Infinite Anima Rum

July 7, 2022 | Author: Anonymous | Category: N/A
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CHAOS REIGNS SUPREME IN 

THE INFINITE   AN  A N I M A R U M 

 

THE INFINITE ANIMARUM The Infinie Animarum is a chaoic cabal o culiss ha sow chaos or pleasure and profi: capializing on and rejoicing in he wake o esablished saus quos. The members o he coecive are obsessed wih noions o enropy, uiliy, and  pursuing heir  heir base desires wih wi h reckless abandon. And, A nd, like any idea, he Animarum and is members are a persisen  weed and impossible impos sible o compleely c ompleely eradicae. e radicae. This dangerous, growing coecive o arguably mad culiss is asand gleeuy or balance counless disrupive  pranks hijinksresponsible ha upse u pse he bhe alance o day-oday-o-day day lie as hey are responsible or he deahs, incurred coss, and anguish o he broken amilies and ransacked owns hey invariably leave in heir wake. Even now, he Animarum coninues o pursue is incomprehensible agenda in new, unsuspecing ciies ha remain unaware o heir presence, and o he horrors ha are bound o oow. Shrouded in mysery, is origins, purpose, and leadership remain unknown o  viruay anyone... anyone...even even is erven er ven members. members .

 AMBI  AM BIENT ENT MO MOOD OD In areas where he Infinie Animarum is beginning o or has already aken hold, here are a number o varying and suble clues ha hin a heir presence. The ypical smes o ciy lie could be eclipsed bymay unexplainable noxious smes. Gossip and harsh whispers abound, ororinesaions o vermin and insecs could increase drasicay. Overa, he area becomes hos o a disinc eeling o unease, unpredicabiliy, and conusion. Even he local ashion and own mainenance can rend owards he exremes o cleanliness and color or filh and blandness.  When walking hrough he aeyways o areas wih w ih an Animarum presence, characers may noice unusual shadows, urive glances over shoulders, oddly placed or designed buildings, or an odd number o cloaked and hooded figures who, when spoken o, are compleely ordinary.   Many ciizens embrace heir more eclecic endencies in  behavior and dress, aing ino in o rus o exreme cleancle anliness or wanon slobbery. Some wear mismached or  brighly-colored  brighlycolored clohing, cl ohing, while wh ile ohers appear o lose a sense o hygiene or sel-presenaion.   Even more so han usual, ciies under Animarum siege are plagued by he sme o ro, noxious gasses, and oher oul bu unidenifiable scens. The sources or hese aromas are ofen difficul o place, and end o cloy he nosrils even when a resh breeze passes by. Those who ravel wihin hese ciies ofen repor an overabundance o whispers and gossip among he common olk, as we as he scrapes and scutles o insecs, ras, and oher pess. Someimes hese sounds wi become loud or echo srangely, regardless o he space’s normal acousic properies. Characers in an area o inense Animarum corrupion,  which are ofen compleely comple ely indisinguishable indisi nguishable rom any

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oher space,hey may do, eeleven a srong sense o unease and paranoia. When normal evens or ineracions may seem conusing or suspicious.

  Alhough he precise mehod varies drasicay rom ciy o ciy, mos locaions affeced by he chaoic presence o he Infinie Animarum experience sudden and serious sebacks o heir economic sabiliy and rade nework.

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THE THOUSAND VOICES, SUPREME SOUL VORTEX  When a soul dies di es and is diamerica di americayy orn beween b eween muliple mulip le  possible aferlives af erlives or ouer ou er planes, hey may become rapped r apped  wihin a Soul S oul Vorex. The souls so uls prevened rom reaching reac hing such a resingroil place have heir desires, and anguish ogeher. The lingering Thousandhoughs, Voices is he oldes and larges o he Soul Vorices, composed o many powerul and ancien specasers, ravenous warriors, and mad scholars. Foowing he Thousand Voices is common or individuals who eel ha he deiies have orsaken hem and seek o upend heir so-caed sysems o judgemen. Desperae and power-hungry people someimes choose o orge a pac wih he Thousand Voices. Those who do end o  become obsessed obs essed wih he enropic enrop ic decay, carnal desires, desir es, and sheer uiliy o lie, and ofen find hemselves awash in he houghs and memories o he spiris ha make up he Soul  Vorex. Over ime, hese people peop le can even orge  orge which whic h evens  were a par o heir lie li e as opposed oppo sed o one rom r om he Thousand Th ousand  Voices.

ORIGIN AND HISTORY  The mos powerul oower o he Supreme Soul Vorex is Ochre Elson, Animarum Maestro  (see Infinie Animarum Sa Blocks). Elson was an inamous gambler and orever indebed o any number o lenders a a given ime, bu always managed o escape rouble wih an uncanny charisma and charm. Seeking a way ou o deb once and or a, Ochre began o ake advanage o impressionable locals by promising hem vas riches: hey simply needed o pay a sma ee up ron, and or each new member hey enlised in his way, heir wealh would grow. To exend his reach and deend his growing coecive, Elson decided o seek he help o exraplanar power. Drawing upon he coecive knowledge and arcane srengh o his early oowers, Elson successuy conaced and ormed a pac wih he Thousand Voices. Elson’s now praciced rheoric combined wih he guidance o he Thousand Voices earned him a larger oowing, promising new members  wealh, communiy, commu niy, and he meeing o heir chaoic c haoic desires. desi res.  Wih he guidance gu idance o he  he Thousand Voices o help him, Elson expanded his order and grow his oowing beyond he reaches o his own, assembling new members whose selfishness and skewed moraliy could be exploied. As his oowers grew in number and volailiy, Elson and he Thousand Voices deermined ha a slighly differen ap proach would wou ld be needed—one needed— one ha would wou ld ensure his hi s saey and anonymiy, while also mainaining his oowers’ erven serviude. From hen on, Ochre Elson’s whereabous are compleely unknown, even o his highes ranking members. Even rom hiding, Elson’s cabal began o ake shape and became known, hrough hushed whispers, as he Infinie Animarum. Layered in secrecy, coded messages, and blind aih, he now

 

cul-like group is simply srucured: anonymous anonymous members, caed Iniiaes, repor o one o dozens (or possibly hundreds) o local Leaders. These Leaders ofen have hidden offices, hideous, or lairs rom which hey operae, using larger spaces o conduc meeings or oherwise hide wihin as heir prominence grows. Leaders alone are aware o Elson’s connecion o he Thousand Voices, and by exension are orced o orge a similar pac wih he Soul Vorex. Using his shared magical connecion, Leaders are able o carry ou he direcives as given by Elson, alhough many simply rely on he wans o he Thousand Voices direcly. As a resul, some o he cul’s aciviies can seem asynchronous or  purposeless,  purposeles s, as each sec’s orders order s can depend depe nd on which pars o he Soul Vorex influence is Leaders mos.

E XA T  A T  A X M MP PL LE E      CCTTI ICCSS     BBLE LE

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Member Memb erss o o the the cu cult lt in inci cite te ri riot otss wit with h sub subtl tle e rhe rhettoric in specific locations near other pr ime targets or crimes. For instance, a riot outside a brothel to mask the disappeara disappearance nce o several nearby shop owners and their valuables.

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Citize Citi zens ns ar are e mu mugg gged ed bu butt no nott ro robb bbed ed—i —ins nste tead ad,, victims later discover that a new item is on their person, implicating them as having stolen om a wealthy denizen o the city.

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Cultis Cult ists ts re rele leas ase e doz dozen enss o o er eral al ra rats ts in pe peop ople les’ s’ homes at night, resulting in general mayhem and hysteria among the populace. Despite the efforts o an influx o ratcatchers and adventurers, adventurers, the rats seem to multiply aster than they can be caught.

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The Ani The Anima maru rum m spu spurr cit citiz izen enss to to pub publi licl clyy den denou ounc nce e various laws and regulations on the basis o restricting their eedoms, calling or new leadership. A particularly charismatic member o the cabal can then rise to the occasion and offer a silver-tongued silver-tong ued solution.

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Cultis Cult ists ts ad add d tra trace ce am amou ount ntss o o a po pote tent nt ha hall lluc uciinogenic poison to wells throughout the city. The

OTHER SETTINGS Sects o the Infinite Animarum equently find themselves at odds with the Circle o Dragons and the Cartographerss Guild o Antronec. They’ve also been Cartographer completely unsuccessl unsuccessl in their attempts to infiltrate Heavensteppe and Orostead. Monks om the Durheim Monastery,, who have a specific creed o dispatching Monastery lost souls, may take it upon themselves to destroy the Infinite Animarum and the Thousand Voices.

citizens become slowly lost in their reverie that the cult can accomplish whatever they desire unopposed.

OPERATIVE TACTICS  Each spliner sec o he Infinie Animarum behaves differenly due o heir loose power srucure and discordan orders. Very litle inormaion is shared wih individual mem bers, and an d even he Leaders Lea ders ha repor r epor direcly dir ecly o Elson El son ofen have litle indicaion as o he movemens o oher nearby secs. Mos o he Animarum’s communicaions, especiay rom is Leaders o heir Iniiaes, ranspire in a hick cloak o secrecy, wheher by magical or mundane means. For example, a member could hear a disembodied whisper or find a myserious scrap o parchmen in heir pocke ha compels hem o perorm some new and unpredicable ac o disrupion.  When he Infinie Infi nie Animarum Anima rum begin o ply heir he ir rade in a own or ciy, hey lead wih a series o bizarre and seemingly disconneced acions ha slowly increase in requency in order o sow uncerainy and disrup any sense o local normalcy. You can use he oowing able o deermine which specific acics he Infinie Animarum migh employ.

MIND󰀭WARPING INFLUENCE  In areas with a heavy Animarum presence, the latent magic o the Thousand Voices can suse the area in beguiling magic. This usually helps cover the cult’s tracks by lulling citizens into a alse sense o security. Calmed and distracted, the townsolk are kept ignorant o the chaos in their midst. Creatures within areas with this influence have disadvantage on Wisdom and Intelligence checks and saving throws. Characters that are aware o the cult’s activity in the area are immune to this effect.

Tactic

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A lar large ge nu numb mber er o de dead ad bo bodi dies es tu turn rn up in th the e basements and attics o innocent amilies, spurring intense euds and possibly open warare in the streets as accusations fly.

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The cit The city’ y’ss rum rumor or mi mill ll is ov over erwh whel elme med d by by new new an and d insatiable gossip about the nobility, leading to calls or a change in style o government. Regardless o changes, rumors move aster as every citizen’s dirty laundry is inevitably aired.

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A lar large ge nu numb mber er o mi misl slea eadi ding ng qu ques estt pos posti ting ngss appear on notice boards, luring adventurers into cultist ambushes so the Animurum can operate without worrying about intererenc intererence. e.

CORRUPTIVE IN FL FLUENCE  UENCE   You can use he oowing o owing able abl e o randomly randoml y deermine how he various secs o he Infinie Animarum migh currenly  be affecing affec ing owns and ciies in your world. w orld. Each o hese influences presens a unique opporuniy or your pary o be led o discover and invesigae he Animarum.

 

E X C O IN T  A X AM MP PL LE E    OR RR RU UP PT T II V VE E    NF FL LU UE EN NC CE E      BBLLEE

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Corr Co rrupt uptiv ivee Inf Influe luence nce The tow The town n has has be been en at attr trac acti ting ng mo more re wi wild ld mo mons nste terr attacks than usual. The party’s avorite tavern closed or repairs aer one such monster attack, but everyone in town reses to explain what the monster was, and why it may have attacked.

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All o th the e cit city’ y’ss soc socks ks ha have ve va vani nish shed ed ov over erni nigh ght. t. No home or storeont has been le unturned, leaving everyone superstitiously concerned.

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Aer a harr Aer harrow owin ing g nea nearr-de deat ath h exp exper erie ienc nce, e, a character eels compelled to investig investigate ate the ate o all the lost and anguished souls they saw: a mysterious vision o the Thousand Voices.

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The reg The regio ion n is is bei being ng un unus usua uall llyy pla plagu gued ed by bi biti ting ng insects that don’t seem bothered by either cold or hot weather and mysteriously vanish during the daytime. Most citizens are annoyed but healthy, but the elderly are beginning to die om malnutrition, despite eating normally. There’ Ther e’ss bee been n a ra rash sh o od odd d dis disap appe pear aran ance cess o o people considered easy to miss: mostly the homeless and those involved in illicit trades. Now the merchants are vanishing, and as businesses suffers, city officials are concerned.

PASTT RUIN S  PAS  You can use he oowing oow ing able o randomly deermine a locaion ha he Infinie Animarum have previously desroyed or corruped. E X A FF TT EE R ZO T  A X AM MP PL LE E    RM MAT TH H    O NE NE      BBLLEE

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Afte Af term rmat ath h Zo Zone ne The cit The citiz izen enss o o Ash Ashva vale le,, a sm smal alll fish fishin ing g vil villa lage ge,, have mysteriously vanished. The day-to-day tasks are perormed o their own accord, with no indication as to their means o l ocomotion. The Th e cit cityy o o Glo Gloom ombe berrg has has be beco come me a wal walki king ng ghost town. The denizens ignore outsiders, don’t eat or sleep and perorm repetitive activities with soulless, unblinking eyes.

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The cit The cityy Rub Ruban anio ioll has has be been en bu burn rned ed to the the de deep ep-est oundations, and all subsequent attempts to resettle it have ailed due to the inability to grow crops in the charred and salted soil.

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The pri The prist stin ine e vil villa lage ge o Th Thor ornc ncli liff ff is is now now po popu pula latted only by puddles o slow-moving ooze. Though they always had a reputation or cleanliness, things seem to have escalated beyond reason.

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Blor Bl orff ff, a on once ce-b -bus ustl tlin ing g tra trade de ce cent nter er ob obse sess ssed ed

People Peop le ha have ve be begu gun n to to al alll ill ill wi with thou outt war warni ning ng,, despite all their precautionary medical measures. The city’s workorce has been halved, making them desperate or relie and drastically increasing tensions between classes.

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The cit The city’ y’ss vic vices es ar are e bec becom omin ing g mor more e pro prono nouc uced ed,, causing bars, brothels, and gambling dens to overflow. Further, more o these places seem to appear each week, and are rapidly becoming the only establishments with any coinage.

Dwefflst Dweffl ston one e has has be been en al alll but but aba aband ndon oned ed ov over er the past ew months, as rumors o lycanthropic massacres abound. Despite this, the local temple stalwartly proclaims the city ee o any shapeshiing curses.

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Cropss and Crop and trad tradee-pu purc rcha hase sed d oo ood d have have be been en rotting beore they’re ripe, and even insects die eating them. Lest they starve in the middle o harvest-time, the village desperately seeks a solution om sages, mages, and adventurers.

The tow The town n o o Far Farsc scop ope e has has be been en o orc rcib ibly ly va vaca cate ted d as each and every building, oundation, and basement is now gently spinning and hovering fiy eet in the air. All attempts to dispel the eect without damaging the structures have ailed.

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Baro Ba roth thri riam am wa wass com compl plet etel elyy swa swall llow owed ed ov over erni nigh ghtt

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An en enti tire re ci city ty ha hass van vanis ishe hed d om om re real alit ityy and and th the e memory o every creature except the party members—apparently bers—appare ntly they’re the only ones who can find out where they’ve gone and why.

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Random Rand om ar arso sons ns ar are e tak takin ing g pla place ce an and d leav leave e odd odd ashes behind. The guard ask or assistance, stating that they are too busy with other matters.

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Each day Each day,, all all the the stor stores es in in town town mys myste teri riou ousl slyy sell sell out o a seemingl seeminglyy random item like candles, wax, caltrops, or simple chairs. There are no records o sales om any o the merchants, nor evidence o typical the.

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The town The towns sol olkk are are beco becomi ming ng noc noctu turn rnal al,, work workin ing g through the night and sleeping all day. All but the soest moon and starlight seem to cause them to lash out with pained, guttural cries.

with its largest public image and reputation, is now the world’s heat-proo wax museum. Perhaps even more curiously, each statue appears to have an expression o contentment or rapture.

by a massive, cratered sinkhole. Researchers are puzzled, as the region has no history o seismic activity and the crater is perectly uniorm in shape.

 

EXAMPLE I NFINITE ANIMARUM SECT SECTS  S  EXAMPLE INFINITE

EXAMPLEE INFINITE ANIMARUM NPCS  EXAMPL

 You can use he oowing o owing able abl e o ideniy ideni y quirks and clues abou poenial Animarum Leader hideous in a own or ciy.

 When populaing populai ng he Infinie Infi nie Animarum Anima rum wih characer c haracerss o inerac wih your world, consider using he oowing ables o deermine heir personaliy.

E XA A N H II D X M MP PL LE E    N II M MAR RU UM M    DE EO OU UT T      T   A   BBLLEE

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Anim An imar arum um Hi Hide deou out  t  Access Acce ssed ed by wa wayy o o a na name mele less ss gr grav aves esto tone ne in th the e city cemetery, this catacomb hideout is decorated with countless human bones on the walls, ceiling, and rniture. Notes or the Leader are buried just behind the headstone. Loca Lo cate ted d in in an an aba aband ndon oned ed an and d squ squal alid id st stab able le,, thi thiss hideout has wards that amplif the horrendous scent or everyone but the cultists. The Leader collects messages engraved into rusty horseshoes and hung on various stalls o the stable. This li This libr brar aryy hid hideo eout ut is co cove vere red d om om ro roo o to flo floor or in mold and mildew, with every book rendered illegible by water damage. Coded messages to the attending Leader are dropped off as various quills and bookmarks within the damaged books. As a car carpe pent nter er’’s sho shop p hid hideo eout ut,, thi thiss sto store reo ont nt claims to sell artistic rniture that comes pre-rotten. The artistic Leader receives communication carved into esh lumber, then causes it to decay or secrecy and to provide additional art supplies. This sm This smit ithy hy hi hide deou outt all alleg eged edly ly pr prod oduc uces es na nail ilss or or woodworkers, but each and every nail or sale is bent out o shape. The Leader sends and receives their encoded messages by tying numerous bent nails into twine. This al This alch chem emyy lab lab hi hide deou outt see seems ms to cat catch ch fir fire e on a weekly basis, but it’s only clever illusion magic. The Leader uses bouquets o flowers and packages o blended herbal teas and poultices to transmit the cult’s communiques. Locate Loca ted d in in an an ecl eclec ecti ticc and and ov over erpr pric iced ed ha habe berd rdas ashhery, this hideout conveys inormation using it’s vast collection o intricate masks and other headwear. The Leader’s ace has never been seen, and all members o this sect ollow suit. This ga This gaud udyy th thea eate terr ha hass be beco come me ho home me to a se sect ct that delights in song and elaborate productions that occasionally eature real gore and violence or authenticity. The Leader directs swelling crescendos and brutal marches, each one conveying secret inormation to the clever listener.

 INFINITE  INFI NITE ANIMARUM ANIM ARUM MAPS Maps are available or ee, courtesy o Cze & Peku, at thegriffonssaddlebag.com/animarum.

P EE R RS SO ON N AL L II T TY Y      T R R A II T TS S

d6

Perso Pe rsonal nality ity Tra Trait  it 

1

I’m su I’m supr prem emel elyy co confi nfide dent nt in th the e mi migh ghtt o o th the e Infinite Animarum and by association, my own power.

2

I str strug uggl gle e to to oll ollow ow ru rule less o o any any ki kind nd,, eve even n the the ew rules within the Infinite Animarum.

3

I am am a de devo vote ted d mem membe berr o o the the In Infin finit ite e Ani Anima maru rum m and obey their commands without question.

4

I joi joine ned d the the In Infin finit ite e Anim Animar arum um o orr the the ab abil ilit ityy to to completely let loose my urges and cravings.

5

I lik like e to to per persu suad ade e com commo mon n peo peopl ple e to to low lower er th thei eirr guard and mislead them. They’re so easy to ool.

6

I’ve o I’ve oun und d the the per pere ect ct amo amoun untt o st stru ruct ctur ure e with within in the Infinite Animarum to eel ee but still be a part o something grand.

ID DE EAL LS S

d6

Ideal

1

Freedom. Nobody can tell me what I can or can’t do. (Chaotic)

2

Rebellion. I rese to submit to the laws o the establishment: establishme nt: I owe them nothing. (Chaotic)

3

Aspiration. I’ve ound the path to success, and now walk down it confidently. confidently. (Any)

4

Power. I crave ultimate power, regardless o those who stand in my way. (Evil)

5

Recognition. I’m tired o going unnoticed—they’ll rue the day they ignored me. (Evil)

6

Entropy. I just want to have n, and it’s not my ault that n comes with collateral damage. (Evil)

ON ND DS S BO

d6

Bond

1

I’ve o I’ve oun und d a se sens nse e o o bel belon ongi ging ng in th the e Infi Infini nite te Animarum, and I’ll never let it go.

2

The wor The world ld nee needs ds to ex expe peri rien ence ce ch chan ange ge,, and and I wil willl be part o the orce orce that brings it.

3

My ow own n inc incli lina nati tion onss and and cr crav avin ings gs ar are e all all th that at matter.

4

The Infi The Infini nite te An Anim imar arum um to took ok me in an and d pro promi mise sed d me wealth and eedom, when everyone else said I wasn’t worth their time.

5

I wil willl prov prove e tha thatt eve every ryon one e was was wr wron ong g to to und under eres es-timate me. They will rue the day they mocked me.

6

Chaoss kee Chao keeps ps th the e bal balan ance ce:: we we are are th the e one oness tha thatt keep the uptight olk in line.

 

F LL A W WS S

d6

Fla w  

1

I’m so I’m so dev devot oted ed to ch chao aoss tha thatt I st stru rugg ggle le to o oll llow ow orders om my superiors.

2

I like like to ad add d ins insul ultt to to inj injur uryy, and and ev even en in inju jury ry to insult.

3

I’m suc I’m such h a sk skil ille led d lia liarr tha thatt I’v I’ve e beg begun un ma maki king ng it a game, purposely leaving clues behind that point to mysel.

4

I hav have e bec becom ome e so so acc accus usto tome med d to to spe speak akin ing g my mind openly that I struggle to keep secrets once engaged in conversation.

5

I’m hau I’m haunt nted ed by th the e car carna nage ge o ou ourr mos mostt rec recen entt event.

6

I was was rai raise sed d as as a mem membe berr o o the the In Infin finit ite e Ani Ani-marum, and don’t know anything about lie outside o it. I am unsure o what it means to be independent and hardly trust my own judgement.

Morath, Scepter of  the Soul Vortex  Vortex 

EXAMPLE TREASURE  Advenures relaed o he Infinie Animarum can be rewardAdvenures ed wih paron-relaed iems like he bloodmage dagger , hefire  pichfork , hydra charm, hydra flail, medusan lavalier , soul-searing scyhe, soul pendan, or riden of he hydra, or warlock-specific iems like he  gaunles of eldrich ferociy feroci y, shared burden,  grasping saff , hexaxe, mask of he pac bearer , or ring of eldrich ire. O course, any cursed iems could also be a perec fi or advenurers dealing wih he Infinie Animarum. The oowing ariac has a direc link o he Thousand  Voices, and could be b e ound in he hands o Ochre Elson or similarly imporan oower o he Thousand Voices.

This orch-like sceper almos hums wih necroic energy and appeared when he firs soul was reurned o he Maeri-

Random Properties. Morath, Scepter of the Soul Vortex   has he oowing random properies:   1 minor beneficial propery    1 minor derimenal propery    1 major derimenal propery   Spel ls.  The rod has 8 charges and regains 1d3 + 1 expended charges daily a dawn. When you reduce a humanoid o 󰀰 hi  poins, he  he rod regains rega ins 1 expended expen ded charge. While holding he rod, you can use an acion o expend 1 or more o is charges o cas one o he oowing spes rom i, using your spe atack bonus and spe save DC: bestow curse  (1  (1 charge), circle of death  (4  (4 charges), confusion  (2  (2 charges), insect plague  (3  (3 charges), ray of enfeebleme enfeeblement  nt  (1  (1 charge), or speak with dead   (1 charge). Bestow Greater Curse.  When you cas cas  he bestow curse  

al Plane aferis isgruesome, deah. Since hen,hisory. i has been los and ound hroughou soried  While atuned o  o he rod, you have resisance resi sance o necroic damage, and you know he chi touch  canrip  canrip as i i were rom your class’s spe lis. I you are a warlock, you also gain a +3 bonus o your spe atack ros and saving hrow DCs o  your warlock warloc k spes while holding he rod. An eerie, green flame erups rom he head o his rod  when you hold hol d i, shedding shedd ing brigh ligh l igh in a 2󰀰-oo 2󰀰- oo radius and dim ligh or an addiional 2󰀰 ee. While holding he rod, you can use a bonus acion o menay snuff ou or religh he flames. While he flames are li, you can use an acion o make a ranged spe atack wih i, using your spe atack bonus and spe save DC, ou o a range o 3󰀰 ee.  When you do, he h e flaming rod ro d emis a phanasmal p hanasmal sku s ku ha flies ou o atack he arge. On a hi, he arge akes 3d8

spe while holding rod using eiher he orhe a spe slo, you can choosehe o orce he creaure o rod make saving hrow wih disadvanage. On a ailed save, he arge is simulaneously cursed by a our o he spe’s lised opions. Once his propery has been used, i can’ be used again unil he nex dawn. Death Grip.  While holding he rod, you y ou can use an acion o cas he finger of death  spe  spe rom i, using your spe save DC. Once he rod has been used o cas his spe, i can’ do so again unil he nex dawn.  Sentie  Sen tience nce.. Morath, Scepter of the Soul Vortex is a senien chaoic evil rod wih an Ineigence o 17, a Wisdom o 13, and Charisma o 14. I has hearing and darkvision ou o a range o 12󰀰 ee. The rod communicaes elepahicay elepahicay wih is wielder and can speak, read, and undersand Common.  While you are ar e atuned o i, i , i also al so undersands undersand s every lan-

necroic heamoun arge isoa creaure, you regain hi poinsdamage, equal oand halihe necroic damage deal. The sku disappears immediaely afer he atack.

guage youby know. I can choose o communicae wih oher creaures maniesing he phanasmal sku above he rod and using i o speak.

Morath, Scepter of the Soul Vortex

 Rod, arifac (requires (requires atunemen by by a sorcerer, sorcerer, warlock, or wizard)

y y y

   

Personality. The rod is possessed by Morah, he firs human o ever die, and is an independen spiri rom wihin he Thousand Voices, he larges coecion o discordan los souls ound wihin he muliv erse. Morah’s ime on he Maerial Plane was shor, bu fied wih pain and conusion. As a resul, Morah seeks o experience humankind’s mos base desires vicariously hrough he acions o he rod’s wielder, ofen atemping o compel he wielder o give in o such urges in momens o weakness. Curse. The rod bears a curse ha affecs any non-human ha becomes atuned o i. Even i he atunemen ends, he curse remains. When you die while cursed in his way,  you mus make m ake a Charisma Char isma saving hrow agains aga ins your own spe save DC. On a ailed save, or i he rod is more han 1󰀰󰀰 ee away rom you when you die, your soul is immediaely siphoned ino and becomes a par o he Thousand Voices, leaving your body a vacan husk and unable o reurn o lie  by any means m eans shor o a wish  spe.   spe. On a successul save, your soul leaves your body and eners he rod, as i you had cas he magic jar  spe,  spe, using he rod as a conainer. You can only reurn o your body i i’s holding he rod, bu can oherwise gain he benefis o he spe as normal. I your soul reurns o your body, you reurn o lie wih 1 hi poin. While your soul is deached rom your body in his way, your atunemen o he rod is carried over o any oher creaure you possess or he duraion. Destroying the Scepter.  The only way o desroy he rod

is orod. desroy Morah while soul is conained wihin or he When you do, use your original body’s saisics  your soul, wih he excepion e xcepion ha  ha your hi hi  poin maximum ma ximum is halved. Morah’s soul has he saisics o an archmage. From ouside he rod, his comba resolves insananeously, regardless o how much ime passed wihin he rod during he batle. I you die while wihin he rod in his way, your soul is los o he Thousand Voices. I Morah dies, he rod is desroyed and you reurn o your body wih 1 hi poin, regardless o where your body is a he ime.

FRIGHTFUL ENEMIES, POWERFUL PATR PATRONS ONS

The ollowing creature stat blocks contain five new, powerl patron options or warlocks o The Many. Even i you aren’t a warlock, these creatures may prove to become a valuable ally or terrifing adversary along on your adventures.

INFINITE ANIMARUM STAT ST AT BLOCKS  BLOCK S  BUTCHER DRAY, THREE-HEADED ETTIN  According o legend, he very apesry o ae warps when a hree-headed etin is born. Indeed, he birh o Dray was a ime o calamious upheaval and magical chaos. Since ha ime, he Bucher has gahered hundreds o oowers among gian-kin and sma-olk alike, unified by heir voracious hunger or war and riualisic blood magic. Found mos commonly in mounainous regions, he Three-Headed Etin and his disciples coec and offer sacrifices or enhanced srengh and powerul blood-wrough spes. Poorly organized, oowers o he Bucher are ypicay milian and quick o begin conronaion. The same magical boons ha make hem erocious warriors also end o ampliy heir emoional insabiliies and push hem oward he bloodies soluion. Despie a o his, he Three-Headed Etin has numerous oowers and is considered one o he mos generous warlock parons. Excepionay gifed and skied in his complex riuals and hemocraf, Dray fighs wih noorious ruhlessness. Many o his abiliies are empowered by he blood o his enemies, and recovery rom he deadly wounds o his knie is incredibly difficul. Advenurers ha make he misake o heavily  wounding he h e Bucher wi be aced  aced wih addiional erociy e rociy as he etin’s hunger or violence is eclipsed by unetered rage.

 

SA C RI FI C I A L P E A K

  Dray magicay causes an avalanche o engul he area  wihin a 12󰀰-oo square squ are he can see. Each creaure in he area mus make a DC 15 Dexeriy saving hrow. On a ailed save, a creaure akes 14 (4d6) bludgeoning damage and 14 (4d6) cold damage and is knocked prone and resrained. On a successul save, a creaure akes hal as much damage, and isn’ knocked prone or resrained.   Dray cass he circle of deah spe (save DC 15). Dray regains hi poins equal o hal he oal damage deal by he spe.   Dray magicay summons 1 etin o aid him in batle. The etin appears in an unoccupied space wihin 3󰀰 ee o Dray and acs as his ay. I Dray uses his lair acion again, he previous etin disappears.

y

High in he rigid mounains, he Bucher paienly gahers orces and influence hrough his vas nework o oowers and grisly magic. Here, he sheer number o sacrifices has  bound Dray’s Dray’ s rigid hear o he land, land , aowing him unparaeled conrol over he elemens and increasing his magical migh. Lair Actions

 When fighing on he Sacrificial Sacr ificial Peak, on iniiaive coun 2󰀰 (losing iniiaive ies), Dray akes a lair acion o cause one o he oowing effecs:

y

y

Three Heads. Dray has advantage on Wisdom (Perception) checks and on Constitution saving throws made to maintain concentration on spells.

Butcher Dray Dray,, Three-Headed Ettin  Huge gian, chaoic chaoic evil

Touch o Death. When damage Dray deals reduces a creature to 0 hit points, it automatically suffers one death saving throw ailure.

Armor Class 18 (natural armor) Hit Points 375 (30d12 + 180) Speed 40 . STR

DEX

CON

INT

WIS

CHA

25 (+7)

13 (+ 1)

23 (+6)

10 (+ 0 )

22 (+6)

1 5 (+2)

Saves Con +13, Int +7, Wis +13 Skills Perception +13, Religion +7 Damage Resistances radiant; bludgeoning, piercing, and slashing om nonmagical attacks Condidition Immunities blinded, charmed, deaened, ightened, stunned Perception 28 Senses darkvision 120 ., passive Perception Languages Giant, Orc Challenge  23 (50,000 XP)  Innate Spellcasting. Spellca sting.  Dray’s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). Dray can innately cast any cleric cantrip as a 20th-level spellcaster, spellcaster, as well as the ollowing spells, requiring no material components: At will: bestow curse,  (as a 4th-level spell) curse, blindness/deaness blindness/deaness (as 3/day each: harm harm,, heal 1/day each: divine word , resurrection

Hungering Frenzy. When Dray scores a critical hit with a weapon attack or reduces a creature to 0 hit points, his spell save DC increases to 23 and he has advantage on all attack rolls until the end o his next turn. Legendary Resistance (3/Day). I Dray ails a saving throw, he can choose to succeed instead. Magic Resistance. Dray has advantage on saving throws against spells and other magical effects. Magic Weapons. Dray’s weapon attacks are magical.

Wakel. When one o Dray’s heads is asleep, his other heads are awake. In addition, magic can’t put him to sleep.

 ACTIONS  ACTIO NS Multiattack. Dray makes two attacks: one with his fist and one with his dagger. Fist. Melee Weapon Attack: +14 Attack: +14 to hit, reach 10 ., one target. Hit: 28 Hit:  28 (6d6 + 7) bludgeoning damage. I the target is a Large or smaller creature, it must succeed on DC 22 Strength saving throw or be knocked prone. Ritual Dagger. Melee Weapon Attack: +14 Attack: +14 to hit, reach 10 ., one target. Hit: Hit: 22  22 (6d4 + 7) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Dray regains hit points equal to hal that amount. The reduction lasts or 1 hour. The target dies i this effect reduces its hit point maximum to 0.

LEGENDARY ACTIONS Dray can take 3 legendary actions, choosing om the options below. Only one legendary action can be used at a time and only at the end o another creature’s turn. Dray regains spent legendary actions at the start o his turn.

Cantrip. Dray casts a cantrip. Move.  Dray moves up to hal his speed. Move. Punch.  Dray makes one fist attack. Punch. Summon Minions (Costs 3 Actions). Dray magically summons 2d4 orcs or 1 ogre. A summoned creature appears in an unoccupied space within 60 eet o Dray and acts as his ally. It remains or 1 minute, until it or Dray dies, or until Dray dismisses it as an action.

 

Grihoo, the Superhydra Garganuan monsrosiy, neural Armor Class 22 (natural armor) Hit Points 612 (35d20 + 245) Speed 40 ., swim 40 . STR

DEX

CON

INT

WIS

CHA

28 (+9)

10 (+0)

25 (+7)

1 4 (+2)

19 (+4)

18 (+ 4 )

Saves Str +18, Wis +13, Cha +13 Skills Athletics +18, Perception +22 Damage Resistances acid, cold, lightning, thunder Damage Immunities poison; bludgeoning, piercing, and slashing om nonmagical attacks Condidition Immunities blinded, charmed, deaened, ightened, poisoned, stunned, unconscious Senses blindsight 30 ., darkvision 300 ., passive Perception 32 Languages  Deep Speech, Draconic, telepathy 300 . Challenge  30 (155,000 XP) Hold Breath. Grihoo can hold its breath indefinitely.  Infinite Heads. Heads . Grihoo has an infinite number o heads. Whenever it takes 60 or more damage in a single turn, one o its heads dies. On its next turn, the number o attacks it makes as part oand its Multiattack decreases byFrenzy. one (toAt a minimum o three) it can’t use its Snapping the end o Grihoo’s turn, it replaces all o its missing heads that died since its last turn. throw, Legendary Resistance (5/Day). I Grihoo ails a saving throw, it can choose to succeed instead.

Magic Resistance. Grihoo has advantage on saving throws against spells and other magical effects. Magic Weapons. Grihoo’s weapon attacks are magical. Reactive. Grihoo can take one reaction on every turn in a combat.

 ACTIONS  ACTIO NS Multiattack. Grihoo makes five bite attacks. Bite. Melee Weapon Attack: +18 Attack: +18 to hit, reach 30 ., one target.  20 (2d10 + 9) piercing damage plus 11 (2d10) orce Hit: 20 Hit: damage.

Snapping Frenzy. Grihoo unleashes a flurry o bites in its vicinity, making one bite attack against any number o creatures within 30 eet o it, with a separate attack roll or each target. Transpositional Swallow (Recharge 5–6).  Grihoo chooses one creature it can see within 120 eet o it. The target must succeed on a DC 21 Charisma saving throw or be teleported inside o Grihoo’s stomach. While inside Grihoo, the creature is blinded and restrained, it has total cover against attacks and other effects outside Grihoo, and it takes 28 (8d6) acid damage and 28 (8d6) orce damage at the start o each o Grihoo’s turns. I Grihoo takes 60 damage or more on a single turn, it must succeed on a DC 17 Constitution saving throw at the end o that turn or expel all creatures that were teleported inside o it, teleporting them to a random space on the ground within 60 eet o Grihoo. I Grihoo dies, a creature that was teleported inside o it is no longer restrained and can escape om the corpse by using 60 eet o movement, exiting prone.

REACTIONS Counter Conjuration. When a creature Grihoo can see or hear within 300 eet o it casts a conjuration spell or magically summons a creature, Grihoo interrupts the casting or summoning, causing it to ail and have no effect. Grihoo then regains hit points equal to 15 times the spell slot’s level, i it interrupted a spell, or equal to the challenge rating o the creatures being summoned, i it interrupte interrupted d a summoning.

LEGENDARY ACTIONS Grihoo can take 5 legendary actions, choosing om the options below. Only one legendary action can be used at a time and only at the end o another creature’s turn. Grihoo regains spent legendary actions at the start o its turn.

Bite. Grihoo makes one bite attack. Teleport (Costs 2 Actions).  Grihoo magically teleports, along with any equipment it is wearing or carrying, up to 120 eet to an unoccupied space it can see. Crushing Infinity (Costs 3 Actions).  Grihoo channels the overwhelming weight o infinity, crushing each creature inside o it. A swallowed creature must make a DC 24 Constitution savingorthrow, (10d10) damageone. on a ailed save, hal astaking much 55 damage onorce a successl

A rue ian among creaures, he Superhydra is an ancien and erriying eniy. Wih powers o conjuraion magic and a seemingly infinie and unahomable number o heads, Grihoo maniess as a massive purple-headed hydra. Regardless o disance or relaive size, he Superhydra manages o dwar everyhing, leading scholars o believe

Compared o many oher parons, Grihoo can ofen seem aloo rom his oowers, only bonding wih hose i deems compeen and hen leaving hem o end or hemselves. Because o, or perhaps in spie o his deachmen, he ew  warlocks devoed o he  he Superhydra Superhy dra are earsome e arsome oes. They end o be quick learners in comba prowess and magical ski, especiay in he ar o conjuraion magics like hose employed by heir paron. Their aal oy ends o be an

ha i exiss pariay ouside our realm oand realiy. Foowers o Grihoo end o be vengeul, voracious, violen, and occasionay seem driven o madness by heir insighs ino infiniy.

abundance o overconfidence heir and a sub born unwi ingness unwiingness o rus orinrely on abiliies o hers around ohers hem. Those able o push pas his weakness are o be observed  wih cauion, and preerably preer ably rom a grea disance. dis ance.

GRIHOO, THE S UPERHY UPERHYDRA DRA

   

Analeptic Lizard Tiny monsrosiy, neural Armor Class 12 Hit Points 16 (3d4 + 9) Speed 30 ., climb 20 ., swim 20 . STR

DEX

CON

INT

WIS

CHA

12 (+1)

1 4 (+ 2)

17 (+3)

6 (–2)

1 4 (+ 2)

10 (+0)

Skills Stealth +4, Survival +4 Damage Resistances bludgeoning, piercing, and slashing om nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses blindsight 10 ., darkvision 60 ., passive Perception 14 Languages Draconic Challenge  1/4 (50 XP) Hold Breath. The lizard can hold its breath or 15 minutes. Regeneration. The lizard regains 1 hit point at the start o its turn. I the l izard takes fire damage, this trait doesn’t nction at the start o its next turn. The lizard dies only i it starts its turn with 0 hit points and doesn’t regenerate.

On he excepionay rare occasion ha morals deem hemselves oolhardy enough o chaenge he Superhydra in open comba, hey quickly learn ha he power and concep o infiniy is no jus amiliar o Grihoo, bu a praciced ool. I has a ruly unahomable number o heads, powerul conjuraion magic o ranspor insananeously and preven he escape o his oes, and a erociy ha simply canno be undersood wihou a firshand winess. Suffice o say, hose lucky enough o winess Grihoo’s migh and survive are, no mater wha hey migh say, exacly ha and nohing more: lucky.

 ANALE  AN ALEPTI PTIC C LIZA LIZARD  RD  Scholars hypohesize ha he Analepic Lizard iniiay spawned in he wake o one o he many conjuraion spes devoured by Grihoo. In mos respecs, i’s indisingui indisinguishable shable rom he average lizard or gecko. This repilian creaure has abnormay powerul regeneraive abiliies and keen ineigence ineigen ce or is size, making i surprisingly difficul o ki. Warlocks ha successuy orge or orce a bond wih one o hese srange lizards gain a enacious and opinionaed  parner in i n crime.

Spider Climb. The lizard can climb difficult suraces, in-

The Analeptic Lizard as a Familiar

cluding upside down on ceilings, without needing to make an ability check.

For rules on how you can use this and other patron-like creatures as a amiliar or warlocks who have sworn the pact o the chain, read the sidebar on page 18.

 ACTIONS  ACTIO NS Bite. Melee Weapon Attack: +3 to hit, reach 5 ., one target. Hit: 3 (1d4 + 1) piercing damage.  Invigorate (1/Day). The lizard regains all its hit points. Until the start o its next turn, the lizard has resistance to all damage and advantage on all saving throws.

 

LADY FELUCIANA, LEGENDARY MEDUSA SORCERESS  Legends vary in heir accouns o Lady Feluciana, and  wheher she sh e is he oldes o ldes medusa or simply he mos  powerul o her h er kin. Like L ike a medusas, med usas, he Lady is said o have  been cursed cur sed due o her he r obsession wih beauy and a nd cruely,  bu unlike unlik e oher ales a les o such curses, nearly n early a accouns a ccouns o Lady Feluciana sae ha she mos cerainly deserved hers.  Wih many years o omen o men plans and pracice prac ice her magic, ma gic, he Lady is now a ruly legendary sorceress and a error o  behold. Hknowledge er oowers a repower are ypic over ypicay ay hose hunger or magical Her and oherha humanoids in heir lives. One o he mos organized coecions o warlocks, he Sorceress’s oowers ocus mosly upon he sudy o poen and orbidden magics. In his, heir paron seems o behave unpredicably, as he Lady’s worshippers seem uterly unable o deermine precisely wha behaviors she consiues as ideal. Some scholars speculae ha she enjoys seeing occasional in-fighing and squabbling, perhaps viewing i as a necessary or helpul means o weeding ou he unworhy and ideniying he ruly gifed. Regardless, hose cunning and cuthroa enough o survive he meaphorical snake pi are worh keeping a very careul and close eye on. Like many oher Medusas, Lady Feluciana employs liberal use o errain and her periying gaze o devasain devasaingg effec. However, be noed ha in sark conras o ypical Medusas, i heshould Sorceress seems o have unlocked a more  poen orm or m o perificaion per ificaion magic, mag ic, aowing aow ing her o periy hose she concenraes upon even i hey aver heir gaze. She is also excepionay crafy, and repors indicae ha her enire lair is covered in enchaned mirrors so she canno be aken by surprise. However, i should be quie obvious ha a inormaion abou he Lady is hearsay, given ha no a single individual in recorded hisory has visied her lair and lived o e he ale. RE FLE C TI O N’S DO O M

Those oolish enough o encouner he Legendary Sorceress  wihin her lair on a mis-en mis-enshrouded shrouded and unchared u nchared island i sland ypicay realize heir oy long afer he poin o no reurn. Coaedorinamirrors hacommand, canno be broken excep by powerul magic he Lady’s Reflecion’s Doom is home o poisonous albino snakes and is he final resing place o counless would-be heroes and marooned sailors. Lair Actions

 When fighing in i n Reflecion’s Doom, on iniiaive coun 2󰀰 (losing iniiaive ies), Feluciana akes a lair acion o cause one o he oowing effecs:   Feluciana unleashes a horrid shriek, causing he mirrors around her lair o shater in a painuy inense cacophony. Each creaure wihin her lair mus make a DC 15 Consiuion saving hrow. A creaure akes 45 (1󰀰d8) hunder damage on a ailed save, or hal as much damage on a successul one. A creaure made o inorganic maerial

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such as sone, crysal, or meal has disadvanag disadvanagee on his saving hrow. A nonmagical objec ha isn’ being worn

or carried also akes he damage i i’s in he spe’s area. Feluciana can use anoher lair acion o magicay repair he mirrors, aowing her o use his lair acion again.   Feluciana magicay animaes a saue wihin 12󰀰 ee o her. The animaed saue has he saisics o a stone golem and acs as her ay. I remains animaed unil i dies or unil Feluciana uses his lair acion again or dies.    While wihin 5 ee o a mirror, Feluciana Felucian a creaes wo  wo iusory duplicaes o hersel, each appearing wihin 5 ee o one o he oher mirrors in her lair. When Feluciana uses his lair acion, she can choose o simulaneously elepor wihin 5 ee o one o he oher mirrors in her lair, insead creaing one o he duplicaes in he space she lef. Each o he duplicaes has Feluciana’s Periying Glare rai, and as a bonus acion, Feluciana can move any number o he duplicaes up o 3󰀰 ee. A duplicae can be desroyed only by an atack ha his i (AC 15), bu i ignores a oher damage and effecs. A creaure ha uses an acion o examine a duplicae can deermine ha i is an iusion by succeeding on a DC 22 Ineigence (Invesigaion) check. I a creaure discerns he duplicae or wha i is, he iusion becomes ain o he creaure. I Feluciana uses his lair acion again or dies, any remaining duplicaes disappear.

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Lady Feluciana, Legendary Medusa Sorceress

Virulent Weapons. Feluciana’s weapon attacks are magical. In addition, damage om her weapon attacks ignores resistance to poison damage.

 Medium monsrosiy, monsrosiy, neural evil  ACTIONS  ACTIO NS

Armor Class 17 (natural armor) Hit Points 228 (24d8 + 120) Speed 30 . STR

DEX

CON

INT

WIS

CHA

12 (+ 1)

21 (+ 5)

20 (+ 5)

1 5 (+2)

17 (+3)

24 (+7)

Saves Con +12, Int +9, Wis +10, Cha +14 Skills Deception +14, Insight +10, Perception +10, Stealth +12 Damage Resistances bludgeoning, piercing, and slashing om nonmagical attacks Damage Immunities poison Condidition Immunities poisoned Senses blindsight 30 ., darkvision 60 ., passive Perception 20 Languages Abyssal, Common, Draconic Challenge  22 (41,000 XP)  Innate Spellcasting. Spellcas ting. Feluciana’s innate spellcasting ability is Charisma (spell savecast DC 22, to hit with spell attacks). Feluciana can innately the+14 ollowing spells, requiring no material components: At will: charm person (as person (as a 2nd-level spell), ray o eneeblement  3/day each: bestow curse,  (as a 6th-level spell), comcurse, blight  (as  pulsion 1/day each: oresight  each:  oresight , geas

Legendary Resistance (3/Day). I Feluciana ails a saving throw, she can choose to succeed instead. Magic Resistance. Feluciana has advantage on saving throws against spells and other magical effects. Petriing Glare. When a creature that can see Feluciana’s eyes starts its turn within 60 eet o her, she can orce the creature to make a DC 20 Constitution saving throw i she isn’t incapacitated and can see the creature. I the saving throw ails by 5 or more, the creature is instantly petrified. Otherwise, a creature that ails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end o its next turn, becoming petrified on a ailure or ending the effect on a success. The petrification lasts until the creature is eed by a greater restoration  restoration  spell cast at 7th level or higher spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start o its turn. I the creature does so, it can’t see Feluciana until the start o its next turn, when it can avert its eyes again. I the creature looks at Feluciana in the meantime, it must immediately make the save.

Serpentine Reactiveness. Once per turn, Feluciana can make an opportunity attack with her snake hair without expending her reaction.

Multiattack. Feluciana makes our attacks: one with her bident and three with her snake hair. When available, she can use her Petrifing Beam in place o her three attacks with her snake hair. Bident. Melee or Ranged Weapon Attack: +12 Attack:  +12 to hit, reach 5 . or range 20/60 ., one target. Hit: Hit: 8  8 (1d6 + 5) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 14 (4d6) poison damage and 14 (4d6) necrotic damage on a ailed save, or hal as much damage on a successl one. The bident flies back to Feluciana Feluciana’s ’s hand immediatelyy aer making a ranged attack with it. immediatel Snake Hair. Melee Weapon Attack: +12 Attack: +12 to hit, reach 5 ., one target. Hit:  8 (1d6 + 5) piercing damage plus 14 (4d6) poison Hit: 8 damage. Petriing Beam (Recharge 5–6). Feluciana’s snakes ocus a beam o petrifing energy at one creature she can see within 90 eet o her. A creature that has averted its eyes om Feluciana gains no benefit against this effect. The targeted creature make a DC 20 Dexterity a ailed save,must the creature begins to turn tosaving stonethrow. and is On restrained. It must succeed on a DC 20 Constitution saving throw at the end o its next turn or become petrified until eed by a greater restoration spell restoration spell cast at 7th level or higher or other magic.

REACTIONS Retaliating Lash. When a creature within 15 eet o Feluciana deals damage to her, one o her snakes lashes out, coiling itsel around the creature. The target must succeed on a DC 20 Dexterity saving throw or become grappled (escape DC 15) and be pulled up to 10 eet toward Feluciana.

LEGENDARY ACTIONS Feluciana can take 3 legendary actions, choosing om the options below. Only one legendary action can be used at a time and only at the end o another creature’s turn. Feluciana regains spent legendary actions at the start o her turn.

Move. Feluciana moves up to her speed. Snake Hair. Feluciana makes an attack with her snake hair. Summon Snakes (Costs 3 Actions). Feluciana magically summons 4 (1d4 + 2) flying snakes or 1 swarm o poisonous snakes. A summoned creature appears in an unoccupied space within 30 eet o Feluciana, acts as her ally, and shares her Virulent Weapons trait. It remains or 1 minute, until it or Feluciana dies, or until she dismisses it as an action.

 

THE THOUSAND VOICES, SUPREME SOUL VORTEX The Supreme Soul Vorex is direcly responsible or he ormaion and disrupive acions o he Infinie Animarum, he widespread cul o disrupive and remorseless individuals ha spread like an odorless oxin hrough he Maerial Plane. They acively manipulae Ochre Elson, he group’s myserious leader, o achieve heir own ends. As one eniy ormed rom counless los spiris, he Thousand  Voices seeks ulimae ulima e vengeance agains a gains he deiies, boh b oh evil and good, and o upend he meaplanar sysem haand caused is swirling souls o a beween he cracks o ime space. They acively recrui warlock oowers in pursui o his agenda, causing massive amouns o chaos and wanon desrucion as hey ry o deprive he gods o heir souls by making more Soul Vorices. Those unlucky enough o ace he Thousand Voices in open comba wi have o ace he combined knowledge and ski o hundreds o skied specasers, maserul acicians, and earsome warriors. Wih poen specasing abiliies and an ehereal orm ha aows hem o escape mos grasps, he Supreme Soul Vorex very rarely finds hemsel challenged enough o pu orh heir u srengh. Mos who chaenge hem are swifly pu down and, i hey’re lucky, are sen o one o he upper or lower planes. Especiay while in he space beween planes where Soul Vorices orm, he Thousand Voices reign wih confidence and migh. TH E SP A C E B E TWE E N

Though many believe his space o be simply an uncharable porion o he asral plane, here simply is no enough inormaion available eiher way. By a accouns, only hose unorunae enough o a ino he Space Beween or invied in by a Soul Vorex can access he space, as planar eleporaion has hus ar ailed on every occasion. I is described as a rue  void, where whe re even asral asr al sarligh dares no venure. ven ure.

Lair Actions

On iniiaive coun 2󰀰 (losing iniiaive ies), he Thousand  Voices can ake one o ne o he oowing o owing lair acions:   The Thousand Voices magicay summons 1d4 wi-o’ wisps. A summoned wi-o’-wisp wi -o’-wisp appears in i n an unoccuunocc u pied space wihin 6󰀰 ee e e o he Thousand T housand Voices and acs as an ay o he Thousand Voices. I disappears i he Thousand Voices dies.   The Thousand Voices cass he chi ouch spe, argeing every creaure o is choice wihin 12󰀰 ee o i. When i

y

y

cassand hedeals spe 18 in (4d8) his way, i uses +1󰀰, damage onaa spe hi. atack bonus o   The Thousand Voices arges up o wo creaures i can see wihin 6󰀰 ee o i, atemping o hurl hem hrough he space beween he planes. A arge mus succeed on a DC 15 Charisma saving hrow or ake 33 (6d1󰀰) orce damage as i is orcibly shuned hrough his exradimensional space, disappearing wih a ain popping noise. On iniiaive coun 2󰀰 on he nex round, he creaure reurns o he space i previously occupied, or he neares unoccupied space.

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 The Thousand Voices can cast firebolt  cast  firebolt  and  and burn 3. Sorcerer. Sorcerer. The

The Thousand Voices, Supreme Soul Vortex

ing hands as hands as a 3rd-level spell (at will). It can also cast and  finger o death (1/day).  fireball  (3/day) and finger  fireball (3/day) death  (1/day). 4. Wizard. The Thousand Voices can cast shocking grasp and grasp and magic missile as missile as a 3rd-level spell (at will). It can also cast lightning bolt  (3/day)  (3/day) and plane and  plane shi (1/day).

Garganuan undead, chaoic evil Armor Class 22 Hit Points 290 (20d20 + 80) Speed 0 ., fly 40 . (hover)

Turn Immunity. The Thousand Voices is immune to effects that turn undead.

STR

DEX

CON

INT

WIS

CHA

5 (–3)

1 8 ( + 4)

20 ( + 5)

25 (+8)

1 8 ( + 4)

19 (+4)

Saves Str +5, Int +16, Wis +12, Cha +12 Skills  Arcana +16, History +16, Investigation +16, Nature +16, Perception +12, Religion +16 Damage Resistances acid, fire, lightning, psychic, thunder Damage Immunities cold, necrotic, poison; bludgeoning, piercing,, and slashing om nonmagical attacks piercing Condidition Immunities charmed, exhaustion,  ightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious Senses blindsight 120 ., darkvision 120 ., passive Perception 22 Languages  all, telepathy 120 . Challenge  26 (90,000 XP) Deathly Chills. At the start o each o the Thousand Voices’s turns, creature within 10 eet o the Thousand Voices takes 5each (1d10) cold damage.

 Incorporeal Form. The Thousand Voices can occupy another creature’s space and vice versa. The Thousand Voices can move through other creatures and objects as i they were difficult terrain. It takes 5 (1d10) orce damage i it ends its turn inside an object. Legendary Resistance (3/Day). I the Thousand Voices ails a saving throw, it can choose to succeed instead. Limited Magic Immunity. The Thousand Voices is immune to spells o 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects. Multiversal Intellect. The Thousand Voices’s AC includes its Intelligence modifier. In addition, when the Thousand Voices takes damage other than radiant damage while concentratconcentrat ing on a spell, it automatically succeeds on the Constitution saving throw made to maintain concentration. concentration.

Necrotic Absorption. When the Thousand Voices is subjected to necrotic damage, it takes no damage and instead regains a number o hit points equal to the necrotic damage dealt. Remembered Spellcasting. At the start o each o the Thousand Voices’s Voices’s turns, it rolls a d4 to determine which list o spells is available to it until the start o its next turn. The Thousand Voices’s innate spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). The Thousand Voices can innately cast the ollowing spells as a 20th-level spellcaster, spellcaster, requiring no material components:  or 1. Bard. The Thousand Voices can cast vicious mockery  or thunderwave as a 3rd-level spell (at will). It can also cast thunderwave as hypnotic pattern (3/day) pattern (3/day) and power and  power word wor d kill (1/day). kill  (1/day). 2. Cleric. The Thousand Voices can cast sacred flame or flame or  as a 3rd-level spell (at will). It can also cast guiding bolt  as spirit guardians (3/day) guardians (3/day) and inflict wounds as wounds as a 9th-level spell (1/day).

 ACTIONS  ACTIO NS Multiattack. The Thousand Voices can use its Terrifing Visage. It then uses its Cacophonous Shriek or casts two spells o 3rd level or lower. Cacophonous Shriek. Each non-undead creature within 60 eet o the Thousand Voices must make a DC 21 Constitution saving throw, with disadvantage i the target is within 5 eet o the Thousand Voices. A target takes 28 (8d6) necrotic damage and 28 (8d6) thunder damage on a ailed save, or hal as much damage on a successl one. Extraplanar Shif. The Thousand Voices enters the space between the planes om the Material Plane, or vice versa. It can remain in the space between the planes or up to 1 minute, and when it returns to the Material Plane, it reappears in a space o its choice within 60 eet o the space it le. While it is in the space between the planes, it can’t affect or be affected by anything on any other plane. Terriing Visage. Each non-undead creature within 60 eet o the Thousand Voices that can see it must succeed on a DC 20 Wisdom saving throw or become ightened or 1 minute. I the save ails by 5 or more, the target’s speed is also reduced to 0 or the duration. A ightened target can repeat the saving throw at the end o each o its turns, with disadvantag disadvantage e i the Thousand Voices is within line o sight, ending the effect on itsel on a success. I a target’s saving throw is successl or the effect ends or it, the target is immune to the Thousand Voices’s Terrifing Visage or the next 24 hours.

LEGENDARY ACTIONS The Thousand Voices can take 3 legendary actions, choosing om the options below. Only one legendary action can be used at a time Voices and only at thespent end olegendary another creature’s The Thousand regains actions atturn. the start o its turn.

Shif. The Thousand Voices uses its Extraplanar Shi. Cast a Spell (Costs 1–3 Actions). The Thousand Voices casts a cantrip (1 action), a 3rd-level spell (2 actions), or a spell it can cast once per day (3 actions). Shriek (Costs 2 Actions). The Thousand Voices uses its Cacophonous Shriek. Maddening Outburst (Costs 3 Actions). Each creature within 10 eet o the Thousand Voices must make a DC 20 Wisdom saving throw. On a ailure, a target takes 14 (4d6) psychic damage, can’t take reactions until the start o its next turn, and rolls a d4 to determine what it does during its next turn. On a 1 or 2, the target alls prone and then ends its turn. On a 3, the target takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 4, the target uses all o its movement to move within reach o a random creature, and then uses its action to make a melee weapon attack against that creature; i the target can’t move within reach o another creature, it drops whatever it is holding and then ends its turn.

 

 Vaanor, aanor, Primeval Primeval Cerberus  V Garganuan fiend, lawful neural Armor Class 19 (natural armor) Hit Points 403 (26d20 + 130) Speed 60 . STR

DEX

CON

INT

WIS

CHA

23 (+ 6 )

16 (+3)

20 (+ 5 )

1 4 (+2)

25 (+7)

19 (+4)

Saves Wis +14, Cha +11 Skills Athletics +13, Perception +21, Survival +14 Damage Resistances cold, necrotic Damage Immunities fire, poison; bludgeoning, piercing, and slashing om nonmagical attacks Condidition Immunities blinded, charmed, deaened, exhaustion, ightened, poisoned, stunned Senses darkvision 300 ., truesight 120 ., passive Perception 36 Languages  Abyssal, Inernal Challenge  24 (62,000 XP)  Innate Spellcasting. Spellc asting. Vaanor’s innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Vaanor innately cast the ollowing spells, requiring no materialcan components: At will: hellish rebuke (as rebuke (as a 3rd-level spell), locate creature, creature, locate object  3/day each: hold monster, monster, hold person (as person (as a 5th-level spell), hunter’s mark  1/day: orcecage 1/day:  orcecage

Legendary Resistance (3/Day). I Vaanor ails a saving throw, it can choose to succeed instead. Magic Resistance. Vaanor has advantage on saving throws against spells and other magical effects. Soul Sentry. Vaanor’s weapon attacks are magical. When Vaanor hits an undead with a weapon attack, the target takes an extra 7 (2d6) orce damage. Sure-Footed.  Vaanor has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Three Heads. Vaanor has advantage on Wisdom (Perception) checks, as well as Constitution saving saving throws made to maintain concentration on spells. Wakel. When one o Vaanor’s heads is asleep, its other heads are awake. In addition, magic can’t put it to sleep.

 ACTIONS  ACTIO NS Presence. It then Multiattack. Vaanor can use its Inescapable Presence. makes three bite attacks.

Bite. Melee Weapon Attack: +13 Attack: +13 to hit, reach 10 ., one target. Hit: 16 (3d6 + 6) piercing damage plus 7 (2d6) fire damage. I this is the first attack Vaanor has made as part o its Multiattack, the target must succeed on a DC 20 Strength saving throw or be knocked prone. I this is the second attack, the target must succeed on a DC 20 Constitution saving throw or be stunned until the start o Vaanor’s next turn. I this is the third attack, the target must succeed on a DC 20 Wisdom saving throw or be paralyzed until the start o Vaanor’s next turn.  Inescapable Presence. Pre sence. Vaanor magically restricts one creature it can see within 120 eet o it om fleeing. The target must succeed on a DC 22 Wisdom saving throw or become unable to willingly move or teleport away om Vaanor or 1 minute. Creatures that can’t be ightened are immune to this effect. A creature can repeat the saving throw at the end o each o its turns, ending the effect on itsel on a success. I a creature’s saving throw is successl or the effect ends or it, the creature is immune to Vaanor’s Inescapable Presence or the next 24 hours.

Hellfire Breath (Recharge 5–6). Vaanor exhales debilitating fire in a 90-oot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) psychic damage on a ailed save, or hal as much damage on a successl one. Summon Hounds (1/Day). Vaanor magically summons 4d4 hell hounds. A summoned hell hound appears in an unoccupied space within 60 eet o Vaanor and acts as Vaanor’s ally. It remains or 1 minute, until it or Vaanor dies, or until Vaanor dismisses it as an action.

LEGENDARY ACTIONS Vaanor can take 3 legendary actions, choosing om the options below. Only one legendary action can be used at a time and only at the end o another creature’s creature’s turn. Vaanor regains spent legendary actions at the start o its turn.

Bite. Vaanor makes one bite attack. Move. Vaanor moves up to its speed. Trailblaze (Costs 2 Actions). Vaanor moves up to twice its speed, leaving a trail o fire in its wake. During this movement, Vaanor doesn’t provoke opportunity attacks, and it can move through the space o any creature that is Huge or smaller. Each creature in its path must make a DC 20 Dexterity saving throw, taking 15 (2d8 + 6) bludgeoning damage and 22 (5d8) fire damage on a ailed save, or hal as much damage on a successl one. Until the end o Vaanor’s next turn, each space it moved through is filled with an opaque, 20-oot-high 20-oot-hig h wall o fire. Whenever a creature enters the wall or the first time on a turn or ends its turn there, it takes 22 (5d8) fire damage. Release the Hounds (Costs 3 Actions). Vaanor uses its Summon Hounds.

 

Cerberus Pup Tiny monsrosiy, lawful neural Armor Class 13 (natural armor) Hit Points 10 (3d4 + 3) Speed 30 . STR

DEX

CON

INT

WIS

CHA

13 (+ 1)

1 4 (+2)

13 (+ 1)

8 (–1)

17 (+3)

12 (+ 1)

Skills Perception +5, Survival +5 Damage Resistances poison; bludgeoning, piercing, and slashing om nonmagical attacks Damage Immunities fire Condition Immunities charmed, ightened Perception 20 Senses darkvision 60 ., passive Perception Languages Inernal Challenge  1/2 (100 XP) Three Heads. The cerberus pup has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deaened, and stunned. Wakel. When one o the cerberus pup’s heads is asleep, its other heads are awake. In addition, magic can’t put it to sleep.

 ACTIONS  ACTIO NS Multiattack. The cerberus pup makes three attacks. Bite. Melee Weapon Attack: +3 Attack: +3 to hit, reach 5 ., one target.  3 (1d4 + 1) piercing damage. damage. Hit: 3 Hit: Hellfire Breath (Recharge 6). The cerberus pup exhales debilitating fire in a 15-oot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 3 (1d6) fire damage and 3 (1d6) psychic damage on a ailed save, or hal as much damage on a successl one.

VAANOR, PRIMEVAL CERBERUS   Alhough legends and lesser copies o he original abound,  Vaanor is he one rue  rue and ancien anc ien Cerberus. Cerb erus. He is a mighy and dedicaed guardian o he miions o souls oiling across he lower planes, and prevening unauhorized ravel. For cenuries, he Cerberus has been he quinessenial warden o souls, whoy dedicaed o his ask. Mos individuals ha oow or orm pacs wih Vaanor seek his skis in racking,  vigilance, and a nd srengh. srengh . Vaanor has a diamerical diam erical opposiion op posiion o he Thousand Voices, as i and any oher soul vorex’s exisence is a blaan flauning o he comparaively ew souls ha have avoided his jurisdicion.  Warlocks ha orge a pac wih wi h he Primeval Pr imeval Cerberus Cerb erus end o rais,They ofenrely behaving heembrace simplesheir and more mos animalisic efficien manner. heavilyinon heir enhanced senses o find heir quarry, and seem o ofen ake on an elemen o Vaanor’s persisence. As such, hey

are horoughly loyal companions so long as heir rus is mainained, and are absoluely impossible o dissuade once a course o acion is decided upon. The Primeval Cerberus appears o leave his oowers on a long and loose leash, aowing or orcing hem o oow heir inernal sense o direcion and purpose. Mos individuals ha find hemselves acing Vaanor in comba mee heir end quie abruply. By a accouns, he reuses o play wih his quarry, preerring insead o swifly  pu hem ou o u o heir misery or grab and reurn hem he m o he lower planes as circumsances require. When necessary, he Cerberus can ca upon hehounds or a larger search patern or o corner his prey. Those rare ew daring or oolish enough o ace Vaanor mus ace his mighy breah atack, made rom he raging fires o he and he souls o he damned. As ar as he records show, he Cerberus has ye o ail in racking and apprehending a ugiive soul.

 

CERBERUS PUP  No documenaion exiss enailing exacly where or when his miniaure cerberi firs appeared, and scholars can only speculae why. In wha seems an uterly sark conras o u-sized cerberi, he cerberus pup mos ofen appears in he orm o an adorable bu hree-headed puppy o any number o poenial breeds. Regardless o appearance however, a cerberus pup is always a skied racker wih ar more energy han normal or is size, as a leas one head is always awake. Those orunae enough o bond wih a pup ypicay earn heir lielong loyaly, unless he pup is sorely misreaed.

VARIANT: Alternative Familiars Warlocks that have sworn a pact o the chain and align with the chaotic nature o Grihoo and Vaanor can occasionally bind a cerberus pup or regenerative lizard amiliar.. They typically preer to bond with those who amiliar can provide or their physical and emotional needs— specifically high-enrichment activities activities like hunting with the pup or providing plenty o bugs or the lizard’s diet. A cerberus pup or regenerative lizard serving as a amiliar has the ollowing trait. Familiar. At the GM’s discretion, warlocks with the Pact o the Chain eature can choose a cerberus pup or regenerative lizard as their amiliar, in addition to the orms listed in their class. While the two are bonded, the master can sense what the amiliar senses as long as they are within 1 mile o each other. I its master causes it physical harm, the pup or lizard will end its service as a amiliar, breaking the telepathic bond.

INFINITE ANIMARUM LE LEADER  ADER  The coecive members o he Animarim are eccenric in heir own righ, bu heir Leaders end o earn heir rank by ampliying heir personal quirks and whims. In his manner, hey spread heir unique brand o chaos and atrac likeminded recruis. From heir personalized hideous, hey direc he everyday acions o he Animarum members and relay messages o he Maesro.

OCHRE ELSON, ANIMARUM ANI MARUM MAESTRO  MAESTRO  Few individuals can sand agains he suave and charming aura o Ochre Elson—or a leas ha’s wha he believes. Secure in one o his dozens o sae houses, Elson orchesraes he larger movemens o he Animarum as direced by his  paron. Due Du e o he culus c ulus relaive relai ve auonomy, he has pleny o ree ime o pracice his paron’s magic. In a figh, he specializes in manipulaing he expecaions o his oes—   wih boh magic and as alking. alki ng.

Infinite Animarum Leader  Medium humanoid humanoid (any race), chaoic evil Armor Class 14 (studded leather) Hit Points 99 (18d8 + 18) Speed 30 . STR

DEX

CON

INT

WIS

CHA

9 (–1)

1 4 ( +2)

13 (+ 1)

1 5 (+2)

1 4 ( +2)

1 8 ( + 4)

Saving Throws Wis +5, Cha +7 Skills Deception +10, Investigation +5, Persuasion +7 Senses passive Perception 12 Languages Common, Inernal Challenge  5 (1,800 XP) Eldritch Heads (3/Day). When the leader hits a creature with an attack, the leader can cause the target to take an extra 9 (2d8) psychic damage. Alternatively, as a bonus action, the leader can regain 9 (2d8) hit points. While the leader has at least one use o this trait remaining, it can’t be surprised and creatures with the Pack Tactics trait gain no benefit om that trait against the leader.  Innate Spellcasting. Spellcas ting. The leader’s innate spellcasting ability is Charisma. It can innately cast the ollowing spells (spell save DC 15), requiring no material components: At will: detect magic, magic, disguise sel  1/day: compulsion compulsion,, confsion

Spellcasting. The leader is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the ollowing warlock spells: Cantrips (at will): eldritch blast , mage hand , minor illusion 1st–5th level (3 5th-level slots): arcane eye, eye, charm person, person, entangle,, enthrall entangle enthrall,, ear  ear,, hypnotic pattern, pattern, mirror image, image, mislead , scorching ray , scrying scrying,, suggestion

 ACTIONS  ACTIO NS Attack:  +5 to hit, reach 5 Dagger. Melee or Ranged Weapon Attack: +5 . or range 20/60 ., one creature. Hit: 4 (1d4 + 2) piercing damage.

 

Ochre Elson, Animarum Maestro  Medium humanoid humanoid (human), chaoic evil armor) Armor Class 13 (16 with mage armor) Hit Points 182 (28d8 + 56) Speed 30 .

VARIANT: OCHRE ELSON WITH MORATH, SCEPTER OF THE SOUL VORTEX  Morath, Scepter o the Soul Vortex is Vortex  is an artiact born om a agment o the Thousand Voices. At the GM’s discretion, Elson can wield the scepter, causing the ollowing changes to his stat block:

  He has a challenge rating o 12 (8,400 XP).   He has resistance to necrotic damage.   He gains a +3 bonus to his spell attack rolls and

y y

STR

DEX

CON

INT

WIS

CHA

11 (+0)

16 (+3)

1 5 (+2)

18 (+ 4 )

17 (+3)

20 (+ 5 )

Saves Int +8, Wis +7, Cha +9 Skills Deception +13, Investigation +8, Perception +7, Persuasion +9 Condition Immunities unconscious Perception 17 Senses darkvision 60 ., passive Perception Languages  Abyssal, Common, Inernal Challenge  9 (5,000 XP) Eldritch Heads (6/Day). When Elson hits a creature with an attack, he can cause the target to take an extra 11 (2d10) psychic damage. Alternatively, Alternatively, as a bonus action, Elson can regain 11 (2d10) hit points. While Elson has at least one use o this trait remaining, remaining, he can’t be surprised and creatures with the Pack Tactics trait gain no benefit om that trait against him.

 Innate Spellcasting. Spellc asting.  Elson’s innate spellcasting ability is Charisma. It can innately cast the ollowing spells (spell save DC 17, +9 to hit with spell attacks), requiring no material components: At will: alter sel , detect magic, magic, mage armor (sel armor (sel only) 1/day: bestow curse (as curse (as a 5th-level spell), compulsion compulsion,, glibness,, mass suggestion, glibness suggestion,  plane shi , weird 

Spellcasting. Elson is an 18th-level spellcaster. spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Elson regains his expended spell slots when he finishes a short or long rest. He knows the ollowing warlock spells: Cantrips (at will): dancing lights, lights, eldritch blast  (4  (4 beams, +5 to each damage roll), mage hand , message message,, minor illusion,,  prestidigitation illusion  prestidigitation,, thaumaturgy  1st–5th level (4 5th-level slots): arcane eye, eye, blink , charm  person,, entangle  person entangle,, enthrall enthrall,,  ear  ear,, hypnotic pattern, pattern, mirror image,, mislead , nondetection image nondetection,, scorching ray , scrying scrying,, suggestion,, telepathic bond  suggestion

 ACTIONS  ACTIO NS Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 . or range 20/60 ., one target. Hit: 5 (1d4 + 3) piercing damage. Eldritch Frenzy (Recharge 5–6). Ranged Spell Attack: +9 Attack: +9 to hit, range 120 ., up to our targets. Hit:  22 (5d8) orce Hit: 22 damage, and i the target is a creature, it must succeed on a DC 17 Intelligence saving throw or become stunned until the end o Elson’s next turn.

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spell save DC,save including histoEldritch option (spell DC 20,or +12 hit withRoar spellaction attacks).   He knows the chill touch cantrip, touch cantrip, and can cast the  spell once per day.  finger o death spell death   He has the Bestow Greater Curse and Morath, Scepter o the Soul Vortex traits, as well as the Phantasmal Skull action option (all described below).

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Bestow Greater Curse (1/Day). When Elson casts bestow curse he curse  he can orce the target to make its saving throw with disadvantage. On a ailed save, the target is simultaneously cursed by all our o the spell’s listed options. Morath, Scepter o the Soul Vortex.  The rod has 8 charges and regains 1d3 + 1 expended charges daily at dawn. When Elson reduces a humanoid to 0 hit points, the rod regains 1 expended charge. While holding the rod, Elson can use an action to expend 1 or more o its charges to cast one o the ollowing spells (save DC 20, attack bonus +12) om it: bestow curse (1 curse (1 charge), circle  (2 charges), insect plague  o death (4 death (4 charges), confsion confsion (2 plague  (3 charges), ray o eneeblem  (1 charge), or speak with eneeblement  ent  (1  (1 charge). dead  (1

 ACTIONS  ACTIO NS Phantasmal Skull. Ranged Spell Attack: +12 to hit, range 30 ., one target. Hit:  13 (3d8) necrotic damage, and ElHit: 13 son regains hit points equal to hal the necrotic damage dealt.

 

 you one o is esranged esrang ed or orgoten orgo ten heads, aowing you yo u o do as you please, or compel you o work oward a shared goal as one o is own. Those ha make a pac wih a paron such as his may find beauy in paterns or maching ses, or  become plagued pla gued wih inernal bickering b ickering and indecisiveness. indecisi veness. Regardless, one hing is or cerain: wo heads are always  beter han ha n one. Eniies o his ype include he Bucher Dray, ThreeHeaded Etin; Grihoo, he Superhydra; Lady Feluciana, Legendary Medusa Sorceress; he Thousand Voices, Supreme Soul Vorex; Vaanor, Primeval Cerberus; and oher exremely  powerul or godlike muli-headed muli -headed or -consci -conscioused oused beings, beings , swarms, or hiveminds. E XP A NDE D SP E LL LI ST

The Many les you choose rom an expanded lis o spes  when you learn le arn a warlock war lock spe. The oowing oowi ng spes are a re added o he warlock spe lis or you. Spellll Lev Spe Level el

Spells Spe lls

1st

entangle, magic missile

2nd

magic mouth, scorching ray 

3rd

blink, nondetection

4th

arcane eye, black tentacles

5th

mislead, telepathic bond 

E LDRI TC H H E A DS

Warlock of the Many 

NEW CHARACTER OPTION: WARLOCK  No a who possess magic come by i nauray. A warlock orges a pac wih a powerul being in exchange or a porion o is knowledge and srengh. Some o hese arrangemens  become cruel cr uel orms o indebed serviude, ser viude, bu b u mos are ar e closer o ha o an apprenice and is maser: he warlock learns and grows in srengh in exchange or rendering he occassional service on behal o heir paron. As a warlock,  you may find fin d your paron par on by circumsance ci rcumsance or by hard ha rd work,  bu regardless regar dless o your you r circumsance, circums ance, your yo ur need or power  wi coninue coni nue o grow gro w and shape you as you benefi rom r om your  pac and paron.

THE MANY   Your paron is a powerul po werul eniy composed o a muliude o These heads provide o unique srenghs, as heads. he regeneraive properies a mighy hydra, such or he  bewichingg gaze o a medusa. Your paron may  bewichin m ay consider

A 1s level, you gain a number o eldrich heads equal o  your proficiency profi ciency bonus. b onus. Only you y ou and creaures cre aures wih ruesigh can see hese heads, which sprou rom your shoulders as represenaions o your paron. You can choose o ignore he heads and cause hem o vanish rom your vision. These eldrich heads provide you wih moes o power rom your paron ha can be expended o gran you he oowing benefis:   Once per urn, you can expend 1 head when you hi a creaure wih an atack o cause ha creaure o ake exra  psychic damage equal o wice your Charisma Chari sma modifier (minimum 2).

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   When you make ma ke a Charisma Chari sma (Inimi daion) (Inimidaion) chec k, you can expend 1 head o gain advanage on he check, ro. When  you do, your eldrich heads become becom e briefly visible v isible o everyone.    When you ail ai l a deah saving sa ving hrow, you can expend e xpend 1 head o succeed insead.

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 When a head is expended, is appearance appea rance becomes bec omes wispy and gaseous, bu is glowing eyes remain. You regain a expended heads when you finish a long res. In addiion, you can use a bonus acion o beseech your  paron o resore r esore one o your expended ex pended heads. Once you use his abiliy, you can’ use i again unil you finish a shor or long res.

 

GUA RDE D

Also a 1s level, while you have a leas 1 eldrich head remaining, you can’ be surprised, and i a creaure would gain advanage on an atack ro agains you due o having is ay wihin 5 ee o you, i makes he atack ro wihou advanage. I MP RO VE D E LDRI TC H H E A DS

A 6h level, you’ve devised more ways o use your eldrich heads. You gain he oowing benefis:    You can use a bonus acion o expend 1 eldrich e ldrich head, hea d, reabsorbing i o regain a number o hi poins equal o 1d8 + your Charisma modifier.   Once per urn, you can expend 1 head o ake a reacion even i you’ve already used your reacion. You can’ use his benefi on he same urn ha you ake your normal reacion.    When you ail ai l a saving hrow agains aga ins being charmed, righened, righene d, or pu o sleep by magic, you can expend 1 head o rero he saving hrow. I you do so, you mus use he new ro.

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GRO UP TH I NK

Saring a 1󰀰h level, your eldrich heads are always here o suppor your moral mind and body. You gain a bonus o Ineigence checks, Wisdom (Percepion) checks, and Inelligence saving hrows equal o hal your proficiency bonus. I your proficiency bonus already applies o he ro, you si add his bonus o i as we. E LDRI TC H FRE NZ Y

Saring a 14h level, you can use an acion o expend 1 or more eldrich heads o cause hem o lash ou a nearby creaures, becoming visible or he duraion as hey release a shuddering roar audible ou o 3󰀰󰀰 ee. For each head you expend, make a ranged spe atack agains a differen arge ha you can see wihin 12󰀰 ee o you. On a hi, a arge akes 5d8 orce damage and mus make an Ineigen Ineigence ce saving hrow agains your warlock spe save DC. On a ailed save, he arge is sunned unil he end o your nex urn as is mind is flooded wih oherworldly energy. Once you use his eaure, you can’ use i again unil you finish a long res.

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