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Text of the page (random words):
eed and have disadvantage on dexterity ability rolls a powerful stench exudes from the muck living creatures that start their turn within the affected area must succeed a constitution saving throw or become so nauseated that they suffer disadvantage on attack rolls and skill checks a creature that fails three consecutive saving throws is overcome by the smell and falls unconscious the spellcaster is immune to all effects of this spell the area remains transformed for up to one round per level of the spellcaster or until dismissed by the caster gold door to blindness summons a portal of blazing yellow light as bright as the sun in an unoccupied 5 x5 space the spellcaster can see within 15 feet all creatures within a 60 foot cone emanating from the portal direction determined by the spellcaster are blinded by the light a successful dexterity saving throw indicates a creature was able to protect their eyes and are only blind until they move out of the portal s area of effect creatures that fail the saving throw are permanently blind the spellcaster can use a move equivalent action to adjust the direction in which the portal faces creatures that are harmed by sunlight are similarly affected by the light from the portal after a number of rounds equal to the caster s spellcasting ability modifier minimum of 1 round at the start of each subsequent round the portal remains open the caster makes a constitution saving throw suffering 1d6 damage on a failure many long fingers bent in pain creates a warded area up to 10 feet per caster level by 10 feet per caster level creatures that enter the area of effect except for those chosen by the spellcaster are beset by the feeling of countless cold clammy hands pawing at them standing still provokes no additional effects if a creature persists in moving through the affected area they suffer 1d6 damage for every 5 feet of distance traveled accompanied by the feeling of sharp nails tearing at their body creatures with the ability to perceive magical effects will see disembodied hands crawling over the affected area and anyone standing within it the spell lasts for up to one minute per spellcaster level or until dismissed by the caster tenebrous glyph march 18 2026 zack leave a comment a ring forged from heavy drab gray metal bearing an arcane sigil characters with knowledge of magic can identify it as a combination of runes that meaning i call upon the darkness within with a successful intelligence check while worn the ring heightens the wearers senses at night and in darkness the penalties for poor illumination are lessened by one step treat low light like normal light and darkness like low light however they become irritated in the presence of bright light including sunlight suffering disadvantage on charisma ability rolls and reaction rolls due to crankiness and ill temper also while in possession of the ring a character will find their attention drawn to its sigil have the pc roll a charisma saving throw if they fail their fixation on the ring will be noticeable to others if present by spending downtime in research a character will learn that the ring s sigil is known as the tenebrous glyph and further power can be unlocked by giving in to the sigil and staying awake from sunset to sunrise covering every available of surface of a room with iterations of the tenebrous glyph a character that completes this ritual achieves level one shady in addition to the previous benefits a character wearing the ring becomes more attuned to that which is hidden they have a 2 in 6 chance of detecting falsehoods and a 2 in 6 chance of detecting hidden doors and traps the character begins to see the tenebrous glyph briefly tenuously in the swarming movements of birds or in wisps of smoke they can remove the ring if they like albeit grudgingly through further research the character can learn that if the wearer of the ring spends a day and a night in total darkness and silence they will reach level two dim now the character no longer needs to sleep though they still have to rest for 8 hours to restore spent resources like hit points or spell slots however they will always look like they haven t slept sallow with dark circles under their eyes also their senses become even sharper in the dark they can act in total darkness as if it were daylight more studying will reveal that the next ritual instructs the character to sleep for three days straight so that they can commune with the tenebrous glyph which will require powerful narcotics or magic to accomplish when if they awake from their slumber the character will have arrived at level three gloaming the wearer s eyes turn solid black and their light sensitivity worsens daylight causes migraine like symptoms that incur disadvantage on dexterity and wisdom ability rolls spectacles with darkened lenses will negate these penalties at this point the character will be reluctant to ever take off the ring but can do so if they succeed a charisma saving throw as their action the wearer can invoke the tenebrous glyph to cause their shadow to deepen and expand becoming a 15 foot radius sphere of impenetrable darkness for up to one minute maintaining the sphere requires great concentration so the wearer cannot cast spells at the same time the glyph can be invoked a number of times per day equal to the ring s level the wearer will begin to feel an internal pull subtle but insistent if they follow this feeling it will lead deep underground to a place where natural light has never reached if they invoke the tenebrous glyp here it will speak to them if they listen for seven days they will attain level four occult the wearer can now invoke the tenebrous glyph to detach their shadow and project it out to a range of 30 feet the shadow can manipulate and carry solid objects that weigh up to 10 pounds controlling the shadow requires the wearer s attention and concentration so they cannot perform a separate action of their own at this level the wearer will never willingly remove the ring perceptive characters might notice that wearer s shadow will sometimes move of its own accord contrary to the wearer s movements there is one final ritual to uncover performed during a total solar eclipse if the wearer invokes the tenebrous glyph moment at the exact moment the sun is fully obscured they will truly perceive the darkness within they must make a charisma saving throw if they fail they lose 1d4 wisdom as their mind recoils from the darkness success means they accept what the ritual has shown them and reach level five umbral now the wearer can invoke the tenebrous glyph to merge with their shadow while in this state of living shadow the wearer exists as a two dimensional being that can move along any lighted surface they are immune to non magical damage poison and disease but take double damage from light based spells and abilities the wearer cannot communicate vocally and cannot manipulate or carry any solid object weighing more than 10 pounds transitioning into or out of this form is a move equivalent action at this level the wearer will sicken and eventually die from exposure to sunlight without protective clothing they suffer disadvantage on all strength ability rolls and lose 1d8 hit points every minute a successful constitution halves this damage tofelbrock february 16 2026 zack leave a comment illustration by me medium beast no appearing 1 hit dice 3d8 13 hp saves as a fighter armor class 13 hide above average dexterity movement as a normal unencumbered human tofelbrocks can burrow through earth at half their movement speed demeanor highly territorial stubborn unsubtle ability checks to placate a tofelbrock are made with disadvantage attack headbutt 2 1d8 damage and the target must succeed a strength saving throw or be knocked prone the tofelbrock gains a 1 to hit and 2 to damage for every 10 feet of straight line movement it made before the headbutt or lashing tentacles 2 1d4 damage x 3 special blindsense the wringling tendrils on a tofelbrocks neck shoulder and back are sensory organs allowing it to perceive its surroundings in a 30 foot radius regardless of light conditions creatures have disadvantage on ability checks to sneak through this area prehensile tongue as it s action a tofelbrock can extend its tongue out and attempt to grab a creature it can see up to 10 feet away the target must succeed a dexterity saving throw or become grappled instead of moving a tofelbrock can pull a creature grappled by its tongue towards it a successful strength saving throw is needed to resist the pull or break free tofelbrocks are truculent burrowing omnivores that live in temperate forests and hills they are solitary creatures spending most of their time patrolling their territories foraging and challenging intruders their meat is considered unsuitable for eating unpleasant in taste and texture except for their tongues which are sought after by some gourmands the horny plates that cover their heads necks and shoulders can be made into armor enough plates can be harvested from a single tofelbrock to make a suit of medium armor tormentor january 19 2026 zack leave a comment we ve all been there tony the torment of st anthony by michelangelo demons are a lot like humans some of them are devious schemers and some are just jerks tormentors are the second kind medium outsider demon no appearing 1d6 2 hit dice 2d8 9 hp saves as a fighter tormentors are immune to poison and disease and resistant to fire armor class medium otherworldly flesh above average dexterity movement as a normal unencumbered human demeanor gleefully sadistic boundlessly contemptuous of mortal authorities and institutions tormentors have no plan other than to move fast and break things attack raking claws 1 1d6 damage x2 if both claw attacks hit the same target they become grappled by the tormentor or gnashing jaws 2d4 damage a tormentor can make 2 gnashing jaws attacks against a target it has grappled special fiery death when a tormentor s hit points are reduced to 0 it explodes dealing 3d6 damage to everything in a 5 foot radius leaving behind a cloud of noxious smoke that fills a 10 ft x 10 ft x 10 ft cube the cloud blocks line of sight and living creatures that start their turn inside it must succeed a constitution saving throw or be unable to do anything but cough and choke on the fumes a strong wind will disperse the cloud instantly otherwise it will dissipate in 1d4 rounds demonic detail roll 1d6 1 wings the tormentor can fly as fast as they can walk flying tormentors like to drop grabbed targets from great heights 2 spikes the tormentor is covered in long spines a creature making a melee attack against a spiked tormentor takes 1d4 damage if they miss as an action a spiked tormentor can pluck off a spine and hurl it like a dart 1 ranged attack 30 foot range 1d4 damage 3 second face the tormentor has another complete face somewhere on their body they cannot be surprised and they gain advantage on saving throws to resist mind affecting spells and effects 4 club the tormentor wields a gnarled cudgel replaces 1 claw attack 1 to hit 1d6 damage when it deals max damage against a living creature that creature must succeed a constitution saving throw or be stunned until the start of the tormentor s next turn 5 taloned feet the tormentor has clawed feet as strong and prehensile as their hands they can move along vertical surfaces as fast as they can walk creatures grappled by a tormentor with taloned feet have disadvantage on ability checks to break free 6 proboscis instead of gnashing jaws the tormentor has an extendable blood sucking proboscis melee attack 1d6 damage and target must succeed a constitution saving throw or suffer disadvantage on strength based rolls for a number of rounds equal to the damage inflicted winter warlock december 22 2025 zack leave a comment winter warlocks are the mortal agents of the otherworldly entity known as ithaqua the wind walker they haunt the coldest corners of the world where the nights are long and the wind howls louder than the wolves medium humanoid human no appearing 2d3 1 often accompanied by winter aspected seely wights or itinerant berserkers in their thrall hit dice 5d8 23 hit points saves as a magic user winter warlocks are immune to damage from cold based spells and abilities armor class low frost encrusted furs and hides average dexterity movement as a normal unencumbered human winter warlocks are unaffected by snowy or icy terrain when walking through snow they can choose to leave no tracks or misleading tracks demeanor cunning and callous occasionally distracted as they listen for ithaqua s words on the wind bright lights and open flames make them uncomfortable attack by weapon usually spears or axes 3 melee or thrown 1d6 damage special boreal fiends as their action the winter warlock makes weird discordant music 1d3 1 rounds later 1d4 boreal fiends appear out of a freezing mist the boreal fiends will obey the commands of any winter warlock if none exist they will disappear back into freezing mist boreal fiends can only be summoned once every 24 hours grip of winter as their action the winter warlock can grab a creature within reach a 3 melee attack on a hit the target suffers 2d6 damage and is grappled by the warlock every subsequent round if the target is still grappled on the warlock s turn they suffer another 2d6 damage breaking free from the warlock s grasp requires an opposed strength check which the warlock makes with a 5 bonus after using this ability there is a 1 in 6 chance it recharges at the start of the warlocks next turn winds of limbo as their action the winter warlock summons powerful bitterly cold winds that swirl in a 10 foot radius around them forcing out creatures that fail a strength saving throw the affected area is considered difficult terrain and creatures have disadvantage on missile attacks targeting the warlock the winds last as long as the warlock maintains concentration the warlock can end the effect by concentrating the winds into a blast targeting a single creature if the target fails a strength or dexterity saving throw they are hurled backwards 50 feet if they strike a solid obstacle before reaching that they suffer damage as if they had fallen from a height equal to the distance they moved a warlock can also end the effect early to propel themself into the air flying a maximum of 5 miles before landing after using this ability there is a 2 in 6 chance it recharges at the start of the warlocks next turn i loot the body roll 1d8 1 3 rawhide pouch of animal grease a character that slathers this gamy smelling paste over their body gains advantage on saving throws to resist cold based spells and effects can also be used as rations in a pinch but characters with a constitution score of 12 or less must succeed a constitution saving throw or become sickened for 1d4 hours after eating the pouch contains 2d3 applications 4 5 ivory effigy scri...
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