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also regenerate for 1d4 hit points each round each round they make a fresh save to shake the effects of the rain the red rain continues to fall for 1d20 rounds 8 although you do not reach your destination you reach somewhere else instead roll 1d4 1 you are back where you started 2 you at the exit 3 you are at the next nearest major location in excessus 4 you are at another randomized location in excessus 9 you have become snared in an infinite loop which does not want to relinquish you you must pass an intelligence save with double disadvantage to exit the loop each attempt taking an hour unless you attempt to leap fly teleport or otherwise navigate the maze 10 a flock of paincrows flies overhead looking for positive feeling to consume they speak with the voices of lost loves dead friends and childhood bullies 11 a man o joy drifts through the void a pulsating jellyfish like entity like a huge pink hot air balloon crossed with a gigantic beating heart trailing a multitude of quivering fleshy tendrils it murmurs and coos disturbingly and seeks to caress those below a creature absorbed by the man o joy who survives retains disturbing memories of its former victims whose minds seem to have merged to form the being s consciousness 12 a hairless cat with the face of a cruel child appears licks its paw and begins slinking through the maze running away if chased if followed the cat leads the party to wherever they were seeking if ignored the party gains an additional die of disadvantage on its next check to navigate the maze if killed the cat curses the party to eternal double disadvantage while navigating the maze dogman hd 1 hit points 6 bite str 1d6 speed 30 ft str 12 dex 11 con 13 int 6 wis 12 cha 4 pack when dogmen are flanking a foe their bite damage has advantage tracking once dogmen have scented a party they follow it unerringly unless destroyed or somehow deterred they have advantage to wisdom checks to discover hidden foes using scent to do so regenerating dogmen regenerate 1d2 hit points every round unless damaged by holy water or a cultist s smite or exorcism they are considered fiends for the purposes of spells and magic items tongue hd 3 hit points 16 lash str 1d8 20 foot reach speed 0 ft str 14 dex 6 con 14 int 1 wis 4 cha 1 fettered hd 2 hit points 12 armour 1d3 2 chains dex 1d6 reach 20 feet speed 30 ft str 11 dex 13 con 14 int 4 wis 13 cha 4 fetter if one of the fettered hits with an attack the opponent must make an immediate strength or dexterity save to avoid being grappled and restrained from that point on they can use the escape action with disadvantage to try and get free regenerating the fettered regenerate 1d2 hit points every round unless damaged by holy water or a cultist s smite or exorcism they are considered fiends for the purposes of spells and magic items flock of paincrows 3 hd 18 hit points peck 1d6 speed fly 30 ft swarm half damage from mundane weapons str 6 dex 14 con 12 int 7 wis 13 cha 13 fiends paincrows are considered fiends for the purposes of spells and magic items swarm the flock deals damage automatically to one creature which it follows but can be repelled for half damage by brandishing a weapon or torch the latter of which damages the flock tormenting cry the cry of the paincrow drains all joy instead of attacking the flock can torment a target by spewing the most hurtful things others have ever spoken to them reliving old memories or plaintively calling out for help in pitiful mimicry of those the target grieves the target must pass a charisma save or sustain 1d4 charisma damage this regenerates at a rate of 1 per day a creature reduced to 0 charisma becomes catatonic and will be devoured by the crows man o joy 6 hd 42 hit points armour 1d4 6 tendrils str see below speed fly 20 ft str 15 dex 6 con 14 int 13 wis 13 cha 13 absorb if the man o joy has someone in its tendrils it can use an action to pull them up into its body absorbing them while so absorbed creatures take 1d6 acid damage every round an absorbed creature can be freed by killing the man o joy or by dealing at least 10 damage with a slashing weapon if a creature regains control of themselves while inside the man o joy they can attempt to escape with a strength check with disadvantage or by dealing 10 damage with a slashing weapon hitting the creature automatically and ignoring armour ecstasy if the man o joy hits with a tendril the target must pass a charisma save or become filled with all consuming pleasure for 1 minute making all other action impossible a target so delirious is restrained by the tendril gigantic the man o joy is big in size and has a 20 foot reach attacks against it by smaller creatures hit automatically regenerating the man o joy regenerates 1d6 hit points every round unless damaged by holy water or a cultist s smite or exorcism it can be considered a fiend for the purposes of spells and magic items 44 meatchess an enormous chess set of irregular dimensions hovers impossibly in space surrounded on all sides by the labyrinth a variety of malformed creatures that seem to be hybrids of chess piece and humanoid are arrayed on the board one side are skinless flensed things with the heads and hooves of horses their bodies livid red the other side are skeletal nothing but sinews and carven bone strange growths like bishop s mitres or crenellated battlements emerging from their swollen skulls these sides of flesh and bone are each commanded by a gruesome king each wearing a grotesque crown the game being played here is like some awful parody of chess the rules seem different than the standard ones and when pieces take each other they physically fight stabbing trampling or hacking each other to death the board is spattered with blood and strewn with broken bones various celebrants often linger about the chessboard to spectate meatchess is a kind of decadent entertainment for the celebrants if they see the party the kings of flesh and bone call out bold champions come prove yourself on the battlefield rich reward awaits you if they step onto the board they become participants in the game according to which side of the board they have stepped upon there is a single rank of 13 spaces that is totally neutral dividing the two sides of 6 13 spaces each once they have picked a side the party members replace one of the royal pieces according to the profession with the highest level or the ability score with the highest score if they have equal levels in more than one profession ability score profession chess piece strength fighter centaur can move any number of knight moves in any direction dexterity thief gargoyle can move along like a queen but must always hop over another piece landing on an unoccupied space beyond it or taking the enemy piece it finds there constitution guardian fortress can move as either a rook or a knight intelligence wizard sage moves alternatingly as a bishop or a rook wisdom cultist hierophant can move as either a bishop or a knight charisma witch demon moves like a pawn but captures like a queen the board is laid out with a row of pawns followed by the royal pieces in the following order from left to right fortress centaur gargoyle demon sage hierophant king hierophant sage demon gargoyle centaur fortress bone always goes before flesh meatchess is a hideous mixture of regular chess and gladiatorial combat to play meatchess assuming all players are on the same side the referee assumes control of the opposite side while the players take turns making moves when one piece would take another those pieces instead initiate combat a ranged attack can precede movement but the round must end with both pieces engaged in melee combat at the end of each turn all pieces presently engaged in combat also fight a combat round without moving from their positions keep track of all pieces each player character manages to take if any character moves in an illegal way or makes an illegal attack the chessboard responds by impaling them with bony spikes which erupt from beneath their feet requiring a dexterity save to avoid 1d6 piercing damage 1d6 for each previous infraction characters may cast spells on themselves or allies even if not engaged in combat or not on the board however if they cast offensive spells on enemy pieces they are not engaging with they have made an illegal attack characters who attempt to interfere with a meatchess game from outside of the board will instantly become targets for all pieces on both sides who suspend the game until the threat to the game is dealt with before resuming their positions at the end of the game dead pieces are revivified characters who died are likewise revived but permanently become chess pieces growing some of the characteristics of each piece losing their skin or rotting away to become skeletons their remains must be stolen from the board to be raised from the dead regardless of which side won players collect prizes for each piece they took see below each reward can be claimed only once and is distributed by the opposing king to the first character who slew a piece of the indicated type pawn hd 1 hit points 8 armour 1d2 1 halberd str 1d12 str 9 dex 8 con 10 int 6 wis 8 cha 6 promotion if a pawn reaches the back rank it can become any piece other than a king reward the cursed pawn s helm an item which if worn turns the wearer into a puppet who follows any command issued to them an initial wisdom save is granted to immediately remove the helm on a failure the curse takes effect only by removing the helm is the curse lifted the helm does add 1 armour to the wearer centaur hd 3 hit points 16 armour 1d3 hooves str 2d6 10 foot reach str 14 dex 10 con 12 int 8 wis 12 cha 10 trample if the centaur kills an enemy piece it gets an immediate extra turn reward the centaur s horseshoe which acts as the spell tauric transformation while worn about the neck on a chain or string if worn for more than 13 hours in a single day the wearer permanently shapeshifts into a horse and loses all memories of their previous life dispel can remove this effect which is the equivalent of a 6 th level spell gargoyle hd 3 hit points 18 armour 1d4 2 claws str 1d6 str 13 dex 12 con 13 int 8 wis 11 cha 9 stoneform if a gargoyle has not moved or attacked in a previous turn add 1d4 to its armour it has advantage on defense rolls reward the gargoyle mask which lowers the charisma of the wearer by 2 but allows them to appear exactly like a statue if they remain perfectly still granting double advantage to dexterity checks made to hide when not actively moving fortress hd 3 hit points 20 armour 1d6 slam str 1d12 str 13 dex 8 con 15 int 7 wis 13 cha 8 bastion other friendly pieces can climb into a fortress and ride around atop its crenellated head if they end their move on it they can leave the fortress by moving away while inside the fortress pieces move like the fortress only pawns and any creature with a 10 foot or greater reach can attack while inside the fortress fortresses cannot climb into one another big the fortress is big in size reward the stronghold stone a small stone which if consumed transforms the stone swallower into a small castle complete with a miniature four storey keep battlements portcullis and bailey with rooms to sleep a dozen people and stables for as many horses the transformation processes takes 1 hour and lasts until the stone swallower wishes to revert to their normal form they are in full control of the castle while in stronghold form capable of opening and closing doors and even moving about the furniture as per animated objects damage to the castle from siege weapons and the like depletes the character s hit points by an amount determined by the referee upon reversion unless repaired once the transformation has ended the stone swallower makes a constitution save adding 1 the roll for every day spent in fortress form on a success they spit out the stronghold stone and may use it again on a failure the stone has been digested and dissolves sage hd 3 hit points 12 armour 1 staff str 1d6 or puissant blast int 2d8 str 10 dex 12 con 12 int 15 wis 12 cha 11 apport the sage can use its move to switch places with a friendly piece reward the blasted staff which can be used to produce a puissant blast with a range of 15 30 feet dealing 2d6 damage and using intelligence for the attack roll hierophant hd 3 hit points 15 armour 1d3 mace str 1d10 str 13 dex 10 con 12 int 10 wis 15 cha 13 fiendslayer the hierophant has advantage on all attack and damage rolls against fiends including the demon piece reward the fiendslayer s mace a mace that grants advantage on attack and damage rolls against fiends of all kinds including celebrants a fiend native to the netherworld reduced to 0 hit points by the mace is banished back to hell demon hd 3 hit points 18 armour 1d3 trident str 1d12 advantage on disarm attempts 10 foot reach str 15 dex 12 con 13 int 10 wis 12 cha 13 fiendish the demon is immune to fire damage soul collector if a demon takes another piece it can now move like that piece in addition to its own form of movement reward the hell key a key of black iron which can be inserted into any lock if turned the door the key opens transforms into a portal to the netherworld specifically to the embassy of excessus in pandemonium the present capital city of the commonwealth of hell the portal remains open until the door is closed the key disappears in a puff of brimstone after use king hd 6 hit points 42 armour 1d6 sceptre str 2d6 str 16 dex 11 con 15 int 12 wis 14 cha 16 edict the kind can cast the spell edict at will reanimate the king can reanimate a fallen piece either friend or foe by arriving at its location and using an action the reanimated piece has the same statistics as it did in life but becomes undead immune to mind influencing effects poison and disease and its int wis and cha drop to 6 each this effect only works on the game board reward the bonecrown or the fleshcrown these crowns endow the wearer with knowledge of the spell reanimate cadaver and grants advantage to remember the spell once it is cast with the bonecrown allowing for the reanimation of skeletons and the fleshcrown of zombies while the crown is worn knowledge of this spell returns every 24 hours 45 torture gallery a series of bloodstained marble plinths are arrayed in this small courtyard a slab of stone at the centre is spread with a ghoulish collection of torture implements upon several of the plinths stand what at first appear to be statues but which on closer inspection are merely pallid figures hairless and horrendously scarred three celebrants commonly linger here sinthome parapraxis and acephalus the first has features which subtly shift every time they are unobserved including a variable number of limbs heads and other body parts the second is covered in small mouths which whisper constantly the third has no head but functions normally the celebrants take turns standing on the plinths and torturi...
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