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mmune 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 scrimshawed carving of a humanoid with its head thrown back in a howl a character that succeeds an intelligence roll can identify it as a depiction of ithaqua may be of interest to scholars or occultists while in possession of the effigy a character has a 1 in 20 chance every time they go to sleep that they dream of a wind swept frozen wasteland where a giant humanoid figure can be seen prowling on the horizon 6 carnivore mask a chimerical construction of bones from various predatory animals the wearer gains the ability to speak and understand the languages of carnivorous animals but has disadvantage on all rolls related to interacting with prey animals 7 a flute made from a human thigh bone when played a boreal fiend will arrive out of a cloud of freezing cold mist 1d3 1 rounds later the creature will obey the commands of the flute player for 24 hours after which it will disappear back into rapidly dispersing mist there is no limit to how many times the flute can be use but unless the player is a winter warlock there is a cumulative 1 in 20 chance per use after the first that the instrument breaks releasing all of the summoned fiends to act as they wish 8 a book bound in human leather containing rambling screeds and unsettling diagrams a character that succeeds an intelligence saving throw can discern from the contents the instructions for summoning the winds of limbo non spellcasters who study the text can use the ability once per day spellcasters can add winds of limbo to their list of spells known whether or not a character is a magic user every time they summon the winds of limbo they must succeed a wisdom saving throw or lose 1d3 charisma as ithaqua claims a piece of their soul boreal fiend fragments of ithaqua manifesting on the material plane boreal fiends look like the corpses of humans who have died of exposure pallid emaciated noses and lips frostbitten away fingertips worn to jagged bone medium outsider hit dice 1d12 7 hp saves as a fighter boreal fiends are immune to cold based damage and effects but take double damage from fire armor class medium otherworldly flesh above average dexterity movement 50 faster than an normal unencumbered human boreal fiends are unaffected by snowy or ice terrain demeanor malevolent and aggressively hostile boreal fiends are immune to fear based spells and effects attack bony claws x2 2 melee 1d8 damage special fiendish frost as its action a boreal fiend can unleash a terrible cry exhaling a 15 foot long conical blast of ice creatures in the area of effect that fail a dexterity saving throw suffer 1d10 damage and have disadvantage on strength and dexterity based rolls until the start of the fiend s next turn from the numbing cold targets that succeed the saving throw take half damage and don t suffer disadvantage after being used this ability has a 1 in 6 chance of recharging at the start of the fiend s next turn carniburr november 24 2025 zack leave a comment illustration by me medium beast no appearing 2d4 hit dice 4d6 14 hp saves as a fighter has advantage on saving throws versus lightning based spells and effects armor class medium calcareous exoskeleton above average dexterity movement as a normal unencumbered human a carniburr can move across walls and ceilings as if they were floors attack sharpened limb end 2 1d6 damage and the target must make a constitution saving throw on a failure the target is incapacitated with a fit of laughter for 1 minute on a success they suffer disadvantage on rolls until the start of the carniburr s next turn due to uncontrollable giggling or bite 0 2d6 damage carniburrs are terrestrial carnivorous cousins of sea urchins with the curious ability to secrete a substance that induces hysterical laughter their roe is prized as a delicacy requires a successful intelligence check to identify and a successful dexterity check to extract the roe intact extremely perishable and worth 1d4x100 gp it s the great pumpkin blight charlie brown run october 24 2025 october 24 2025 zack 1 comment photo by zakar ion often used by professional dowsers and charlatans pretending as such as a reason farmers should hire them a pumpkin blight also known as a calabasher is the result of planting a pumpkin patch on the site of a great bloodletting some scholars of necromancy posit that the burgeoning gourds full of vitality and potential life are a magnet for any unquiet spirits linked to the area others suggest that the psychic ...
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