, the creature is
Perception 22 immune to the Tirrandel's Frightful Presence for the
Languages. Common, Draconic next 24 hours.
Challenge. 25 (75,000 XP)
Lightning Breath (Recharge 5-6). Tirrandel exhales
lightning in a 120-foot line that is 10 feet wide. Each
Absorb the Storm. Whenever Tirrandel takes lightning
creature in that line must make a DC 23 Dexterity saving
damage, he gains 10 temporary hit points.
throw, taking 88 (16d10) lightning damage on a failed
Aura of Domination. Any creature starting its turn within save, or half as much damage on a successful one.
10 feet of Tirrandel must make a Charisma saving throw
Cry of the Storm. Once a day, Tirrandel can call down a
or have disadvantage on all attacks against Tirrandel
massive hail of lightning. All creatures within 60 feet of
until the end of their turn.
Tirrandel who are not indoors or underground suffer 40
Legendary Resistance (3/Day). If Tirrandel fails a saving points of lightning damage.
throw, she can choose to succeed instead.
LEGENDARY ACTIONS
Static Hide. If Tirrandel is hit with a melee weapon attack Tirrandel can take 3 legendary actions, choosing from
from 5 feet, the creature who hit Tirrandel suffers 5 the options below. Only one legendary action option can
points of lightning damage. be used at a time and only at the end of another
creature’s turn. Tirrandel regains spent legendary
ACTIONS actions at the start of their turn.
Multiattack. Tirrandel can use its Frightful Presence or
Presence Awe. Tirrandel then makes three attacks: one Detect. Tirrandel makes a Wisdom (Perception) check.
with its bite and two with its claws or tail. Tail Attack. Tirrandel makes a tail attack.
Presence Awe. Tirrandel uses its Presence Awe.
Presence Awe. A creature within 30 feet of Tirrandel Wing Attack (Costs 2 Actions). Tirrandel beats its
must succeed on a Charisma saving throw or become wings. Each creature within 15 ft. of Tirrandel must
charmed by Tirrandel. This creature must follow the succeed on a DC 22 Dexterity saving throw or take 17
mental command of Tirrandel on it’s next turn. This (2d6 + 10) bludgeoning damage and be knocked
command can force the creature to move, attack an ally prone. Tirrandel can then fly up to half its flying speed.
or use an item.

23
Vesperon of the Celestial Moon
While Vesperon may claim divine The most dangerous aspect of
heritage, no evidence beyond its ability to Vesperon is its spreading faith among the
wield divine magic and boisterous claim to populations near its lair. With minor
divinity can be found in any historical text. miracles it can rapidly gather a following
Attempts to magically glean information and spread across entire continents. If
about the creature seem to be blocked. enough of a following is amassed and
Vesperon will use powerful magic to enough people believe the dragon is
appear invulnerable to all harm, but in fact indeed a god, what dangerous magic might
this is a brief arcane ward that covers it it be able to manifest when channeling
entirely. A patient or discerning such faith. The destruction of this drake is
adventurer could easily see through the not enough, the entire eradication of its
drakes magic and strike when its defenses faith, doctrine, and followers is required to
are down. prevent a terrible ascension.

24
Vesperon’s Domain On initiative count 20 (losing initiative
Vesperon’s domain is a 10 mile radius ties), Vesperon takes a lair action to cause
from it’s lair. This domain can extend into one of the following effects; Vesperon
cities where faithful followers spread word can't use the same effect two rounds in a
of the ‘divine dragon’. The following row:
effects occur within the domain: • Bow Before Divinity. Creature’s
• Minor miracles will occur within the within the lair must make a DC 18
domain, such as the sick healing, crops Wisdom saving throw or fall prone.
growing faster, or favourable weather. The creatures movement speed is
A string of these events will always lead reduced to 0 until the end of its next
to an inverse effect such as a plague, turn.
famine, or devastating storm. • Chant of the Dragon. Ominous
• People who are religious will be chanting echoes through the lair until
plagued with nightmares that cause the next lair action begins. While the
them to doubt their beliefs. chanting is active creatures cannot hear
other creatures that are not within 5
• Whenever a creature casts a Cleric or feet of them. Any creature
Paladin spell they must first make a DC concentrating on a spell must make a
12 spellcasting ability check. On a DC 18 Constitution saving throw or
failure, the spell slot is expended but lose concentration on their spell. When
has no effect. a creature casts a spell, they must make
a DC 18 Constitution saving throw or
lose concentration check or the spell
Vesperon’s Lair fails.
Vesperon makes its home in rural temples • Great Return. A creature that has died
or forgotten holy sites, using its followers within the last minute returns to life
to replace holy iconography with symbols and gains 50 hit points. A creature can
dedicated to Vesperon. From it’s lair it will only be affected by this feature once per
amass a cult of followers to go into nearby day.
cities and spread its faith to the weak and
• Smite the Wicked. A creature within
vulnerable with false promises of
the lair must make a DC 18 Wisdom
salvation. Inside the lair, dark miracles
saving throw or suffer 8d8 radiant
occur to strike fear into the hearts of its
damage and be pushed 30 feet in a
enemies.
direction of Vesperon’s choosing. On a
success, the creature takes half as much
damage and is not moved.
“I am not a cruel or
absent god, come and
worship at my altar of
moonlight. All I ask is
for you to kneel.”

25
Vesperon of the Celestial Moon Frightful Presence. Each creature of Vesperon's choice
that is within 120 feet of Vesperon and aware of it must
Gargantuan Dragon, Chaotic Evil
succeed on a DC 21 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
Armor Class. 21
saving throw at the end of each of its turns, ending the
Hit Points. 546 (28d20+252)
effect on itself on a success. If a creature's saving throw
Speed. 40 ft., tunnel 40 ft.
is successful or the effect ends for it, the creature is
STR DEX CON INT WIS CHA immune to the Vesperon's Awful Presence for the next
24 hours.
24 (+7) 17 (+3) 21 (+6) 21 (+6) 18 (+4) 25 (+7)
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
Saving Throws. Str +17, Con +17, Int +12, Wis +12 target. Hit: 24 (2d10 + 10) piercing damage plus 16 (4d6)
Skills. Athletics +17, Perception +12 radiant damage. A creature hit by this attack must make
Damage Immunities. Radiant
a DC 20 Wisdom saving throw. On a failed save, the
Senses. Blindsight 60 Ft., Darkvision 120 Ft., passive Perception
22 creature is blinded. A creature blinded by this way can
Languages. Common, Draconic repeat this saving throw at the end of each of their turns.
Challenge. 25 (75,000 XP)
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
Legendary Resistance (3/Day). If Vesperon fails a saving target. Hit: 18 (2d6 + 10) slashing damage.
throw, she can choose to succeed instead.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
Radiant Form. Any ranged attack roll made against target. Hit: 20 (2d8 + 10) bludgeoning damage.
Vesperon within 20 feet is reduced by 1d4.
Celestial Rain (Recharge 5-6). Vesperon cause glowing
Veil of the Gods. Divination magic cannot be located by white rain to fall in a 30 foot wide radius around it. All
divination magic. creatures in the area must make a DC 20 Dexterity
saving throw or suffer 91 (26d6) radiant damage on a
ACTIONS failed save, or half as much damage on a successful one.
Multiattack. Vesperon can use its Frightful Presence or Heavenly Call (1/day). Once a day, Vesperon can use an
Celestial Flare. Vesperon then makes three attacks: one action to call upon its divine blood to gain immunity to
with its bite and two with it’s claws or tail. all damage until the start of its next turn.
Celestial Flare (5-6). All creatures within 20 feet of
Vesperon must make a DC 20 Constitution saving throw
LEGENDARY ACTIONS
or take 30 (6d8) radiant damage and be blinded for 1 Vesperon can take 3 legendary actions, choosing from
minute. On a success creatures take half as much the options below. Only one legendary action option can
damage and are not blinded. A creature blinded by this be used at a time and only at the end of another
way can repeat this saving throw at the end of each of creature’s turn. Vesperon regains spent legendary
their turns. actions at the start of their turn.
Detect. Vesperon makes a Wisdom (Perception) check.

Tail Attack. Vesperon makes a tail attack.

Celestial Shift (Costs 2 Actions). Vesperon teleports to an


unoccupied space within 30 feet.

26
Vorakis, Bringer of Blight
A walking affront to the natural order of Vorakis has been slain on many
life, Vorakis is the spreader of pestilence occasions, only to rise again after a period
and undeath. Where his wings fly, the of time. Whether this is some natural
land withers. Where his claws and teeth ability it possesses or its followers have a
rend flesh, the dead rise to serve him. means of returning it to life, the dragon
Once a beautiful golden dragon, Vorakis seems to be near indestructible. Through
was slain by a jealous rival who peeled the the centuries it has lived many attempts
scales from his body. Dying while filled have been made to destroy the creature
with such terrible hate, Vorakis rose from including burying it in hallowed ground,
the dead and took revenge upon his rival. soaking it in holy water, burning its corpse
Now he wanders the land, spreading to ashes, and even sending its body to
pestilence and death everywhere he flies. another plane of existence. Regardless of
Servants of Vorakis are often the method Vorakis always seems to
necromancers, revenants, liches and other return. Many have began theorising that
intelligent undead. With near total Vorakis is some lesser gods avatar, or
dominion over the unliving, Vorakis can some form of summoned entity which
accumilated large armies of the dead to returns to its own world when destroyed.
invade the cities of the living. Often, Answers from the divine and arcane
Vorakis will fly over a recent battlefield provide little help on uncovering the
and have the fallen soldiers rise to fight mystery of the pestilent drake.
once more.

27
Vorakis' Domain Vorakis' Lair
Vorakis, unlike most dragons, has a Vorakis’ lair is a corpse filled monument
domain which lingers around him in the to undeath and decay. Filled with
form of a massive cloud of toxic fumes. wandering undead and carrion scavengers,
These fumes spread up to 1 mile from the lair is a disease filled sanctum of
Vorakis and are constantly produced by eternal suffering. Usually found in
his body, making it difficult for the wind forgotten places such as abandoned ruins
to remove the presence of the fumes. The or old forts, Vorakis will seek to create a
following effects occur within the domain: place of dark power to spread decay into
• Any creature within the domain the land itself.
becomes poisoned. Creatures poisoned On initiative count 20 (losing initiative
this way cannot regain hit points ties), Vorakis takes a lair action to cause
through a short or long rest until the one of the following effects; Vorakis can't
poison is removed. use the same effect two rounds in a row:
• A creature that dies in the domain rises • Carrion Swarm. Carrion scavengers
as a zombie 1 minute after their death. will swarm every living creature in the
• Creatures with 5 hit points or fewer at lair. All creatures must make a DC 18
the start of their turn are reduced to 0 Dexterity saving throw or suffer 4d8
hit points at the start of their turn. piercing damage from the bites and
stings of these scavengers.
“Rot, fester, wither, • Dead Rising. Vorakis reanimates 1d6
+ 2 corpses within its lair. These
and decay… you thing corpses appear as zombies or skeletons
of living flesh. You and act immediately.
abomination and • Embrace Death. A creature with less
affront to perfect, than 50 hit points immediately dies. At
endless death.” the start of its next turn, it rises as an
undead. This state of undeath must be
ended by the uses of a remove curse or
greater restoration spell before the
creature can be revived.
• Wither Away. All creatures within
the lair must make a DC 18
Constitution saving throw or suffer
4d10 necrotic damage. Creatures
damaged this way cannot regain hit
points until the next lair action occurs.

28
Vorakis, Bringer of Blight Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 18 (2d10 + 6) piercing damage plus 16 (4d6)
Gargantuan Undead, Dragon, Chaotic Evil
poison damage.
Armor Class. 19 Claw. Melee Weapon Attack: +11 to hit, reach 20 ft., one
Hit Points. 319 (22d20+88) target. Hit: 16 (2d8 + 6) bludgeoning damage plus 20
Speed. 50 ft., fly 50 ft.. (4d8) poison damage.

STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one
target. Hit: 16 (2d8 + 6) bludgeoning damage.
23 (+6) 19 (+4) 19 (+4) 17 (+3) 18 (+4) 13 (+1)
Frightful Presence. Each creature of Vorakis' choice that
Saving Throws. Dex +12, Con +12, Int +11, Wis +12, Cha is within 120 feet of Vorakis and aware of it must
+9 succeed on a DC 21 Wisdom saving throw or become
Skills. Athletics +12, Perception +10, Stealth +10 frightened for 1 minute. A creature can repeat the
Damage Immunities. Poison, Necrotic saving throw at the end of each of its turns, ending the
Condition Immunities. Blinded, effect on itself on a success. If a creature's saving throw
Senses. Blindsight 60 Ft., Darkvision 120 Ft., passive is successful or the effect ends for it, the creature is
Perception 22 immune to the Vorakis' Frightful Presence for the next
Languages. Common, Draconic 24 hours.
Challenge. 25 (75,000 XP)
Reaving Swarm (Recharge 5-6). Vorakis sends a swarm of
insects outward from his body, attacking every living
Armor of the Swarm. A creature starting their turn within
creature within 30 feet. All creatures within 30 feet
10 feet of Vorakis suffer 1d10 piercing damage.
must make a DC 16 Constitution saving throw or take
Domination of Death. Undead with an intelligence of 6 or 88 (16d10) piercing damage, half as much on a
less are charmed by Vorakis while within 120 feet of successful saving throw.
him. Creatures with an intelligence higher than 8 feel an
unnatural connection to the Vorakis and will feel LEGENDARY ACTIONS
compelled to form an alliance. Vorakis can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
Decaying Disease. A creature reduced to 0 hit points by used at a time and only at the end of another creature’s
Vorakis’ Bite, Claw or Swarm Breath gain the disease turn. Vorakis regains spent legendary actions at the start
‘Decaying Disease’. A creature suffering from this of their turn.
disease has their maximum hit pints reduced by 1d10
every time they take a long rest. The creatures hit points Detect. Vorakis makes a Wisdom (Perception) check.
return to normal once the disease has been removed. Tail Attack. Vorakis makes a tail attack.
Wing Attack (Costs 2 Actions). Vorakis beats its wings.
Legendary Resistance (3/Day). If Vorakis fails a saving Each creature within 15 ft. of Kaeneth must succeed
throw, she can choose to succeed instead. on a DC 22 Dexterity saving Vorakis or take 17 (2d6 +
10) bludgeoning damage and be knocked prone.
ACTIONS Kaeneth can then fly up to half its flying speed.
Multiattack. Vorakis can use its Frightful Presence or Dark Rising (2 Actions). Vorakis creates 6 zombies or
Swarm Breath. Vorakis then makes three attacks: one skeletons within 20 feet of it.
with its bite and two with its claws.

Swarm Breath. All creatures in a 60 foot cone originating


from Vorakis must make a Constitution saving throw or
suffer 20 (4d8) piercing damage, half as much on a
successful save.

29
Uvelix, the Cosmic Drake
Uvelix was once a dragon of the material Uvelix’s Domain
plane before it was cast into the astral sea Uvelix’s domain is a 10 mile radius from
centuries ago. During its time there it was it’s lair but slowly grows over time up and
exposed to unstable, dangerous magics has been recorded to reach 50 miles after a
which infused it with the power of the few years. The following effects occur
Astral Plane. Uvelix can call upon meteors, within the domain:
teleporting itself to nearby places, and
even opening tears to other planes of • Unnatural events will begin to occur
existence. With such unbridled power, it within the domain. The sun may
is not surprising to learn that reality itself appear to stop in the sky for extended
becomes unstable in the presence of this periods of time leading to no night for
terrifying dragon. many days, or the sun may disappear
leading to perpetual night. People will
disappear and reappear hours later with
no memory of where they were.
• ·Due to anomalous locations, travelling
in the domain takes five times longer.
Villages & towns may appear much
bigger but are simply looping on
themselves. These loops end randomly
and cannot be controlled.

30
• While sleeping in the domain each Uvelix’s Lair
creature must roll a percentile die and Uvelix’s lair is an illogical amalgamation of
suffer the following effects: various pieces of the world in its domain.
• 1-15: You age 2d10 years and your You could see pieces of a church floating
maximum hit points are reduced by next to a collection of trees that are
that much. twisted and misshapen. Portals will appear
• 16-30: You disappear from you bed, and disappear, causing both creatures and
switching positions with another objects to shift around the lair at random.
random sleeping creature within the On initiative count 20 (losing initiative
domain. ties), Uvelix takes a lair action to cause one
• 31-45: You cannot speak or of the following effects; Uvelix can't use
understand any language until your the same effect two rounds in a row:
next long rest. This has no effect on • Devastating Pulse. A pulse of cosmic
your spellcasting abilities. force erupts from Uvelix. Every
• 46-60: Other creatures lose all creature within 30 feet of Uvelix must
memories of you until their next make a DC 18 Strength saving throw
long rest. or take 4d6 force damage and be
• 61-75: Your size decreases to small pushed 30 feet away. On a success
and your movement speed is creatures take half as much damage and
reduced by 5 feet. are not moved.
• 76-90: During your turn you are • Enhanced Gravity. All creatures of
vulnerable to all damage types. Uvelix’s choosing must make a
Strength saving throw or suffer 4d8
• 91-100: Until your next long rest bludgeoning damage and have their
you are convinced you are suffering movement speed halved until the next
from some sort of anomalous effect, lair action occurs.
but nothing is happening to you.
When you attempt to take a long • Shifting Portals. All creatures in the lair
rest you must make a DC 15 must make a DC 18 Charisma saving
Constitution saving throw or be throw. On a failed save the creature
unable to sleep. changes its position with another
creature that fails its saving throw, or
the creature is teleported to an
unoccupied space within 20 feet.
“You are one group of
mortals in a dying
species, on a world
headed for entropy.
Vanish into oblivion.”

31
Uvelix, the Cosmic Drake Frightful Presence. Each creature of Uvelix’s choice that
• Gargantuan Undead, Dragon, Chaotic Evil is within 120 feet of Uvelix and aware of it must succeed
on a DC 21 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat the saving throw at
Armor Class. 19
the end of each of its turns, ending the effect on itself on
Hit Points. 319 (22d20+88)
a success. If a creature's saving throw is successful or the
Speed. 50 ft., fly 50 ft..
effect ends for it, the creature is immune to the Uvelix’s
Frightful Presence for the next 24 hours.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
23 (+6) 19 (+4) 19 (+4) 17 (+3) 18 (+4) 13 (+1) target. Hit: 24 (2d10 + 10) piercing damage plus 16 (4d6)
force damage. A creature hit by this attack must make a
Saving Throws. Dex +12, Con +12, Int +11, Wis +12, Cha DC 20 Charisma saving throw. On a failed save, the
+9 creature is teleported to an unoccupied space within 60
Skills. Athletics +12, Perception +10, Stealth +10 feet of Uvelix.
Damage Immunities. Force
Condition Immunities. Blinded, Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
Senses. Blindsight 60 Ft., Darkvision 120 Ft., passive target. Hit: 18 (2d6 + 10) slashing damage.
Perception 22
Languages. Common, Draconic Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
Challenge. 25 (75,000 XP) target. Hit: 20 (2d8 + 10) bludgeoning damage.

Meteor Call (Recharge 5-6). Uvelix creates a portal to the


Radiant Form. Any ranged attack roll made against
Astral Plane at a point within 120 feet of it, causing an
Uvelix within 20 feet is reduced by 1d4.
enormous meteor to crash into that location. All
Legendary Resistance (3/Day). If Uvelix fails a saving creatures within 20 feet of that point must make a DC
throw, she can choose to succeed instead. 20 Dexterity saving throw or suffer 91 (26d6) radiant
damage on a failed save, or half as much damage on a
Veil of the Gods. Divination magic cannot be located by successful one. Rift to the Great Beyond (1/day). Once a
divination magic. day, Uvelix can cast a 9th level Gate spell.

ACTIONS LEGENDARY ACTIONS


Multiattack. Uvelix can use its Frightful Presence or Uvelix can take 3 legendary actions, choosing from the
Cosmic Rift. Uvelix then makes three attacks: one with options below. Only one legendary action option can
its bite and two with it’s claws or tail. be used at a time and only at the end of another
creature’s turn. Uvelix regains spent legendary actions
Cosmic Rift (5-6). Uvelix creates a 20-foot-wide sphere at the start of their turn.
at a point of its choosing within 120 feet. All creatures Detect. Uvelix makes a Wisdom (Perception) check.
within the area must make a DC 18 Constitution saving Tail Attack. Uvelix makes a tail attack.
throw or suffer 8d8 cold damage and be unable to speak Cosmic Shift (Costs 2 Actions). Uvelix teleports to an
or breathe until the exit the sphere. The sphere remains unoccupied space within 30 feet.
in place for 1 minute. Creatures starting their turn
within the sphere can only move a distance equal to 5
times their intelligence modifier, minimum of 5.

32
Draconic Weapons
Blight Knife of Vorakis Freidlan’ Fey Blade
Weapon (dagger), artifact (requires Weapon (longsword), artifact
attunement) (requires attunement)
Requird to Build: Materials from corpse Requird to Build: Materials
Vorakis, 200 gp worth of smithing materials, from corpse Freidlan, 200
200 gp worth of arcane materials. gp worth of smithing
This dagger emanates a foreboding sense materials, 200 gp worth of
of dread to all those who look upon it, a precious gems.
dagger infused with the the essence of This longsword can
death itself. craft illusions to terrify,
You gain +3 to attack and damage rolls amaze, and dazzle your
with this weapon. You deal an additional enemies with burst of
1d8 necrotic damage with this weapon. light and color.
Whenever you reduce a You gain +3 to attack
creature to 0 hit points and damage rolls
you can use your with this longsword.
reaction to infused the You can cast minor
creature with the illusion cantrip
essence of undeath. (Charisma is your
The creature gain a spellcasting ability score).
number of hit points Once per day you can use
equal to your level and an action to have the sword
can be telepathically emit a burst of light in a 30
commanded by you. At foot radius from you. Any creature
the end of that creatures within ranged must make a DC 15
turn it must make a DC Constitution saving throw or be blinded
15 Constitution saving for 1 minute. An affected creature can
throw or turn to ash. This repeat this saving throw at the end of each
DC increases by 5 on each subsequent of its turns. If you roll a 19 or 20 on an
success. attack with this sword, the creature must
make a DC 15 Constitution saving throw
or become frightened of you until the end
of its next turn.

33
Flemuck’s Dominion Grumling’s Gore
Weapon (any martial weapon), artifact Club
(requires attunement) Weapon (mace), artifact
Requird to Build: Materials (requires attunement)
from corpse of Flemuck, 200 Requird to Build:
gp worth of smithing Materials from corpse of
materials, 300 gp worth of Grumling, 450 gp worth
arcane materials. of arcane materials.
This weapon presents as a This living weapon has
pale, metal hilt when left captured the very soul
alone. When wielded by of Grumling, forcing
someone who has bonded him to serve in
to the weapon the weapon exchange for
transforms into living continuing to feed his
metal, capable of taking insatiable hunger.
any form its wielder You gain +3 to attack
desires. and damage rolls with
You gain +3 to attack this weapon. Whenever
and damage rolls with this you hit a creature with
weapon. As a bonus action, this weapon that is not a
you can have the weapon construct, you gain 1d10 temporary
transform into any simple hit points. If you have gain 10 temporary
or martial melee weapon. On hit points from this weapon your size
a roll of 19 or 20, the weapon increases to large for 1 minute. You gain
coats your enemy in acid, dealing an advantage on Strength checks and saving
additional 4d6 acid damage. throws while enlarged this way, deal an
additional 1d6 damage with strength based
attacks, and gain twice as many temporary
hit points whenever you gain temporary
hit points using this weapon.
Halla’s Heart
Weapon (any martial weapon), artifact (requires attunement)
Requird to Build: Materials from corpse of Halla, 300 gp worth of smithing
materials, 300 gp worth of arcane materials.
Halla’s Heart can be forged from the enormous crystal that embedded
itself into the drake, cursing it to live in a state neither alive nor dead.
While attuned to Halla’s Heart you deal an additional amount of
cold damage equal to your proficiency bonus and gain resistance
to fire damage. When you hit a creature with this weapon it’s
movement speed is reduced by 5 feet until the end of its next
turn.

34
Kaeneth’s Crown Kaeneth’s Talon
Weapon (battleaxe), artifact (requires Weapon (greatsword), artifact (requires
attunement) attunment)
Requird to Build: Materials from corpse of Requird to Build: Materials from corpse of
Kaeneth, 350 gp worth of smithing materials, Kaeneth, 350 gp worth of smithing materials,
250 gp worth of arcane materials. 250 gp worth of arcane materials.
Forged from the burning horns of Kaeneth’s only surviving talon can be
Kaeneth, this battle axe radiates the heat shaped and forged into this massive blade
heat of the volcano the great drake was made of pure, unfiltered draconic power.
born from. With each swing the axe sets The blade itself appears almost crystaline
the very air aflame, with every strike a and is constantly warm to the touch. With
burst of volcanic heat washes over its every swing, the devastating flames of
target. Kaeneth spring forth to burn its enemies
You gain +3 to attack and damage rolls to ash.
with this weapon. You deal an additional You gain +3 to attack and damage rolls
1d8 fire damage with this weapon. When with this weapon. You deal an additional
this axe makes contact with a creature or 1d8 fire damage with this weapon. You
object you can use your reaction to have can cast a 3rd level burning hands from this
fire burst from the weapon. Every creature sword (Strength is your spellcasting ability
within 10 feet of you must make a DC 15 score). You regain the use of this feature
Dexterity saving throw or suffer 2d10 fire after a short rest.While traveling in a cold
damage. Once a day you can cast a 7th level climate you, and creatures within 20 feet
firestorm (Strength is your spellcasting of you, ignore the effects of non-magical
ability score). The starting point of the snow and weather. While camping in an
spell must be within 5 feet of you. After arctic region, the area within 20 feet of the
casting the spell this way, you gain one sword becomes comfortable and warm.
point of exhaustion.

35
Sepraz’s Gilded Guise Vesperon’s Valor
Armor (shield), artifact (requires attunement) Weapon (longsword), artifact (requires
Requird to Build: Materials from corpse of attunment)
Sempraz, 200 gp worth of smithing materials, Requird to Build: Materials
200 gp worth of precious gems. from corpse of Sempraz, 500
This golden scale shield holds Sempraz’s gp worth of smithing
power over trickery and illusion. While materials, 250 gp worth of
carried the wielder can easily evade or precious gems.
trick their foes with ease. Forged from the body of
While attuned to this the ‘divine’ dragon
shield you gain +1 to Vesperon, the sword has
your armor class. When absorbed some of the
you become the target of drakes ability to
a attack, you can use command divine powers
your reaction to gain the and heal the sick or
benefits of the mirror image wounded. While the
spell until the start of your next turn. If an dragon may have
attack misses you and instead destroys one exaggerated it’s claim to
of the illusions, you can teleport 10 feet to the divinity, the sword
an unoccupied space. indeed has substantial
divine capabilities.
Sepraz’s Staff of Wishes You gain +3 to attack
Adventuring Gear (staff), artifact and damage rolls with this
(requires attunement by a Druid, weapon. You deal an
Sorcerer, Warlock, or Wizard) additional 1d8 radiant
Requird to Build: Materials from corpse damage with this weapon.
of Sempraz, 500 gp worth of arcane You may speak the swords command
materials, 500 gp worth of precious word to change the blade to a glowing
gems. sword of light or return it to its normal
form. As an action you can impale a
Sepraz’s greatest power was the creature with the sword while in this state.
ability to grant wishes to those loyal When you do, the creature can roll a
to him. The staff, which has been number of hit die equal to their
infused with a gemstone torn from proficiency bonus and regain half that
the great drakes eye, has some of number of hit points, gaining the other
that power trapped within it. half as temporary hit points. If you impale
This staff has 10 charges. You can a creature that has died within the last
expend any number of charges to minute, it can roll a d20 and add the
cast any spell with the same level as number of remaining hit die it has to the
the number of charges spent. Your roll. On a total of 15 or greater, the
spellcasting modifier determines the creature returns to life with 1 hit points
maximum number of charges that can and no hit die remaining.
be spent. This staff regains 1d4 - 2
charges at the end of a long rest.
36
Wailing Dagger of Tirrandel Whisper of Tirrandel
Weapon (dagger), artifact (requires Weapon (longsword), artifact (requires
attunement) attunement)
Requird to Build: Materials from corpse of Requird to Build: Materials from corpse of
Tirrandel, 200 gp worth of smithing materials, Tirrandel, 200 gp worth of smithing
500 gp worth of arcane materials. materials, 500 gp worth of arcane
This fleshy dagger is forged from the materials.
bones of the corrupting dragon Tirrandel. This sword, embedded with an
The dagger retains the madness of the eye harvested from Tirrandel,
dead drake, and its ability to create emits a gentle whisper to
illusions that induce maddening effects. those nearby, encouraging
You gain +3 to attack and damage rolls ritual sacrifice or violence.
with this weapon. You deal an additional You gain +3 to attack and
1d8 psychic damage with this weapon. As damage rolls with this
an action you can stab the dagger into weapon. You deal an
your body and deal damage to yourself. As additional 1d8 psychic damage
a reaction, you can maximize the damage with this weapon.When a
you would take.When you do, a creature creature takes psychic damage
within 60 feet must make a Intelligence from this weapon it must make
saving throw where the DC a DC 12 Intelligence saving
is equal to the damage throw or use its reaction to make
dealt to yourself. On a a melee attack against a creature of your
failed save the creature choosing within range. If a creature
suffers 6d6 psychic cannot take a reaction, it instead takes 5
damage and must use psychic damage and gains one point of
their reaction to make a corruption. For each point of corruption a
melee or ranged attack creature has, it reduces its saving throws
against a creature of by 1. A creature can have a maximum
your choice within range. amount of corruption equal to
your proficiency bonus.
Uvelix’s Fractured Celestial
Weapon (greatsword), artifact (requires attunement)
Requird to Build: Materials from corpse of Uvelix, 800 gp worth of smithing
materials, 400 gp worth of precious gems.
Uvelix held the power to create and destroy the very fabric of the world
around. With this sword, you too can wield this unnatural power.
You gain +3 to attack and damage rolls with this weapon. You deal an
additional 1d10 force damage with this weapon. At the start of your turn, you
can teleport to an unoccupied space within 20 feet. When a creature within
60 feet becomes the target of an attack, you can use your reaction to exchange
places with the creature.

37

You might also like