0% found this document useful (0 votes)
426 views197 pages

Kamara Downsampled Searchable Text

Uploaded by

Gary Dowell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
426 views197 pages

Kamara Downsampled Searchable Text

Uploaded by

Gary Dowell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

u

ll£ART 0£1ll£ sun

Q
Credits

Story and Character Design:


Daniel Chan

Artwork:
Daniel with Art from Midjourney AI, DALL-E 2,
and post editing in Photoshop

Graphic Design and Page Layout:


Daniel with Photoshop and Acrobat

City and Dungeon Maps:


Daniel with Dungeon Scrawl and Inkarnate

SE Rules and Mechanics:


Daniel, Bawer, Abhi, Dyllan, and Alex

Edits and Feedback:


Bawer, Dyllan, Xtopho, Abhi, Alex, Annette, Van and Erin
CONTENTS
Pig-Snake Zodiac Chimera .....................................114
Preface & Introduction 4
Tiger-Ox Dragon Zodiac Chimera ........................115
How to Play .........................................................................
4 Jiangshi ........................................................................
116
Know Your Players ............................................................ 4 Oshikoroshi ................................................................ 11 7
Showflame Fiend ...................................................... 118
Part 1 5 Yoma Henchmen ....................................................... 119
Yoma Brute and Yoma Samurai .............................120
Chapter 1. Kamara City ........................................
7 Jade Serpent's Fang and Golden Tiger's Claw .... 121
Geography, Society, and Demographics ...................8 Soulbound Katana and Casarus' Chaos
City Map, Layout and Districts ....................................9 Revolver .....................................................................
122
Government and Military ...........................................12
Noble Houses of Kamara ...........................................13 Chapter 6. Encounters .....................................
124
Factions and Organizations ......................................14 The Golden Heart .....................................................125
Enemies of Kamara ....................................................16 Training Grounds ......................................................
126
Royal House ofLeonheart .........................................18 The Depths of Shadow ............................................128
Lord Marcus Goldenclaw and the Storm Lions ....19 Full Moon Brawl at the Black Dragon's Den ....... 129
Shadows and Secrets at Factory #3 .....................133
Chapter 2. People and Places ........................
21 Shadowed Blades of Darkfall Dungeon ............... 136
Leonin, Tabaxi, and Xia ..............................................21 Sisters of Torment ....................................................
139
Human, Elves, and Dwarves .....................................22 Full Moon Pack .........................................................
144
Dragonborn, Goblins, and Half-Ores .......................22 Withering Blossoms .................................................148
Popuplar City Attractions ..........................................23 Shattered Heart of jade ...........................................149
Lion's Roar Tavern ....................................................... 24 The Puppet's Curse ..................................................151
Sun Temple ...................................................................
27 March of the Marionettes ........................................15 2
Jade Blossom District .................................................30 The Puppet Master's Last Stand ...........................155
House of Jade ................................................................
31 The Crimson Cutlass ...............................................159
Warriors of Jade ...........................................................
32 Whispering Tides .....................................................160
The Smuggler's Cove ...............................................163
Chapter 3. Races ....................................................
33 Uncovering Secrets in the Cargo Hold ................ 164
Leohuman ..................................................................... 34 Assault of the Abyssal Tide .....................................165
Kitsune ...........................................................................
38 Escape from the Shattered Island .........................168
Xia Celestial (Zodiac) .................................................. 41 The Eclipse of Light ..................................................172
Marinton ........................................................................
46 Captain Remy's Encampment ................................174
Yoma ...............................................................................
50 Showdown at the Abandoned Lumber Mill ........ 175
Silverash ........................................................................
55 Ambush on the Icy Trail ...........................................180
The Lost Mines of Grimfrost ..................................183
Chapter 4. Classes ................................................
60
Demon Slayer ...............................................................
61 Chapter 7. Bonus Content ...............................
BO
Dynasty Warrior ...........................................................
66 Warforged Hoshido Samurai ....................................Bl
Monk of Sun Wukong .................................................70 Wuxing Warrior - Metal .............................................B2
Paladin: Oath of the Radiant Sun ............................7 6 Wuxing Beholder ........................................................ B3
Cleric: Moonwalker Domain .....................................79 Blossom Treant ........................................................... B4
Blood Samurai .............................................................
82 Ignatius Flamefist ....................................................... BS
Ryota the Bloodbath ................................................... B6
Part 2 88 s .1 M r 1rall Ki11 6dom ............................B9
, aJ• wtorgi .............................................................. Bl 1
Chapter 5. NPCs, Monsters, and Kc Z'l[ Y:..ri...................................................................
B 12
Weapons ......................................................................
87
Magic Might .................................................................. 88
Draxx Grayson ............................................................. 89
Elucidator and Grayson Longbow ...........................91
Jaleel Darksbane .......................................................... 93
Htiek "Keegookai" Skywatcher ................................94
Sunflare Claymore and Rimebreaker .....................95
Nala Sunmae ................................................................ 97
Kaito Xia ........................................................................ 98
Mei Lin Xia .................................................................... 99
Zhu Pang .................................................................... 101
Aiko ..............................................................................
102
Arcturos ...................................................................... 103
Khajito Khatman ....................................................... 104
Moonshadow Sword and Moonlight Talons ....... 105
Raito ............................................................................
107
Abbaros ....................................................................... 108
Jin .................................................................................
109
Creed ...........................................................................110
Yamato ......................................................................... 111
Corvus Silvermane ...................................................112
3
Ultimately, the goal of this campaign book is to provide
Preface a rich and immersive setting for players to explore and
Welcome to the world of Kamara City, a bustling adventure within. With this guide as a resource,
metropolis filled with excitement and danger at every Dungeon Masters can create exciting and engaging
turn. Within these pages, you will find everything you campaigns that transport their players to the vibrant
need to embark on your own epic adventure in this rich and diverse world of Kamara City.
and diverse world. Whether you are a seasoned
adventurer or a newcomer to the world of Dungeons
and Dragons, Kamara City offers endless possibilities
Know Your Players
for thrilling exploits and daring quests. Knowing your players is crucial to creating a fun and
successful campaign. Each player brings unique skills
and strengths to the table, and it's important to leverage
Introduction these strengths to create engaging encounters and
Nestled on the coast of the Grand Blue Sea lies storylines. Some players may excel at acting and
Kamara City, a port metropolis that serves as the roleplaying, while others may be more skilled in
gateway to the world. From the bustling trade district exploration or problem-solving.
to the seedy underbelly of the Depths of Shadow,
Kamara City is a place of contrasts and contradictions. Knowing the classes and characters of your players is
A place where riches and poverty, power and weakness, also important, as this can inform the types of
magic and technology collide, forming a vibrant and encounters and challenges you create. A party with a
dynamic environment where heroes are born. mix of fighters, rogues, and spellcasters will require
different types of obstacles than a party with all
In this campaign book, you will find everything you spellcasters, for example.
need to explore the world of Kamara City and beyond.
Whether you are interested in delving into the rich At the end of the day, this campaign book is just a
history and culture of the various races that call resource to help create a more immersive world.
Kamara City home, or simply looking for a thrilling Nothing is set in stone, and the Dungeon Master
adventure, the world of Kamara City has something should feel free to alter anything as needed to better
for everyone. suit their players and their playstyle. With some
creativity, flexibility, and an understanding of your
The campaign book includes information on the city's players' skills and preferences, you can create a truly
government, military, society, and geography, as well as memorable and enjoyable campaign in the world of
detailed descriptions of the various districts and Kamara City.
neighborhoods that make up the city. In addition, you
will find an array of unique and challenging encounters,
as well as detailed descriptions of new monsters, magic
items, and character options.

So, gather your friends, sharpen your blades, and get


ready to embark on an adventure of a lifetime in the
world of Kamara City. The fate of the city, and perhaps
the world, rests in your hands. Tabaxi Seafarer

How to Play
This campaign book is designed to provide an
introduction and orientation to the specific setting of
Kamara City, and how to adapt it for use within the
game mechanics of Dungeons and Dragons 5th Edition.

However, it is important to note that this book is


intended to be a resource guide only, and is not a
standalone game system. Players and Dungeon
Masters will need to be familiar with the core
compendium books for Dungeons and Dragons, as well
as the D20 system mechanics, in order to play the game
with the rules provided in this campaign book.

For those who are already familiar with the rules of


Dungeons and Dragons, this book will provide an
extensive wealth of information on the setting,
characters, and storyline of Kamara City. It will
describe the various factions, creatures, and locations
that players may encounter, and provide a detailed
history of the city's past and present.

4
~
,'S BAY

. ..,.,.;;;:: .\

=
~
1f ~
* ,,
*
'~~ ~
,
Chapter 1: Kamara City
In the world ofEtheria, nestled in the rolling plains In the end, the fate of Kamara rests in their hands. Will
and open grasslands of the King's Coast, lies the they rise to the challenge, and defend their kingdom
City of Kamara. A land of proud Leon in and cunning with all their might? Or will the darkness of the
Tabaxi, Kamara is a realm of diversity and unity, ruled Underdark engulf them, and snuff out the light of hope
by the just and wise hand of King Zane Leonheart. that burns so bright in the heart of this proud and
noble land? Only time will tell, and the heroes of
From its bustling cities and bustling markets, to its Kamara are determined to make that time their own.
hidden corners and shadowy underbelly, Kamara is a
land of contrasts and contradictions, where danger
and opportunity are never far apart. For every peaceful
market square and serene park, there is a dark
Leonin City Guard
alleyway or twisting cavern filled with danger and
intrigue.

Yet despite the challenges it faces, Kamara remains a


bastion of hope and progress in a world torn by conflict
and strife. Its people are a diverse tapestry of races and
cultures, united in their common pursuit of prosperity
and harmony. From the noble Leonin warriors to the
agile and cunning Tabaxi scouts, every citizen of
Kamara has a vital role to play in the kingdom's
continued success.

And now, as the threats from the Underdark grow


ever more ominous, Kamara is in need of heroes -
brave and determined adventurers who will rise to the
call of duty and defend their kingdom against all foes.
These heroes come from all walks of life, bringing their
unique skills and abilities to the cause of Kamara's
safety and prosperity.

Their journey will not be easy. From the treacherous


Drow ofUmbra'Zul to the dark and devious Darkforge
Dwarves of Shadowhold, the enemies of Kamara are
many and varied, each with their own agendas and
schemes. But with King Zane and his council of leaders
at their backs, and the strength and unity of the Leonin
and Tabaxi warriors by their side, the heroes of Kamara
stand ready to face any challenge that comes their way.

7
Geography and are dedicated to maintaining its traditions and
culture while also embracing new ideas and
Kamara City is located in the western region of the innovations.
continent of Etheria. The city is situated on a large
natural harbor, which makes it an important center for
trade and commerce. The city is surrounded by open Demographics
grasslands, rolling hills, and fertile farmland, which The total population of Kamara City is approximately
provide abundant natural resources for its citizens. 40,000 citizens. The majority of the population is
comprised of humans, who make up 60% of the total
The climate of Kamara City is temperate, with mild population. The next largest groups are Leonin at
winters and warm summers. The city experiences a 10%, Tabaxi at 8%, and Elves and Dwarves each at
moderate amount of rainfall throughout the year, which 5%. Half-Ores, Xia People, Dragonborn, Goblins, and
helps to keep the surrounding lands green and fertile. Others make up the remaining 18% of the population,
each with 3% or less of the total population.
Kamara City is divided into several districts, each with
its own unique character and features. The city center Populationby Race
is the hub of commerce and trade, with bustling Race Percentage Approx.#
markets and busy streets lined with shops and Humans 60% 24,000
restaurants. The harbor district is home to the city's
Leon in 10% 4,000
docks and warehouses, where ships from all over the
world unload their cargoes. Tabaxi 8% 3,200

Elves 5% 2,000
The residential districts of Kamara City are made up Dwarves 5% 2,000
of a variety of housing styles, from small cottages to
Half-Ores 3% 1,200
large mansions. The city is also home to many public
parks and gardens, which provide green space for its Xia People 3% 1,200

citizens to enjoy. Dragon born 2% 800

Goblins 2% 800
Kamara City's geography is characterized by its
Others 2% 800
natural beauty, wealth, and strategic location. Its
fertile lands and abundant resources have made it a
prosperous center for trade and commerce, while its Animals
natural harbor has made it a key port for ships from Kamara City is a place where various animals can be
around the world. found, both in the wild and within the city limits. Some
of the notable animals that can be found in Kamara
Society City include:
Kamara City is a diverse and cosmopolitan metropolis Giant Leonin Warhorses: These massive and powerful
with a rich and vibrant culture. The society of Kamara creatures are bred by the Leonin people for use in
City is known for its tolerance and acceptance of battle, and are prized for their strength, speed, and
people of different races, religions, and backgrounds. ferocity.
The city is a melting pot of different cultures, and its
inhabitants are proud of their unique heritage. Big Cats and Small Cats: Kamara City is home to a
wide variety of cats, including lions, tigers, panthers,
The city is governed by a council of representatives cheetahs, and many others. Small cats like
from each district of the city, and the council is led by domesticated cats, as well as wildcats like lynx, can
King Zane Leonheart, a wise and just ruler who is also be found throughout the city.
beloved by his people. The city is also home to the
Priests of the Radiant Sun, a powerful religious Peacock birds: In the jade Blossom District, a
organization that provides spiritual guidance and beautiful and vibrant area of the city, peacock birds
support to the people of Kamara. can be found strutting their stuff, displaying their
colorful feathers in all their glory.
The society of Kamara City is highly organized and
efficient, with a well-developed infrastructure that Bison, Zebra, Elk, and Deer: Outside the city limits,
includes a sophisticated network of roads, canals, and in the dry grasslands, various large mammals can be
bridges. The city is also home to many shops, markets, found, such as bison, zebra, elk, and deer. These
and businesses, and the economy is strong and stable. animals roam free in the grasslands and can be
observed from a distance.
Despite its wealth and prosperity, Kamara City is not
without its problems. Crime and corruption are issues Kamara City is a place where various animals can
that the city faces, and the council works hard to be found, both in the wild and within the city limits,
maintain law and order. The city is also vulnerable to adding to the richness and diversity of the city's
attacks from outside forces, and the King and his culture and environment.
advisors work tirelessly to maintain strong defenses
and alliances with neighboring cities and kingdoms.

The society of Kamara City is a vibrant and diverse


community that values tolerance, diversity, and
justice. The people of Kamara are proud of their city

8
City Layout Sun Gate: A grand, imposing gate that leads from the
Outer City to the Lower City, named for the symbol of
Kamara City is a sprawling metropolis, with distinct the Sun Temple that is emblazoned on its doors.
areas that serve different purposes and cater to
different populations. Shadow Gate: A small, nondescript gate that leads
from the Lower City to the Undercity-Depths of
(D The Upper City is the most affluent and exclusive part Shadow, often overlooked by those who do not know
of Kamara City, with grand mansions and palaces, its secrets.
luxurious shops and restaurants, and beautiful parks
and gardens. The elite of Kamara society live here, Silver Gate: A beautifully wrought gate that leads from
enjoying the finest things in life and protected by the the Upper City to the Lower City, named for the
city's powerful institutions. shimmering silver of its metalwork.
@ The Lower City is the more densely populated part of Iron Gate: A sturdy, functional gate that leads from the
Kamara City, where most of the working class and Outer City to the Undercity-Depths of Shadow, named
poorer citizens live. It's a vibrant and bustling area, for the thick iron bars that make up its frame.
full of shops, taverns, and markets, where people come
to trade and socialize. The buildings are closer
together and tend to be smaller, but there is a strong 0 Lion's Gate: A fierce, ornate gate that leads from the
Lower City to the Upper City, named for the carved lion
sense of community and shared identity among the heads that decorate its posts.
people who live here.
Sea Gate: A massive, utilitarian gate that leads from the
@ The Outer City is the sprawling expanse of Kamara Outer City to the city's bustling port district, named for
City that extends beyond the walls of the city proper. the constant sound of the sea that can be heard from
It is a mix of farmland, forests, and small settlements, its walls.
where many of the city's resources are produced. The
Outer City is essential to the functioning of the
metropolis, as it provides food, wood, and other
resources that are necessary for the city's survival.
Shadow Gate '
4 The Undercity- Depths of Shadow is a dark and
dangerous part of Kamara City, where crime, poverty,
and desperation are rampant. It is a network of
tunnels, catacombs, and caverns beneath the city that
are largely inaccessible to law enforcement and the
city's authorities. Here, gangs, smugglers, and other
unsavory characters ply their trades, often preying on t
he vulnerable and helpless. Despite its reputation, the
Undercity is also home to many who are forced to live
in its dark and cramped quarters due to poverty and
lack of resources.

9
City Districts
There are many communities within each of the four traditions, and clothing, which are quite distinct from
areas of Kamara City. Here are some of the more well those of the other races in the city.
established districts and neighborhoods.
Undercity-Depths of Shadow:
Upper City: The Warrens: This is the largest and most populous
Radiant Heights: This district is home to the most district of the Undercity. It's a maze of narrow alleys,
affluent citizens of Kamara City, including nobles, high- crowded tenements, and dark corners where all
ranking officials, and wealthy merchants. The buildings manner of shady dealings take place
are grand and opulent, often decorated with gold and
marble. It's also the location of the Radiant Knight's Crystal Core Factories: This district is where the bulk
main temple. of the crystal core batteries that power the city's homes
and arcane machines are produced here. This area is
Skybridge District: This district is connected to also home to lower income citizens and factory workers.
Radiant Heights by a series of skybridges that arch
over the lower districts. It's home to many luxurious Necropolis: This district is home to Kamara City's
apartments, as well as restaurants and entertainment many tombs, crypts, mausoleums and abandoned temples.
venues with a stunning view of the city below. The city's dead are interred here, and it's considered a
sacred place by many of Kamara's citizens.
Phoenix Square: This district is famous for its bustling
marketplace, where exotic goods from all over Etheria The Fighter's Pit: This district is where Kamara City's
can be found. It's also a popular gathering spot for gladiatorial games take place. It's a brutal and violent
bards and performers. place, where bloodsport is celebrated and death is a
common occurrence.
Lower City:
Harborfront: This district is located along the shore, Darkfall Dungeon: This underground labyrinth used to
and it's where the city's bustling port is located. It's a be an underground palace of a powerful wizard. It is now
hub of trade and commerce, where sailors, merchants, home to hundreds of outcasts and refugees with nowhere
and travelers from all over Etheria converge to do else to go.
business.
Outer City:
Ironworks District: This district is home to Kamara Garden District: This district is home to Kamara City's
City's many foundries and factories. It's a noisy and many parks, gardens, and orchards. It's a tranquil and
dusty place, where the sound of hammers and the hiss green space, where citizens can escape the noise and
of steam engines can be heard at all hours of the day chaos of the inner city and enjoy nature.
and night.
Farmland: This district is where the city's food is grown.
Night Market: This district is a lively and colorful place, It's a vast expanse of fertile fields and rolling hills,
especially after dark. Vendors sell all kinds of exotic dotted with farmhouses and barns.
foods and wares, and street performers and musicians
add to the festive atmosphere. Quarrytown: This district is where Kamara City's stone
is quarried. It's a rugged and inhospitable place, where
Jade Blossom District: This district is home to many Xia men and women toil in the hot sun to extract the
refugees. They_are known for their unique culture, precious stone that the city is built upon.
Government
Kamara City is governed by the Kamara City
Governing Council, which is led by King Zane
Leonheart. The council consists of various city officers,
including the High Priestess of the Priests of the
Radiant Sun, the Captain of the City Guard, the
Chancellor of the Treasury, and the Chief Magistrate.

The City Guard is responsible for maintaining law


and order in Kamara City, and they work closely with
the council to ensure the safety and security of the
citizens. The city also has a well-organized system of
laws and taxes, which are enforced by the City Guard
and the judiciary system.

Crime is relatively low in Kamara City, thanks to the


Military
efficient City Guard and the strict enforcement of the The military of Kamara City is a formidable force made
laws. However, like any other city, there are some up of highly trained and skilled soldiers, with special
criminal activities that occur, such as theft, smuggling, units of Leonin Warrior Knights and Warhorse Riders,
and occasionally more serious crimes, especially in the Tabaxi Assassins, and Priests and Paladins of the
Undercity-Depths of Shadow. The City Guard works Radiant Knight.
tirelessly to apprehend the criminals and bring them
to justice. The Storm Lions: The Elite Leonin ground troop
knight warriors are a fearsome sight to behold. Clad in
In terms of foreign relations, Kamara City maintains heavy armor that gleams in the sunlight, these warriors
diplomatic ties with neighboring cities and kingdoms. are capable of fighting in any terrain, whether it be the
The city is known for its vibrant trade, and it has sea, storms, or deserts. They are expert swordsmen,
established strong economic ties with many other and their great weapons are made from the finest
cities and kingdoms throughout the region. The materials, forged by the most skilled smiths.
Kamara City Governing Council works to maintain
positive relationships with its neighbors and foster The Desert Thunderers: The Leonin Warhorse
mutual cooperation and growth. Riders are the elite cavalry of the city, known for their
exceptional riding skills and deadly charge. They ride
Kamara City has a well-organized and efficient giant warhorses that are bred for battle, and they wear
government, with a strong focus on maintaining law heavy armor that provides both protection and
and order, promoting economic growth, and ensuring intimidation. The Leonin Warhorse Riders are a
the safety and prosperity of its citizens. symbol of the city's strength and power, and their
presence on the battlefield can turn the tide of any
Governing Council Members conflict.
King Zane Leonheart - The Leon in king and leader of
The Nightclaws: The Tabaxi special unit of Assassins
the council, King Zane is known for his wisdom and
is a shadowy group of highly skilled killers, trained in
diplomacy.
the arts of stealth, infiltration, and assassination. They
Queen Felina Shadowpaw - A Tabaxi queen and are masters of disguise and deception, and their
methods are as varied as they are deadly. They are the
Zane's consort, Queen Felina brings her cunning and
city's secret weapon, called upon when traditional
stealth to the council.
methods of warfare are not enough. They are feared
and respected throughout the city and beyond, and
Lord Marcus Goldenclaw - A high-ranking Leohuman
their loyalty to Kamara City is unwavering.
noble and military commander, Lord Marcus is
responsible for the kingdom's defense.
Order of the Radiant Knights: The Priests and
Lady Azura Nightwhisper - A Tabaxi diplomat and spy Paladins of the Radiant Knight are the spiritual
master, Lady Azura is tasked with gathering guardians of the city, sworn to protect the citizens
from evil and darkness. They are powerful spellcasters
information and negotiating treaties with other
and skilled warriors, trained to fight both physical and
kingdoms.
spiritual enemies. They are highly respected
throughout the city, and their presence brings comfort
High Priestess Nala Sunmane - A human spiritual
to the people. The Priests and Paladins of the Radiant
leader, High Priestess Nala is responsible for
overseeing the kingdom's religious beliefs and Knight are called upon to bless the armies before
battle, heal the wounded, and lead the prayers for
practices.
victory. Their faith is unshakeable, and they will do
whatever it takes to defend their city and their people.
Archmage Jasmine Moonshadow - An tabaxi wizard
and advisor to the council, ArchmageJasmine is
Together, the military and special units of Kamara City
responsible for protecting the kingdom through magic
provide a strong defense and a deterrent to those who
and divination.
would threaten the city's safety. They are highly trained
and skilled, and they will stop at nothing to protect the
Captain Remy Steelclaw - A Leonin captain of the
guard, Captain Remy is responsible for maintaining citizens of Kamara City.
law and order within the kingdom.

12
Noble Houses of Kam'ara·
The noble houses of Kamara City are renowned House Brightblade is a noble and honorable house,
throughout the Kingdom for their wealth, power, and made up of humans, leonin and dwarves. They are
influence. Each house has its own unique history, renowned for their skill in military combat, crafting
traditions, and specialties, and they are all vying for weapons and armor, and their members can often be
control over the city and its people. found serving as guards or soldiers throughout the city.
Their symbol is a bright, shining blade.
House Leonhart is the leonin house of King Zane
Leonhart, who rules over Kamara City with a strong House of Jade is a noble house made up of six noble
hand. They are known for their fierce loyalty to their Xia family lineages, each with its own unique strengths
king and their prowess in battle, and their symbol is a and specialties. They are renowned for their business
lion. acumen and their control over the Jade Blossom district
in the lower city sector of Kamara City. Their symbol is
House Shadowpaw is the tabaxi house of Queen a blooming jade blossom.
Felina Shadowpaw. They are renowned for their agility
and cunning, and are often involved in espionage and House Azurewave is a wealthy merchant house that
subterfuge. Their symbol is a paw print. controls the sea trade across the Grand Blue ocean.
They are known for their fleet of trading ships called the
House Silvermoon is the elven and human house that Azure Armada, which sails the seas from Kamara City
controls the Crystal Consortium, the group responsible to distant lands. Their symbol is a cresting wave in the
for harnessing the power of the crystals that power the color of azure.
city's arcane machines. They are known for their
wealth and power, and their symbol is a moon. House Ironhide is a noble house made up of ores,
half-ores, and goblins. They are known for their skill in
House Phoenixfire is a diverse and innovative house, metalworking and craftsmanship, and have risen to
made up of half-leonin, half-tabaxi, and human fame in Kamara City for their production of fine
members. They are known for their passion and weapons and armor. They control the Ironworks district
creativity, and have recently developed a new, of the city, where their forges and workshops can be
sustainable energy source called Embercore. Their found. Their symbol is a stylized blacksmith's hammer
symbol is a fiery phoenix. and anvil.

House Nightingale is a diverse and artistic house, House Greenfields is a noble house from the outer city
made up of humans, elves, dwarves, and other races. sector of Kamara City, known for their control over the
They are known for their love of music and art, and city's agriculture and livestock production. They are
their members can often be found performing in the responsible for providing food for the city, and their
city's many theaters and concert halls. Their symbol is members can often be found working in the fields or
a nightingale. tending to their animals. They are skilled farmers and
ranchers, and have a deep connection to the land and its
House Blackrose is a dark and mysterious house, resources. Their symbol is a stylized wheat sheaf in the
made up of humans and tieflings. They are known for color green.
their mastery of dark magic and their involvement in
the city's underworld. Their symbol is a black rose.
13
Factions and Organizations
In the bustling city of Kamara, factions, guilds, and Their motto is "Progress through innovation," and they
organizations play a crucial role in the daily lives of its believe that the future of Kamara City lies in their
inhabitants. From powerful merchant guilds to machines and inventions. They are always on the lookout
secretive adventuring groups, these organizations for rare materials and new ideas to fuel their creations.
serve as the backbone of the city's economy and culture.
The Crystal Consortium
Factions and guilds act as the city's gatekeepers, The Crystal Consortium is a powerful organization in
controlling access to resources, information, and power. Kamara City, responsible for the production and
They can make or break a merchant's fortunes, decide distribution of the crystals that power the city's arcane
the outcome of a political dispute, or determine the fate machines. Led by the wealthy and influential House
of a new adventurer seeking employment. Silvermoon, the Consortium holds a virtual monopoly
over the energy resources of the city, and their control
Furthermore, these organizations provide a sense of over the crystals has allowed them to amass immense
belonging and purpose for their members, giving them wealth and power. Their motto is "Powering the Future,
a common goal to strive towards and a community to Today." Despite their success, the Consortium is also the
support them. Many organizations are driven by a set subject of controversy and suspicion, with many accusing
of core beliefs or ideals, such as the protection of the them of exploiting the workers in the Depths of Shadow
weak, the pursuit of knowledge, or the accumulation and engaging in illegal and unethical practices. While they
of wealth. continue to dominate the energy market in Kamara City,
the future of the Consortium remains uncertain as new
In Kamara, alliances with these organizations can be alternatives emerge and public opinion begins to shift.
the key to success or survival. But they are not without
risk, as many factions have their own agendas and The Arcane Academy
rivalries that can put their allies in danger. Composed of scholars, researchers, and practitioners
of magic, the Arcane Society is dedicated to the study
Navigating the complex web of factions and guilds in and exploration of the magical arts. They believe that
Kamara requires careful planning, shrewd negotiation, magic is a tool to be harnessed and wielded for the
and a keen understanding of the city's politics and betterment of all, but also recognize its potential for
power dynamics. Only those who can master these danger if used recklessly. Their motto is "Magic
skills can hope to rise to the top and make their mark illuminates the darkness," and they seek to unlock the
on the city's history. secrets of the arcane and expand their knowledge of
magic. Typical quests involve uncovering ancient
Order of the Radiant Sun magical artifacts, researching lost spells, and
They say that justice is blind, but not when it is wielded investigating magical phenomena.
by the Knights and Priests of the Radiant Sun. These
noble warriors follow the teachings of Solaria, the Sun The Fellowship of the Red Hawk
Goddess, and are sworn to uphold the law and defend A secretive order of hunters and trackers, the
the innocent. Their motto is "May the Light of the Sun Fellowship of the Red Hawk is known for its skill at
guide us in our pursuit of justice and truth," and they navigating the wilderness and tracking their prey. They
are the shining beacon of hope in Kamara City, and believe that nature is a force to be respected and
their radiant armor and weapons are a testament to revered, and that the balance of the natural world must
their unwavering commitment to righteousness. be preserved at all costs. Their motto is "Through the
hawk's eyes, we see the truth," and they see themselves
The Shadowpaw Syndicate as protectors of the wild. Typical quests involve hunting
Silent and deadly, the Shadowpaw Syndicate move like dangerous beasts, tracking down poachers, and
shadows in the night, striking from the darkness with protecting threatened habitats.
precision and skill. They are the elite assassins of
Kamara City, trained in the art of death and deception. These are just a few examples of the factions, guilds,
Their motto is "We strike where the light does not and organizations throughout Kamara City. As the
reach," and they believe in using their talents to cit'/ grows and changes, new groups form and
eliminate threats to the city from the shadows. old ones fade away, but they all play a vital
role in the daily lives of the people.
The Iron Guild
The clanging of hammers and the hiss
of steam can be heard from the Iron
Guild's workshops, where skilled
craftsmen and engineers work
tirelessly to create new
wonders of technology.
Enemies of Kamara
Kamara City, a bastion of civilization in a world filled They have been hiring other bandits and raiders to do
with darkness and chaos, was a place of relative safety their dirty work, as they seek to further their insidious
and security for its inhabitants. Guarded by mighty goals.
walls and patrolled by skilled warriors, the city was a
safe haven in a world filled with danger and uncertainty. But they will not go unchallenged. The people of
Yet, even within its walls, the people of Kamara knew that Kamara City will stand firm against these dark forces,
they were not immune to the threats that lay beyond. The and they will fight with all their might to protect their
Drow and Darkforge Dwarves, twisted and malevolent homes and loved ones. For the people of Kamara know
creatures from the depths of the earth, lurked in the that if they fail, the darkness will spread, and all will be
shadows, waiting for their chance to strike. And on the lost.
open sea, the oceans were growing more turbulent and
dangerous with each passing day, as the Abyssal Merrow The battle between light and dark has begun. And only
and the Crimson Cutlass Buccaneers waged their battles time will tell which side will emerge victorious.
for control. Despite these threats, the people of Kamara
remained determined and resolute, ready to face whatever
dangers lay ahead with courage and strength. For they
knew that the light of civilization could never be
extinguished, so long as there were those who were
willing to stand up and fight for what was right.
Drow battling a Demon Knight
Denizens of the Dark in the Underdark .)
Deep within the Edge of the World moq.ntains to the
North, there lies a dark and malevolent force that
threatens the very existence of Kamara City. The
Drow of Umbra'Zul, and their twisted kin, the Darkforge
Dwarves of Shadowhold, seek to dominate the surface
world, one town at a time. They lurk in the Underdark,
plotting and scheming to bring their evil plans to fruition.

The Drow ofUmbra'Zul are a cruel and ·cunning race,


known for their mastery of dark magic and their
deadly skill with weapons. They are a race of
subterranean elves who have turned their
backs on the light of the surface world and
have embraced the shadows. Their only
goal is to spread chaos and
destruction throughout the land.

Their dark kin, the Darkforge


Dwarves of Shadowhold, are a
race of dwarves who have delved
too deep into the earth and have
been corrupted by the darkness
they found there. Fueled by the
dark magical powers of dark
iron ore, they are a relentless
and ferocious foe, known for
their skill in battle and their
unquenchable thirst for power.

Together, these two dark


races have been making
their way to the surface
more and more, raiding
towns and temples in
the Kamara region.
I
Caelan Blackhand

Abyssal Merrow

The Grand Blue


The Grand Blue Sea was a vast and dangerous place,
filled with creatures both wondrous and terrible. For
the people of Kamara City, it was a constant reminder
of the power and unpredictability of nature, and of the
many dangers that lurked beneath the waves. region, a group of fierce and independent sailors who
refused to bow to the will of any king or ruler. They
Chief among these dangers were the Abyssal Merrow, raided merchant and cargo ships, disrupting trade
a tribe of merfolk corrupted by the demonic powers of routes and sowing chaos and disorder on the open sea.
the Abyss. Their twisted bodies and razor-sharp teeth
were a constant threat to sailors, travelers, and coastal Led by the infamous pirate captain, Caelan Blackhand,
towns in the Kamara region. With their demonic this band of rebels was a thorn in the side of those who
powers, they were able to manipulate the very forces of sought to maintain order in the Kamara region. With
the sea, calling forth massive waves and fierce storms their quick ships and skilled crews, they were able to
to wreak havoc on those who dared to cross them. outmaneuver and outfight even the most powerful
navies, striking fear into the hearts of all who sailed
But the people of Kamara were not without their the sea.
defenders. Brave sailors and warriors of the Azure
Armada stood against the Abyssal Merrow, fighting to But even as the Abyssal Merrow and the rebel pirates
protect their homes and loved ones from the horrors of waged their battles, the people of Kamara remained
the deep. They battled the twisted creatures with every steadfast. They knew that the sea was a place of great
ounce of strength they possessed, calling upon the danger and uncertainty, but they also knew that it was
ancient magic of the sea to aid them in their struggles. a source of great beauty and wonder. And so they
continued to sail the waves, facing whatever dangers
And there were others who fought against the dangers lay ahead with courage and determination, always
of the sea, not as defenders, but as rebels. The Crimson striving to discover the secrets that lay hidden beneath
Cutlass Buccaneers were the pirates of the Kamara the surface of the sea.

17
King Zane is a leader of great integrity, courage, and
Royal House of Leonheart compassion, beloved by his people and feared by his
In the kingdom of Kamara, the Royal House of enemies. He is the heart and soul of the Kingdom of
Leonheart stood proud and steadfast, a bastion of Kamara, setting an example of true leadership.
strength in a world of uncertainty. At its head stood
King Zane Leonheart, a mighty Leonin warrior whose
ferocity in battle was matched only by his wisdom in
times of peace.

Beside him stood his queen, Felina Shadowpaw, a


shrewd and cunning Tabaxi whose beauty was matched
only by her intelligence. Together, they ruled with a firm
but fair hand, their love for each other and their
kingdom evident in all they did.

Their children, Prince Darius and Princess Luna,


were the pride and joy of their parents, and the hope
for the future of the kingdom. Darius was a fierce
warrior, trained in the arts of combat from a young age.
Luna was a scholar, her intelligence and quick wit
earning her a place at the most prestigious universities
in the land.

The Royal House of Leonheart was a shining light in


a world plagued by darkness, its members respected
and feared in equal measure. They knew the weight of Queen Felina Shadowpaw
their responsibility, and they would do whatever it took
to protect their people and their kingdom, no matter
the cost.

Prince Darius Leonheart

King Zane Leonheart


King Zane Leonheart, the proud and regal Leonin ruler
of the Kingdom of Kamara, stands tall and commands
respect with his fearsome appearance and confident
presence. His piercing amber eyes and mane of pure
white exude power and authority. King Zane is not just
a skilled warrior, but also a just and wise leader, with a
strategic mind and diplomatic skills. His ability to
negotiate peace treaties and resolve disputes is as
strong as his talent for leading his army into battle.
He is a charismatic leader, rallying his subjects around
a common cause and finding common ground.

Deeply spiritual, King Zane has a strong connection to


the divine powers worshipped by the Leonin. He values
tradition and the preservation of cultural heritage, while
being open-minded and willing to embrace new ideas. Princess Luna Leonheart
18
Lord Marcus Goldenclaw, But the world continued to change, and new threats
the Storm Lions and the emerged that threatened the safety of Kamara City and
its people. Recognizing the need for specialized
Stormheart Guardians protection, King Zane called upon Lord Marcus once
more. Tasked with creating new special task forces,
Long ago, in the Kingdom of Kamara, there was a Lord Marcus eagerly accepted the challenge,
mighty Leonin warrior named Lord Marcus determined to protect the city he had come to love so
Golden claw. He was the leader of the Storm Lions, an fiercely.
elite brigade of skilled warriors known for their ferocity
and unwavering loyalty to the crown. Under Lord Lord Marcus assembled a new generation of Storm
Marcus' command, the Storm Lions were an Lions, the Stormheart Guardians, each group
unstoppable force that struck fear into the hearts of handpicked for their unique skills and unwavering
their enemies. dedication to the kingdom. These task forces
specialized in various fields, from intelligence gathering
The Storm Lions, comprised of veteran guards and reconnaissance to sabotage and assassination,
Arcturos, Kaelar, Aeloria, and Zephyrion, were ensuring that Kamara City would always be prepared
renowned for their prowess in battle. They fought for whatever dangers lurked in the shadows.
alongside Lord Marcus in countless skirmishes and
campaigns, ensuring the safety and prosperity of The new Stormheart Guardians, under the guidance of
Kamara City and the entire kingdom. Time and time Lord Marcus and his veteran commanders, continued
again, they proved their worth on the battlefield, the legacy of their predecessors, defending the
outmatching foes with their superior tactics, strength, Kingdom of Kamara and its people from all manner of
and determination. threats. As the legend of the Storm Lions grew, so too
did the pride and loyalty of Kamara City's inhabitants,
As the years went by, the Storm Lions continued to knowing that these mighty warriors stood ever vigilant
distinguish themselves as paragons of valor and honor. to protect them.
Recognizing their great accomplishments, King Zane
Leonheart entrusted Lord Marcus with the And so, the tale of Lord Marcus Goldenclaw, The
responsibility of training the next generation of Kamara Storm Lions and the Stormheart Guardians lives on, a
City's defenders. Reluctantly, Lord Marcus disbanded testament to the unbreakable bond between the people
the Storm Lions and took up his new post at the of Kamara and the brave warriors who risk their lives
Kamara Guard Barracks. to ensure their safety. The Storm Lions and the
Stormheart Guardians remain an enduring symbol of
At the barracks, Lord Marcus, along with Arcturos, courage, loyalty, and strength, their legend inspiring
Kaelar, Aeloria, and Zephyrion, dedicated themselves generations of heroes to come.
to mentoring young soldiers, passing on their
knowledge, skills, and unyielding loyalty to the
kingdom. Under their guidance, countless new
warriors were forged in the fires of discipline and
camaraderie.

19
Chapter 2: People and Places
Kamara City is a bustling metropolis with a diverse
population made up of many races and cultures. The
city is predominantly inhabited by humans, but there
are significant populations of other races, including
the Leonin, Tabaxi, and Xia people.

The Leonin, a race of lion-like humanoids, are a


common sight in the city. They are known for their
strength, agility, and fierce warrior culture. Many
Leonin in Kamara City can be found working as
guards, mercenaries, or soldiers, using their skills to
protect the city and its inhabitants.

The Tabaxi, a cat-like race of humanoids, are also well


represented in Kamara City. They are known for their
agility, quick reflexes, and sharp senses. Many Tabaxi
work as traders, merchants, and adventurers, using
their skills to explore and profit from the city's many
opportunities.

The Xia people, who migrated to Kamara City from


their own kingdom, are one of the biggest reasons for
Kamara City's thriving economy. They are known for
their expertise in trade and commerce, and many of
them have set up successful businesses in the city,
contributing to the growth of the economy .. They have
their own district, the Jade Blossom District, which is
home to many Xia refugees. They are known for their
unique culture, traditions, and clothing, which are
quite distinct from those of the other races in the city.

Leohuman

Tabaxi Citizen

21
The dragonborn are a rare sight in Kamara City, but
Unity in Diversity those who do reside there are respected for their
Kamara City is also home to a diverse population of strength and martial prowess. They are often hired as
humans, elves, dwarves, dragonborn, and half-ores. mercenaries or guards, and can be found patrolling
the city's streets or serving as bodyguards to wealthy
Humans from all corners of the world come to Kamara merchants.
City to trade and make a living. The city is a melting pot
of different human cultures, from the northern The goblin population in Kamara City is small
barbarians to the southern desert nomads. compared to the other races, but they have a
significant impact on the city's economy. Goblins are
The elves are known for their grace, beauty, and agility, known for their skills in tinkering and engineering,
and are often found in positions of influence, such as in and they run many of the city's shops and workshops
the city's merchant guilds or as advisers to the ruling in the Ironworks District. They have a reputation for
council. They tend to keep to themselves and maintain being shrewd businessmen and crafty traders.
their own secluded neighborhoods within the city.
As for the half-ores, they are a hardy and rugged
The dwarves, on the other hand, are known for their people, born of the union between ores and humans.
skill in craftsmanship and mining, and have established They are often looked down upon by the more
many successful businesses in Kamara City. They are "civilized" races, but many have found a place in
a hardy and practical people, and often make up the Kamara City as blacksmiths, soldiers, and adventurers.
backbone of the city's workforce. They are also known Despite their reputation for being brutish and violent,
for their love of ale and can be found enjoying a pint or many half-ores are fiercely loyal and have proven
two in the city's many taverns. themselves to be valuable members of society.

Overall, Kamara City is a diverse and multicultural


hub, with a wide range of different races and
ethnicities living and working together.

Elf Mage

Dragon born
Mercenary
Depths of Shadow: The Depths of Shadow is an
Popular City Attractions
------ entire city located beneath Kamara City, with its own
Lion's Roar Tavern: The Lion's Roar Tavern is one self-governed society. It is the underworld of Kamara,
of the most popular destinations in Kamara City, where illegal activities and crimes happen with gangs
drawing in travelers and adventurers from all corners and syndicates operating everywhere. The Undercity is
of the kingdom. The tavern's lively atmosphere, strong vast, almost half the size of the entire Kamara City, but
drinks, and delicious food have earned it a reputation existing beneath the surface. While the Kamara
as one of the best places to eat and drink in the entire government tends to leave the citizens of Depths of
city. Shadow alone as long as they keep any trouble from
surfacing to the city above, tourists do venture down to
Sun Temple: The Sun Temple is a magnificent the Depths of Shadow for its gambling, underground
structure in Kamara City dedicated to the worship of fights, and entertainment.
the Sun Goddess, Solaria. It is manned by High
Priestesses and Acolytes who are responsible for the Castle Leonheart: A grand and imposing structure of
maintenance and protection of the Sun and Moon gleaming white stone, with towering walls and a
crystals. The temple is a place of serenity and magnificent central keep. The castle is the seat of power
enlightenment, drawing many visitors who come to for King Zane Leonheart. It is the hub of political and
offer their prayers and worship. It is an important military power in Kamara and serves as the center of
religious and cultural center in Kamara City, with a government for the kingdom. The castle is heavily
rich history and a strong following. guarded and access is restricted to the general public.

Jade Blossom District: The Jade Blossom District is


a vibrant and bustling village that sits on the outskirts
Other Points oflnterests
of Kamara city. It is a place where the refugees from Palace of the Arts
the Xia Kingdom, who came to Kamara a few decades
Guard's Barracks
ago seeking shelter and a new home, have made their
home. The district is a fusion of cultures, with the Library of Lore
refugees bringing with them their customs and Ironheart Forge
traditions, which have blended with those of the local Enchanter's Emporium
Kamaran population.
Velvet Robes

King's Wharf: The King's Wharf is a bustling hub of Lions Head Lighthouse
maritime activity located on the shores of the King's King's Bay Seaport
Bay, one of the busiest and most important ports in the Seafood Market
entire kingdom. The wharf is home to a thriving fish
Ocean Baths
market where vendors sell the freshest catches of the
day, including everything from swordfish and salmon to Sailor's Rest Tavern
oysters and clams. Many of the city's finest restaurants Black Dragon's Den
source their seafood directly from the King's Wharf fish Fighter's Pit Arena
market, ensuring that every dish is of the highest
The Moonlit Forge
quality and freshness.t
Lion's Roar Tavern Blaze Flametongue
Blaze Flametongue, the Dragonborn bartender, is a
The Lion's Roar Tavern is a popular and bustling proud and regal figure who presides over the bar
establishment located in the heart of the Kingdom of counter at the Lion's Roar Tavern. Standing tall at
Kamara. It is renowned for its warm and inviting six-and-a-half feet, Blaze's greenish-gold scales and
atmosphere, its lively patrons, and its delicious food piercing golden eyes give him an imposing appearance.
and drink. However, his friendly smile and warm demeanor soon
put everyone at ease.
The tavern is a large, two-story building with a
wooden roof and wooden beams. On the first floor, Blaze has a talent for mixing drinks, and his signature
there is a long bar counter and several rows of wooden "Dragon's Breath" cocktail is a favorite among the
tables and chairs where patrons can sit and socialize. tavern's patrons. But it's his talent for conversation that
A roaring fireplace provides warmth on chilly evenings, makes Blaze truly stand out. Whether he's swapping
and the sound of laughter and conversation fills the air. stories with regulars or chatting with newcomers,
Blaze has a way of making everyone feel welcome.
The second floor is comprised of several private rooms
that can be rented out for meetings, celebrations, or
simply to get away from the noise of the tavern. Each
room is decorated with rich tapestries, elegant
furnishings, and plush beds, making them a popular
choice for travelers and merchants who are passing
through the city.

The Lion's Roar Tavern is known for its diverse menu,


which features dishes from all corners of the kingdom.
Leonin favorites like roasted meats and hearty stews sit
alongside Tabaxi delights like exotic fruits and savory
seafood dishes. The tavern also boasts an extensive
selection of ales, wines, and spirits, many of which are
brewed and distilled locally.

But what sets the Lion's Roar Tavern apart is its lively
and friendly atmosphere. Whether you're a local
resident, a passing traveler, or a visiting dignitary,
everyone is welcome at the tavern. It's not uncommon
to find Leonin warriors swapping tales with Xia elders
over a mug of ale, or to see tabaxi bards entertaining
the crowd with their music and stories.

The Lion's Roar Tavern is a true reflection of the spirit


of Kamara, where diverse peoples come together in a Grok Skullcrusher
warm and welcoming environment to enjoy good food, Grok Skullcrusher, the Ore chef, is a rough and tumble
drink, and company. It's no wonder that it's one of the figure who commands the kitchen at the Lion's Roar
city's most popular and well-loved establishments. Tavern. Standing over seven feet tall and boasting a
broad, muscular build, Grok is an intimidating figure.
But he's also a soft-hearted soul with a passion for
cooking.

Grok's culinary skills are unmatched, and his hearty


stews, succulent roasts, and savory meats are a hit with
everyone who dines at the Lion's Roar Tavern. Despite
his gruff exterior, Grok is well-loved by the tavern's staff
and patrons, and his food is considered
some of the best in Kamara.

24
The Tale of the Liori's Word quickly spread about the Lion's Roar Tavern, and
it wasn't long before it became one of the most popular
Roar Tavern establishments in Kamara City. Patrons from all walks
of life were drawn to the tavern's diverse menu,
In the Kingdom of Kamara, there were two fierce impressive selection of drinks, and, above all, the
warriors known throughout the land: Blaze friendly and lively atmosphere that Blaze and Grok had
Flametongue, the Dragonborn, and Grok Skullcrusher, cultivated.
the Ore. For years, they fought side by side as
mercenaries, taking on dangerous missions that led The Lion's Roar Tavern became a haven for
them on thrilling adventures across the realm. adventurers, a place where they could find solace after
a long day of monster hunting or treasure seeking. It
Together, Blaze and Grok faced countless foes and was not uncommon to find a diverse array of patrons -
challenges, from battling ferocious beasts to recovering from Leonin warriors to Xia elders - sharing their tales
lost treasures from ancient tombs. Their bond grew of adventure over a mug of ale or a glass of Blaze's
stronger with each passing day, their skills honed by the signature Dragon's Breath cocktail.
heat of battle and the camaraderie of their shared
experiences. Blaze and Grok, now retired from their adventuring
days, found great joy in their new roles as the
As the years went by, the two friends began to grow proprietors of the Lion's Roar Tavern. They took pride
weary of their dangerous lifestyle. They longed for a in providing comfort and camaraderie to their fellow
place to call their own, somewhere they could rest their adventurers, and their tavern became a living
battle-weary bodies and share their stories with fellow testament to the power of friendship and the
adventurers. One fateful day, as they sat around a unbreakable bond they had forged on the battlefield.
campfire, Blaze shared his dream of opening a tavern
where they could provide weary travelers with the And so, the tale of Blaze Flametongue and Grok
comforts they themselves had so often craved on their Skullcrusher lives on, not only in the stories they share
journeys. with their patrons but in the very walls of the Lion's
Roar Tavern - a sanctuary where adventurers from all
Grok's eyes lit up at the idea, and he immediately corners of Kamara can find good food, good drinks,
pledged his support to Blaze's dream. He knew that his and good company.
culinary skills, honed by years of cooking for their band
of mercenaries, would be the perfect complement to
Blaze's talent for mixing drinks and creating a
welcoming atmosphere.

Together, they set off on a final adventure to find the


perfect location for their tavern. They journeyed to the
heart of the Kingdom of Kamara, where they discovered
an old, abandoned building that was perfect for their
vision. With hard work and determination, they
transformed it into the Lion's Roar Tavern, a warm and
inviting haven for adventurers and locals alike.
25
0

Sun Temple
The Sun Temple is an awe-inspiring structure located
in Kamara City, dedicated to the worship of the Sun
Goddess, Solaria. The temple is made of glistening
white marble and is adorned with intricate carvings
that depict the history and mythology of the goddess.
The temple has an open-air courtyard where visitors
can bask in the sunlight and admire the towering
statues of the goddess.

The High Priestesses of Solaria, dressed in flowing


white robes and adorned with golden jewelry, oversee
the temple and lead the worship services. They are
highly revered by the people of Kamara City, and their
word is often considered law. The Acolytes, who are
initiates in the order, help to maintain the temple and
perform various tasks necessary for the worship
services.

The Sun Temple is also home to the Heart of the Solaria the Sun Goddess
Sun Crystal, a powerful artifact said to contain the Solaria, the Sun Goddess, was born from the very light of
essence of Solaria's power. The crystal is kept under the sun, and her formidable power and wisdom have been
heavy guard at all times, with the High Priestesses revered by the Kamaran people for centuries. As the
and Acolytes serving as its protectors. It is said that creator of the land, sky, and sea, she nurtured all living
the crystal has the power to grant great blessings to beings to grow and prosper.
those who are worthy, but its true nature and purpose
are shrouded in mystery. This compassionate and benevolent deity is always ready
to provide guidance and support to those who seek her
The High Priestesses and Acolytes of the Sun Temple assistance. Her wrath, however, is swift and terrible, as she
are also responsible for protecting the Moon's Grace defends the innocent and punishes those who would bring
Crystal, the counterpart to the Sun Crystal, which is them harm.
kept in a secret location somewhere in Kamara City.
Together, these two crystals are said to maintain the Worshipped as the source of all life and vitality by the
balance of the world, and the loss of either one could Kamaran people, Solaria is served by dedicated priests
have disastrous consequences. and priestesses who strive to spread her teachings. Her
power and grace have inspired and comforted generations,
Despite the Sun Temple's peaceful and serene solidifying her position as one of the most cherished and
appearance, it is also a place of great power and respected beings in the world of Etheria.
mystique, and many seek to uncover the secrets and
powers of the crystals for their own gain. The High
Priestesses and Acolytes are always vigilant, watching
for any who might threaten the delicate balance of
power in the temple and the city.

Leonin Priestess
of the Radiant Sun

Souvenir replicas of the Sun and Moon Crystals

27
High Priestess Nala Sunmane The Four Moons of N ala
High Priestess Nala Sunmane, a radiant and glowing The Four Moons of Nala are a dedicated and elite
figure, serves as the spiritual leader of Kamara Kingdom. group of Tabaxi acolytes who serve and protect High
Her golden, flowing locks and compassionate, serene Priestess Nala Sunmane and the Moon's Grace crystal.
demeanor embody the ancient traditions and beliefs of her These four Tabaxi are highly trained and possess
people. As the High Priestess, Nala leads religious exceptional skills in combat, stealth, and magic. They
ceremonies, offers counsel, and provides healing to those act as Nala's personal guards and carry out her bidding
in need, all while drawing from her deep connection with without question, whether it be tracking down ancient
the Sun Goddess, Solaria. artifacts, performing reconnaissance, or eliminating
threats to the Sun Temple and its inhabitants.
Nala's gift of speech inspires and motivates her followers,
while her vast wisdom and insight garner respect and Each member of the Four Moons of Nala embodies the
admiration. In addition to her spiritual leadership, she qualities of the phases of the moon, and they work in
also serves as a trusted advisor to King Zane, who values harmony to fulfill their duties to Nala and the Moon's
her unique perspective and experience on the ruling Grace. They are known throughout Kamara for their
council. unwavering loyalty and commitment to their mission,
and are respected and feared by friend and foe alike.
Her unwavering commitment to peace and justice acts as
a cornerstone of her leadership, ensuring harmony among
the people of Kamara. High Priestess Nala symbolizes
hope and guidance for the Kamaran people, making her a
true champion of her kingdom's well-being.
Tabaxi Guardian
Nala shares a deep bond with her best friends, Kaito and
of the Moon
Mei Lin Xia, who were refugees that arrived in Kamara
City during their youth. Their friendship was forged
through years of training, worship, and combat in the
service of Solaria. As the heart and soul of the Sun
Temple, their friendship is unbreakable. Nala is also
accompanied by her two loyal pet lions, Sunny and Nova.
Jade Blossom District
The Jade Blossom District, a vibrant and bustling village
in the Kamara lower city sector, serves as a welcoming
home for refugees from the Xia Kingdom. This district
has become a melting pot of cultures, as the refugees'
customs and traditions intermingle with those of the
local Kamaran population.

At the heart of the village is a lively marketplace where


vendors offer a variety of goods, from exotic spices and
herbs to rare textiles and handcrafted items. The
colorful and aromatic stalls create a lively atmosphere,
filled with the sounds of bargaining and haggling
throughout the day.

A unique aspect of the Jade Blossom District is the


abundance of traditional Xia Kingdom restaurants and
tea houses. Visitors can savor the distinct cuisine,
including spicy noodle soups and steamed buns filled
with savory meats and vegetables. The tea houses offer a
variety of aromatic and flavorful teas, reputed to have
healing properties and often sought as remedies for
various ailments.

The district's focal point is a large, ornate temple


dedicated to the Jade Emperor, a deity worshipped in the
Xia Kingdom. As a center of spiritual and religious life,
the temple welcomes visitors of all faiths, who can
admire the intricate carvings and decorations and
observe the prayers and rituals of the devout.

The Jade Blossom District stands as a testament to the


resilience and adaptability of the refugees who fled the
Xia Kingdom and found a new home in Kamara. As a
unique and vibrant part of the city, this district is a
must-see destination for those seeking to experience
Kamara's rich cultural diversity.

30
House of Jade
The House of Jade, located in the heart ofthejade
Blossom District, is a conglomeration of noble families
ff!
Long
-1:::1-

*
that trace their roots back to the Xia Kingdom. Though
their family names have been lost in the new world, they
have come to be known as the House of Jade, as a symbol
of their shared heritage. The members of this house are
J)J.
~
Huang Li
proud of their royal bloodlines and have created their own
hierarchy of power within the district.

The House of Jade is a combination of different family


names, including the Xia family, Long family, Huang
family, Li family, Liu family, Chan family, Zhang family,
and more. Despite their varied backgrounds, they all
I~
Liu
• •.

··~t
Xia

.0
Chan
share a common goal: to preserve their heritage and
honor their royal bloodlines. They have become an
influential force in the Jade Blossom District, with
many businesses and organizations under their control.
"~!f
Zhang
The members of the House of Jade are fiercely loyal to
each other and will go to great lengths to protect their
own. They are often viewed as aloof and distant by
outsiders, but those who earn their trust and respect
will find them to be valuable allies. Though they may
have lost their original family names, but they have
found a new home in the House of Jade and will defend
it with their lives.
Warriors of Jade
Kaito Xia and Mei Lin Xia, heroes of the Jade Blossom
District, are highly respected by the people of Kamara
City. As members of the House of Jade, they are known
for their deep faith in the Sun Goddess Solaria, but they
also hold fast to the old customs and traditions of their
culture. During festivals and other cultural events,
Kaito and Mei Lin lead the celebrations, honoring
both the Sun Goddess Solaria and the old deities like
the Jade Emperor.

Mei Lin Xia


0 Mei Lin Xia is a Priestess of the Sun Temple. She is
easily recognized in the community due to her rare
white-colored hair, which she often ties up in a bun
adorned with golden accessories. And like her brother
Kai to, she wears shining white armor, accented with
shimmering sun motifs, reflecting her status as a
powerful Tempest Cleric of Solaria.

With her divine powers, Mei Lin can summon the


power of the sun to heal the sick, banish demons, and
bring blessings upon her followers. She is fearless
Kaito Xia in battle, and her bravery has earned her the respect
Kaito, a proud and noble Paladin of Solaria, serves as a and admiration of those she serves.
knight in the esteemed Order of the Radiant Sun.
Renowned for his bravery and unwavering devotion to the In her downtime, Mei Lin enjoys exploring the bustling
Sun Goddess, he possesses a tall, muscular frame, long marketplaces of the Kingdom of Kamara, meeting new
black hair, and piercing brown eyes. Always clad in travelers and discovering new sights and sounds. She
gleaming armor, Kaito bears the countenance of a true also loves spending time with her best friend, High
warrior. Priestess Nala Sunmane, playing with Nala's beloved
lions, Sunny and Nova.
Raised within the Sun Temple, Kaito mastered the arts of
combat and divine power channeling, enabling him to Mei Lin has a tough exterior and may seem
smite enemies and protect allies. His expertise with the unaproachable at times, but she is always eager to lend
longsword is matched only by his skill in hand-to-hand a helping hand to those in need. She is deeply devoted
combat. Kaito's deep devotion to Solaria grants him quiet to Solaria, and she is a source of hope and inspiration
strength and inner peace, allowing him to fearlessly to those who follow her.
defend the innocent and uphold justice.

Contrary to his fearsome reputation, Kaito has a kind and


gentle spirit. His deep love for his sister and Nala
Sunmane is evident, and he is held in high esteem by the
priests and priestesses of the Sun Temple. His wisdom
and abilities make him a sought-after ally and
advisor to King Zane Leonheart.
i
Chapter -3: Races
Etheria is a vibrant and diverse world filled with unique
homebrew races for players to explore and embody. You
can choose from a variety of races, each hailing from
different regions with their own distinct cultures and
characteristics. The versatile Leohumans, with their Sun
and Moon subraces, originate from the bustling
metropolis of Kamara City. The enigmatic Xia Celestials,
descendants of the stars, dwell in the Xia Kingdom and
the beautiful Jade Blossom District. From the distant,
mysterious mountains of the Hoshido Kingdom come the
cunning Kitsune and the fearsome Yoma. The aquatic
Merinton race calls the deep, vast Grand Blue Ocean
their home, while the fiery Silver Ash emerge from the
far southern volcanoes in Azaria.

33
Leohuman
Leohumans are a rare and exceptional hybrid race, born.
from the union of Leonin and Humans. They possess both •
the physical prowess and feline features of the Leon in as
well as the intelligence and adaptability of Humans.
Leohumans are known for their versatility and cunning,
allowing them to excel in various roles and careers, from
skilled hunters and fierce warriors to cunning diplomats
and master strategists.

Leohumans have a feline appearance, with sharp features


and fur covering their bodies. Their eyes are often a blend
of Leonin and Human eye colors. Their faces are a mix
between the two races, with a slightly taller stature and a
less pronounced muzzle than pure Leonin. They have
retractable claws and enhanced senses, similar to their
Leonin heritage, but also possess a more human-like
physique.

Racial Traits
Ability Score Increase: Your Strength score increases
by 2, and your Intelligence score increases by 1.

Age: Leohumans age at a similar rate to Humans,


reaching adulthood in their late teens and living for
around a century.

Alignment: Leohumans inherit their Leonin's strong


sense of honor and loyalty, tending towards lawful
alignments. However, their Human adaptability and
individualism make them open to a wide range of
alignments.
Ability Score Increase: Your Wisdom score increases by l.
Size: Leohumans are slightly taller than Humans,
usually standing between 5 and 7 feet tall. Your size is Moon's Blessing: You learn the Dancing Lights cantrip.
Medium. When you reach 3rd level, you can cast the Moonbeam spell
once with this trait and regain the ability to do so when you
Speed: Your base walking speed is 30 feet. finish a long rest. Wisdom is your spellcasting ability for
these spells.
Darkvision: Thanks to your Leonin heritage, you have
superior vision in dark and dim conditions. You can see Night Stalker: You have advantage on Stealth checks while
in dim light within 60 feet of you as if it were bright light,
in dim light or darkness.
and in darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
Sun Leohuman
Keen Senses: You have proficiency in the Perception As a Sun Leohuman, you are attuned to the power of the
skill. sun and possess an inner fire that burns with conviction.

Claws: Your retractable claws are natural weapons, Ability Score Increase: Your Charisma score increases
which you can use to make unarmed strikes. If you hit by 1.
with them, you deal slashing damage equal to ld4 + your
Strength modifier, instead of the bludgeoning damage Sun's Radiance: You learn the Light cantrip. When you
normal for an unarmed strike. reach 3rd level, you can cast the Searing Smite spell
once with this trait and regain the ability to do so when
Versatile Heritage: You gain proficiency in one skill of you finish a long rest. Charisma is your spellcasting
your choice and one tool of your choice. ability for these spells.

Languages: You can speak, read, and write Common Solar Resilience: You have resistance to fire damage.
and Leonin.

Su brace: You can choose one of the following subraces: Female Leohuman Names
Moon Leohuman or Sun Leohuman. Luna Moonsinger
Celestia Dawntreader
Moon Leohuman Lyra Nightprowler
As a Moon Leohuman, you are connected to the
Astrid Solarflare
mysteries of the night and possess innate magical
abilities. Cassiopeia Starclaw

34
Male Leohuman Names
Corvus Silvermane
Theron Sunpaw
Lysander Moonshadow
Rigel Starwhisker
Castor Goldentail

Moon Leohuman Quirks


They have an uncanny ability to navigate by the stars, even
when the night sky is obscured by clouds.
Their fur has a subtle, shimmering quality that makes them
appear to be constantly bathed in moonlight.
They feel a strong connection to the tides, instinctively
knowing when the high and low tides will occur.
They become more energetic and powerful during the full
moon, but also more prone to unpredictable behavior.
They have an unusual affinity for nocturnal creatures, such
as owls and bats, and can often communicate with them
on a basic level.

Sun Leohuman Quirks


They have the ability to sense the position of the sun in the
·'
sky, even when indoors or underground. Moon Leohuman Cleric, Corvus Silvermane
Their fur takes on a golden hue when exposed to sunlight,
making them appear to be wreathed in flames.
They can absorb sunlight and store it within their bodies,
using it to temporarily enhance their physical abilities.
They have a natural resistance to extreme heat and are
comfortable in scorching desert climates.
They are fascinated by the beauty and power of fire, and
can often be found staring into campfires or experimenting
with fire magic.

35
.,-,..

Kitsune
Deep within the enchanted Hoshidan Kingdom, a
unique race of magical beings inhabits the land,
imbued with mystical powers that distinguish them
from the humans they live alongside. These
extraordinary creatures are known as the Kitsune, a
race of half-human, half-spirit foxes gifted with a
profound connection to the arcane and the
supernatural.

Kitsune possess striking fox-like features, with their'


bushy tails and pointed ears making them easily
recognizable. They move with remarkable grace and'
agility, traversing the forests and mountains of their
homeland with ease. Their heightened senses and
supernatural powers grant them a formidable presence
as guardians of the Hoshidan Kingdom.

The magic wielded by the Kitsune is legendary. Said to


be capable of shifting the outcome of battles or even
summoning spirits from the ethereal plane, their
arcane talents are held in high esteem. Kitsune magic
often manifests through the use of illusions, charms,
and enchantments.

Many Kitsune are adept shapeshifters, able to assume


a hybrid fox-humanoid form or a full fox form. This
unique ability allows them to evade danger and explore
their surroundings with heightened speed and agility.

Known for their mischievous nature, Kitsune are fond


of playing pranks on unsuspecting travelers. They may
use their magic to deceive or charm their quarry, often
leaving their targets bewildered and amused.

Though gifted with supernatural abilities, Kitsune are


not invulnerable. Their kingdom is home to spirits and
demons that pose a constant threat to their way of life.
As a result, Kitsune rely on their magic and courage to
confront these dangers, often joining forces with
human allies to defend their homes and protect the Kitsune Warrior '
Hoshidan Kingdom.

Racial Traits
Ability Score Increase: Your Dexterity score increases hybrid form, you can use your bite attack as a bonus
by 2 and your Charisma score increases by 1. action. While in your fox form, you can move through
narrow spaces and climb trees with ease, but you
Age: Kitsune mature at the same rate as humans but cannot speak or use any equipment. Once you use this
have a longer lifespan, living up to 300 years. trait, you can't use it again until you finish a short or
long rest.
Alignment: Kitsune can have any alignment, but they
tend to lean towards chaotic due to their mischievous Fox Features: Kitsune have fox-like features that
nature. manifest differently in each individual. You can choose
to have a fox tail, fox ears, or both. These features are
Size: Kitsune are about the same size as humans, purely cosmetic and do not grant any mechanical
ranging from 5 to 6 feet tall. Your size is Medium. benefits.

Speed: Your base walking speed is 30 feet. Languages: You can speak, read, and write Common
and Hoshidan.
Darkvision: Thanks to your fox-like senses, you have
superior vision in dark and dim conditions. You can see Mischievous: Kitsune love to play pranks and can't
in dim light within 60 feet of you as if it were bright resist a good joke. You have proficiency in the Deception
light, and in darkness as if it were dim light. You can't and Sleight of Hand skills.
discern color in darkness, only shades of gray.
Fox Magic: You know the minor illusion can trip. When
Shapechanger: As an action, you can polymorph into a you reach 3rd level, you can cast charm person once
fox-humanoid hybrid or into a full fox. Your per day as a 1st-level spell. When you reach 5th level,
transformation lasts for 1 hour or until you use an you can cast mirror image once per day. Charisma is
action to revert to your humanoid form. While in your your spellcasting ability for these spells.
38
Female Kitsune Names
Yuki
Ayame
Kahana
Misaki
Emiko

Male Kitsune Names


Raito
Haruki
Ren
Kazuki
Tatsuya

Kitsune Quirks
Collects shiny objects, fascinated by their glimmer.
Enjoys playing harmless pranks on others using their
shapeshifting abilities.
Whispers to plants and animals, claiming they can
communicate with them.
Laughs in the face of danger, enjoying the thrill of a
challenge.
Takes on a different animal form each day, finding
amusement in the variety.
Loves riddles and puzzles, and can't resist challenging
others to solve them.
Prefers the company of animals over people, often
adopting strays they encounter.
Has a habit of daydreaming, staring off into the distance
during conversations.
Adopts a different accent or speech pattern when in
different forms.
Enjoys experimenting with different types of magic, often
to unpredictable results.

39
Xia Celestial (Zodiac)
In the lush lands of the Xia Kingdom, amidst the
winding rivers and towering mountains, there dwells a
race of humans unlike any other. These are the Xia
Celestials, a mystical people imbued with the powers
of the twelve animals of the Xia zodiacs. They are
revered for their connection to the spirits of the land
and the natural world, and their magical abilities are as
awe-inspiring as they are mysterious.

From the sly and quick-witted Rat to the powerful and


majestic Dragon, each Xia Celestial possesses their
own unique traits and powers. Through their bond with
the animals that represent them, they are able to
harness a range of abilities and magical energies,
making them formidable warriors and wise advisors alike.

But the Xia Celestials are not just known for their powers
and abilities. They are also renowned for their deep
connection to the natural world, which is reflected in
their culture and way of life. They live in harmony with
the land and its creatures, and their homes are often
adorned with intricate carvings of animals and plants,
each imbued with a special meaning and significance.

To encounter a Xia Celestial is to encounter a being


steeped in magic, spirit, and the natural beauty of the
world. They are a race unlike any other, and in the Xia
Kingdom, they are revered as guardians and protectors
of the land, its people, and its creatures.

Racial Traits
Ability Score Increase: Depending on the chosen Tiger's Ferocity: When you reduce a creature to 0 hit
Zodiac, the Xia Celestials get the following ability score points with a melee weapon attack, you regain hit points
increase: equal to your level + your Strength modifier. At 5th level,
you can use this ability twice between long rests.
Rat: Dex +2, Int+ 1 Horse: Dex +2, Con+ 1
Ox: Str +2, Wis +l Goat: Wis +2, Cha+ 1 Rabbit's Agility: You can take the Dash action as a
Tiger: Str +2, Cha +l Monkey: Dex +2, Int + 1 bonus action once per short or long rest. At 5th level, you
Rabbit: Dex +2, Wis+ 1 Rooster: Wis +2, Con+ 1 also gain advantage on Dexterity (Acrobatics) checks.
Dragon: Str +2, Cha+ 1 Dog: Wis +2, Str + 1
Snake: Dex +2, Int+ 1 Pig: Con +2, Cha+ 1 Dragon's Breath: You can breathe a 15-foot cone of
magical energy of your chosen damage type (fire, cold,
Age: Members of the Xia Celestial race mature at the lightning, acid, or poison). Creatures in the area must
same rate as humans but can live up to 150 years. make a Dexterity saving throw or take 2d6 damage of the
chosen damage type. The damage increases to 3d6 at
Alignment: The Xia Celestial race is diverse in its 5th level, 4d6 at 11th level, and Sd6 at 17th level. You
moral and ethical outlooks, and thus can be of any can use this ability twice between long rests starting at
alignment. 11th level.

Size: The Xia Celestial race has a size of medium. Snake's Charm: You can cast Charm Person once per
long rest. The target must make a Wisdom saving throw
Speed: Your base walking speed is 30 feet. or be charmed by you for 1 hour. At 5th level, you can
also cast the Suggestion spell once per long rest.
Zodiac Powers: Each Zodiac sign has a unique power
that can be used once per long rest. Some abilities have Horse's Speed: Your speed increases by 10 feet for 1
a saving throw, and the DC equals 8 + your proficiency minute once per long rest. At 5th level, this bonus
bonus + your ability modifier of the corresponding ability increases to 15 feet.
score. Many of the Zodiac Powers scale in potency as
you reach certain character levels. Goat's Wisdom: You can cast the cantrip Guidance at
will. At 5th level, you can also cast the Augury spell as a
Rat's Wit: YYou can cast the cantrip Mage Hand at will. ritual once per long rest.
At 5th level, you can also cast the Invisibility spell once
per long rest. Monkey's Trickery: You can cast Disguise Self once per
long rest. At 5th level, you can also cast the Mirror Image
Ox's Endurance: You gain proficiency in Athletics and spell once per long rest.
can add twice your proficiency bonus to any Strength
check you make that uses Athletics. At 5th level, you also Rooster's Alertness: You gain proficiency in Perception
gain advantage on saving throws against exhaustion. 41 and can add twice your proficiency bonus to any Wisdom
check you make that uses Perception. At 5th level, you Xia Celestial Zodiac Quirks
also gain advantage on initiative rolls.
Rat: Has an innate sense of direction and is almost
Dog's Loyalty: You can cast Heroism once per long rest, impossible to get lost.
targeting yourself. You gain temporary hit points equal to
Ox: Possesses incredible endurance and can continue work-
your level + your Charisma modifier, and you are
immune to being frightened for the duration of the spell. ing or traveling long after others have become exhausted.
At 5th level, the spell's duration increases to 10 minutes. Tiger:Has an uncanny ability to sense danger, often detect-
ing threats before they become apparent to others.
Pig's Resilience: You can cast False Life once per long
Rabbit:Can jump exceptionally high and far, allowing them
rest. You gain temporary hit points equal to ld4 + your
Constitution modifier. At 5th level, the temporary hit to traverse difficult terrain with ease.
points granted by False Life increase to ld4 + your level Dragon: Can control small amounts of elemental energy,
+ your Constitution modifier. such as producing a spark or gust of wind.
Snake: Has limited control over the temperature of their
Languages: Xia Celestials can speak, read and write
Xia and one other language of their choice. body, allowing them to adapt to various climates.
Horse: Has an incredible sense of balance and can easily
Magical Ability: In addition to your Zodiac Power, you traverse narrow or unstable surfaces.
also possess magical abilities unique to the Xia Celestial
Sheep: Can knit or weave intricate patterns imbued with a
race. You can cast the detect magic cantrip once per
short rest. You have a strong connection to the celestial small amount of magical energy.
realm, and you can cast the light cantrip once per long Monkey: Possesses an innate talent for mimicry, enabling
rest. Furthermore, your bond with your selected Zodiac them to learn new skills and abilities quickly.
animal grants you advantage on Animal Handling checks
Rooster: Can speak with and understand birds, often gather-
when interacting with creatures of that specific animal
type. This deep connection allows you to better ing information from avian sources.
understand and communicate with your Zodiac animal, Dog: Can track scents and follow trails with an uncanny ac-
strengthening your relationship with the natural world. curacy, making them excellent trackers.
Pig:Can find and identify valuable resources such as metals,
Female Xia Celestial Names gems, and rare plants.

Lian Hua
Mei Ling
Xue Fang
Jia Li
Ying Yue

Male Xia Celestial Names


Ming Xue
Shen Li
Bao Yu
Jian Wei
Zhi Rong 42
The 12 Zodiac Talismans
Once upon a time in the mystical Xia Kingdom, there
were twelve powerful talismans, each imbued with the
essence of the zodiac animals. Crafted by the most
skilled Xia Celestials of their time, these talismans
granted their wielders the magical powers associated
with their respective zodiac signs.

An ambitious and power-hungry sorcerer named


Zhaoren, driven by an insatiable lust for power, sought to
acquire all twelve talismans and claim the title of the
Zodiac King. Zhaoren believed that with the combined
powers of the zodiac, he would be unstoppable and could
rule the entire Xia Kingdom with an iron fist.

Over the years, Zhaoren managed to collect many of the


talismans through deception, manipulation, and brute

force. With each talisman he acquired, he grew stronger,


his cruelty and tyranny spreading like a plague across
the kingdom. Towns were razed, innocents were
slaughtered, and chaos reigned.

In the darkest hour of the Xia Kingdom, a group of


twelve heroes rose to challenge Zhaoren's rule. Each The climactic battle raged for days, bufultimately, the
hero was a Xia Celestial from one of the twelve zodiac combined might and unity of the Zodiac Guardians
signs, and they banded together to put an end to the proved too much for Zhaoren. His grasp on the
sorcerer's destructive path. They called themselves the talismans faltered, and one by one, the heroes claimed
Zodiac Guardians. the talismans, their powers amplified as they wielded the
ancient relics. In the end, Zhaoren was defeated, and
Together, the Zodiac Guardians began a long and peace was restored to the Xia Kingdom.
arduous journey to confront Zhaoren, battling his
monstrous minions and overcoming deadly traps set by Recognizing the danger of allowing the talismans to be
the cunning sorcerer. As they grew closer to their enemy, concentrated in one place, the Zodiac Guardians decided
the bonds between the heroes strengthened, and they to each take a talisman and protect it. They vowed to
learned to harness the unique powers of their zodiac keep the talismans safe and hidden, ensuring that no one
signs to overcome the challenges they faced. would ever again bring such calamity upon the kingdom.

Finally, the Zodiac Guardians reached Zhaoren's And so, the Zodiac Guardians dispersed to the far
stronghold, where the sorcerer awaited them with the reaches of the Xia Kingdom and beyond, each
talismans he had already collected. A fierce battle safeguarding a talisman and preserving the balance of
ensued, with each of the heroes using their zodiac power. Their legacy lived on, inspiring generations of Xia
powers to weaken Zhaoren and break his control over Celestials to uphold the virtues of courage, unity, and
the talismans. wisdom.

43
•Racial Traits
Ability Score Increase: Your Dexterity score increases by
2, and your Charisma score increases by 1. Marintons
possess a natural grace and charisma that allows them to
interact with both surface-dwelling and aquatic races with
ease.

Age: Marintons mature at around age 15 and can live up to


300 years, thanks to their strong connection to the sea and
their ability to harness its power.

Alignment: Marintons are often lawful, valuing tradition


and order, but they can also be chaotic or neutral
depending on their individual beliefs and experiences.

Size: Marintons are medium-sized creatures, ranging from


5 to 7 feet tall.

Speed: Your base walking speed is 30 feet. You also have a


swimming speed of 50 feet, allowing you to move swiftly
and gracefully through the water.

Amphibious: You can breathe both air and water.

Aquatic Magic: Marintons possess an innate connection to


the ocean and its creatures. You can cast the Create or
Destroy Water cantrip at will, and you gain the ability to
cast the following spells once per long rest: Water
Breathing, Control Water, and Summon Elemental (Water
Elemental only).

Natural Weapon: Marintons have razor-sharp claws that


Marinton they can use as a natural weapon. You can make an
The Marintons are a race of ocean-dwelling people who unarmed strike as a bonus action, dealing ld6 slashing
originated from the Plane of Water. Their distinct damage plus your Strength or Dexterity modifier.
features include light-ivory, seafoam-green or silvery-
blue skin and deep blue or blue-green hair, and in rare Hydrated Vitality: As long as you are fully hydrated, you
occasions, pinkish hues. They are also adorned with fins gain resistance to cold damage, as well as advantage on
and crests along their arms, legs, and sometimes even Constitution saving throws to resist exhaustion caused by
their heads. extreme heat or cold.

The Marin tons built their underwater city of Nereidora Languages: You can speak, read, and write Aquan,
in the Grand Blue ocean, which is considered one of Common, and one additional language of your choice. The
the most magnificent underwater cities in existence. Marintons have a diverse culture and often interact with
Despite being comfortable in the depths of the ocean, other races, so they learn multiple languages to facilitate
some Marin tons venture onto land off the King's Coast communication and trade.
and even become citizens of surface cities.
Female Marinton Names
Their armors are made of strong coral and shell-like
materials, providing them with the protection they need Aria
underwater. They are known for their preference for Thalassa
tridents and polearm weapons in combat, which they
use with great skill. Lyra
Calypso
Although Marin tons are creatures of the ocean, they Marina
can survive outside of water for extended periods, as
long as they keep themselves hydrated. This makes
them ideal for exploration, as they can spend a Male Marinton Names
considerable amount of time on land without any
Tritus
adverse effects.
Nereus
The Marintons are a proud and ancient race, fiercely Oceanus
protective of their traditions and way of life. They are Poseidon
adept at swimming and navigating underwater, making
Neptus
them formidable opponents in battles fought in the
depths of the ocean.
46
Merinton Quirks
The serpent was even more inagnificent than she had
Can't resist collecting shiny objects, like seashells, pearls, imagined. Its scales glinted in the sunlight, and its eyes
or lost treasure. were like pools of deep blue water. Aria felt a sense of awe
Has a deep love for singing and frequently serenades their wash over her as she gazed upon the creature that her
friends and family. people revered.
Has an aversion to freshwater and avoids it whenever
possible. Suddenly, the water around them began to churn, and a
Is highly competitive and will challenge anyone to a race storm brewed overhead. Aria watched in amazement as
or other physical contest. Leviathan's Coil breathed out a powerful gust of wind that
Has a fascination with land-dwelling creatures and often sent the storm clouds scattering in every direction.
tries to mimic their behavior.
Gets easily distracted by the beauty of the underwater In that moment, Aria knew that the stories were true.
world and forgets what they were doing. Leviathan's Coil was not just a symbol of the Marin ton's
Is highly allergic to seaweed and must avoid it at all costs. connection to the water but a powerful protector of the
Has an intense fear of sharks or other large predators and ocean and all its creatures.
avoids deep water whenever possible.
Has a talent for creating intricate sculptures out of coral As Aria swam back to Nereidora, she felt a newfound
and other natural materials. respect for the ocean and all its mysteries. She knew that
Has a secret passion for cooking and loves to experiment she had been blessed with a rare encounter and that she
with different flavors and ingredients found in the ocean. would carry the memory of Leviathan's Coil with her
always.

Leviathan's Coil
Once, in the underwater city of Nereidora, there was
a young Marinton named Aria. Aria had always-been
fascinated by the stories of •
Leviathan's Coil, the great Ocean • -~·. ·!'9.
serpent that her people worshiped.
She had heard tales of its immense
power and had always dreamed of
encountering it.

One day, while on a solo swim


through the depths of the
ocean, Aria saw a glimmering
light in the distance. Curious,
she swam towards it and
soon found herself face-to-face
with Leviathan's Coil.
The Eternal Tide: The the deep sea, seeking to bring chaos and destruction to
the carefully maintained harmony of Nereidora.
Unyielding Spirit of To protect their city and the creatures they've sworn to
Nereidora defend, the Merintons must tap into their innate
Aquatic Magic and hone their Natural Weapon abilities.
In the depths of the Grand Blue Ocean, nestled between Fierce Merinton warriors, gifted with the power of
the unfathomable abyss and the Isle of the Ancients, lies water and razor-sharp claws, patrol the outskirts of
the enchanting underwater city of Nereidora. This Nereidora, ever vigilant against the encroaching
magical place, shimmering with bioluminescent light, is darkness.
home to the Merintons, a graceful and powerful race
that commands both respect and admiration from the One fateful day, a massive assault was launched against
creatures of the deep. Ruled by the wise and Nereidora by the Abyssal Merrow and their monstrous
charismatic King Tritus, the Merintons have dedicated allies. The city's defensive forces, led by the valiant
their lives to the protection of the diverse and wondrous Captain Nereus, mustered their strength and
inhabitants of the Grand Blue. unleashed torrents of water, summoning elemental
forces to hold back the onslaught.
Nereidora is a breathtaking marvel of architectural
ingenuity, with spiraling coral towers and sweeping The battle raged for days, the ocean floor trembling
underwater gardens. The city is illuminated by a soft, with the force of clashing titans. The Merintons fought
ethereal glow emitted by countless glowing sea with unmatched ferocity, fueled by their love for their
creatures and enchanted objects that harmoniously city and the deep sea creatures they protected. They
blend into the underwater landscape. Its inhabitants called upon every ounce of their power, their Hydrated
have harnessed the power of the ocean to create a Vitality allowing them to resist exhaustion and the
vibrant and self-sustaining ecosystem, abundant in both chilling cold of the abyss.
beauty and resources.
As the tide of battle finally turned in favor of the
In this idyllic underwater kingdom, the Merintons defenders, the Merintons revealed their secret weapon:
maintain a delicate balance between their connection to a powerful artifact from the Isle of the Ancients. It
the surface world and their deep-sea allies. As skilled emitted a brilliant light that pierced the inky darkness
diplomats and negotiators, they maintain alliances with of the abyss, banishing the monstrous invaders back to
neighboring aquatic races and surface-dwelling the depths from which they came.
societies, fostering trade and sharing their knowledge of
the ocean's mysteries. With the enemy routed, Nereidora was once again safe.
The Merintons, their city now more united than ever,
But the serene tranquility of Nereidora is not without its reaffirmed their commitment to protect the Grand Blue
challenges. For in the depths beyond the city's borders, Ocean and its inhabitants, and to stand as an eternal
the nightmarish denizens of the abyss plot their sinister bastion against the darkness that threatens the deep.
schemes. The twisted Abyssal Merrow, with their
fearsome appearance and mastery of the ocean's
crushing forces, lead an alliance of deadly predators,
including the formidable Chitinmaw Crushers and
cunning Abyssal Sea Serpents. Together, they terrorize 48
though their lives are marked by pain and struggle, they
hold onto hope that one day they may find redemption,
and escape the curse of the Yoma forever.

Racial Traits
Ability Score Increase: Your Strength score increases
by 2 and your Dexterity score increases by l.

Age: Yoma reach maturity at around the age of 15 and


live up to 80 years.

Alignment: Yoma can be of any alignment, but due to


their thirst for blood, many struggle to maintain a good
alignment.

Size: Yoma are generally taller and bulkier than


humans, standing between 6 and 7 feet tall. Your size
is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Yoma have superior vision in dark and dim


conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.

Bloodthirst: As a Yoma, you have an insatiable thirst for


blood. You must consume the blood of a living creature
at least once a week to survive. You can quench your
thirst by drinking the blood of a slain creature, but the
creature must have been killed within the last hour, and
it must have had blood in its body. Alternatively, you can
Yoma feed from willing creatures, but they must offer their
blood freely. Feeding from unwilling creatures is
In the mountainous regions of the Hoshido Kingdom, considered evil and can affect your alignment.
the Yoma roam with a savage ferocity. These half-
human, half-monster beings are a cursed race, born Monster Hunter: You have proficiency in the Survival
from the twisted intermingling of man and yoma. It is skill and one type of artisan's tools of your choice.
said that long ago, in those rugged and unforgiving Additionally, you have advantage on Wisdom (Survival)
lands, a group of humans stumbled upon a den of checks to track monsters, and on Intelligence checks to
monsters. They were taken captive and subjected to the recall information about them.
depraved desires of their captors, who sought to corrupt
and twist them into Yoma themselves. And so it was Bloodthirsty Weaponry: Yoma prefer weapons that
that these hapless souls became the first of their kind. allow them to easily collect and consume the blood of
their victims. You are proficient with weapons that have
Now, the Yoma roam free, terrorizing the land with the "Bloodthirsty" property, which allows you to heal a
their primal instincts and bloodthirsty nature. Some, number of hit points equal to your proficiency bonus
known as the Awakened Yoma, are the most dangerous when you reduce a creature to 0 hit points with the
of them all. With their immense strength and powers, weapon.
they can turn humans into new Yoma for their
entertainment and bidding. These unfortunate souls Blood Magic: As a Yoma, you can tap into your own
become slaves to their Yoma masters, doing their blood to create weapons or shoot it as projectiles. You
bidding and carrying out their twisted desires. can choose to create a weapon or shoot blood as a
bonus action on your turn. When you create a weapon,
But not all humans fall victim to the curse of the Yoma. you must sacrifice a portion of your own blood, taking
Some are stronger, able to control their Yoma within ld6 points of damage. The weapon remains in your
and resist the pull of their dark nature. They try to live hand until you dismiss it or until you are disarmed, and
as normal a life as possible, despite the ever-present it disappears after 1 minute. The weapon you create can
thirst for blood that gnaws at them constantly. They are be a one-handed melee weapon, such as a sword or an
a kind of tainted race, cursed by the monsters that axe, or a ranged weapon, such as a crossbow or a javelin.
created them, but still struggling to find a way to exist The weapon deals magical damage of the same type as
in a world that fears and reviles them. the weapon it mimics, and it counts as a magical
weapon for the purpose of overcoming resistance and
It is a hard life for the Yoma, but they persevere immunity to nonmagical attacks and damage.
nonetheless. They hunt down the evil among their own
kind, striving to prevent others from falling to the same Alternatively, you can choose to shoot blood as a ranged
dark fate that they themselves have suffered. And attack. You sacrifice a portion of your own blood, taking
50
ld6 points of damage, and make a ranged attack with a
range of 30 feet. On a hit, the target takes magical
piercing damage equal to your proficiency bonus plus
your Constitution modifier.

You can use this ability a number of times equal to your


Constitution modifier (minimum of 1), and you regain
all expended uses after finishing a long rest. If you use
this ability beyond your limit, you take an additional
ld6 points of damage for each use beyond your limit.
This damage cannot be reduced or prevented in any way.

Languages: You can speak, read, and write Common,


Hoshidan and one other language of your choice. Yoma
often speak the language of monsters and creatures they
hunt.

Female Yoma Names


Aria
Thalassa
Lyra
,/
Calypso
They possess an insatiable craving for a specific type of
Marina food or drink, aside from blood.
Their horns grow larger as they age, and they take great
Male Yoma Names pride in their size and shape.
They can communicate with a specific type of animal,
Tritus which they see as a companion or familiar.
Nereus They have a distinct, otherworldly scent that is particularly
noticeable when they are excited or agitated.
Oceanus
Their blood has unique properties that can be used in
Poseidon alchemical or magical rituals.
Neptus They have an uncanny ability to mimic the voices and
mannerisms of others, which they use to their advantage
in deceiving their enemies.
Yoma Quirks
They are particularly susceptible to a specific type of
Their eyes change color when they are experiencing weather or natural element, which weakens them
intense emotions. physically and mentally.
They can sense the presence of other Yoma within a mile They have a natural affinity for a particular type of magic,
radius. which they can use to enhance their combat /lbilities or
protect themselves and their allies_.,.-
Vow of the Blood Hunters
In the darkness of the night, a group of Yoma gathered
together on a desolate hilltop. They were all different,
with a variety of features that marked them as half-
human, half-monster. But despite their differences, they
shared a common goal: to rid the world of the
Awakened Yoma.

They stood there in silence, looking out at the world


around them with eyes that glowed in the moonlight.
They knew that the Awakened Yoma were a scourge
upon the land, spreading darkness and terror wherever
they went. They knew that they had to act, to do
something to stop these evil beings from creating more
cursed victims.

And so, they made a vow. They pledged to hunt down


the Awakened Yoma, to track them to their lairs and
destroy them utterly. They would use their own powers
and abilities to fight against these creatures, to prevent
them from ever creating more of their kind.

It was a dangerous mission, one that would require


courage, strength, and perseverance. But the Yoma
were determined. They knew that they were not alone
in their fight, for there were others like them, individ-
uals who had also made the same vow.

And so, the Yoma kept in communication with these


like-minded individuals, sharing information, tactics,
and strategies. They worked together, as a team, to
ensure that their mission was successful. They traveled
far and wide, always on the lookout for signs of
Awakened Yoma activity.

It's a long and difficult road, but the Yoma will never give
up. They knew that they were making a difference, that
they were fighting against the darkness that threatened
to engulf the world ....
Silverash
The Silverash, born from the fiery depths of the Azaria Volcanic Strength: You can add your proficiency bonus
volcanoes, are a hardy and resilient race that have to any Strength checks made to push, pull, or lift heavy
endured the harsh conditions of their home for objects.
generations. Legend has it that they are the children of
Azar, the All Father, god of the blazing volcanoes. Ashen Step: You can move through difficult terrain
caused by ash, lava, or fire without penalty.
The tale goes that Azar took pity on the mortals who
lived at the foot of the volcanoes, enduring endless Blazing Touch: As a bonus action, you can heat up your
destruction and devastation wrought by the powerful body and core to the point where your hands become
eruptions. So he imbued the ashes and molten rock extremely hot, capable of lighting flammable materials
with his divine essence, birthing the Silverash. These on fire. While your Blazing Touch ability is active, any
new beings were born with the strength to withstand melee attack you make with your hands deals an
the searing heat and the ability to channel the fiery additional ld4 fire damage. Additionally, you can use
power of the earth. your action to ignite any flammable object within 5 feet
of you that isn't being worn or carried.
The Silverash have since lived in the volcanic regions
of Azaria, where they have learned to harness their Your Blazing Touch ability lasts for 1 minute or until
abilities to thrive in the harsh environment. Their skin, you dismiss it as a bonus action. Once you use this
tough and leathery, protects them from the blistering ability, you can't use it again until you finish a short or
heat, and their connection to the earth allows them to long rest.
traverse treacherous terrain without fear.
Languages: You can speak, read, and write Common
The Silverash are often mistrusted by outsiders due to and Primordial. Primordial is the language of the
their connection to the fiery planes. But those who take elemental planes, which the Silverash have a strong
the time to know them will find that they are a strong connection to due to their volcanic origin.
and loyal people, with a deep respect for their
homeland and the power that birthed them. The Silverash are a tough and resilient race with a
powerful connection to the earth and the elemental
planes. Their ashen skin and magma resistance make
Racial Traits them ideal for living in volcanic environments, and their
The Silverash are a humanoid race with dark-brown volcanic strength and ashen step make them excellent
skin, black to white hair, and glowing silver eyes. at overcoming obstacles in those environments.

Ability Score Increase: Your Constitution score


increases by 2, and your Strength score
increases by 1.

Age: Silverash reach maturity at age


16 and can live up to 150 years.

Alignment: Silverash have a strong


connection to the earth and are often
neutral in their alignment. They value
strength, endurance, and self-reliance.

Size: Silverash are roughly the same size


as humans, standing between 5 and 6
feet tall and weighing between 120 and
200 pounds. Your size is medium.

Speed: Your base walking speed is


30 feet.

Resilient: You have advantage on


saving throws against poison,
and you have resistance to
fire damage.
I
Ashen Skin: Your skin is tough
and leathery, providing natural
armor. When you are not
wearing armor, your Armor
Class is 13 + your Dexterity
modifier.

Magma Resistance: You have


resistance to fire damage.
Female Silverash Names
Ashira
Emberlyn
Pyrrah
Vulkana
Kaelinda

Male Silverash Names


Ashenon
Blazeus
Pyrelius
Ignatius
Magmaar

Silverash Quirks
They have a habit of collecting small volcanic rocks as
good luck charms.
They are fiercely competitive and take great pride in
physical contests of strength and endurance.
They have a deep reverence for the power of fire and often
incorporate it into their religious ceremonies.
They are known for their love of spicy foods and can
tolerate heat levels that would make other races cringe.
They have a tendency to speak in metaphors and
analogies related to volcanoes and fire.
They enjoy taking ritualistic cleansing baths in natural hot
springs.
They have a unique form of dance that incorporates
movements inspired by volcanic eruptions. ,
They are skilled at making and using fire-based weapons,
such as flaming swords or molten rock slingshots.
They have a fascination with stars and constellations, as
they see them as the cosmic embodiment ofSolaria's
power.
They are extremely protective of their homes and families,
and will go to great lengths to defend them against any
threat.
Silver-Eyed Lions
The Silverash had always lived in the shadow of the
great Azaria volcanoes, surrounded by the searing heat
and blistering ash. They had grown accustomed to the
harsh environment, but many longed for something
more - a place where they could learn about other
Knights of the Silver Flam_e
__
cultures and perhaps start anew. The Knights of the Silver Flame, a legendary order of
elite warriors in Kamara City, are a force to be reckoned
And so, a group of Silverash set out on a journey, with. Comprised mostly of Silverash members, these
traveling across the vast expanse of Etheria in search knights wear white and silver armor adorned with
of a new home. They encountered many different intricate sun elements, a testament to their devotion to
kingdoms and cities, but none felt quite right - until the Sun Goddess, Solaria.
they stumbled upon the great metropolis of Kamara.
These knights are renowned throughout the land for
The city was unlike any they had ever seen - a bustling their bravery and skill in battle. They are often called
hub of commerce and culture, filled with people of all upon to protect the city from invading forces, and their
races and backgrounds. The Leonin and Tabaxi who unwavering loyalty to Kamara is unmatched.
ruled the city welcomed them with open arms,
impressed by the Silverash's strength and resilience. In combat, the Knights of the Silver Flame are a sight
to behold. They move with grace and speed, their
The Silverash were fascinated by the Sun Goddess, movements fluid and precise. Their weapons gleam in
Solaria, that was worshipped by the people of Kamara. the sunlight, and their armor reflects the fiery power of
They had never encountered such a deity before, and Solaria, imbuing them with a sense of divine strength.
the warmth and light of her worship was a stark
contrast to the fiery depths of their homeland. Despite their fearsome reputation, the Knights of the
Silver Flame are also known for their compassion and
As they settled into their new home, the Silverash sense of justice. They are often called upon to mediate
began to explore the city and its surroundings. They disputes and to serve as arbiters of law and order, using
marveled at the ocean life that was so different from their strength and wisdom to ensure that the people of
anything they had ever known, and they relished the Kamara are treated fairly and justly.
opportunity to learn from the other races that called
Kamara home. Those who seek to challenge the Knights of the Silver
Flame do so at their own peril. For these warriors are
For the first time in a long while, the Silverash felt not just skilled in combat - they are also imbued with a
truly welcomed and accepted. They knew that they had sense of honor and duty that makes them truly
found a new home, one where they could thrive and formidable opponents. They are the shining defenders
grow, and they were grateful to the people of Kamara of Kamara City, and they will stop at nothing to protect
for opening their hearts and their city to them. their home and the people they have sworn to serve.

r '·

Knights of the Silver Flame


Follow in the footsteps of the celestial Monkey King as a
Chapter 4: Classes Monk of Sun Wukong, mastering the art of combat and
In the Kamara campaign setting, players can choose from the secrets of Sun Wukong's teachings. Or give in to the
a thrilling assortment of home brew classes and dark allure of the Blood Samurai, harnessing bloodthirst
subclasses, each tailored to the rich lore and unique and the forbidden arts of blood magic to carve a path of
themes of this vibrant world. Embrace the divine power of destruction through your enemies.
the Paladin: Oath of the Radiant Sun, devoted to the
supreme deity Solaria, or walk the path of the
Moonwalker Domain cleric, followers of both Solaria and
the enigmatic lesser goddess of the moon, Selenea.

Become a formidable Demon Slayer, wielding mighty


Demon Slayer swords and tapping into the arcane
mysteries of Demonology magic to vanquish your foes.
Unleash your inner warrior as a Dynasty Warrior, taking
on the role of a powerful Warlord or a great defender
Guardian, commanding the battlefield with unmatched
prowess.

60
Demon Slayer
The Hoshido Kingdom has always been plagued by
demons and other supernatural creatures. To combat
this threat, the kingdom developed two specialized
orders of warriors: the Demon Hunters and the
Demonologists.

The Demon Hunters are elite fighters who have


dedicated their lives to hunting and slaying demons.
They are highly trained in combat and are experts in
identifying and exploiting the weaknesses of various
types of demons. They use a variety of weapons,
including specialized demon-slaying swords and holy
symbols, to take down their prey. Many Demon
Hunters also possess magical abilities that allow them
to detect and track demons.

The Demonologists, on the other hand, are


practitioners of dark magic who have turned their
powers against the demonic hordes. They specialize in
summoning and binding demons to their will, using
their knowledge of demonology to gain insight into
their foes' weaknesses. Many Demonologists also use
their abilities to study and research demons, seeking to
understand the nature of these otherworldly beings and
to develop new weapons and tactics to defeat them.

While the Demon Hunters and Demonologists share a


common goal of defeating the demons that threaten the
Hoshido Kingdom, their methods and ideologies often
clash. The Demon Hunters view the Demonologists'
use of dark magic as dangerous and potentially
corrupting, while the Demonologists view the Demon
Hunters' reliance on physical combat as limiting and
simplistic. Despite these differences, both orders are
respected and valued for their contributions to the
kingdom's defense against the demonic threat.

Prereq_uisites Equipment: Demon Slayers typically use a variety of


weapons, so characters with proficiency in multiple
In order to advance as a Demon Slayer, you must meet weapons may be more suited for this class. They also
the following prerequisites (in addition to the multi- often use holy symbols and items associated with demon
classing prerequisites for your existing class or hunting, so characters with a background in religion or
classes): magical training may be more suited for this class.
Race: The Hoshido Kingdom Demon Slayer class is
typically open to all races, but those with ties to Hoshido Class Features
or a strong desire to combat demons may be more likely
to pursue this path. Hit Points
Hit Dice: ldl0 per level
Alignment: Demon Slayers are typically of a good
alignment, as they seek to rid the world of evil demons.
Evil characters may have a harder time finding
Proficiencies
acceptance in this class. Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Background: Characters who come from a background Tools: None
that involves combat training, demon hunting, or ties to Saving Throws: Strength, Wisdom
the Hoshido Kingdom may be more likely to pursue the Skills: Choose two from Acrobatics, Athletics, History,
Demon Slayer class. Insight, Perception, and Survival

Ability Scores: As a combat-focused class, a character Equipment


seeking to become a Demon Slayer should have high • A specialized demon-slaying sword or longbow with
Strength, Dexterity, and Constitution scores. Higher 20 arrows
Charisma and Wisdom scores are recommended for a • Leather armor, a shield, and a holy symbol
more magic-focused build. • A backpack, a bedroll, a mess kit, a tinderbox, and 10
torches
Skills: Characters with proficiency in Athletics, Insight, • 50 feet of hempen rope and a waterskin
Perception, and Survival may be more suited for the • A pouch containing 10 gold pieces
Demon Slayer class.
61
Proficiency Spells Known
Level Bonus Features (w/o modifiers)

1st +2 Demon Slayer, Fighting Style, Spellcasting 2


2nd +2 Demon Hunter's Mark 2
3rd +2 Demon Resistances, Archetype (Hunter or Demonologist) 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4
6th +3 Archetype Feature 4
7th +3 Archetype Spells 5
8th +3 Ability Score Improvement 5
9th +4 Improved Demon Resistances 6
10th +4 Archetype Feature 6
11th +4 Greater Demon Hunter's Mark 7
12th +4 Ability Score Improvement 7
13th +5 Archetype Spells 8
14th +5 Archetype Feature 8
15th +5 Archetype Feature 9
16th +5 Ability Score Improvement 9
17th +6 Master Demon Slayer 10
18th +6 Archetype Feature 10
19th +6 Ability Score Improvement 11
20th +6 Demon Slayer's Ascension 11

Demon Slayer: At 1st level, you gain advantage on increase two ability scores of your choice by 1. As normal,
attack rolls and saving throws against any creature with you can't increase an ability score above 20 using this
the Demon type. feature.

Fighting Style: At 1st level, you adopt a particular style S ellcasting


of fighting as your specialty. Choose one of the following
options: As a Hoshido Kingdom Demon Slayer, you have access
to a limited set of spells that focus on demon slaying and
• Defense: While you are wearing armor, you gain a + 1 protection against demonic attacks. You use Wisdom as
bonus to AC. your spellcasting ability for these spells. You can cast
• Dueling: When you are wielding a melee weapon in spells equal to your Wisdom modifier (minimum of 1),
one hand and no other weapons, you gain a +2 bonus and you regain all expended spell slots when you finish a
to damage rolls with that weapon. short or long rest.
• Two-Weapon Fighting: When you engage in two-
weapon fighting, you can add your ability modifier to Spellcasting Proficiency:
the damage of the second attack. At 2nd level, you gain proficiency in the Arcana skill, as
well as in the use of holy symbols.
Spellcasting: At 2nd level, you gain the ability to cast
spells. See the Spellcasting section below for more Spellcasting Archetypes:
details. 1. Path of the Demon Hunter:
The Path of the Demon Hunter focuses on using spells to
Demon Hunter's Mark: Starting at 2nd level, you can deal damage and destroy demons. They learn spells that
use your action to mark a creature as a demon hunter's allow them to track and locate demons, as well as spells
mark. You gain advantage on Wisdom (Survival) checks that deal damage to demons and weaken their attacks.
to track the marked creature, and you deal extra They are also proficient in the use of weapons that are
damage equal to your proficiency bonus on your first particularly effective against demons.
attack against the marked creature.
Demon Hunter spells include:
Demon Resistances: At 3rd level, you gain resistance • Protection from Evil and Good
to damage dealt by demons. • Detect Evil and Good
• Divine Smite
Archetype: At 3rd level, you choose an archetype that • Dispel Evil and Good
represents your focus as a demon slayer. Choose from -Demon Ward
the Path of the Demon Hunter or the Path of the
Demonologist. 2. Path of the Demonologists:
The Path of the Demonologists focuses on using spells to
Ability Score Improvement: When you reach 4th level, control and manipulate demons. They learn spells that
and again at 8th, 12th, 16th, and 19th level, you can allow them to summon and bind demons, as well as spells
increase one ability score of your choice by 2, or you can that grant them powers and abilities that are derived from
62
the demonic realm. They are also proficient in the use of The demon remains under the Demon Slayer's control
weapons that are particularly effective against demons. for 1 hour, or until it or the Demon Slayer dies. The
Demon Slayer can use this ability a number of times
Path of the Demonologists spells include: equal to their proficiency bonus per long rest.
• Summon Lesser Demons
• Bind Demon Demonic Pact: At 7th level, the Demonologist gains the
• Demon's Bargain ability to make a pact with a demon. As an action, the
• Demonic Possession Demon Slayer can make a pact with a demon they have
• Dark Pact summoned. This grants the Demon Slayer advantage on
Charisma checks made to interact with that demon and
Both Archetypes gain access to unique spells that are not allows them to cast one of the demon's spells once per
available to other classes. The Demon Slayer also gains long rest.
the ability to cast spells while wielding a weapon,
allowing them to combine magical and melee attacks in Demonic Controller: At 10th level, the Demonologist's
combat. control over their summoned demons becomes more
potent. The Demon Slayer can now have up to two
demons under their control at once, and the duration of
Demon Hunter their control over summoned demons increases to 8
Path of the Demon Hunter: At 3rd level, a Demon hours.
Slayer may choose to specialize in hunting demons with
the Demon Hunter archetype. This archetype focuses on Demonic Transformation: At 15th level, the
enhancing the Demon Slayer's physical combat abilities Demonologist gains the ability to transform into a
and resistance to demonic powers. demon. As an action, the Demon Slayer can assume the
form of a demon of their choosing, gaining that demon's
Soul of Steel: Starting at 3rd level, the Demon Hunter resistances, immunities, and special abilities. The
gains proficiency in Constitution saving throws. Addition- transformation lasts for 1 minute, and the Demon Slayer
ally, their body becomes more resistant to demonic at- can use this ability once per long rest.
tacks, granting them resistance to poison damage and
advantage on saving throws against being poisoned. Archetype Spells: The Demonologist gains access to
additional spells that are particularly effective for
Demon's Bane: At 7th level, the Demon Hunter's attacks summoning and controlling demons. These spells are
become especially effective against demons. When they added to the Demon Slayer's spell list and don't count
hit a demon with a weapon attack, they deal extra against the number of spells they can prepare.
damage equal to their Wisdom modifier.
3rd level: Unseen Servant, Find Familiar
Demonic Resistance: At 10th level, the Demon Hunter's 7th level: Summon Lesser Demons, Conjure Minor
training has made them resistant to demonic corruption. Elementals
They have advantage on saving throws against being 15th level: Infernal Calling, Planar Binding
charmed or frightened by demons.

Demonic Slayer: At 15th level, the Demon Hunter's


combat prowess against demons reaches its peak. They
gain the ability to make two attacks against a demon as a
bonus action on their tum.

Archetype Spells: The Demon Hunter gains access to


additional spells that are particularly effective against
demons. These spells are added to the Demon Slayer's
spell list and don't count against the number of spells
they can prepare.

3rd level: Protection from Evil and Good, Detect Evil


and Good
7th level: Magic Circle, Lesser Restoration
15th level: Banishment, Dispel Evil and Good

Demonologist
Path of the Demonologist: At 3rd level, a Demon Slayer
may choose to specialize in summoning and controlling
demons with the Demonologist archetype. This archetype
focuses on gaining the ability to summon and control
demons, as well as enhancing their own magical abilities.

Demonic Summoning: Starting at 3rd level, the


Demonologist gains the ability to summon lesser demons
to fight for them. As an action, the Demon Slayer can
summon a demon with a challenge rating of 1/2 or lower.

63
Yumiko Shadowstrider
and the Iridescent Blade ..••
The sun was setting on the village of Shadowforge, • , _.
casting a warm glow on the ancient stone walls that had
protected its inhabitants for centuries. Yumiko
Shadowstrider, a young woman with fiery red eyes and a
mix of both Hoshidan and Tiefling heritage, stood
nervously at the center of the village square. Today was
the day she would be promoted to a Demon Slayer,
tasked with protecting her village and the Kingdom of
Mythrall from the ever-growing demon threat.

The villagers had gathered to witness the ceremony,


their faces a mix of pride and concern. They knew the
dangers Yumiko would face as a Demon Slayer, but they
also understood that she was their best chance at
ensuring their safety. As the village elder approached
Yumiko, he held in his hands a magnificent Soulbound
Katana, its sheath adorned with intricate symbols of
protection and strength.

The elder spoke words of wisdom and encouragement to


Yumiko, reminding her of the importance of her new role
and the responsibility she would bear. He then handed
her the Soulbound Katana, and Yumiko slowly
unsheathed the blade, revealing its true beauty. The
blade shimmered with an iridescent rainbow of colors,
reflecting her unique heritage and personality. Unlike the
more common Azure, Crimson, or Emerald blades that
most Demon Slayers wielded, Yumiko's blade was Opal,
a rare color said to be imbued with the power of Force.
• 4


With the village watching in awe, Yumiko performed the Now armed with her Soulbound. l;(a(ana, Yumiko was
magical attunement ritual, connecting her very essence determined to become the best Demon Slayer she
to the blade. As the ritual came to an end, the sword's could be. Her Opal blade, with its rare Force power,
colors seemed to dance and shift even more vibrantly, allowed her to push creatures and objects across
signaling the bond between Yumiko and her weapon. rooms with precision and control, a skill that would
The elder spoke once more, declaring Yumiko a prove invaluable in her battles against the demons that
full-fledged Demon Slayer and a protector of threatened her homeland.
Shadowforge and the Kingdom of Mythrall.
64
Dynasty Warrior
In the ancient days of the Xia Kingdom, the Emperor must have a certain level of strength and physical
knew that he needed more than just an army to defend endurance. Having a high Charisma score is also
his land. He needed warriors of unparalleled skill, beneficial if choosing the Dynasty Warlord path.
strength, and loyalty. And so, he created the Xia Military Training: To become a Dynasty Warrior, one
Kingdom Dynasty Warrior Class. This class was must have completed rigorous military training and be
reserved only for the most elite soldiers in the kingdom, well-versed in the tactics and strategies of warfare.
those who had proven themselves in battle and had the Sworn loyalty to the Kingdom: Dynasty Warriors must
strength of will to withstand the rigorous training that swear loyalty to their kingdom and be willing to fight
was required to become a member of this elite class. and die for their homeland.

The Xia Kingdom Dynasty Warrior Class was divided


into two main archetypes, the Dynasty Guardian and
Class Features
the Dynasty Warlord. The Dynasty Guardians were
the elite soldiers who were tasked with defending the Hit Points
Emperor and his family. They were experts in the art of Hit Dice: ldl0 per level
defense, and they would use their shields and other Xia Kingdom Dynasty Warriors start with 10 hit points
defensive techniques to protect their charges from at level 1 and gain ldl0 hit points per level thereafter.
harm. They were also responsible for training the other
soldiers in the army, ensuring that they were all skilled Proficiencies
in the art of defense.
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
On the other hand, the Dynasty Warlords were the elite
Tools: None
soldiers who were tasked with leading the army into
Skills: Choose two from Acrobatics, Athletics, History,
battle. They were experts in the art of offense, and they
Insight, Perception, and Survival.
would use their weapons and combat skills to crush
their enemies. They were also responsible for
developing battle strategies and tactics, ensuring that
the army was always ready to face any challenge that Dynasty Warrior Warlord
came their way.

Both the Dynasty Guardians and Dynasty Warlords


were held in high regard in the Xia Kingdom, and they .,
were respected by all. They were often called upon to
serve as advisors to the Emperor, and their wisdom and
insight were highly valued. They were also known for
their sense of honor and duty, and they would never
back down from a fight, no matter how daunting the
odds.

Over time, the Xia Kingdom Dynasty Warrior Class


became a symbol of strength and power in the kingdom.
The people knew that as long as the Dynasty Guardians
and Dynasty Warlords were on their side, they would
always be protected and their enemies would always be
defeated. Even to this day, the legacy of the Xia
Kingdom Dynasty Warrior Class lives on, inspiring new
generations of warriors to take up the mantle and
defend their kingdom with honor and valor.

Prere uisites
In order to advance as a Dynasty Warrior, you must
meet the following prerequisites (in addition to the
multi-classing prerequisites for your existing class or
classes):

Race: The Xia Kingdom Dynasty Warrior class is


typically open to all races, but those with ties to the Xia
or have a strong loyalty towards their own kingdom will
be more likely to pursue this path.
Background: Characters that have learned the ways of
the Xia people and trained in combat under a master
1
from the Xia military's elite Dynasty Warriors.
Ability Scores: Strength and Constitution scores of,13
or higher: To be able to wield heavy weapons and armor,
and to endure the rigors of battle, a Dynasty Warrior
Proficiency
Level Bonus Features
1st +2 Fighting Style, Xia Kingdom Heritage
2nd +2 Xia Kingdom Weapon Mastery
3rd +2 Archetype Feature (Dynasty Guardian or Dynasty Warlord)
4th +2 Ability Score Improvement
5th +3 Extra Attack (1)
6th +3 Archetype Feature
7th +3 Xia Kingdom Weapon Mastery Improvement (1)
8th +3 Ability Score Improvement
9th +4
10th +4 Xia Kingdom Battle Cry
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable Spirit
14th +5 Xia Kingdom Weapon Mastery Improvement (2)
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Battle Hardened
18th +6 Archetype Feature
19th +6 Ability Score Improvement ;,.~ ·'

20th +6 Relentless Warrior

Equipment gain features at 3rd level and additional features at


higher levels.
• A martial weapon and a shield OR two martial
weapons Ability Score Improvement: When you reach 4th level,
• A light crossbow and 20 bolts OR a shortbow and and again at 8th, 12th, 16th, and 19th level, you can
20 arrows increase one ability score of your choice by 2, or you
• Leather armor and a dagger can increase two ability scores of your choice by 1.
• Explorer's pack Alternatively, you can choose a Feat.

Fighting Style: At 1st level, choose a Fighting Style Extra Attack: At level 5 and level 11.
from the following options:
• Dueling: When you are wielding a melee weapon in Xia Kingdom Weapon Mastery Improvement: At level
one hand and no other weapons, you gain a +2 bonus 7 and level 14 the Dynasty Warrior can gain + 1 to attack
to damage rolls with that weapon. on up to 4 selected weapon types (Battleaxe, Dagger,
• Two-Weapon Fighting: When you engage in two- Guandao, Long Sword, Spear ... etc.)
weapon fighting, you can add your ability modifier to
the damage of the second attack. Xia Kingdom Battle Cry: At level 10 the Dynasty
• Archery: You gain a +2 bonus to attack rolls you make Warrior can let out a powerful battle cry that inspires
with ranged weapons. their allies, granting them all advantage on attacks and
• Defense: While wearing armor, you gain a+ 1 bonus saving throws for one minute. You can do this a number
to AC. of times equal to your Charisma modifier (minimum of 1)
• Protection: When a creature you can see attacks a per short or long rest.
target other than you that is within 5 feet of you, you
can use your reaction to impose disadvantage on the Indomitable Spirit: At level 13, the Dynasty Warrior gains
attack roll. You must be wielding a shield. advantage on saving throws against being frightened or
charmed.
Xia Kingdom Heritage: At 1st level, you gain
proficiency in one of the following skills: Acrobatics, Battle Hardened: At level 17, the Dynasty Warrior gains
Athletics, History, Insight, Perception, or Survival. You proficiency in Constitution saving throws.
also gain proficiency in the Xia Kingdom language.
Relentless Warrior: At level 20, the Dynasty Warrior can
Xia Kingdom Weapon Mastery: At 2nd level, you gain use their action to regain hit points equal to half their
proficiency in two martial weapons of your choice. maximum hit points and remove one level of exhaustion.
Additionally, you can add your proficiency bonus to Once this feature is used, it can't be used again until the
damage rolls with any weapon you are proficient in. Dynasty Warrior completes a long rest.

Archetype Feature: At 3rd level, you choose an


Archetype that represents your specialized focus
within the Xia Kingdom Dynasty Warrior class. You
67
weapons and polearms. They are a fierce and powerful
Dynasty Guardian fighter, capable of leading their allies to victory on the
Dynasty Guardian: At 3rd level, a Dynasty Warrior may battlefield.
choose the Dynasty Guardian as their archetype,
specializing in defense, protection, and self-sacrifice. They Glaive Mastery: Starting at 3rd level, the Dynasty Warlord
are the first line of defense in battle, standing firmly to gains proficiency with glaive weapons and polearms, and
protect their allies from harm. deals +2 damage when using these weapons.

Sentinel's Stance: Starting at 3rd level, the Dynasty Warlord's Charge: At 7th level, the Dynasty Warlord can
Guardian gains the ability to enter into a defensive stance, use their bonus action to make a charging attack with a
increasing their AC by 2 and gaining resistance to glaive weapon or polearm against an enemy, dealing +5
bludgeoning, piercing, and slashing damage from extra damage on a hit and knocking the enemy prone. The
non-magical attacks. You can enter your defensive stance Dynasty Warlord must move at least 10 feet in a straight
three times, and regain all expended uses when you finish line before making the attack.
a long rest. If you finish a short rest and have no
remaining uses, you regain one. The Dynasty Guardian Whirlwind Assault: At level 10, the Dynasty Warlord can
cannot move from the spot they are defending. make a spinning attack with their glaive weapon or
polearm, striking all enemies within a 10-foot radius. Each
Guardian's Sacrifice: At level 7, the Dynasty Guardian enemy in range must make a Dexterity saving throw,
can use their reaction to take damage on behalf of an ally taking weapon damage plus the Dynasty Warlord's
within 5 feet. When an ally within range is hit by an attack, Strength modifier on a failed save, or half as much
the Dynasty Guardian can choose to take the damage damage on a successful save.
instead of the ally. This damage cannot be reduced or
redirected. Warlord's Might: At level 15, the Dynasty Warlord gains
the ability to deliver devastating blows to their enemies.
Impenetrable Defense: At level 10, the Dynasty Once per turn, the Dynasty Warlord can choose to deal
Guardian's defensive stance is enhanced, granting them maximum damage on a weapon attack with a glaive
immunity to bludgeoning, piercing, and slashing damage weapon or polearm.
from non-magical attacks. In addition, any enemy that
misses an attack against the Dynasty Guardian takes Conqueror's Reign: At level 18, the Dynasty Warlord's
damage equal to the Dynasty Guardian's Strength presence on the battlefield becomes legendary. Their
modifier. mastery of polearms and glaives allows them to command
the flow of battle and instill fear in their enemies. Once
Guardian's Vow: At level 15, the Dynasty Guardian can per day, the Dynasty Warlord can use their action to
choose to lower their AC by up to 5 to grant an equal unleash a wave of overwhelming force that spreads out in
bonus to the AC of an ally within 5 feet. This effect lasts a 30-foot radius from their position. All enemies within
until the beginning of the Dynasty Guardian's next turn. range must make a Wisdom saving throw (DC= 8 + your
proficiency bonus + your Charisma modifier). On a failed
Unbreakable Guardian: At level 18, the Dynasty save, the enemies are frightened and have their movement
Guardian becomes an unbreakable shield, gaining speed halved for 1 minute. They can repeat the saving
immunity to all physical damage types and cannot be throw at the end of each of their turns, ending the effect on
moved against their will. themselves with a successful save.

Dynasty Warlord Additionally, while their Warlord's Presence is active, the


Dynasty Warlord gains resistance to all damage types,
Dynasty Warlord: At 3rd level, the Dynasty Warrior may excluding psychic damage. This represents their
choose the path of the Dynasty Warlord archetype, unyielding determination and skill in leading their allies to
focusing on offense, domination, and mastery of glaive . victory.
The Xia-Hoshido·wars:
Echoes of a Forgotten Pasf,'
Long ago, in the ancient Xia Kingdom, the Dynasty
Warlords and Dynasty Guardians stood as the
unwavering protectors of the emperor and the realm.
Alongside the Monks of Sun Wukong and the Xia
Celestial Guardians, they tirelessly defended their lands
from the relentless aggression of a ruthless Hoshidan
Tyrant who sought to conquer their kingdom.

For decades, these valiant heroes clashed with the


malevolent forces from the neighboring Hoshido
Kingdom. The Dynasty Warlords and Dynasty
Guardians, each possessing exceptional abilities, fought
with unparalleled skill and courage. The Monks of Sun
Wukong, with their mastery over the divine arts and their
profound connection to the legendary Monkey King,
turned the tide of battle many times. The Xia Celestial
Guardians, blessed with celestial powers, wielded their
formidable abilities to ward off the invaders.

Through their unwavering determination and loyalty,


these defenders of the Xia Kingdom thwarted the
advances of the Hoshidan Tyrant, engaging in countless
battles that would come to be remembered as legends. . ,
With each conflict, the people of the Xia Kingdom grew start. They found their way to Kamara City, where they
stronger and more unified, their pride in their warriors settled in the Jade Blossom District. •
and guardians unwavering.
There, the Xia veterans shared their war stories and
Eventually, the Hoshido Kingdom realized the folly of imparted their wisdom and skills to a new generation
their tyrannical ruler's ways. They rose up and deposed of warriors. Among their students were young warriors
the cruel despot, ushering in a new era of peace and of many races - Leonin, Tabaxi, Ores, and Dragonborn -
understanding between the two nations. A peace treaty eager to learn the ways of the Dynasty Warrior and the
was signed, and for the first time in decades, the people importance of loyalty and protection.
of both kingdoms could breathe a sigh of relief.
Now, as the sun sets on the horizon, these elder
Although the old grudges between the two nations warriors and their pupils train in the shadow of the
persisted, the veteran Dynasty Warlords and Dynasty Jade Blossom District, their legacy of bravery and
Guardians sought new beginnings. Many traveled across loyalty living on in the hearts of a new generation,
the Grand Blue ocean, their hearts yearning for a fresh ready to face whatever challenges the future may bring.
69
Teacher: The Monk of Sun Wukong must have been
Monk of Sun Wukong trained by a master of the Sun Wukong Monastery, who
The Monks of Sun Wukong are a monastic order that has has taught them the ways of the Five Elements and
studied the legendary Monkey King, Sun Wukong, and helped them unlock their true potential.
his fighting techniques. They seek to emulate his agility
and strength, using their martial arts to defend the weak Class Features
and stand up against injustice. The Monks of Sun Wukong
can harness the power of the elements to enhance their Hit Points
combat abilities, striking their foes with the might of wind
Hit Dice: ld8 per Monk of Sun Wukong level
(force), fire, earth (thunder), water (cold), and metal (light-
Hit Points at 1st Level: 8 + your Constitution modifier
ning).
Hit Points at Higher Levels: ld8 (or 5) + your Constitution
modifier per Monk of Sun Wukong level after 1st
Prere9..uisites
In order to advance as a Monk of Sun Wukong, you Proficiencies
must meet the following prerequisites (in addition to Armor: None
the multi-classing prerequisites for your existing class Weapons: Simple weapons, shortswords
or classes): Tools: Artisan's tools, musical instruments
Saving Throws: Strength, Dexterity
Race: Any race can become a Monk of Sun Wukong, Skills: Choose any two from Acrobatics, Athletics, Insight,
but those with a strong connection to the natural Intimidation, Medicine, and Survival
elements are more likely to be drawn to this path.
Equipment
Background: The Monk of Sun Wukong often comes You start with the following equipment, in addition to the
from a background that emphasizes agility, movement, equipment granted by your background:
and stealth. A background that includes training in
martial arts or athletics is also helpful. • A quarterstaff or any simple weapon
• A dungeoneer's pack or an explorer's pack
Ability Scores: To become a Monk of Sun Wukong, one • 10 darts
must have a Dexterity score of 13 or higher and a
Wisdom score of 13 or higher. Unarmored Defense: Beginning at 1st level, while you are
wearing no armor and not wielding a shield, your AC
Proficiencies: Monks of Sun Wukong are proficient in equals 10 + your Dexterity modifier+ your Wisdom modifi-
the use of simple weapons, and shortswords. They are er.
also proficient in the Acrobatics and Stealth skills.
Elemental Adept: Starting at 1st level, you choose one of
Training: The Monk of Sun Wukong must have trained the following elemental damage types: fire, water (cold),
extensively in martial arts and the use of the elements. wind (force), earth (thunder), or metal (lightning). You gain
They must also have a deep understanding of the resistance to that damage type. Additionally, you learn a
philosophy and teachings of the Sun Wukong cantrip associated with your chosen element from the fol-
Monastery. lowing list:

• Fire: Produce Flame


• Water (cold): Ray of Frost
• Wind (force): Gust
. • Earth (thunder): Mold Earth
,• Metal (lightning): Shocking Grasp

You can change your chosen elemental


damage type when you gain a
level in this class.

*Elemental damage types


for this ability differ with
the five elements of Sun
Wukong in order to work
better with the D&D SE
damage types.
Proficiency Martial Ki Unarmored
Level Bonus Arts Points Movement Features
1st +2 1d4 Unarmored Defense, Elemental Adept, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Monkey's Leap
3rd +2 1d4 3 +10 ft. Elemental Strike, Deflect Missiles
4th +2 1d6 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Iron Body, Wind Gust Strike
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d8 8 +15 ft. Ability Score Improvement
9th +4 1d8 9 +15 ft. Unarmored Movement Improvement
10th +4 1d8 10 +20ft. Purity of Body
11th +4 1d8 11 +20 ft. Fist of Fury, Elemental Burst
12th +4 1d10 12 +20 ft. Ability Score Improvement
13th +s 1d10 13 +20 ft. Tongue of the Sun and Moon
14th +s 1d10 14 +25 ft. Elemental Mastery, Diamond Soul
15th +s 1d10 15 +25 ft. Timeless Body
16th +s 1d12 16 +25 ft. Ability Score Improvement
17th +6 1d12 17 +25 ft. Earthquake Strike, Thunderbolt Strike
18th +6 1d12 18 +30 ft. Empty Body
19th +6 1d12 19 +30 ft. Ability Score Improvement
20th +6 1d12 20 +30 ft. Perfect

Martial Arts: At 1st level, your practice of martial arts Some of your ki features require your target to make a
gives you mastery of combat styles that use unarmed saving throw to resist the feature's effects. The saving
strikes and monk weapons, which are shortswords and throw DC is calculated as follows:
any simple weapons that don't have the two-handed or
heavy property. You gain the following benefits while you Ki save DC = 8 + your proficiency bonus+ your Wisdom
are unarmed or wielding only monk weapons and you modifier
aren't wearing armor or wielding a shield:
Flurry of Blows: Immediately after you take the Attack
• You can use Dexterity instead of Strength for the attack action on your turn, you can spend 1 ki point to make two
and damage rolls of your unarmed strikes and monk unarmed strikes as a bonus action.
weapons.
, You can roll a d4 in place of the normal damage of your Patient Defense: You can spend 1 ki point to take the
unarmed strike or monk weapon. This die changes as you Dodge action as a bonus action on your turn.
gain Monk levels, as shown in the Martial Arts column of
the Monk table.
• When you use the Attack action with an unarmed strike
or a monk weapon on your turn, you can make one
unarmed strike as a bonus action. For example, if you
take the Attack action and attack with a quarterstaff, you
can also make an unarmed strike as a bonus action, Wukong Monastery
assuming you haven't already taken a bonus action this
turn.

Ki: Starting at 2nd level, your training allows you to


harness the mystic energy of ki. Your access to this energy
is represented by a number of ki points. Your Monk level
determines the number of points you have, as shown in the
Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You


start knowing three such features: Flurry of Blows, Patient
Defense, and Step of the Wind. You learn more ki features
as you gain levels in this class. 1

When you spend a ki point, it is unavailable until you finisfi


a short or long rest, at the end of which you draw all of
your expended ki back into yourself. You must spend at
least 30 minutes of the rest meditating to regain your ki
points.
Monkey's Leap: At 3rd level, you can use your bonus Elemental Burst: At-11th level, you can spend 2 ki points
action and spend 1 ki point to make a standing jump that as an action to unleash a burst of your chosen element in a
covers a distance equal to your movement speed, without 20-foot cone. Targets in the area must make a Dexterity
needing a running start. saving throw or take 6d6 damage of your chosen elemental
damage type, half on a successful save.
Elemental Strike: At 3rd level, you can spend 1 ki point to
imbue your unarmed strikes or monk weapons with Elemental Mastery: At 14th level, your mastery of the
elemental energy for 1 minute, dealing an additional ld6 elements has reached new heights. As a bonus action, you
damage of your chosen elemental damage type on a hit. can change the elemental damage type of your Elemental
Strike without spending a ki point. You can change the
Deflect Missiles: Starting at 4th level, you can use your elemental damage type of your Elemental Strike a number
reaction to deflect or catch the missile when you are hit by of times equal to your Wisdom modifier (minimum of 1)
a ranged weapon attack. When you do so, the damage you per long rest.
take from the attack is reduced by ldl0 + your Dexterity
modifier+ your Monk level. Earthquake Strike: At 17th level, you can spend 3 ki
points as an action to strike the ground, causing an
Ability Score Improvement: When you reach 4th level, earthquake that affects a 30-foot radius centered on you.
and again at 8th, 12th, 16th, and 19th level, you can Targets in the area must make a Dexterity saving throw or
increase one ability score of your choice by 2, or you can take 8d8 bludgeoning damage and be knocked prone, half
increase two ability scores of your choice by 1. As normal, on a successful save.
you can't increase an ability score above 20 using this
feature. Thunderbolt Strike: At 17th level, you can spend 3 ki
points as an action to call down a bolt of lightning from
Slow Fall: Beginning at 4th level, you can use your the sky, dealing 10d6 lightning damage
reaction when you fall to reduce any falling damage you to a single target you can see
take by an amount equal to five times your Monk level. within 120 feet of you.

Iron Body: At 6th level, you can spend 1 ki point as a The target must make a Dexterity
bonus action to gain resistance to bludgeoning, piercing, saving throw or take full
and slashing damage for 1 minute. damage, half on a
successful save.
Wind Gust Strike: At 6th level, you can spend 1 ki point as
an action to create a gust of wind that affects a single
target within 30 feet of you. The target must make a
Strength saving throw or be pushed back 10 feet and
knocked prone.

Fist of Fury: At 11th level, you can spend 2 ki points as a


bonus action to make 3 additional unarmed strikes.
72
Way of the Monk Legend of the Monkey King
The Wukong Monastery was nestled in a remote valley In the land of Xia, there was a Monkey King named Sun
in the Xia Kingdom surrounded by mist-covered Wukong, whose legend was whispered by the people
mountains. It was home to a group of monks who with reverence and awe. They said that he was born
dedicated their lives to mastering the art of combat and from a stone and possessed the power to control the
harnessing the power of the five elements. elements themselves. He was said to be an expert in
martial arts and wielded a staff that was said to be so
Unlike other monasteries, the disciples of Sun Wukong heavy that no mortal man could lift it.
did not shave their heads. Instead, they grew their hair
long and wild as a symbol of their devotion to the Sun Wukong was known for his pride and his tendency
Monkey King. They believed that by letting their hair to challenge the gods themselves. In one story, he
grow naturally, they could better connect with the boasted that he could jump higher than the clouds, and
untamed and unpredictable nature of the Monkey King. when challenged by the Jade Emperor, he leaped into
the heavens and landed on a cloud. When the Jade
The monks' favored weapon was the quarterstaff, which Emperor ordered his capture, Sun Wukong used his
they used to pay homage to the legendary weapon of the mastery of the elements to defeat the armies of heaven,
Monkey King. They trained relentlessly, honing their leaving a trail of destruction in his wake.
skills with the quarterstaff until they could wield it with
the speed and precision of the Monkey King himself. But it was not just his strength that made Sun Wukong
a legend. He was also said to have mastered the five
But the monks' dedication to mastering the five elements: earth, air, fire, water, and metal. With his
elements was what truly set them apart. They believed staff and his mastery of the elements, he was able to
that by mastering the elements of earth, air, fire, water, defeat any foe that dared to cross his path. And although
and metal, they could attain the same level of power he was feared by many, there were those who admired
and agility as the Monkey King. him for his courage and his unbreakable spirit. For Sun
Wukong was more than just a monkey; he was a symbol
As disciples of Sun Wukong, the monks were taught to of the indomitable human spirit, a testament to the
be humble and compassionate, but also fiercely power of determination and the willingness to challenge
protective of their monastery and the people they the impossible.
served. They spent their days training, meditating, and
tending to the needs of the villagers who lived in the valley.
Zihao: A Tale of the·
Fallen Zodiac Guardian
In the heart of the Xia Kingdom stood the legendary Stu/-
Wukong Monastery, a bastion of strength and wisdom -
that had trained the greatest warriors for generations.
Among these warriors was a skilled Monk of Sun
Wukong named Zihao, a Xia Celestial born under the
zodiac sign of the Monkey. He was a proud and powerful
guardian, known for his long black hair and intricate
black tattoo markings that adorned his body. Zihao was
destined for greatness, as he was one of the current 12
Zodiac Guardians sworn to protect the kingdom and its
people.

Zihao had been entrusted with the formidable Crimson


Fist of Wukong, an ancestral fire gauntlet passed down
through his family line. These gauntlets were said to
have the power to level buildings and defeat colossal
monsters with a single, devastating blow. As a
descendant of one of the legendary 12 Zodiac Guardians
who vanquished the evil Zhao Ren long ago, Zihao was
destined to follow in their footsteps and safeguard the 12
zodiac talismans from falling into the wrong hands.
While the kingdom remained unaware, of th'e dark
However, fate had other plans for Zihao. A beautiful and
forces at play, whispers of Zihao's actions began to
enigmatic dark celestial sorceress named Lianyu
reach the ears of his fellow Zodiac Guardians. They
crossed his path one fateful day. Her piercing gaze and
soon realized that their trusted comrade had become
enchanting aura captivated the strong-willed guardian,
ensnared by Lianyu's dark charm and now posed a dire
and as they grew closer, she cast a powerful charm spell
threat to the very talismans they had sworn to protect.
over him. Zihao, now under her control, began to serve
Lianyu and her dark intentions.
As the other Zodiac Guardians prepared to confront
their bewitched ally and the malevolent sorceress
Lianyu sought the 12 zodiac talismans to amass
controlling him, they knew that the fate of the Xia
unimaginable power and ascend as the new Zodiac
Kingdom hung in the balance. Only through their
Queen. She cunningly manipulated Zihao into locating
strength, unity, and unwavering resolve could they hope
and obtaining these talismans, using his position as a
to save Zihao and prevent the 12 zodiac talismans from
Zodiac Guardian to her advantage. As the unsuspecting
falling into Lianyu's grasp. The stage was set for an
people of the Xia Kingdom went about their daily lives, a
epic battle between light and darkness, with the future
dangerous game of deception and intrigue unfolded
of the kingdom resting on the shoulders of the 12
behind the scenes.
Zodiac Guardians.
74
The Radiant Knight
In the sacred halls of the temple of Solaria, where the
radiance of the sun illuminates the stone walls, the
Paladins of the Radiant Sun gather. They are a shining
beacon of hope in the darkness, their armor glistening
like the rays of the sun itself.

Their oath is to uphold the principles of their goddess,


to dispel the shadows that threaten to consume the
world. Their devotion is absolute, their faith unshakable,
for they have been blessed with the power of the sun
and the grace of their deity.

In battle, they move with the fluid grace of dancers,


their strikes swift and true as they unleash the fury of
the sun upon their enemies. They are like flames,
burning bright and relentless, their eyes alight with
righteous fury.

Their shields are emblazoned with the symbol of


Solaria, the radiant sun, and they carry themselves with
the noble bearing of those who know they are the
chosen champions of their goddess. They are the
guardians of the light, the defenders of the innocent,
and the scourge of the darkness.
"Cowerin the shadow of my Lady'slight,for now I wield
To face a Paladin of the Radiant Sun is to face the full the Radiant Furyof Solaria!The darknessshall yieldto
force of the sun's wrath, and woe to any who would the brillianceof the sun, and your wickednessshall be
dare stand against them. For they are the chosen ones, purged by the holyfire of her righteouswrath!"
the blessed of Solaria, and they will not rest until the
light of the sun shines upon all the land.

Oath of the Radiant Sun Radiant Suns Blessing


At 15th level, you gain the ability to heal your allies with
Oath Spells your spells. Whenever you cast a feature or spell that
You gain access to the following spells at the paladin restores hit points to an ally, that ally also regains hit
levels listed below: points equal to your proficiency bonus x Charisma
modifier.
3rd level: Burning Hands, Faerie Fire
5th level: Scorching Ray, Daylight
9th level: Fireball, Beacon of Hope Sunburst (Revised)
13th level: Wall of Fire, Guardian of Faith Sunburst (17th level): You call down a burst of radiant
17th level: Sunburst* (Revised), Flame Strike energy in a 60-foot radius centered on yourself. Each
creature within the area must make a Constitution saving
Channel Divinity throw against your spell save DC, taking 12d6 radiant
damage on a failed save, or half as much damage on a
When you take this oath at 3rd level, you gain access to
successful one. Undead and fiends have disadvantage on
the following two Channel Divinity options:
this saving throw. Additionally, any undead or fiends that
fail their saving throw are blinded until the end of their
Radiant Fury: You can use your Channel Divinity to
next turn. This spell dispels any darkness in its area that
infuse your weapon strikes with radiant energy. For the
was created by a spell.
next minute, your weapon attacks deal an extra ld8
*The Oath of the Radiant Sun Paladin can cast this using a
radiant damage on a hit. At 15th level, this becomes
5th level spell slot
2d8 instead of ld8.

Radiant Shield: You can use your Channel Divinity to Radiant Sun's Avatar
create a shield of radiant energy. For the next minute, At 20th level, you become an avatar of the radiant sun,
a creature that you choose within 5ft of you gain a +2 gaining the following benefits:
bonus to AC, and any creature that hits them with a
melee attack takes ld8 radiant damage. At 15th level, • You gain immunity to fire damage and radiant damage.
this becomes 2d8 instead of ld8. • Whenever you use your Radiant Fury Channel
Divinity option, your weapon attacks now deal an extra
Aura of Radiance 3d8 radiant damage.
• Once per day, you can use an action to summon an
Starting at 7th level, you and friendly creatures within
angelic being to aid you in battle. The being has the
10 feet of you gain resistance to radiant damage, and
statistics of a Deva, but is under your control and
deal an extra ld4 radiant damage on melee weapon
obeys your commands for 1 hour or until it is reduced
attacks.
to O hit points. After using this feature, you can't use it
again until you finish a long rest.
76
i .. ·'
Valerian the Dawnbringer: The Valerian knew he could not face the ·shadow Dracolich
alone. Invoking the powei of his Oath, he summoned an
Sacred Sol's Embrace angelic Deva to aid him in battle. Together, they fought the
In the land of Kamara, where the sun's warm embrace monstrous creature in a clash that shook the heavens.
graced the kingdom, a tale of bravery and light is woven Radiant energy surged through Valerian's blade, while the
through the generations. It is the story of Sir Valerian, a Deva's divine presence inspired and healed him.
Radiant Knight Paladin who took the Oath of the
Radiant Sun. His unwavering faith in the goddess After a grueling battle that tested the limits of his faith and
Solaria was his beacon of hope, illuminating his path determination, Valerian emerged victorious. With the
through darkness and peril. Shadow Dracolich defeated, the darkness that enveloped
the temple began to recede. The sacred Sol's Embrace,
Born to humble farmers, Valerian's life changed forever finally freed from its monstrous guardian, glowed with
when he discovered his divine connection to Solaria. divine radiance, waiting for Valerian to claim it.
Guided by dreams and visions, he sought out the order
of the Radiant Sun and swore his oath to serve and As Valerian grasped the hilt of the legendary greatsword,
protect the light. For years, Valerian fought valiantly the power of Solaria surged through him, granting him
against the shadows that threatened the kingdom, newfound strength and purpose. He knew that the Sol's
earning him the moniker "The Dawnbringer." Embrace was not only a weapon but a symbol of hope and
unity for the people of Kamara. With renewed conviction,
One fateful day, Valerian received another vision from Valerian set forth to continue his quest to dispel darkness
Solaria. It revealed the existence of a legendary and uphold the light of Solaria.
greatsword, the Sol's Embrace, forged by the goddess
herself to vanquish the darkness. However, the And so, the legend of Sir Valerian, the Dawnbringer, and his
greatsword was lost during an epic battle between the sacred quest for the Sol's Embrace was etched into the
forces of Solaria and the sinister deity, Umbrix. The annals of Kamara's history. His story, passed down through
Sol's Embrace lay hidden, guarded by a fearsome generations, became a testament to the unwavering power
creature birthed from the darkness itself. of faith and the eternal struggle between light and
darkness.
Driven by his devotion, Valerian embarked on a perilous
journey to reclaim the Sol's Embrace. He traversed
treacherous mountains, crossed scorching deserts, and
delved into the deepest caverns. Throughout his
journey, he encountered countless challenges and
adversaries, but his unwavering faith in Solaria always
guided him.

Eventually, Valerian reached the forgotten battleground


where the Sol's Embrace was last seen. There, he
found the remnants of a once-majestic temple, now
reduced to ruins. In the heart of the temple, the
greatsword was guarded by an ancient and powerful
monster, a Shadow Dracolich. The twisted creature
was created by Umbrix during the war, and its very
existence defiled the sacred ground it guarded. 77
The Light of the Moon·-
The Moonwalker clerics are devotees of the lesser
goddess of the moon, Selenea. These faithful priests
and priestesses are blessed with a connection to the
mysterious and powerful lunar energies that govern
the tides, the night sky, and the ebb and flow of magic.

Their spells and abilities are infused with the power of


the moon, and they are able to draw upon its light to
heal allies, curse enemies, and shift the very fabric of
reality. They move with a fluid grace that seems almost
otherworldly, and their eyes sparkle with the secrets of
the cosmos.

Moonwalker clerics are known for their ability to


harness the power of gravity and bend it to their will.
They can alter the weight of objects and creatures,
create areas of crushing gravity, and teleport
themselves with ease. They are also adept at ,
manipulating light, shadow, and the elements, using
their powers to shape the battlefield to their advantage.

As befits the followers of a lunar goddess, the


Moonwalker clerics are attuned to the cycles of the
moon and the tides. They are able to sense the ebbs
and flows of magic, and are often consulted by sailors,
mystics, and other seekers of hidden knowledge. They
are wise, mysterious figures, whose motives are often
shrouded in mystery.

In battle, the Moonwalker clerics are formidable foes, radiant damage for each two cleric levels beyond 2nd, to
unleashing the power of the moon with devastating each creature in its area. Creatures must make a
effect. Their moonbeams scorch the earth, their spells Dexterity saving throw against your spell save DC to take
curse the wicked, and their very presence fills the half damage.
hearts of their enemies with fear and awe.
Gravity Manipulation
Moonwalker Domain Starting at 6th level, you can use your action to choose a
creature within 60 feet of you. That creature's weight is
Domain Spells halved or doubled (your choice) for 1 minute. While halved,
the creature has disadvantage on Strength checks and
You gain access to the following spells at the cleric
saving throws. While doubled, the creature has advantage
levels listed below:
on Strength checks and saving throws, and deals an extra
1st level:Jump, Faerie Fire ld12 force damage once per round with melee weapon
3rd level: Levitate, Moonbeam attacks. You can use this feature a number of times equal to
5th level: Nondetection, Slow your Wisdom modifier (minimum of once), and you regain
7th level: Greater Invisibility, Gravity Sinkhole all expended uses when you finish a long rest.
9th level: Synaptic Static, Destructive Wave
Moonwalker's Leap
Bonus Proficiencies At 8th level, you can use your bonus action to teleport up
When you choose this domain at 1st level, you gain to 30 feet to an unoccupied space you can see.
proficiency in Arcana and Athletics. Additionally, you gain a climbing speed equal to your
walking speed. You can use this feature a number of times
equal to your Wisdom modifier (minimum of once), and
Channel Divinity you regain all expended uses when you finish a long rest.
At 2nd level, you gain access to the following Channel
Divinity options:
Eclipse
Moon's Embrace: You can use your Channel Divinity to Starting at 17th level, you can use your action to invoke a
control the gravitational forces around creatures. As an lunar eclipse, altering the environment around you.
action, choose creature(s) up to proficiency modifier Choose a point within 120 feet of you as the center of the
within 60 feet of you. The creature must make a eclipse. For the next minute, the area within a 30-foot
Strength saving throw against your spell save DC. On a radius of the center is covered in either darkness or
failed save, the creature is either knocked prone or bright light (your choice). Additionally, the gravity in the
pulled 10 feet closer to you (your choice). area is intensified, and any creature within it must make a
Strength saving throw against your spell save DC or be
Lunar Radiance: You can use your Channel Divinity to restrained by the intense gravitational force. The creature
call down a brilliant moonbeam. As an action, you can repeat the saving throw at the end of each of its turns,
create a 5-foot-wide, 60-foot-long line of moonlight that ending the effect on a success. Once you use this feature,
deals 2dl0 radiant damage, plus an additional ldlO
79 you can't use it again until you finish a long rest.
i .. ·'
The Four Moons of.N ala and the Eclipse Wane, the final member, represented the waning
moon phase. He was a master of darkness magic, cloaking
Moon's Grace Crystal his allies in protective shadows and banishing light with a
In the mystical city of Kamara, nestled beneath the simple wave of his hand. He moved like a phantom, his
silvery beams of the moon, a legendary group of Tabaxi every movement a testament to the unseen power of the
Moonwalker clerics, known as the Four Moons of Nala, waning moon.
devoted themselves to the service of Selenea, the lesser
goddess of the moon. These exceptional acolytes, The Four Moons of Nala were revered throughout Kamara
trained by the High Priestess Nala Sunmane herself, City, their very presence a symbol of the unwavering
guarded the sacred Moon's Grace crystal, a powerful protection of the Moon's Grace crystal. They trained
artifact that mirrored the divine power of the Heart of rigorously under the tutelage of High Priestess Nala
the Sun Crystal. Sunmane, honing their skills and delving deeper into the
mysteries of the moon.
Each of the Four Moons embodied one of the four
phases of the moon, reflecting the ever-changing nature Together, they guarded the hidden sanctum where the
of their lunar goddess. United in their purpose, they Moon's Grace crystal lay, its location concealed by an
stood as protectors of the Moon's Grace crystal, intricate network of enchanted tunnels and deceptive
harnessing the unique powers granted to them by their illusions. The sanctum was nestled deep within the heart of
connection to Selenea. Kamara City, its walls adorned with shimmering
moonstone and silver, reflecting the divine power of
Whisper Crescent, the first of the Four Moons, Selenea herself.
represented the waxing crescent phase. She was a
master of lunar magic, weaving enchantments that As the Four Moons of Nala continued their eternal vigil,
ebbed and flowed with the tide, mending wounds and they stood as a testament to the unwavering devotion and
fortifying her allies. Her delicate footsteps barely unity of the Tabaxi Moonwalkers. And so, the balance
touched the ground, her very presence radiating the between light and darkness was preserved, as the Four
gentle glow of the crescent moon. Moons upheld the legacy of High Priestess Nala Sunmane
and the sacred Moon's Grace crystal.
Shadow Gibbous, the second member, embodied the
waxing gibbous phase. He was a skilled practitioner of
gravity magic, bending the forces of the universe to his
will. With a flick of his paw, he could alter the weight of
objects and creatures, as well as summon crushing
gravitational forces upon his enemies.

Umbra! Full, the third of the Four Moons, epitomized


the full moon phase. She was adept in shadow and
stealth magic, blending seamlessly into the darkness
and striking her foes with lethal precision. Her eyes
shimmered with the brilliance of the full moon,
instilling fear in the hearts of those who dared to
challenge her.
Blood Samurai
In the Hoshido Kingdom, there are those among the Yoma •-
who have learned to harness their bloodlust and thirst for • •
combat, turning it into a powerful weapon. These warriors '-. -
are known as Blood Samurai, feared and respected for
their mastery of blood manipulation and their fierce
combat skills. The Blood Samurai are an elite group, often
found serving as bodyguards to the Yoma leaders or as
hunters of those who would threaten their kind.

Prerequisites
To become a Blood Samurai, a character must fulfill the •
following requirements: (in addition to the multi-classing
prerequisites for your existing class or classes):

Race: Belong to the Yoma race. As a member of this


unique and cursed race, the character possesses the
innate connection to their bloodthirsty nature and the
potential to harness it in combat.

Background: The Blood Samurai often comes from a


background that emphasizes strength, agility, and
toughness. A Yoma that was able to control their
monstrous instincts and sought to help others like
themselves do the same.

Ability Scores: To become a Blood Samurai, one


must have a Strength score of 13 or higher and a
Dexterity score of 13 or higher.

Proficiencies: Blood Samurai are proficient in the use of


simple and martial weapons.

Class Features
Hit Points
Hit Dice: ldl0 per Blood Samurai level
Hit Points at 1st Level: 10 + your Constitution modifier of the creature's blood, dealing an additional ld4 necrotic
Hit Points at Higher Levels: ldl0 (or 6) + your Constitution damage. You heal hit points equal to the necrotic damage
modifier per Blood Samurai level after 1st dealt. This damage increases to 2d4 at 5th level, 3d4 at
11th level, and 4d4 at 17th level.
Proficiencies Blood Blade (2nd level): You can use your action to create
Armor: Light armor, medium armor
a blade of blood from your own body. This counts as a
Weapons: Simple weapons, martial weapons
magical weapon that deals ld8 slashing damage, and you
Tools: One type of artisan's tools
are proficient with it. The weapon disappears after 1
Saving Throws: Strength, Dexterity
minute or if you let go of it. Creating a Blood Blade deals
Skills: Choose two from Acrobatics, Athletics, Insight,
ld4 damage to yourself, which cannot be reduced or
Intimidation, Perception, Stealth, Survival
prevented.
Equipment Blood Samurai Archetype (3rd level): Choose one of the
You start with the following equipment, in addition to the following archetypes: Blood Knight or Blood Assassin. You
equipment granted by your background: gain features from your chosen archetype at 3rd level, and
additional features at 6th, 10th, 14th, and 18th level.
• (a) a Bloodthirsty Weapon (any martial melee weapon of
your choice) or (b) a Bloodthirsty Bow and 20 arrows Extra Attack (5th level): Beginning at 5th level, you can
• (a) a chain shirt or (b) scale mail attack twice, instead of once, whenever you take the Attack
• (a) a dungeoneer's pack or (b) an explorer's pack action on your turn.
• A set of artisan's tools (one of your choice)
• A Yoma token, a small trinket that serves as a reminder Blood Reservoir (7th level): Your body has adapted to
of your past and your purpose hold more blood than usual, allowing you to draw upon
your inner reserves as you grow in power. Your hit point
Alternatively, you can start with 5d4 x 10 gold pieces to maximum increases by an amount equal to your Blood
buy your own equipment. Samurai level. Additionally, at 11th level and again at 15th
level, the amount of hit points you gain from this feature
Blood Siphon (1st level): When you hit a creature with a increases by an additional amount equal to your Blood
melee attack, you can use a bonus action to siphon some Samurai level.

82
Proficiency
Level Bonus Features
1st +2 Blood Siphon
2nd +2 Blood Blade
3rd +2 Blood Samurai Archetype (Blood Knight or Blood Assassin)
4th +2 Ability Score Improvement
5th +3 Extra Attack, Blood Siphon Improvement
6th +3 Archetype Feature
7th +3 Blood Reservoir
8th +3 Ability Score Improvement
9th +4 Bloodthirsty Critical
10th +4 Archetype Feature
11th +4 Blood Armor, Blood Reservoir
12th +4 Ability Score Improvement
13th +5 Blood Rush, Bloodthirsty Critical Improvement
14th +5 Archetype Feature
15th +5 Blood Regeneration, Blood Reservoir
16th +5 Ability Score Improvement
17th +6 Blood Weapon Mastery, Blood Siphon Improvement
18th +6 Archetype Feature
19th +6 Ability Score Improvement ..
;..~ ·'

20th +6 Blood Samurai's Endurance

Bloodthirsty Critical (9th level): When you score a Blood Samurai's Endurance (20th level): Your mastery
critical hit with a melee attack, you can choose to siphon of blood has granted you incredible resilience. When you
the blood from your enemy, dealing an additional ld6 are reduced to O hit points but not killed outright, you can
necrotic damage. You heal hit points equal to the necrotic choose to drop to 1 hit point instead. Once you use this
damage dealt. This damage increases to 2d6 at 13th level feature, you cannot use it again until you complete a long
and 3d6 at 17th level. rest.

Blood Armor (11th level): As an action, you can create a Blood Knight
protective layer of blood around your body, granting you
temporary hit points equal to your Blood Samurai level + Blood Shield (3rd level): As a bonus action, you can
your Constitution modifier. These temporary hit points last create a shield of blood that grants you a +2 bonus to AC
for 10 minutes or until they are depleted. Creating the for 1 minute. Creating the Blood Shield deals ld4 damage
Blood Armor deals ld6 damage to yourself, which cannot to yourself, which cannot be reduced or prevented. Once
be reduced or prevented. Once you use this feature, you you use this feature, you cannot use it again until you
cannot use it again until you complete a long rest. complete a short or long rest.

Blood Rush (13th level): When you take the Dash action Improved Blood Armor (6th level): The temporary hit
on your turn, you can use your blood to propel yourself at points granted by your Blood Armor feature increase to
incredible speeds. Until the end of your turn, your twice your Blood Samurai level+ your Constitution
movement speed is doubled, and you can move through modifier.
the space of hostile creatures without provoking
opportunity attacks. Using this feature deals ld6 damage Bloodied Strikes (10th level): When you hit a creature
to yourself, which cannot be reduced or prevented. with a melee attack, you can deal an additional ld8
necrotic damage. You can use this feature a number of
Blood Regeneration (15th level): Your body's healing times equal to your Strength modifier (minimum of 1) and
abilities have improved, allowing you to regenerate from regain all expended uses after a short or long rest.
injuries more rapidly. As a bonus action, you can spend
one or more Hit Dice to heal yourself. For each Hit Die Unyielding Blood (14th level): When you use your Blood
spent, roll the die, add your Constitution modifier, and Samurai's Endurance feature, you also gain temporary hit
regain hit points equal to the total. Once you use this points equal to your Blood Samurai level + your
feature, you cannot use it again until you complete a short Constitution modifier.
or long rest.
Blood Pact (18th level): As an action, you can form a
Blood Weapon Mastery (17th level): When you attack blood pact with a willing creature within 30 feet, binding
with a Blood Blade or a Bloodthirsty weapon, you can your life forces together for 1 hour. When either of you
reroll the damage dice and use either total. takes damage, the damage is split evenly between you.
When the pact ends, any remaining temporary hit points
gained from the pact are lost.

83
Blood Assassin
Blood Mist (3rd level): As an action, you can create a
cloud of blood mist in a 20-foot radius centered on
yourself. The mist obscures vision, and heavily obscures
the area for all creatures other than you. The mist lasts for '·
1 minute or until a strong wind disperses it. Creating tlie '
Blood Mist deals ld4 damage to yourself, which cannot be
reduced or prevented. Once you use this feature, you
cannot use it again until you complete a short or long rest.

Crimson Strike (6th level): When you hit a creature with


a melee attack, you can deal an additional 2d6 necrotic
damage. Once you use this feature, you cannot use it again
until you complete a short or long rest.

Blood Step (10th level): As a bonus action, you can


dissolve into blood and teleport up to 60 feet to an
unoccupied space you can see. Using this feature deals
ld6 damage to yourself, which cannot be reduced or
prevented. Once you use this feature, you cannot use it
again until you complete a short or long rest.

Shadow of Blood (14th level): You can use your Blood


Mist feature as a bonus action, and you can now see
through the mist as if it were clear air. Additionally, while
you are inside the mist, you have advantage on Dexterity
(Stealth) checks, and creatures have disadvantage on
Wisdom (Perception) checks made to see you.

Blood Assassin's Mark (18th level): As a bonus action,


you can mark a creature you can see within 60 feet with a
blood sigil. For 1 minute, you have advantage on attack
rolls against the marked creature, and your Crimson
Strike feature deals an additional ld6 necrotic damage to
the marked creature. Once you use this feature, you
cannot use it again until you complete a long rest. ~ ..-
.,-.
~- .. - '.,

-~~·~¾::~. - '-_

,~-
~~ ~ 2 -'\/~
A ,~~?::i?- 1/
- 1/; ~ ~ ~~--- __,,~~ ~~- -<
- ::__- - ~ ~ ~~ ~
.-.....;_,..:..//f:-'::--
" - - ------------.::-,:=:--
~" - - --:::: • ~ .
:........) ~-::::::....
Kenshin's Curse: The
Origin of the Yoma Blood
Samurai
In the remote mountains of the Hoshido Kingdom, nestled
in the embrace of a lush green valley, lay the small and
peaceful town of Kagemura. It was here that a proud and \.
skilled warrior named Kenshin called home. His skill with
the blade was legendary, and he was revered by those
around him as a protector and symbol of strength.

One fateful day, the tranquility of Kagemura was shattered


as a terrifying and powerful Awakened Yoma named
Orochi descended upon the town. This demonic monster,
with dark purple skin, red eyes, and countless menacing
tendrils that bore venomous snake heads, wreaked havoc
upon the unsuspecting village. Panic and despair spread
like wildfire as the villagers watched their homes fall to the
devastation.

Kenshin, determined to protect his home and the people


he held dear, engaged Orochi in a fierce battle. The fight
raged on, with neither side yielding. Steel clashed against
monstrous flesh, and the venomous snake heads snapped
at Kenshin as he danced around their deadly fangs.
However, despite his prowess and tenacity, Kenshin
ultimately fell to defeat against the overwhelming power of As the years passed, others who faced similar fates as
the Awakened Yoma. Kenshin found solace in his guidance. They too managed
to hold onto their humanity, resisting the monstrous
With his defeat, Orochi cursed Kenshin, turning him into a instincts that threatened to consume them. Together, they
Yoma himself. As the curse spread through his veins, formed the first order ofYoma Blood Samurai, vowing to
Kenshin's body twisted and contorted into a monstrous rid the world of evil Yoma and Awakened Yoma.
form. But Kenshin was no ordinary man. His indomitable
spirit and unwavering determination allowed him to retain Under Kenshin's leadership, these warriors dedicated their
his humanity even as a Yoma. lives to their sacred mission. Through blood, sweat, and
tears, they fought against the darkness that threatened
Known as the first Human Yoma, Kenshin was easily their world. They would become a beacon of hope in a
recognizable by his large black horns and sleek black hair. time of despair, inspiring generations ofYoma Blood
Donning a black samurai mask, black armor, and a white Samurai to follow in their footsteps and continue their
kimono, Kenshin wielded a bloodthirsty samurai blade battle against the forces of evil. And so, the legend of
forged from pure black steel. Refusing to submit to his Kenshin and the Yoma Blood Samurai was born, echoing
cursed fate, Kenshin vowed to continue fighting the evil through the annals of history as a testament to the
that had forever changed him. 85 resilience of the human spirit.
Chapter --S:NPCs, Monsters,
and Weapons
Immerse yourself in the rich tapestry of our campaign
setting with a diverse array of non-player characters
(NPCs), homebrew monsters, and homebrew weapons
that have been carefully crafted to enrich your gaming
experience. Each of these elements has a unique
backstory tied to the lore and setting of Kamara City, and
many even feature full stat blocks, allowing you to
seamlessly include them in encounters or offer them to
your players as pre-made characters and equipment.

The vibrant inhabitants of Kamara City include a colorful


cast of individuals and creatures who have been part of
our own friends' and families' adventures from 2017 till
now. As you explore the city, you'll encounter characters
like Yamato the Tabaxi Moonwalker Domain Cleric, High
Priest Corvus Silvermane the Moon Leohuman, and
Creed the Yuan-Ti monk, all of whom have left their
indelible mark on our campaigns. You'll also find a variety
of homebrew monsters and weapons, each with their own
distinct abilities and characteristics, to challenge and
empower your players.

By incorporating these captivating NPCs, homebrew


monsters, and homebrew weapons into your own
adventures, you'll breathe life into the world of Etheira
and create unforgettable stories for your players to
treasure.
87
Magic Might: The Battle·
for Etheria
Long ago, in the thriving city of Kamara, a legendary
adventuring party known as Magic Might was formed.
Sworn to protect the city from all threats, these heroes
were destined to face a great darkness that threatened
the entire realm of Etheria.

Gideon Aethelhawke, the fallen Aasimar and long-lost


brother of King Eran Aethelhawke of Skywind, had
taken a dark path. Once a mighty dragon slayer, he now
sought to gather ancient artifacts belonging to the
Demon Prince Parallax. Driven by an insatiable hunger
for power, Gideon's actions risked unleashing the demon
armies upon the world, and it was up to Magic Might to
stop him.

Draxx Grayson, the Drow Ranger Beast Master, wielded


the powerful Elucidator, cutting through his enemies
with unmatched precision. Htiek "Keegookai"
Skywatcher, a Goliath Barbarian Eagle Totem Warrior,
wielded the mighty Rimebreaker, his strikes causing the
very ground to shatter.Jaleel Darksbane, a Human
Paladin of Lathander raised by dwarves, was the
guardian of the Sunflare Claymore, a weapon imbued Deep Dragon Rhaegos the Destroyer
with the power of the sun. Jaxx lronfist, a Warforged
Monk, fought with his formidable Ironfist Gauntlets, a minions, fighting with everything they had. The skies filled
pair of enchanted gloves that could crush even the with the roars of dragons and the clash of steel as the fate
strongest foe. And finally, Faryth Xantorin, an Elf Wizard of Etheria hung in the balance.
Bladesinger, wielded the Speedsonic Blade, its swift
strikes echoing through the air like thunder. In the end, Magic Might prevailed, vanquishing Gideon
and the demon armies of Parallax. They saved Etheria
Together, they embarked on a perilous journey across from certain destruction and earned the respect of all five
Etheria, confronting great elder dragons in the Kingdom kings, especially their beloved King Zane Leonheart of
of Kamara, Myth rail, Sylvania, Terfall, and the Skywind Kamara City.
Kingdoms. Through their combined might and
unwavering determination, they overcame countless With their epic quest complete, the members of Magic
challenges and enemies, growing ever closer to their Might returned to Kamara, where they lived simple lives in
ultimate goal. different districts. Though they had become legends, their
humble nature never wavered. Even today, the veteran
As the final battle approached, Magic Might confronted warriors of Magic Might stand ready to aid their city in
Gideon and his demonic forces. The heroes clashed times of need, their heroics forever etched into the history
against the tainted dragon slayer and his monstrous 88 of Etheria.
- •
/ - •
. ~.1 ', ..#

J)raxx Grayson: Shaclow·~of


Light
In the Kingdom of Kamara, Draxx Grayson, a skilled
Drow Elf Ranger, had defied expectations and risen
above the prejudice often faced by his kind. Born in the
Kingdom of Mythrall and raised by loving human
parents on a surface farm, Draxx had grown into a
formidable warrior. His expertise as a dragon slayer
and unwavering dedication to his adopted homeland \.
had earned him a place among the legendary
adventuring party, Magic Might.

When Draxx and his loyal pet wolf, Griffin, joined


Magic Might, they brought with them a valuable asset:
the Elucidator. This magical sword was bestowed upon
Draxx by Levia, the Ancient One, an elder green sea
dragon from the Isle of the Ancients. With the
Elucidator in hand, Draxx's prowess in battle increased
exponentially, and he quickly became a force to be
reckoned with.

As Magic Might embarked on their journey to stop the


villainous Gideon Aethelhawke and the Demon Prince
Parallax, Draxx and Griffin proved to be invaluable
allies. They braved treacherous landscapes, fought
fearsome creatures, and forged deep bonds with their
fellow adventurers. Draxx's reserved demeanor often
hid the fierce determination that burned within him,
but his actions on the battlefield spoke louder than any
words ever could.

As the epic confrontation against Gideon and Parallax With Griffin at his side,
drew near, Draxx and Griffin fought side by side with Draxx Grayson forged a
their comrades in Magic Might. With every swing of the new path for Drow in the
Elucidator, Draxx cut through the demonic forces, his Kingdom of Kamara,
blade glowing with an otherworldly power. Together, demonstrating that even
they pushed back the darkness and emerged victorious, those born in darkness
saving the world from the brink of destruction. could become beacons
of light. As a member of
In the years that followed, Draxx Grayson and Griffin Magic Might, Draxx and
continued to serve Kamara, earning the respect and his companions stood as
admiration of the people. Though his striking shining examples of heroism,
appearance and legendary status often garnered their legacy echoing throughout
'---
attention, Draxx remained humble and focused on his the annals of Etheria's history.
duty as a protector of Kamara City.
89
Griffin (Pet Wolf)
Medium beast, neutral good, unaligned
Armor Class: 14 (Natural Armor)
Hit Points: 37 (5d8 + 15)
Speed: 40 ft.

Skills: Perception +3, Stealth +4


Senses: Passive Perception 13
Languages: understands commands but can't speak
Bite: (Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage.)

Special Tactics::
Flanking: Draxx and Griffin work together to surround an
enemy, attacking from opposite sides. This allows them to
gain advantage on their attack rolls against the target,
making it easier for them to land hits.

Draxx Grayson • 1st level (4 slots): Cure Wounds, Hunter's Mark, Longstrider
Medium humanoid (Elf), neutral good • 2nd level (3 slots): Pass Without Trace, Spike Growth, Lesser
Armor Class: 17 (Studded leather armor, Dexterity) Restoration
Hit Points: 110 (20d8 + 20) • 3rd level (3 slots): Conjure Animals, Lightning Arrow,
Speed: 30 ft. Protection from Energy
• 4th level (1 slot): Guardian of Nature

Beast Master Abilities:


Ranger's Companion: Draxx has formed a close bond with his
loyal pet wolf, Griffin. As a Beast Master, he has trained Griffin
to be a deadly and efficient combatant.
Saving Throws: STR +7, DEX +10
Skills: Acrobatics +10, Athletics +7, Perception +9, Stealth +10, Coordinated Attack: As a 5th-level Beast Master, whenever Draxx
Survival +9 takes the Attack action, Griffin can also make a single attack as a
Senses: Darkvision 120 ft., Passive Perception 19 bonus action.
Languages: Common, Elvish, Undercommon
Challenge Rating: 10 (5,900 XP) Beast's Defense: Griffin gains a +4 bonus to its Armor Class and
Special Equipment: Elucidator (Magical Longsword), Grayson Saving Throws, reflecting Draxx's expertise in training and
Longbow and Quiver of Arrows protecting his companion in combat.
Fey Ancestry: Draxx has advantage on saving throws against
being charmed and can't be magically put to sleep. Shared Spells: Draxx can cast spells that target himself on
Trance: Draxx doesn't need to sleep, but meditates for 4 hours Griffin as well, provided that the spell's range is touch. This
a day. allows Draxx to share the benefits of certain spells with his
Sunlight Sensitivity: Normally Drow are sensitive to Sunlight trusted companion.
but Draxx was raised on the surface world so he does not
have this disadvantage. Elucidator Sword Properties:
Quickened Strikes: When the wielder of the Elucidator takes the
Actions Attack action, they can make one additional attack as a bonus
Multiattack: Draxx makes two attacks: He can attack twice action. This ability can be used a number chimes equal to the
with his Elucidator or make two ranged weapon attacks. wielder's Dexterity modifier (minimum 1) and recharges after a
long rest.
Elucidator (Magical Sword): Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus Grayson Longbow Properties:
4 (1d8) radiant damage. Dragon Bane: When Elucidator hits a Seeker's Arrow: Once per short or long rest, the wielder can
Dragon, it deals an additional 2d6 slashing damage. imbue an arrow with tracking magic. When fired, the arrow
Grayson Longbow (Magical Longbow): Ranged Weapon automatically hits a creature the wielder has seen within the last
Attack: +11 to hit, range 150/600 ft., one target. Hit: 10 (1d8 + minute, dealing normal damage and allowing the wielder to
6) piercing damage plus 3 (1d6) cold damage. know the creature's location for 1 hour, as long as it remains
within 1 mile.
Spellcasting: Draxx Grayson is a 10th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with Keen Aim: When the wielder scores a critical hit with the
spell attacks). He knows the following ranger spells: Grayson Longbow, they can roll one additional damage die
90 when determining the extra damage for the critical hit.
ELUCIDATOR GRAYSON LONGBOW
Magical Longsword(Very Rare) Magical Longbow(Very Rare)

• Type: Martial Melee Weapon (longsword) • Type: Martial Ranged Weapon (longbow)
• Damage: 1d8 slashing • Damage: 1d8 piercing
• Properties:Versatile (1d10). This weapon can be used with • Properties:Ammunition (range 150/600), heavy,
one or two hands. two-handed
• Weight: 3 lb. • Weight: 2 lb.
• Attunement: The wielder must be attuned to the • Attunement: The wielder must be attuned to the Grayson
Elucidator to access its magical properties. Longbow to access its magical properties.
• Radiant Edge:The Elucidator deals an additional 1d8 • Frost'sBite:The Grayson Longbow deals an additional 1d6
radiant damage on a hit. cold damage on a hit.
• Dragon Bane:The Elucidator deals an extra 2d6 slashing • Seeker'sArrow: Once per short or long rest, the wielder
damage to creatures of the dragon type. can imbue an arrow with tracking magic. When fired, the
• Quickened Strikes:When the wielder of the Elucidator arrow automatically hits a creature the wielder has seen
takes the Attack action, they can make one additional within the last minute, dealing normal damage and
attack as a bonus action. This ability can be used a allowing the wielder to know the creature's location for 1
number of times equal to the wielder's Dexterity modifier hour, as long as it remains within 1 mile.
(minimum 1) and recharges after a long rest. • KeenAim: When the wielder scores a critical hit with the
Grayson Longbow, they can roll one additional damage die
Elucidator is a beautifully crafted magical sword with an when determining the extra damage for the critical hit.
elegant, bright blade that gleams with an otherworldly light.
The hilt and guard is adorned with intricate draconic The Grayson Longbow is an expertly crafted magical
carvings, symbolizing its power against these fearsome longbow made from the finest materials, with intricate
creatures. Legends say that the Elucidator was forged by carvings of frost patterns etched along the limbs. Its dark,
ancient master swordsmiths and blessed by celestial beings polished wood shimmers with a faint, icy blue aura, and the
to vanquish evil dragons that once plagued the land. In the bowstring appears to be made of a substance that
hands of a skilled warrior, the Elucidator is a formidable resembles solidified frost.
weapon that channels its storied past and unmatched
power. In the hands of a skilled archer the Longbow becomes a
deadly weapon, capable of delivering powerful, frost-laden
The Elucidator's blade seems to dance with radiant energy shots that can weaken even the most formidable of foes.
when wielded, and its razor-sharp edge can cleave through The unique enchantments placed upon the bow not only
the toughest of scales. This sacred weapon has been passed enhance its damage capabilities but also grant it the ability
down through the ages. With each swing, the Elucidator's to track targets with unerring accuracy.
light seems to grow brighter, as if reacting to its wielder's
determination to protect those in need. Whispers among the people of Kamara City say that the
Grayson Longbow was once owned by a legendary ranger
who singlehandedly saved an entire village from destruction
during a harsh winter. As a testament to its legacy, the bow
continues to serve as a symbol of hope, vigilance, and the
unyielding determination of its wielder.

91
Jaleel Darksbane
Jaleel Darksbane, the Paladin of Lathander, cuts an
imposing figure with his plate armor shining brilliantly,
reflecting the sun's light. Standing at 6 feet 2 inches
tall, he is muscular and athletic, built for the rigors of
combat. His brown hair is kept short, and a
well-groomed beard frames his strong jawline, giving
him a distinguished appearance.Jaleel's deep blue eyes
seem to hold the wisdom of the ages and the
determination to never back down from a fight against
evil.

Jaleel was abandoned as a child, left at the doorstep of


Thoren Stoneheart's home in the town of Newhaven.
Thoren, a devout follower of Lathander, decided to
raisejaleel as his own, instilling in him the teachings
and values of the Morninglord. Growing up among
dwarves,Jaleel learned their customs and their
language, becoming a part of their tight-knit
community. Thoren, who happened to be the brother of
Regnar Stoneheart, King of Thanatos in Mythrall
Kingdom, ensured thatjaleel received a proper
education and martial training, sensing the potential
within him.

Asjaleel grew, his devotion to Lathander only


deepened. He ventured out into the world, performing
acts of heroism and kindness in the name of his deity,
gaining the moniker "Darksbane" for his unrelenting
battle against the forces of darkness. His reputation
preceded him, and eventually, his path crossed with the
other members of Magic Might, forging an unbreakable
bond among them as they fought to protect Kamara
City and.the world beyond.

Jaleel Darksbane • 2nd level (3 slots): Lesser Restoration, Magic Weapon, Zone
Medium humanoid (human), lawful good of Truth
Armor Class: 19 (plate armor) • 3rd level (2 slots): Aura ofVitality, Crusader's Mantle, Remove
Hit Points: 110 (13d8 + 44) Curse
Speed: 40 ft. • 4th level (1 slot): Banishment, Death Ward

Aura of Protection: While Jaleel is conscious, he and all friendly


creatures within 10 feet of him gain a +3 bonus to all saving
throws.

Saving Throws: STR +9, CON +8, CHA +7


Actions
Multiattack: Jaleel makes two attacks with his Sunflare
Skills: Athletics +9, Insight +6, Perception +6, Religion +4
Claymore.
Damage Resistances: Radiant
Senses: Passive Perception 16
Sunflare Claymore: Melee Weapon Attack: +11 to hit, reach 5 ft.,
Languages: Common, Dwarvish
one target. Hit: 15 (2d6 + 8) slashing damage plus 4 (1d6)
Challenge Rating: 10 (5,900 XP)
radiant damage, or 19 (2d6 + 12) slashing damage plus 4 (1d6)
Special Equipment: Sunflare (Magical Greatsword) radiant damage if the target is undead or a fiend.

Divine Smite: When Jaleel hits with a melee weapon attack, he Radiant Burst (Recharges after a Long Rest): Jaleel swings the
can expend one spell slot to deal radiant damage to the target, Sunflare Claymore in an arc, releasing a burst of radiant energy
in addition to the weapon's damage. The extra damage is 2d8 in a 15-foot cone. Each creature in the area must make a DC 16
for a 1st-level spell slot, plus 1d8 for each spell level higher than Dexterity saving throw, taking 14 (4d6) radiant damage on a
1st, up to a maximum of5d8. The damage increases by 1d8 if failed save, or half as much damage on a successful one.
the target is an undead or a fiend, to a maximum of 6d8.
Lay on Hands (55 hit points; Recharges after a Long Rest): As
Spellcasting: Jaleel is a 13th-level spellcaster. His spellcasting an action, Jaleel can touch a creature and restore a number of
ability is Charisma (spell save DC 15,+7 to hit with spell hit points to that creature, up to the maximum amount
attacks). Jaleel has the following Paladin spells prepared: remaining in his pool. Alternatively, he can expend 5 hit points
from his pool of healing to cure the target of one disease or
• 1st level (4 slots): Cure Wounds, Detect Evil and Good, neutralize one poison affecting it.
Protection from Evil and Good, Searing Smite
Htiek "Keegookai" Skywatcher
Htiek "Keegookai" Skywatcher is a formidable Goliath
warrior hailing from the distant lands beyond Kamara
City. Standing at a towering height of nearly eight feet
tall, his massive form is chiseled and corded with the
kind of raw, brute strength that only the Goliath race is
known for. His skin is a pale, gray stone color and he is
bald, with intricate face markings that symbolize his
affiliation with the Skywatcher clan.

Htiek is proud of his heritage and often wears armor


that reflects his connection to the Skywatcher tribe. His
armor is adorned with furs and feathers, and he wears
very little in terms of actual armor - relying instead on
his massive size and raw power to protect him in
combat. He is never seen without his pet bald eagle,
which serves as his constant companion and a symbol
of his proud heritage.

Despite his fearsome reputation, Htiek is a solitary


figure, who has spent most of his life wandering the
world in search of other members of the Skywatcher
clan. To his knowledge, he is the last known survivor of
this proud and ancient tribe, and he has dedicated
himself to keeping their traditions alive. He now
resides in Kamara City, where he has found a measure
of peace, and continues to hone his skills as a warrior
in the hopes of one day finding others of his kind.

Htiek "Keegookai" Skywatcher TotemicAttunement (Eagle):While raging, Htiek gains a flying


Medium humanoid (Goliath), neutral good
speed equal to his current speed. This benefit works only in
Armor Class:15 (Unarmored Defense)
short bursts; he falls ifhe ends his turn in the air and nothing
Hit Points: 150 (20d12 + 40)
else is holding him aloft.
Speed:40 ft.

Actions
Multiattack: Htiek makes two attacks with his Rimebraker
greataxe.

Rimebreaker(magical greataxe): Melee Weapon Attack: +12 to


SavingThrows: STR +10, CON +6 hit, reach 5 ft., one target. Hit: 1d12 + 7 slashing damage+ 1d8
Skills:Athletics +10, Perception +5, Survival +5 cold damage. Giant Bane: When Rimebreaker hits a Giant, it
Senses:Passive Perception 15 deals an additional 2d6 cold damage.
Languages:Common, Giant
Challenge Rating: 10 (5,900 XP) Javelin:Ranged Weapon Attack: +6 to hit, range 30/120 ft., one
Special Equipment: Rimebreaker (Magical Greataxe) target. Hit: 8 (1d6 + 6) piercing damage.

Rage (4/rest): Htiek gains advantage on Strength checks and RimebreakerGreataxe Properties:
saving throws, +3 melee damage, resistance to bludgeoning, Frostbite:On a critical hit, the target must make a DC 16
piercing, and slashing damage. Constitution saving throw or suffer from the frostbite condition,
which imposes disadvantage on Strength and Dexterity ability
Totem Spirit (Eagle):While raging, Htiek's jump height is checks and saving throws until the target receives magical
doubled, and he has advantage on Wisdom (Perception) healing or a successful DC 16 Medicine check is made as an
checks that rely on sight. Additionally, he can use the Dash action.
action as a bonus action while raging.
Icy Aura: While attuned to Rimebreaker, the wielder is immune
Aspect of the Beast (Eagle): Htiek can see up to 1 mile away to cold damage and can withstand temperatures as low as -50
with no difficulty, able to discern even fine details as though degrees Fahrenheit without any ill effects.
looking at something no more than 100 feet away.
Additionally, he does not suffer disadvantage on ranged attack Frost Step: As a bonus action, the wielder can teleport up to 30
rolls due to long range. feet to an unoccupied space they can see, leaving a trail of frost
and ice in their wake. This ability can be used a number of
Spirit Walker: Htiek can cast the Commune with Nature spell, times equal to the wielder's Constitution modifier (minimum 1)
but only as a ritual. He can do this once per long rest. and recharges after a long rest.

94
SUN FLARECLAYMORE RIM EBREAKER
Magical Greatsword (Very Rare) Magical Greataxe (Very Rare)

• Type: Martial Melee Weapon (greatsword) • Type: Martial Melee Weapon (greataxe)
• Damage: 2d6 slashing • Damage: 1d12 slashing
• Properties: Heavy, Two-Handed • Properties: Heavy, Two-handed
• Weight: 6 lbs. • Weight: 7 lbs .
• Attunement: The wielder must be attuned to the • Attunement: The wielder must be attuned to the
Sunflare Claymore to access its magical properties. Rimebreaker to access its magical properties.
• Radiant Burst: As an action, the wielder can swing the • Frost Iron Steel: The Rimebreaker deals an additional 1d8
Sunflare Claymore in an arc, releasing a burst of radiant cold damage on a hit.
energy in a 15-foot cone. Each creature in the area must • Giant Bane: When Rimebreaker hits a Giant, it deals an
make a DC 16 Dexterity saving throw, taking 4d6 radiant additional 2d6 cold damage.
damage on a failed save, or half as much damage on a • Frostbite: On a critical hit, the target must make a DC 16
successful one. Once used, this property cannot be used Constitution saving throw or suffer from the frostbite
again until the next dawn. condition, which imposes disadvantage on Strength and
• Sunlit Recovery: When the wielder of the Sunflare Dexterity ability checks and saving throws until the target
Claymore reduces an undead or fiend too hit points, they receives magical healing or a successful DC 16 Medicine
regain hit points equal to their Charisma modifier check is made as an action.
(minimum of1). • Icy Aura: While attuned to Rimebreaker, the wielder is
• Light Bringer: The Sunflare Claymore emits bright light in immune to cold damage and can withstand temperatures
a 20-foot radius and dim light for an additional 20 feet. as low as -50 degrees Fahrenheit without any ill effects.
The wielder can use a bonus action to activate or • Frost Step: As a bonus action, the wielder can teleport up
deactivate this property. While activated, the light emitted to 30 feet to an unoccupied space they can see, leaving at
from the claymore can be considered sunlight for the trail of frost and ice in their wake. This ability can be used
purpose of interacting with creatures or effects that are a number of times equal to the wielder's Constitution
vulnerable or sensitive to sunlight. modifier (minimum 1) and recharges after a long rest.
• Lathander's Blessing: While attuned to the Sunflare
Claymore, the wielder gains a +1 bonus to attack rolls and Rimebreaker is a powerful weapon with a storied history, as
damage rolls made with this weapon. Additionally, when it has been passed down through the generations of giant
the wielder hits an undead or fiend with an attack using slayers. The axe has seen many battles against the mightiest
this weapon, the creature takes an extra 1d6 radiant of giants and has helped turn the tide in favor of its
damage. wielders. Its frost-infused properties not only aid in
dispatching these colossal foes but also serve as a chilling
The Sunflare Claymore is a weapon of legend, said to have reminder of the axe's prowess in battle.
been forged by Lathander himself and passed down to his
most faithful servants. The radiant energy that flows
through the blade serves as a powerful force against the
forces of darkness, imbuing its wielder with the strength
and determination to protect the innocent and vanquish
evil.

95
Solaria 's Shining Trio the Jade Blossom District looked up to the Xia siblings as
In the heart of the bustling Kamara City, there was a symbols of hope and perseverance, inspired by their
sacred place known as the Sun Temple. It was a place of journey from refugees to heroes.
worship, hope, and refuge, where the magical Heart of
the Sun crystal shone brightly, protecting the city from When dark forces threatened the city and the Heart of the
darkness and evil. This was where the tale of High Sun, the trio stood firm against the tide of evil, their
Priestess Nala Sunmane and the Xia siblings, Kaito and unwavering bond shining as brightly as the crystal they
Mei Lin, began. swore to protect. They fought side by side, their combined
strength driving back the shadows that sought to consume
Nala, Kaito, and Mei Lin were inseparable since Kamara City.
child-hood. Despite their differences, the three children
grew up together as equals in the Sun Temple of Solaria. As the years went by, the legend of High Priestess Nala
Nala was a bright and dedicated acolyte, destined to Sunmane and the Xia siblings, Kaito and Mei Lin, spread
become a high priestess one day, while Kaito and Mei far and wide. Their story, a testament to the power of
Lin were Xia refugees who had fled their homeland with friendship, equality, and courage, became a beacon of hope
their family to find a better life in Kamara City. for the people of Kamara City and beyond.

As they grew older, the bond between them only And so, in the hallowed halls of the Sun Temple, with the
strengthened. Nala, Kaito, and Mei Lin spent countless Heart of the Sun crystal shining bright, Nala, Kai to, and
hours learning the ways of the temple, practicing their Mei Lin stood watch over their beloved city, their bond and
combat skills, and sharing their dreams for the future. shared purpose a reminder to all that the light of
They vowed to protect the Heart of the Sun crystal, friendship and unity can overcome even the darkest of
dedicating their lives to the service of the people and the times.
temple.

Kaito and Mei Lin faced many challenges as Xia


refugees in Kamara City. However, with Nala's
unwavering support and friendship, they became pillars
of the Jade Blossom District. The Xia siblings earned the
admiration and respect of their community through hard
work, determination, and their innate celestial abilities.

Nala, now a revered High Priestess, continued to


nurture and guide the Xia siblings as they honed their
skills and powers. Kaito became an exceptional warrior,
wielding his radiant longsword with precision and grace,
while Mei Lin blossomed into a powerful tempest cleric,
mastering the art of manipulating celestial energy.

Together, Nala, Kaito, and Mei Lin formed an


unbreakable trio, each playing a crucial role in the
protection of the Heart of the Sun crystal. The people of

96
Nala Sunmane
High Priestess Nala Sunmane is a revered and
compassionate spiritual leader in the Kingdom of
Kamara, known for her flowing golden hair and serene
presence. As a devoted follower of the Sun Goddess
Solaria, she is a powerful healer, using her divine
connection to cure the sick and comfort the suffering.
Nala's wisdom and insight make her a beloved figure
among the Leonin, Tabaxi, Xia, and Kamaran people,
who look to her for guidance in matters both spiritual
and mundane. A trusted advisor to King Zane, High
Priestess Nala Sunmane is a tireless advocate for
peace and justice, working diligently to ensure
harmony and prosperity within the kingdom.

-~·····
,.
,,

-......
z: _ .. , ,
,,.

High Priestess N ala Sunmane • Cantrips (at will): Guidance, Light, Sacred Flame,
Medium humanoid (Human), leutral good Thaumaturgy
Armor Class: 17 (Half plate armor) • 1st level (4 slots): Burning Hands, Cure Wounds, Faerie Fire,
Hit Points:75 (1od8 + 30) Sanctuary
Speed: 30 ft • 2nd level (3 slots): Continual Flame, Flaming Sphere, Lesser
Restoration, Scorching Ray
• 3rd level (3 slots): Daylight, Dispel Magic, Mass Healing
Word, Searing Smite
• 4th level (3 slots): Fire Shield, Guardian of Faith, Wall of Fire
• 5th level (2 slots): Flame Strike, Greater Restoration

SavingThrows: Wisdom +8, Charisma +7 Channel Divinity (2/rest): Turn Undead, Radiant Rebuke
Skills: Insight +8, Medicine +8, Persuasion +7, Religion +6 • Turn Undead: As an action, Nala can force all undead
Damage Resistances:Radiant creatures within 30 feet to make a DC 15Wisdom saving throw.
Senses:Passive Perception 14 If they fail, they are turned for 1 minute or until they take
Languages:Common, Celestial, Xia, Leonin, Tabaxi damage. If they have a CR of1/2 or lower, they are instantly
Challenge Rating:8 {3,900 XP) destroyed.
• Nala's Radiant Rebuke:As an action, Nala presents her holy
Solaria'sChosen: Nala has advantage on saving throws
symbol, and any hostile creature within 30 feet that can see her
against being charmed, and magic can't put her to sleep.
must make a Constitution saving throw (DC 16) or be blinded
for 1 minute. A creature can repeat the saving throw at the end
Aura of Purity: Nala emanates a 10-foot-radius aura of
of each of its turns, ending the effect on itself on a success.
sunlight while she is conscious. This aura moves with her and
is centered on her. Allied creatures within the aura have
Divine Domain: Sun
advantage on saving throws against being blinded, and any
• Disciple of the Sun: Whenever Nala uses a spell of 1st level or
hostile creature that starts its turn within the aura takes 1d6
higher to deal fire damage or heal, the spell deals an additional
radiant damage.
amount of radiant damage or healing equal to 2 + the spell's
level.
Actions
• Sun's Blessing:Nala's healing spells also grant temporary hit
Mace: Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
points equal to her Wisdom modifier (4) to the target, which
Hit: 4 (1d6 + 1) bludgeoning damage.
last for 1 minute.

Spell Casting: High Priestess Nala Sunmane is a 10th-level


High Priestess Nala Sunmane is a powerful cleric dedicated to
spellcaster. Her spellcasting ability is Wisdom (spell save DC
the worship of the Sun Goddess Solaria. Her deep connection
16, +8 to hit with spell attacks). She has the following cleric
to Solaria allows her to channel divine power, invoking the sun's
spells prepared:
radiance to heal and protect her allies, while smiting her
enemies with searing flames and blinding light

97.
Kaito Xia
Kaito Xia is a noble and courageous Paladin of Solaria,
standing tall and muscular with long black hair and
piercing brown eyes. Clad in gleaming armor, he
embodies the spirit of a true warrior. Raised in the Sun
Temple, Kaito honed his combat skills and learned to
channel divine powers to smite his enemies and protect
his allies. Skilled in both longsword and hand-to-hand
combat, his devotion to Solaria grants him inner peace
and unwavering strength.

Though known for his bravery,


Kaito is a kind and gentle soul
with a deep love for his sister
Mei Lin and his childhood
friend, Nata Sunmane.
Respected by the Sun
Temple's priests and i
priestesses, he is a sought-
after ally and advisor for
King Zane Leonheart. Kaito
exemplifies the essence of a
Paladin of Solaria, continuing
to serve the Sun Goddess with
honor and devotion for years
to come.

., -~. ~
.
.._,.- ~ . -
_.;:-1 ~"S:::..- -- _,!_

Kaito Xia
Radiant Smite: Once per turn, Kaito can empower his
Medium humanoid (Xia celestial),lawfulgood
longsword with radiant energy. When he hits with a longsword
Armor Class: 18 (plate armor)
attack, he can expend a spell slot to deal radiant damage to the
Hit Points: 75 (1od8 + 30)
target, in addition to the weapon's damage. The extra damage
Speed: 30 ft.
is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level
higher than 1st, to a maximum of5d8.

Sunburst: Kaito can use an action to unleash a radiant sunburst


from his palm. All creatures within a 15-foot cone must make a
DC 15 Dexterity saving throw. On a failed save, a creature takes
Saving Throws: Wis +5, Cha +7 18 (4d8) radiant damage and is blinded until the end of its next
Skills: Athletics +7, Insight +5, Perception +5, Persuasion +7 turn. On a successful save, a creature takes half as much
Damage Resistances: Radiant damage and is not blinded.
Senses: Passive Perception 15
Languages: Common, Xia Healing Touch (2/Day): Kaito can use an action to touch a
Challenge Rating: 6 (2,300 XP) creature and restore hit points to it. The target regains 20 (4d8
+ 2) hit points.
Solaria's Chosen: Kaito has advantage on saving throws
against being charmed, and magic can't put him to sleep.
Reactions
Aura of Radiance: Allies within 10 feet of Kaito have advantage Shield of Solaria: When Kaito or an ally within 10 feet of him is
on saving throws against being frightened or charmed. hit by an attack, he can use his reaction to grant a +2 bonus to
the target's Armor Class against the attack, potentially causing
Spellcasting: Kaito is a 5th-level spellcaster. His spellcasting it to miss.
ability is Charisma (spell save DC 15,+7 to hit with spell
attacks). Kaito has the following paladin spells prepared: Special
Tiger Zodiac (1/Long Rest): Kaito's Tiger Zodiac power allows
• 1st level (4 slots): Cure Wounds, Divine Favor, Shield of Faith him to regain hit points equal to his level+ his Strength
• 2nd level (2 slots): Branding Smite, Lesser Restoration, Zone modifier when he reduces a creature too hit points with a
of Truth melee weapon attack.

Actions
Longsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4)
slashing damage if used with two hands.

98
Mei Lin Xia
Mei Lin Xia is a graceful and radiant Tempest Cleric of
Solaria, adorned with gleaming white armor accented
with gold elements that symbolize her divine
connection. Her long white hair is tied up in a bun,
decorated with sacred symbols of the Sun. Fearless in
battle, she channels the power of the sun to smite
enemies and protect her allies, earning the respect and
admiration of those around her. Despite her fearsome
abilities, Mei Lin is a kind and gentle soul, always eager
to help those in need. Her devotion to Solaria is
unwavering, and her presence serves as a beacon of
hope and inspiration for her fellow followers. She
enjoys exploring the vibrant marketplaces of Kamara
City and spending time with her best friend, High
Priestess Nala Sunmane, and her beloved lions, Sunny
and Moon. Mei Lin's dedication to Solaria and her
compassionate nature make her a shining example of
what it means to be a Tempest Cleric.

Mei Lin Xia • 2nd level (3 slots): Lesser Restoration, Prayer of Healing,
Medium humanoid (Xia Celestial), neutral good Spiritual Weapon
Armor Class: 16 (scale mail) • 3rd level (3 slots): Remove Curse, Daylight, Revivify
Hit Points: 60 (9d8 + 18) • 4th level (3 slots): Banishment, Freedom of Movement,
Speed: 30 ft. Guardian of Faith
• 5th level (1 slot): Flame Strike

Channel Divinity (2/Rest):


• Turn Undead: As an action, Mei Lin can force all undead
creatures within 30 feet to make a DC 15Wisdom saving throw.
If they fail, they are turned for 1 minute or until they take
Saving Throws: Wis +7, Cha +6
damage. If they have a CR of1/2 or lower, they are instantly
Skills: Insight +7, Medicine +7, Persuasion +6, Religion +5
Damage Resistances: Radiant
destroyed.
• Radiant Rebuke: As a reaction, Mei Lin can channel Solaria's
Senses: Passive Perception 14
divine energy to protect herself or an ally within 30 feet. The
Languages: Common, Xia
target gains resistance to all damage types until the end of
Challenge Rating: 6 {2,300 XP)
their next turn.
Solaria's Chosen: Mei Lin has advantage on saving throws
against being charmed, and magic can't put her to sleep. Radiant Aura (1/Day): As an action, Mei Lin can emit a
30-foot-radius aura of radiant energy that lasts for 1 minute.
Divine Emissary: Mei Lin can use her action to communicate Friendly creatures within the aura gain a +2 bonus to their AC
with Solaria, asking for guidance on a specific topic or seeking and saving throws, and they regain 5 hit points at the start of
help in a dire situation. The response is at the DM's discretion each of their turns. Once the aura ends, Mei Lin is exhausted
and can manifest as visions, dreams, or direct messages. until she completes a long rest.

Actions Special
Mace: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Dragon Zodiac (1/Long Rest): Mei Lin's Dragon's Breath ability
Hit: 4 (1d6 + 1) bludgeoning damage. enables her to breathe a 15-foot cone of radiant energy.
Creatures in the area must make a Dexterity saving throw or
Spellcasting: Mei Lin is a 9th-level spellcaster. Her take 3d6 radiant damage.
spellcasting ability is Wisdom (spell save DC 15,+7 to hit with
spell attacks). Mei Lin has the following cleric spells prepared:

• Cantrips (at will): Guidance, Light, Mending, Sacred Flame


• 1st level (4 slots): Bless, Cure Wounds, Guiding Bolt, Shield
of Faith
99
Zhu Pang
Zhu Pang is a small were-boar Xia Celestial Guardian,
standing at only 4 feet tall with the appearance of a
pig-humanoid. His skin is covered in a fine layer of
bristles, and his eyes gleam with intelligence and
determination. He wears simple clothing made from
natural materials, adorned with symbols and trinkets
representing his connection to the celestial realm and
the Zodiac Beasts.

Born into a lineage of Xia Celestial Guardians, Zhu


Pang was destined to protect the exotic celestial beasts
and animals that roam the world. His family has long
been revered for their ability to communicate with and
protect these rare creatures, and Zhu Pang was no
exception.

As a child, he showed an uncanny ability to understand


and connect with animals, particularly those of the
Zodiac Beasts. Under the tutelage of his elders, Zhu
Pang learned to harness the power of his Pig Zodiac,
becoming a skilled hunter and beast master.
Zhu Pang has dedicated his life to protecting the
celestial beasts, often traveling far from his homeland
to track and capture poachers who seek to hunt the
Zodiac Beasts and Zodiac Chimeras for their magical
properties. His unyielding determination and fierce
loyalty to the creatures he protects have made him a
formidable foe to those who would do them harm.

Zhu Pang Fist: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Medium humanoid (were-boar Xia celestial), neutral good 6 (1d6 + 3) bludgeoning damage.
Armor Class: 15 (natural armor)
Hit Points: 58 (9d8 + 18) Hunter's Mark (3/Day): Zhu Pang can cast Hunter's Mark as a
Speed: 30 ft. bonus action, marking a creature he can see within range. Until
the spell ends, he deals an extra 1d6 damage to the target
whenever he hits it with a weapon attack, and he has advantage
on any Wisdom (Perception) or Wisdom (Survival) check he
makes to find it. The spell lasts for 1 hour.

SavingThrows: STR +6, DEX +5, WIS +6 BeastCompanion Actions (Bao the Celestial Boar):
Skills:Animal Handling +9, Nature +4, Perception +6, Stealth Bao the Celestial Boar
+5, Survival +6 Medium celestial, unaligned
Senses:Darkvision 60 ft., passive Perception 16 Armor Class: 14 (natural armor)
Languages:Xia, Common, Tabaxi Hit Points: 40 (8d8 + 8)
Challenge Rating: 5 (1,800 XP) Speed: 40 ft.
Zodiac Power (Pig's Resilience):Zhu Pang can cast False Life
once per day. He gains temporary hit points equal to 1d4 + his
level+ his Constitution modifier.

Beast Master: Zhu Pang has a loyal Zodiac Beast companion,


which he has trained to fight alongside him in battle. His Skills: Perception +3
companion is a celestial boar named Bao, who is fiercely Senses:passive Perception 13
protective of Zhu Pang and shares his dedication to Languages:Understands Zhu Pang's languages but can't speak
protecting the rare celestial beasts. Challenge:2 (450 XP)

CelestialGuardian: Zhu Pang has advantage on Animal Charge: If Bao moves at least 20 feet straight toward a target
Handling checks when interacting with creatures of the Pig and then hits it with a tusk attack on the same turn, the target
Zodiac, as well as any other celestial beasts and Zodiac takes an extra 7 (2d6) piercing damage. If the target is a
Chimeras. creature, it must succeed on a DC 13 Strength saving throw or
be knocked prone.
Actions
Multiattack: Zhu Pang makes two attacks: one with his Actions
quarterstaff and one with his fist. Tusk: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
9 (1d10 + 3) piercing damage.
Quarterstaff: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3)
bludgeoning damage if used with two hands. 101
Aiko (Koko)
Aiko, a striking half-kitsune with vibrant red hair, hails
from the bustling city of Kuraikami in the Kingdom of
Hoshido. When in her fox form, her fur matches the
fiery hue of her hair, making her stand out among her
kind. Recently, Aiko arrived in Kamara City by boat,
accompanying a group of Hoshidan refugees seeking a
new life away from turmoil in their homeland. As they
settle into the Jade Blossom District, Aiko has taken it
upon herself to explore the bustling streets of Kamara
City.

Her keen eyes and innate curiosity lead her to discover


hidden alleys, vibrant marketplaces, and intriguing
locales within the city. Aiko's background in deception
and stealth, combined with her shapeshifting abilities,
make it easy for her to blend in with the diverse
population of Kamara. As she navigates the city's
complex social landscape, Aiko's experience and
cunning prove invaluable in helping her fellow
Hoshidan refugees adapt to their new surroundings.
Despite the challenges that come with starting anew in
a foreign land, Aiko's connection to her heritage and
her newfound home in the Jade Blossom District
provide her with the resilience and determination to
thrive in Kamara City.

Aiko of both. Her statistics are the same in each form, and she
Medium humanoid (Kitsune), chaotic neutral reverts to her true form if she dies. Any equipment she is
Armor Class: 15 (Leather armor) wearing or carrying is absorbed or borne by the new form
Hit Points: 58 (9d8 + 18) (Aiko's choice). In a new form, Aiko retains all her skill and
Speed: 30 ft. saving throw proficiencies, in addition to gaining those of the
creature if the creature has any.

Magic Resistance:Aiko has advantage on saving throws against


spells and other magical effects.

SavingThrows: DEX +6, CHA +7


Actions
Multiattack: In her true form, Aiko makes two attacks: one with
Skills:Acrobatics +6, Deception +7, Perception +4, Stealth +6
her short sword and one with her bite.
Senses:Darkvision 60 ft., Passive Perception 14
Languages:Common, Hoshidan, Sylvan
Shortsword:Melee Weapon Attack: +6 to hit, reach 5 ft., one
Challenge Rating:5 (1,800 XP)
target. Hit: 6 (1d6 + 3) piercing damage.
Innate Spellcasting:Aiko's innate spellcasting ability is
Charisma (spell save DC 15,+7 to hit with spell attacks). She Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
can innately cast the following spells, requiring no material 5 (1d4 + 3) piercing damage.
components:
Aiko is a talented and cunning half-kitsune shapeshifter hailing
•Atwill: Dancing Lights, Minor Illusion from the bustling city of Kuraikami in the Kingdom of Hoshido.
• 3/day each: Charm Person, Invisibility (self only) She was raised among a secret society of fox spirit shape-
• 1/day: Suggestion shifters and has honed her skills in deception and stealth.
Aiko's innate magic allows her to cast various spells to aid her
Shapechanger:Aiko can use her action to polymorph into a in her endeavors, while her shapechanging ability enables her
fox, a humanoid, or back into her true form, which is a hybrid to seamlessly blend into any environment.
102
Arcturos
Arcturos is a respected and seasoned veteran guard of
the Storm Lions unit within the Kamaran military of
Kamara City. He serves King Zane Leonheart and
takes orders from Lord Marcus Goldenclaw. Adorned
with golden hair and battle scars, Arcturos has been a
loyal servant to the Kamara military for many years.

As the head of the Training Grounds at the Kamara


Guard Barracks, Arcturos is responsible for mentoring
the younger soldiers and ensuring the highest
standards of discipline and combat skills are
maintained. His wisdom and experience make him an
invaluable asset to the military and the protection of
Kamara City.

Arcturos same turn, that target must succeed on a DC 14 Strength


saving throw or be knocked prone.
Medium humanoid (leonin),lawfulgood
Armor Class: 16 (chain mail, shield)
Hit Points: 52 (8d8 + 16) Actions
Speed: 30 ft. Multiattack: The leonin guard makes two melee attacks: one
with its longsword or claws and one with its shield.

Longsword:Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 9 (1d8+5) slashing damage.

SavingThrows: STR +6, CON +4 Shield Bash: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills:Athletics +6, Perception +4 target. Hit: 7 (1d4+4) bludgeoning damage. If the target is a
Senses:passive Perception 14 creature, it must succeed on a DC 14 Strength saving throw or
Languages:Common, Leon in be pushed up to 5 feet away from the guard.
Challenge Rating:4 (1,100 XP)
Claw Attack: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d4+4) slashing damage.
Brave:The leonin guard has advantage on saving throws
against being frightened.
Reactions
Parry:The leonin guard adds 2 to its AC against one melee
Pounce: If the leonin guard moves at least 20 feet straight
attack that would hit it. To do so, the guard must see the
toward a creature and then hits it with a claw attack on the
attacker and be wielding a melee weapon.

---01111111-.-------...,,.....------tl03or----------------____J
Khajito Khatman
Khajito Khatman, a skilled and cunning Tabaxi rogue,
hails from the small town of Allari, where he was once
the heir of the Starry Moonlight Clan. At the tender age
of three, his father's terrible deeds led to conflict
among the neighboring clans, ultimately resulting in
their banishment. Khajito's father, a once-respected
leader, abandoned him and his mother in the wake of
their exile.

Left with no other choice, Khajito and his mother made


their way to Rifton, hoping to start anew. Sadly, life in
Rifton proved to be challenging, as opportunities were
scarce. With his mother forced to work low-paying odd
jobs, Khajito took to the streets, learning to survive by
stealing and begging.

As a child, Khajito crossed paths with an old ex-wizard


named Casarus, who took the young Tabaxi under his
wing. Although unable to provide shelter, Casarus
taught Khajito valuable tricks and skills, sparking his
curiosity for the unknown. When Casarus passed away,
he left Khajito with the words, "Do not what is right,
but what is best."

Determined to honor his late mentor, Khajito set out on


a journey to uncover the world's mysteries and
document them. He continues to explore the world and
uncover its secrets, all while staying true to the wise
words of Casarus.

Khajito Khatman • Cantrips (at will): mage hand, minor illusion, prestidigitation
• 1st level (4 slots): disguise self, expeditious retreat, magic
Medium humanoid (tabaxi), chaotic good
missile, shield
Armor Class: 16 (studded leather)
• 2nd level (3 slots): invisibility, misty step, web
Hit Points: 85 (1od8 + 30)
• 3rd level (2 slots): counterspell, lightning bolt
Speed: 30 ft., climb 20 ft.

Actions
Multiattack: Khajito makes two weapon attacks, either with his
Moonshadow Shortsword or his Silvered Daggers.

Moonshadow (magical shortsword): Melee Weapon Attack: +8


Saving Throws: DEX +9, I NT +6
to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage
Skills: Acrobatics +9, Deception +6, Perception +5, Sleight of
plus 3 (1d6) necrotic damage if the target is in dim light or
Hand +9, Stealth +9, Arcana +6
darkness.
Senses: darkvision 60 ft., passive Perception 15
Languages: Common, Tabaxi, Thieves' Cant
Moonlight Talon (magical dagger): Melee or Ranged Weapon
Challenge Rating: 10 (5,900 XP)
Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
Feline Agility: Khajito's reflexes and agility allow him to move 7 (1d4 + 6) piercing damage.
with a burst of speed. When he moves on his turn in combat,
he can double his speed until the end of the turn. Once he Uncanny Dodge: When an attacker that Khajito can see hits him
uses this trait, he can't use it again until he moves o feet on with an attack, he can use his reaction to halve the attack's
one of his turns. damage against him.

Evasion: If Khajito is subjected to an effect that allows him to Equipment: studded leather armor, Moonshadow, Moonlight
make a Dexterity saving throw to take only half damage, he Talons (2), thieves' tools, a collection ofCasarus' old notes and
instead takes no damage ifhe succeeds on the saving throw, journals, and a simple pendant given to him by his mother.
and only half damage if he fails.

Bonus Actions
Sneak Attack (1/turn): Khajito deals an extra 24 (7d6) damage
Cunning Action: Khajito can take a bonus action to Dash,
when he hits a target with a weapon attack and has advantage
Disengage, Hide, or use the Shadow Step feature of his
on the attack roll, or when the target is within 5 feet of an ally
Moonshadow Shortsword.
of Khajito that isn't incapacitated and Khajito doesn't have
disadvantage on the attack roll.
Off.Hand Attack: When Khajito takes the Attack action and
attacks with his Moonshadow Shortsword or a Silvered Dagger,
Spellcasting: Khajito is a 10th-level spellcaster. His
he can use a bonus action to make an additional attack with his
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
off-hand Silvered Dagger. The off-hand attack doesn't add his
with spell attacks). He has the following wizard spells
Dexterity modifier to the damage roll unless that modifier is
prepared:
negative.
104
MOONSHADOW SWORD MOONLIGHT TALONS
Magical Shortsword (Very Rare) Magical Daggers (Very Rare)

• Type: Martial Melee Weapon (shortsword) • Type: Martial Melee Weapon (dagger)
• Damage: 1d6 piercing • Damage: 1d4 piercing
• Properties:Finesse, Light • Properties:Finesse, Light, Thrown (range 20/60)
• Weight: 2 lbs. • Weight: 1 lb. each
• Attunement: The wielder must be attuned to the • Attunement: The wielder must be attuned to the
Moonshadow Sword to access its magical properties. Moonlight Talons to access their magical properties.
• Shadow Step: While wielding the Moonshadow • Silvered:These daggers are coated in silver, making them
Shortsword, the attuned user can use a bonus action to effective against creatures that are resistant or immune to
teleport up to 30 feet to an unoccupied space they can see, nonmagical weapons.
provided that space is in dim light or darkness. This ability • Lunar Blessing:While attuned to the Moonlight Talons,
can be used a number of times equal to the user's the wielder gains a +1 bonus to attack rolls and damage
Dexterity modifier (minimum of1), and all expended uses rolls made with these weapons.
are restored after a long rest. • Crescent Dance: When the wielder makes an attack using
• Silent Strike:Attacks made with the Moons had ow a Moonlight Talon, they can make an additional attack with
Shortsword are imbued with an aura of silence, granting the second Moonlight Talon as a bonus action. This
advantage on Dexterity (Stealth) checks made while additional attack does not add the wielder's ability
wielding this weapon. Additionally, the weapon produces modifier to the damage roll, unless it is negative.
no sound when it strikes an object or creature. • Shadowstep:As a bonus action, the wielder can teleport
• Night Hunter: The Moonshadow Shortsword grants a +1 up to 30 feet to an unoccupied space they can see. This
bonus to attack and damage rolls made with this weapon. ability can be used once per short or long rest.
When you hit a creature with this weapon in dim light or
darkness, the target takes an additional 1d6 necrotic The Moonlight Talons are a pair of sleek, silvered daggers
damage. that shimmer with a faint, silvery-blue glow under the
moonlight. The daggers' blades are curved and sharp,
The Moonshadow Shortsword is a slender, elegant weapon resembling the crescent moon. Their hilts are a shiny silver
that seems to absorb the shadows around it. Its darkened which are designed to fend off attacks from nocturnal
blade goest from solid metal to almost translucent when creatures, reflecting the mysterious beauty of the night.
striking, appearing as if it is made of a mysterious, shadowy These daggers are perfect for a stealthy hunter of the night,
substance. The hilt features a cross-guard shaped like a allowing the wielder to dance through the shadows and
crescent moon, with a silver grip and sharp pommel . As strike with deadly precision.
the wielder moves through the darkness, the sword seems
to become one with the shadows, granting them the ability
to step between realms of light and darkness with ease. The
blade's silent, necrotic strikes are feared by many who lurk
in the darkness.

105
Raito's Requiem: The
Exiled Kitsune Bard
Raito, formerly known as Yami, stood on the outskirts of .
Kamara City, his heart heavy with the weight of his past.
The bright lights and bustling streets before him offered
the promise of a fresh start, but the shadows of his
former life in the Hoshido Kingdom still haunted him.

Back in Hoshido, he had been consumed by the desire


to become a Demon Slayer. He had trained tirelessly,
pushing his body and mind to the limit in pursuit of his
goal. But despite his best efforts, he had never been
good enough to join the ranks of the elite warriors.
Mocked and ridiculed by his peers, Yami had reached a
breaking point.

In a desperate act to prove his worth, Yami had


attempted to steal a sacred Demon Slayer sword from
the kingdom's armory. But fate had been cruel, and he
was caught by the guards, his crime quickly discovered.
Yami's trial had been swift and harsh. Branded a
criminal and exiled from Hoshido, he had become a
pariah, his name synonymous with betrayal and
dishonor.

As Yami was taken away, he tapped into his latent fox


abilities to escape his captors. He transformed into a
fox, slipping away into the shadows and leaving the life
he had known behind.
Upon arriving in Kamara City, Raito was overwhelmed
It was then that Yami decided to seek out his cousin by the sheer scale of the metropolis. He struggled to find
Aiko, who had left Hoshido years earlier to find her own his cousin in the bustling crowds, his search seemingly
path in Kamara City. They had been close as children, fruitless. Desperate for money to survive, Raito began
but time and distance had caused them to drift apart. performing on the streets, using his magic and
Despite this, Yami knew that if anyone could help him acrobatics to draw in passersby and earn a few coins.
start anew, it would be Aiko.
Despite the challenges, Raito refused to give up. He
Adopting the name Raito to hide his true identity, he continued to search for Aiko, determined to find his
embarked on the long and treacherous journey across long-lost cousin and build a new life for himself in
the Grand Blue Ocean. His days were filled with Kamara City. He knew that his journey would not be
uncertainty and hardship, but the thought of reuniting easy, but he was prepared to face whatever obstacles lay
with Aiko and finding redemption in Kamara City kept ahead, driven by the hope of redemption and a future
him going. free from the shadows of his past.

107
Guardian Abbaros: The
Moonlit Def ender
In the heart of the Jade Blossom District, a fierce and
loyal guardian stood watch, his white fur gleaming
under the moonlight. Abbaros, the Leonin dynasty
guardian of Kamara City, was a warrior of unmatched
prowess. Adorned with a small, black crescent moon
shape cradling his right eye, a birthmark that altered the
color of his fur, Abbaros's gaze was as piercing as it was
striking.

His well-kept white mane framed his face, with a small


braid hanging from his right cheek, symbolizing his
commitment to the kingdom. Abbaros's eyes, a
mesmerizing blend of light blue and glints of gold,
reflected the resplendence of his armor. Clad in gold
chain mail that protected his torso and upper thighs, he
bore the insignia of King Zane Leon heart on his belt
buckle and kite shield, the latter held steadfastly in his
left hand.

In his right hand, Abbaros wielded a double-bladed


scimitar, a formidable weapon that sang through the air
as he struck down his foes. Hidden beneath his armor, a
large scar stretched from the top of his right chest to the
lower left of his abdomen, a testament to the battles he
had fought and survived.

Under the tutelage of the wise and skilled Master


Shelldon, known as Sifu Gui Dun to the Xia people and
"The Unbreakable Shield," Abbaros learned the art of
the Xia Kingdom Dynasty Guardians. His unique blend
of Leonin heritage and Xia Tortle teachings made him
an unparalleled defender, fiercely loyal to King Zane
Leonheart and the people of Kamara City.

Once a proud member of the Kamara Storm Lions,


Abbaros had since been handpicked by Lord Marcus
Goldenclaw for a special task force, entrusted with the
protection of the city from the ever-growing threats that
lurked within. As he stood watch, the Moonlit Defender's
resolve remained unbreakable, his heart dedicated to
the safety and prosperity of his beloved kingdom.

108
The Monkey Kid: Jin's
Journey to Glory and
Enlightenment
Jingwei Zhang, better known as Jin, strode through the, - ,
bustling streets of Kamara City's Jade Blossom District,
her eyes gleaming with excitement and ambition. The
Xia Celestial and youngest member of the prestigious
Zhang family had a fiery spirit, fueled by her belligerent
and prideful nature.

Despite her family's embarrassment,Jin's potential did


not go unnoticed. The Monks of Sun Wukong, captivated
by her raw talent, offered to train her in the ancient art
of discipline and combat. Jin accepted, but her
admiration for Sun Wukong and her desire to become
the next Monkey King pushed her to walk a path of
glory-seeking and adventure.

Jin's insatiable appetite for excitement eventually led her


to the infamous Fighter's Pit. Sneaking through the
shadows of Kamara City's Undercity,Jin entered the
brutal arena, her heart pounding with anticipation. Fight
after fight, she emerged victorious, earning the
nickname "The Money Kid" among her growing fan
base.Jin preferred "The Monkey Kid," honoring the
legendary Monkey King who inspired her journey.

AsJin's fame grew, she maintained her double life, her Through introspection and meditation,
family and the Monks of Sun Wukong unaware of her Jin found a balance between her fiery
nightly escapades. Jin's thirst for glory was matched only spirit and the tranquility of her _:( "
by her generosity, as she secretly donated her winnings newfound wisdom. She began ---.v
/ ,
to the impoverished denizens of the Undercity. She to use her skills to protect the ((i ~
believed this act of charity aligned with the noble deeds innocent and defend the weak, ~-
of Sun Wukong, and it further fueled her ambition to upholding the values that
follow in his footsteps. Sun Wukong himself had
championed.
Jin discovered that the true path to becoming the
Monkey King lay not solely in her physical prowess or In time,Jin hopes to earn the
her elemental mastery, but in her heart. She had to learn title of "The Monkey Kid," her
to temper her belligerent nature and embrace the deeds and accomplishments
wisdom and humility embodied by Sun Wukong. echoing the legendary Monkey
King's own.

109
Creed: The Serpentstride·
Born in the depths of the Serpent's Coil, a hidden Yuan-ti-
enclave deep within the jungles of Etheria, Creed was a,, -·
peculiar specimen from the moment of his hatching.
Standing out from the rest of his kin, he had an
imposing stature, muscular build, and vibrant patterned •
green scales. While his family was proud of his unique
appearance, they could not have anticipated the
incredible destiny that awaited him.

As Creed grew older, his natural affinity for movement


and acrobatics quickly became apparent. While other
Yuan-ti focused on mastering the art of poison and
deception, Creed took to the path of the martial arts,
fueled by his innate passion for combat and the thrill of
the fight. Training under an enigmatic snake-like mollf 1 •
named Seraphis, he honed his skills to perfection, _
embracing the fluid and agile style of capoeira and •
combining it with his natural strength and dexterity.

Through rigorous training, Creed mastered the


breakdancing style art of capoeria, using his snake-like
agility and powerful muscles to perform breathtaking
stunts and acrobatic feats. His shimmering green scales
would flare and create mesmerizing patterns as he
danced, taunting and bewildering his opponents before
striking with devastating force. The combination of his
physical prowess and martial arts mastery earned him
the nickname "Creed" among his peers. secluded spots, deepening his
connection to his inner self and
Eventually, the confines of the Serpent's Coil began to seeking the wisdom to guide
feel restrictive, and Creed yearned to venture out into the him on his path.
world. Seeking to test his might and discover his true
purpose, he set out on a journey that would ultimately As a champion of Kamara City and a
lead him to Kamara City. In this bustling metropolis, living testament to the power of
Creed found a new home, where he could continue to perseverance and self-discovery,
refine his skills and aid the people who welcomed him Creed the Yuan-ti Monk stands
with open arms. as an inspiring figure, ready to
leap into action at a moment's
Now, Creed spends his days traversing the city and notice and defend the city he has
seeking out adventures that challenge his strength and come to call home.
agility. When he is not fighting or performing daring
acrobatic feats, he can often be found meditating in

110
Yamato's Journey: A
Tale of Sun and Moon
Yamato, a young adult white-fur Tabaxi, is a unique
Moonwalker domain cleric who devoutly worships both .
the Sun Goddess Solaria and the lesser Moon goddess ': "'
Selenea. Raised within the hallowed halls of the Temple •
of the Luminous Veil, Yamato has known a life of
devotion and sheltered seclusion. As the daughter of two
high-ranking priests and the youngest of three siblings,
she has been lovingly protected by her family.

Her older brothers, both accomplished clerics


themselves, have always encouraged Yamato to dedicate
herself to the temple and its teachings. However, the
more she immersed herself in the sacred texts, the more
she found herself drawn to stories of adventure and
exploration. The tales of brave heroes venturing into the
unknown to discover lost artifacts and face formidable
foes stirred a longing within her to see the world beyond
the temple walls.

Although Yamato's parents and siblings were adamant


about her remaining within the safety of the temple, her
curiosity and desire to help others only grew stronger.
Her mentor, High Priest Corvus Silvermane, a Moon
Leohuman, recognized the passion and potential within
her and began to teach her the ways of the Moonwalker
domain, focusing on the balance between the divine
powers of Solaria and Selenea.
the world, leaving the safety and
comfort of the Temple of the
Yamato's life at the Temple of the Luminous Veil has left
Luminous Veil behind in
her quite innocent and naive. She speaks in simple
search of new friends,
sentences, preferring to convey her thoughts with pure
experiences, and a
and uncomplicated words. Her trusting nature, however,
destiny that extends far
often leads her to believe almost everything she hears,
beyond its sacred walls.
making her exceptionally gullible. Despite her naivety,
Yamato possesses a kind and compassionate heart,
always eager to lend a hand to those in need.

As Yamato's skills and knowledge of the Moonwalker t


domain grow, so too does her determination to embark
on a grand adventure. Guided by her unwavering faith in
Solaria and Selenea and her innate desire to help
others, she dreams of the day she will finally set out into
111
Corvus Silverniane: The
Moon's Champion
In the heart of Kamara City, amidst the bustling streets
and towering spires, stood the Temple of the Luminous
Veil. This ancient shrine, a resplendent testament to the
power and grace of the moon goddess Selenea, served
as a sanctuary for her followers and a place of worship •
for the city's residents. Its high priest was a Moon
Leohuman named Corvus Silvermane, a revered warrior
and cleric of the Moonwalker Domain.

Corvus was known for his silver mane that glimmered


under the moonlight, with glowing amber eyes that look
like small suns against his pale complexion. He had a
calm and enigmatic demeanor, moving gracefully
through the temple, tending to its sacred rituals and the
needs of the faithful.

One fateful night, as the full moon cast its radiant light
upon Kamara City, a malevolent force stirred within the
shadows. A cabal of dark sorcerers sought to harness
the power of the full moon to unleash a devastating
curse upon the city, plunging it into eternal darkness.
Sensing the gathering darkness, Corvus felt a sudden As the battle raged on, Corvus Silvermane fought with
urgency in his heart, compelling him to defend the the skill and grace of a seasoned warrior. His radiant
temple and the city from the impending doom. moonbeams scorched the shadowy creatures, his spells
cursed the wicked, and his very presence filled the
As the sorcerers began their dark incantations, Corvus, hearts of his allies with courage and resolve. With every
accompanied by a group of Moonwalker acolytes, swing of his sacred mace, he struck down the forces of
ventured forth into the heart of the city. The shadows darkness, never faltering in his devotion to Selenea and
seemed to writhe and twist around them, as the the protection of Kamara City.
sorcerers' spell grew in power. The Moonwalkers used
their innate connection to the lunar energies to trace the Finally, as the last of the dark sorcerers fell, the shadows
source of the dark magic, leading them to the sorcerers' receded, and the moon's light returned to its full
hidden lair. brilliance. The city was saved, and its people rejoiced in
the knowledge that the Temple of the Luminous Veil and
Upon their arrival, the Moonwalkers found themselves its Moonwalker protectors would continue to stand
facing an army of shadowy creatures, conjured forth by vigilant against the darkness.
the dark sorcerers. With a determined gaze, Corvus
raised his holy symbol to the sky, calling upon the power From that day forward, Corvus Silvermane's name
of Selenea to aid them in their battle. A brilliant wave of became a legend throughout Kamara City. His brave
moonlight washed over the battlefield, illuminating the actions earned him the title "The Moon's Champion,"
darkness and empowering the Moonwalkers with and his story served as a shining example of the power
Selenea's celestial strength. and grace of Selenea's Moonwalker clerics.
112
Pig-Snake Zodfac Chimera
The Pig-Snake Zodiac Chimera is an unusual creature Despite its fearsome appearance, the Pig-Snake Zodiac
that combines the traits of a boar and a snake. Its Chimera is generally a solitary creature, preferring to
robust, muscular body is covered in thick snake scales, dwell in marshy or wooded environments where it can
providing it with impressive resilience. Its most striking hide and hunt with ease. Its lair is often concealed in
feature, however, is its large venomous tusks that dense foliage or a hidden burrow, allowing it to remain
protrude from its boar-like snout. undisturbed as it rests or raises its young.

This Chimera is a fearsome opponent, capable of Encounters with the Pig-Snake Zodiac Chimera can be
charging at its prey with incredible speed and force. Its highly dangerous, as its powerful charge and venomous
venomous tusks are highly dangerous, delivering a tusks make it a formidable adversary. The creature's
potent toxin that can incapacitate or even kill its target. unique combination of boar and snake traits has made
The Pig-Snake Zodiac Chimera is an adept swimmer, jt a creature of legend, a testament to the incredible
utilizing its snake-like attributes to swiftly navigate diversity of the Zodiac Celestial Beasts.
through water.

Pig-Snake Zodiac Chimera


Medium Monstrosity(Celestialbeast), Unaligned
Armor Class: 14 (natural armor)
Hit Points:38 (7d8 + 7)
Speed: 30 ft., swim 20 ft.

SavingThrows: STR +4, CON +3


Skills: Perception +2
Senses:Darkvision 60 ft., passive Perception 12
Languages:Understands Celestial but can't speak
Challenge Rating:2 (450 XP)

Pig-SnakeScales:The Pig-Snake Zodiac Chimera's tough


snake scale hide grants it resistance to bludgeoning damage.

Charge: If the Chimera moves at least 20 feet straight toward


a target and then hits it with a tusk attack on the same turn,
the target takes an extra 5 (2d4) piercing damage.

VenomousTusks:When the Chimera hits a creature with its


tusk attack, the target must make a DC 12 Constitution saving
throw, taking 10 (3d6) poison damage on a failed save, or half
as much damage on a successful one.

Actions
Tusk: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage plus 10 (3d6) poison
damage on a failed DC 12 Constitution saving throw.

, .
Tiger-Ox-Dragon Zodiac
Chimera
The Tiger-Ox Dragon Chimera is a rare and elusive
creature, combining the ferocity and stealth of a tiger,
the raw strength and resilience of an ox, and the
elemental power of a dragon. Its large, muscular body
is covered in a mixture of striped fur and thick, ox-like
hide, while its tiger-like head sports a pair of curved
horns reminiscent of an ox. The creature's back is
adorned with a row of dragon-like spines that run down
its spine, culminating in a powerful, whip-like tail.

These Chimeras are highly sought after by poachers


and collectors due to their rarity and the potent
magical properties of their body parts, which can be
used as ingredients in powerful potions, enchantments,
and rituals. The unique combination of traits from the
tiger, ox, and dragon makes this Chimera a formidable
opponent, capable of swift and deadly attacks as well as
devastating breath attacks that can scorch an entire
battlefield.

The Tiger-Ox Dragon Chimera is a fiercely territorial


creature, preferring to reside in remote, rugged
environments such as dense forests, mountainous
regions, and even volcanic areas. Despite their
fearsome appearance and abilities, these Chimeras are
generally solitary and will avoid contact with other
creatures unless threatened or provoked.

Their lairs are often hidden in secluded caves or deep Adventurers and hunters seeking to capture or defeat a
within the heart of a dense forest, where they can Tiger-Ox Dragon Chimera must be prepared for a
maintain their privacy and protect their territory. When challenging and dangerous encounter. The creature's
confronted, these Chimeras exhibit a level of cunning unique combination of strength, agility, and elemental
and tactical intelligence that belies their bestial power make it a deadly adversary, and its rarity means
appearance, often stalking and ambushing their prey that few who face it will have had any experience
with the patience of a tiger and the raw power of an ox. dealing with such a creature before.

Tiger-Ox-Dragon Zodiac Chimera Goring Charge: If the Chimera moves at least 20 feet straight
LargeMonstrosity(Celestialbeast), Unaligned toward a target and then hits it with a horn attack on the same
Armor Class: 16 (natural armor) turn, the target takes an extra 9 (2d8) piercing damage.
Hit Points: 153 (18d10 + 54)
Speed: 40 ft., climb 30 ft. Actions
Multiattack: The Chimera makes three attacks: one with its bite,
one with its claws, and one with its horns.

Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
15 (2d8 + 6) piercing damage.
Saving Throws: STR +9, CON +6, WIS +5
Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Skills: Athletics +9, Perception +5, Stealth +5
Hit: 13 (2d6 + 6) slashing damage.
Senses: Darkvision 60 ft., passive Perception 15
Languages: Understands Celestial but can't speak
Horns: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Challenge Rating: 9 (5,000 XP)
Hit: 17 (2d10 + 6) piercing damage.
Pounce: If the Chimera moves at least 20 feet straight toward
a creature and then hits it with a claw attack on the same turn, Breath Weapon (Recharge 5-6): The Chimera exhales a 40-foot
that target must succeed on a DC 17 Strength saving throw or cone of searing flames. Each creature in the area must make a
be knocked prone. If the target is prone, the Chimera can DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a
make one bite attack against it as a bonus action. failed save, or half as much damage on a successful one.
Jiangshi
Jiangshi, also known as Xia hopping vampires, are
reanimated corpses from the Xia Kingdom that have
managed to infiltrate Kamara City. These undead
creatures, with their stiff limbs and pale, deathly visage,
are a terrifying sight to behold. They are known to
move by hopping, giving them an eerie and unsettling
presence. Jiangshi feed on the life essence of living
beings, draining their victims through a chilling kiss.
Possessing supernatural abilities such as regeneration
and spider climbing,Jiangshi are a deadly foe that
should not be underestimated. Their connection to the
Xia Kingdom's dark magic and the consequences of
their arrival in Kamara City are still shrouded in
mystery.

Jiangshi running water. If the Jiangshi takes radiant damage or damage


Medium undead, chaotic evil from holy water, this trait doesn't function at the start of the
Armor Class: 14 (natural armor) Jiangshi's next turn.
Hit Points: 52 (8d8 + 16)
Speed: 30 ft. Spider Climb: The Jiangshi can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.

Sunlight Hypersensitivity: The Jiangshi takes 20 radiant


damage when it starts its turn in sunlight. While in sunlight, it
has disadvantage on attack rolls and ability checks.
Saving Throws: WIS +2, CHA +l
Skills: Athletics +5, Stealth +4
Damage Resistances: necrotic
Actions
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Damage Immunities: poison
Hit: 9 (2d6 + 3) slashing damage. Instead of dealing damage,
Condition Immunities: charmed, exhaustion, poisoned
the Jiangshi can grapple the target (escape DC 13).
Senses: darkvision 60 ft., passive Perception 10
Languages: Xia
Draining Kiss: The Jiangshi kisses a creature charmed by it or
Challenge Rating: 3 (700 XP)
restrained by its grapple. The target must make a DC 13
Proficiency Bonus: +2 Constitution saving throw against this magic, taking 10 (3d6)
necrotic damage on a failed save, or half as much damage on a
Undead Nature: A Jiangshi doesn't require air, food, drink, or successful one. The Jiangshi regains hit points equal to the
sleep. necrotic damage dealt.

Hopping Movement: The Jiangshi moves by hopping with Charm: One humanoid the Jiangshi can see within 30 feet ofit
both legs. Difficult terrain does not slow its movement, and it must succeed on a DC 11 Wisdom saving throw or be magically
can hop across a 10-foot-wide gap without making an ability charmed for l minute. The charmed target obeys the Jiangshi's
check. commands and can't take reactions. The target can repeat the
saving throw at the end of each of its turns, ending the effect
Regeneration: The Jiangshi regenerates 5 hit points at the start on itself with a success.
of its turn ifit has at least 1 hit point and isn't in sunlight or
116
Oshikoroshi
The Awakened Yoma, Oshikoroshi was once a
respected and feared warrior who fell victim to an
ancient curse. Transformed into a monstrous being,
she has roamed the world for centuries, sating her
insatiable hunger for human flesh and spreading
misery in her wake.

In her true form, Oshikoroshi has the upper torso of a


human woman with long, flowing hair and a sinister
gaze. Her lower body is that of a massive, powerful
constrictor snake, and her neck can extend to great
lengths, allowing her to strike with her razor-
sharp fangs.

Oshikoroshi Actions
Largemonstrosity (yoma), chaotic evil Multiattack: The Yoma makes two attacks: one with her
Armor Class: 15 (natural armor) bite and one with her constrict.
Hit Points: 180 (19d10+76)
Speed: 40 ft., climb 30 ft. Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 5) piercing damage, and the target
must make a DC 16 Constitution saving throw, taking 18
(4d8) poison damage on a failed save, or half as much
damage on a successful one.

Constrict: Melee Weapon Attack: +9 to hit, reach 5 ft., one


Saving Throws: DEX+6, CON +8, WIS +7 Large or smaller creature. Hit: 15 (2d10 + 5) bludgeoning
Skills: Perception +7, Stealth +6 damage, and the target is grappled (escape DC 17). Until
Senses: darkvision 60 ft., passive Perception 17 this grapple ends, the target is restrained, and the Yoma
Languages: Common, Abyssal can't constrict another target.
Challenge Rating: 9 (5,000 XP)

Traits LegendaryActions
The Yoma can take 3 legendary actions, choosing from the
Shapechanger: The Yoma can use its action to polymorph
options below. Only one legendary action can be used at a
into a humanoid or back into her true form. Her statistics
time, and only at the end of another creature's turn. The
are the same in each form. Any equipment she is wearing
Yoma regains spent legendary actions at the start of its
or carrying is absorbed or borne by the new form.
turn.
Innate Spellcasting: The Yoma's innate spellcasting ability
• Detect: The Yoma makes a Wisdom (Perception) check.
is Charisma (spell save DC 15). She can innately cast the
• Bite Attack (Costs 2 Actions): The Yoma makes a bite
following spells, requiring no material components:
attack.
• Unsettling Presence (Costs 3 Actions): Each creature of
• At-will: disguise self, charm person
the Yoma's choice within 60 feet of her that is aware of
• 3/day: suggestion
her must succeed on a DC 15Wisdom saving throw or
• 1/day: dominate person
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
117
Shadowflame Fiend
In the Hoshido Kingdom, a dark and fearsome threat
lurks in the shadows, causing terror and destruction in
towns and villages across the land: the Shadowflame
Fiends. These large, powerful monstrosities bear
devil-like horns and are shrouded in an ominous, dark
aura. They are highly intelligent creatures that thrive
on chaos and despair, making them the perfect
adversaries for the Demon Slayers sworn to protect the
realm.

Shadowflame Fiends are drawn to the Hoshido


Kingdom's towns and villages by the energy of their
inhabitants, seeking to sow discord and destruction in
their wake. Their innate spellcasting abilities allow
them to conjure darkness and unleash powerful
fireballs, making them an especially dangerous eJ1emy
to face. Additionally, their resistance to damage from
nonmagical attacks and immunity to fire make them
difficult to defeat without the aid of specialized
weapons and magic.

The presence of a Shadowflame Fiend can create


significant unrest and panic among the people of the
Hoshido Kingdom, as these creatures are known to
target homes, businesses, and even sacred temples,
leaving devastation in their wake. Their attacks can be
swift and brutal, with many victims suffering from
severe burns and other injuries inflicted by the Fiend's
flaming bite and claws.

Shadowflame Fiend Innate Spellcasting: The Shadowflame Fiend's innate


Large monstrosity, chaotic evil spellcasting ability is Charisma (spell save DC 15,+7 to hit with
Armor Class: 16 (natural armor) spell attacks). It can innately cast the following spells, requiring
Hit Points: 195 (17d10+ 102) no material components:
Speed: 40 ft.
•Atwill: thaumaturgy
• 3/day each: darkness, hellish rebuke (3rd level)
• 1/day: fireball (5th level)

Actions
Multiattack: The Shadowflame Fiend makes three attacks: one
Saving Throws: DEX +8, CON +10, WIS +6
with its bite and two with its claws.
Skills: Perception +6, Stealth +8
Damage Resistances: Bludgeoning, Piercing, and Slashing
Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
from Nonmagical Attacks
Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.
Damage Immunities: Fire
Condition Immunities: Charmed, Frightened
Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Senses: Darkvision 120 ft., Passive Perception 16
Languages: Abyssal, Common, Infernal
Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
Challenge: 10 (5,900 XP)
Shadow Stealth: While in dim light or darkness, the
Shadowflame Fiend can take the Hide action as a bonus
action.

118
Yoma Brute: The Yoma Brute is a hulking monstrosity,
Yoma Henchmen considerably larger and more physically imposing than
Yoma Henchmen are the twisted and cursed minions the Yoma Guard. They rely on their brute strength to
who serve the powerful Awakened Yomas that turned dominate the battlefield, grappling and throwing their
them. Once humans who could not fully control their foes with ease. They are skilled in disarming
Yoma curse, they are now stuck in their monstrous themselves with a powerful throw of their greatsword,
forms, tormented and bound to the will of their creating an opening to grapple and pummel their
Awakened Yoma masters. Forced into servitude, they opponents into submission. Their sheer size and force
are armed with samurai-style weapons and armors, make them a terrifying presence on the battlefield.
making them formidable opponents for any who dare
to challenge their masters. Yoma Samurai: The Yoma Samurai is the most
intelligent and deadly of the Yoma Henchmen. Expertly
Yoma Guard: The Yoma Guard is the most common trained in the use of traditional samurai armor and
type ofYoma Henchman, fulfilling the role of sentry katanas, they combine their martial prowess with blood
and protector for their Awakened Yoma overlords. abilities, making them a lethal force to be reckoned
Their natural armor and proficiency in both melee and with. The Yoma Samurai can imbue their katanas with
ranged blood abilities make them well-rounded and blood, transforming them into deadly blood blades
versatile soldiers. They are always on high alert, ready capable of siphoning the life force from their enemies.
to draw blood from nearby wounded creatures to These elite warriors are fiercely loyal to their
replenish their own vitality and continue their Awakened Yoma masters, and they will stop at nothing
relentless defense of their masters. to ensure their masters' dominion remains
unchallenged.

Yoma Guard
Medium.fiend (yoma), lawfulevil
Armor Class:13 (natural armor}
Hit Points:33 (6d8 + 6)
Speed:30 ft.

SavingThrows: STR +4, DEX +4


Skills:Acrobatics +4, Perception +2
Senses:darkvision 60 ft., passive Perception 12
Languages:Common, Hoshidan
ChallengeRating:2 (450 XP)

Blood Replenishment(1/day):As a bonus action, the Yoma


Guard can draw blood from a nearby wounded creature within
5 feet that is not a construct or undead. The target creature
must make a DC 13 Constitution saving throw, takings (1d6 +
2) necrotic damage on a failed save, or half as much on a
successful save. The Yoma Guard regains hit points equal to
the damage dealt.

Actions
Multiattack:The Yoma Guard makes two melee attacks.

Longsword:Melee Weapon Attack: +4 to hit, reach s ft., one


target. Hit: 7 (1d8 + 2) slashing damage.

Blood Bolt: Ranged Spell Attack: +4 to hit, range 60 ft., one


target. Hit: 9 (2d8) necrotic damage.

, .
YomaBrute Yoma Samurai
Largefiend (yoma), lawfulevil Medium.fiend (yoma), lawful evil
Armor Class: 13 (natural armor) Armor Class: 16 (splint)
Hit Points:82 (11d10+ 22) Hit Points:71 (11d8 + 22)
Speed:40 ft. Speed:30 ft.

SavingThrows: STR +7, CON +5 SavingThrows: STR +6, CON +5


Skills:Athletics +7, Intimidation +2 Skills:Athletics +6, Perception +4
Senses:darkvision 60 ft., passive Perception 10 Senses:darkvision 60 ft., passive Perception 14
languages: Common, Hoshidan languages: Common, Hoshidan
Challenge Rating:4 (1,100 XP) Challenge Rating:4 (1,100 XP)
GreatswordToss:As an action, the Yoma Brute can throw Blood Blade:As a bonus action, the Yoma Samurai can
its greatsword at a creature it can see within 20 feet. The infuse its katana with its own blood, causing the blade to
Yoma Brute then becomes disarmed. Ranged Weapon glow with a sinister red hue. The next successful attack made
Attack: +7 to hit, range 20 ft., one target. Hit: 11 (2d6 + 4) with this weapon deals an additional 1d6 necrotic damage.
slashing damage.
BloodSiphon:When the Yoma Samurai deals necrotic
Grappling Brawler: If the Yoma Brute is unarmed, it has damage with its Blood Blade ability, it can choose to siphon
advantage on grapple checks. the life force from its target, healing itself for half the
amount of necrotic damage dealt.
Actions
Multiattack: The Yoma Brute makes two melee attacks. Actions
Multiattack: The Yoma Samurai makes two katana attacks.
Greatsword: Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage. Katana: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Unarmed Strike: Melee Weapon Attack: +7 to hit, reach 5 target. Hit: 8 (1d8 + 3) slashing damage.
ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
longbow: Ranged Weapon Attack: +5 to hit, range 150/600
Bonus Actions ft., one target. Hit: 7 (1d8 + 2) piercing damage.
RetrieveGreatsword: If the Yoma Brute's greatsword is
within 5 feet of it, the Yoma Brute can use a bonus action to Reactions
pick it up. Parry:The Yoma Samurai adds 2 to its AC against one melee
attack that would hit it. To do so, the Yoma Samurai must
see the attacker and be wielding a melee weapon.

120
JADESERPENT'SFANG GOLDEN TIGER'S CLAW
Magical Longsword(Very Rare) Magical Shortsword (Very Rare)

• Type: Martial Melee Weapon (longword) • Type: Martial Melee Weapon (shortsword)
• Damage: 1d8 slashing • Damage: 1d6 slashing
• Properties:Versatile (1d10), Finesse • Properties:Finesse, Light
• Weight: 2 lbs. • Weight: 2 lbs .
• Attunement: The wielder must be attuned to the Jade • Attunement: The wielder must be attuned to the Golden
Serpent's Fang to access its magical properties. Tiger's Claw to access its magical properties.
• Serpent'sStrike:The Jade Serpent's Fang grants a +2 • Tiger's Precision:The Golden Tiger's Claw grants a +2
bonus to attack and damage rolls made with this weapon. bonus to attack and damage rolls made with this weapon.
• Serpent's Breath:The wielder can use an action to cast the • Roarof the Golden Tiger: As a bonus action, the wielder
spell Poison Spray (spell save DC 15) from the weapon. can invoke the power of the tiger, causing the blade to
After casting the spell, the wielder can't cast it again until emit a low growl that instills fear in enemies. All hostile
the next dawn. creatures within 30 feet of the wielder must succeed on a
• VenomousTouch:When the wielder deals damage with DC 15Wisdom saving throw or become frightened for 1
the jade Serpent's Fang, they can choose to deal an minute. A creature can repeat the saving throw at the end
additional 2d6 poison damage. Once this property has of each of its turns, ending the effect on itself on a
been used, it cannot be used again until the next dawn. success. Once this property has been used, it cannot be
• Serpent's Resilience:The wielder has advantage on saving used again until the next dawn.
throws against poison, and they have resistance to poison • Tiger's Agility:While wielding the Golden Tiger's Claw, the
damage. user gains a climbing speed equal to their walking speed
and can move through difficult terrain without expending
Jade Serpent's Fang is a beautifully crafted longsword, made extra movement.
entirely of an exquisite green jade. Its hilt is adorned with • Tiger's Stealth:The wielder gains advantage on Dexterity
intricate carvings of serpents, reAecting the inAuence of its (Stealth) checks when attempting to hide or move silently.
Zodiac Guardian, the Serpent. The blade is deceptively
sharp and light, allowing for swift and precise attacks. Golden Tiger's Claw is an exceptional shortsword, with its
hilt made of gleaming gold. The pommel is shaped like a
This jade weapon is one of the 12 rare weapons from the fierce tiger's head, symbolizing the strength and ferocity of
original 12 Zodiac Guardians, each weapon embodying the its namesake. The blade is razor-sharp and incredibly
essence and power of a specific guardian. The Jade lightweight, allowing for swift and deadly strikes.
Serpent's Fang represents the cunning and venomous
nature of the Serpent, one of the most enigmatic and This golden shortsword is said to have once belonged to a
dangerous guardians. legendary female Xia warrior, who used its power to
overcome insurmountable odds and protect her people.
Although it is not one of the Zodiac Guardian weapons, the
Golden Tiger's Claw remains a highly sought-after relic,
embodying the essence of the ferocious and fearless tiger.

121
SOULBOUND KATANA CASARUS' CHAOS REVOLVER
Magical Longsword(Very Rare) Magical Revolver(Very Rare)

• Type: Martial Melee Weapon (longword) • Type: Firearms Ranged Weapon (revolver)
• Damage: 1d8 slashing • Damage: 1d10 piercing
• Properties:Versatile (1d10), Finesse • Properties:Ammunition (Firearms), (Range 80/320)
• Weight: 2 lbs. • Weight: 3 lbs .
• Attunement: The wielder must be attuned to the • Attunement: The wielder must be attuned to the Chaos
Soul bound Katana to access its magical properties.Upon Revolver to access its magical properties. Upon
attunement, the wielder must roll a 1d8 attunement, the wielder gains the ability to use this revolver
to determine the blade's color and corresponding damage without needing to reload. Each time they fire the revolver,
type. Once determined, the color and damage type they must roll a 1d6 to determine the magical bullet's
become fixed for that wielder. If another character attunes damage type.
to the weapon, they must roll a 1d8 to determine their own • PreciseAim: The Chaos Revolver functions as a +2 magical
unique color and damage type. weapon, granting a +2 bonus to attack and damage rolls
• FocusedStrike:The Soulbound Katana functions as a +2 made with it.
magical weapon, granting a +2 bonus to attack and
damage rolls made with it. Bullet Damage Types
• Fire: The bullet deals an additional 1d6 fire damage on a
Attunement Colors and Damage Types: hit.
• Azure: The blade takes on a deep, azure hue. The katana • Cold: The bullet deals an additional 1d6 cold damage on a
deals an additional 2d6 cold damage on a hit. hit.
• Crimson: The blade takes on a vibrant, crimson color. The • Lightning:The bullet deals an additional 1d6 lightning
katana deals an additional 2d6 fire damage on a hit. damage on a hit.
• Emerald:The blade takes on a brilliant, emerald green • Acid:The bullet deals an additional 1d6 acid damage on a
shade. The katana deals an additional 2d6 poison damage hit.
on a hit. • Poison:The bullet deals an additional 1d6 poison damage
• Amethyst:The blade takes on a rich, amethyst purple hue. on a hit.
The katana deals an additional 2d6 psychic damage on a • Force:The bullet deals an additional 1d6 force damage on
hit. a hit.
• Gold: The blade takes on a dazzling, golden color. The
katana deals an additional 2d6 radiant damage on a hit. This masterfully crafted revolver was designed by the famous
• Obsidian: The blade takes on a dark, obsidian black shade. Arcane Wizard Engineer, Casarus. It is imbued with powerful
The katana deals an additional 2d6 necrotic damage on a magic that allows it to create and fire magical bullets with
hit. unlimited ammunition once attuned. Each time the revolver
• Opal: The blade takes on a shimmering, opalescent hue. is fired, the bullet's damage type is randomly determined
The katana deals an additional 2d6 force damage on a hit. based on a 1d6 roll.
• Silver:The blade takes on a gleaming, silver color. The
katana deals an additional 2d6 lightning damage on a hit.

This exquisitely crafted katana is imbued with powerful


magic that causes the blade to take on a unique color based
on the user's attunement. The blade's color reveals a special
damage type that it deals in addition to its normal slashing
damage. Once the katana has been attuned, the color and
corresponding damage type become fixed for that user.
,___________________ __,122
the twisting passages and encounter underground cities
Chapter 6: Encounters like Shadowhold and Umbra'Zul, and powerful foes
Welcome, brave adventurers, to the Encounters Chapter lurking in the shadows.
of our wondrous supplement, where we explore the
diverse and enchanting lands of Kamara City, the Grand Each encounter has been carefully crafted to provide
Blue Ocean, the Edge of the World Mountains, and the unique challenges, engaging role-playing opportunities,
Underdark. In this chapter, we aim to provide you with a and thrilling moments of discovery. Whether you're a
variety of exciting and memorable encounters that will seasoned Dungeon Master or a newcomer to the world of
challenge and delight both players and Dungeon Masters tabletop role-playing games, this chapter offers inspiration
alike. and excitement for all who dare to delve into the realms of
Kamara.
Kamara City, a shining metropolis teeming with life,
offers countless opportunities for adventure and intrigue. Prepare yourselves for adventure, dear friends, for the
From its bustling marketplaces to its mysterious time has come to embark on an unforgettable journey
undercity-The Depths of Shadow, every corner of the city through these extraordinary lands of Etheria. May the
holds a secret waiting to be uncovered. winds of fortune guide you on your path, and may the tales
of your deeds echo through the ages.
The Grand Blue Ocean, a vast and enigmatic expanse of
water, hides untold dangers and discoveries beneath its
waves. Brave the treacherous seas and encounter
dangerous pirates and creatures from the deep abyss.

The Edge of the World Mountains, a majestic and


perilous range, is home to the Grimfrost Dwarves, Frost
Giants, and dangerous adversaries deep within the
mountains. Conquer the Frost Iron Mines, navigate the
labyrinthine tunnels, and uncover the mysteries that lie
within.

The Underdark, a subterranean realm of darkness and


danger, is filled with countless perils and secrets. Navigate
124
city. If you feel called to serve, please meet him at the
The Golden Heart Guards Barracks."
In the heart of the bustling city of Kamara, the sun
shone brightly upon the citizens who had gathered in As King Zane's speech came to a close, he noticed the
the town square. The white-furred Leonin king, Zane lingering worry on the faces of his people. With a warm
Leonheart, stood tall on a raised platform, his amber and reassuring smile, he offered words of comfort. "My
eyes surveying the crowd as they eagerly awaited his beloved citizens, know that I will protect you and our
words. He was resplendent in his white and golden city with all my heart and might. As long as I am your
armor, a gleaming crown upon his head. king, Kamara will stand strong."

"My people," King Zane began, his deep voice The people of Kamara City, inspired by their king's
resonating through the air, "I stand before you today to conviction, let out a resounding cheer. They knew that,
speak of the new threats that have surfaced from the under the protection of King Zane Leonheart, their city
depths of the Underdark. The Drow of Umbra'Zul and would remain a beacon of hope, even as they faced the
the Darkforge Dwarves of Shadowhold have shown darkness that threatened to envelop them.
their faces, attacking our nearby villages and towns.
Our northern neighbors in Driftwood are in dire need
of our assistance."

Murmurs of concern rippled through the crowd,


but the king raised his hand to silence them. "Fear
not, for we have dispatched our elite military
units, including the Order of the Radiant
Knights, the Dessert Thunderers, and
veteran members of Magic Might. They will
seek out the enemy and bring them to justice."

He continued, ''.Aswe focus our efforts on


these dark forces, our city too must be
vigilant. We have increased our watch and
patrols, but I ask each of you to be attentive
and report any suspicious activities that could
threaten our kingdom. The recent rise in
criminal activity within Kamara City and
our Undercity- Depths of Shadow - must
not be taken lightly."

The crowd nodded, their eyes locked on


their king, listening intently. "In these
trying times, I have asked a trusted ally,
Lord Marcus Goldenclaw, to recruit those
among you who are willing to undertake
special missions for the betterment of our
Training Grounds
Levels 1-3: Here is an example of an introduction
encounter fight to test the strengths and abilities of
your D&D players. In this example, we are using 8
players that are Level 3. (adjust enemies as needed).
This encounter takes place at the training grounds at
the Kamara City Guards Barracks:

The players are summoned to the Kamara City Guards


Barracks by Lord Marcus Goldenclaw for a
demonstration of their skills. They are Jed to the
training grounds, where they are met by a group of four
seasoned guards who have been tasked with testing
the players' abilities.

The guards are armed with swords and shields and


wear chainmail armor. They are all Level 3 fighters.

The guards explain to the players that they will be


testing their combat skills in a match in one of their
guantlet arenas. The players are split into two groups
on oppositie ends of the arena and each group faces
off against two guards.

Lord Marcus Goldenclaw will be watching this match


from a nearby tower where he has total visibility of it
from above. He will be assessing the players and letting ,
them know their results in the end.

This encounter tests the players' combat abilities and


teamwork. It also introduces them to the world of the
Kamara City Guards, which could be a recurring Kamaran Veteran Guard
theme in their adventures. Medium humanoid (leonin), any alignment
Armor Class: 18 (chain mail, shield)
Names you can use for the guards if needed: Hit Points: 45 (6d8+18)
Kaelar Zephyrion Speed: 30 ft.
Aeloria Arcturos

Phrases you can use for the Guards:


"That stings! You'll pay for that."
"You got lucky. Don't think it'll happen again."
"You fight well. But you haven't won yet." Skills: Athletics +5, Perception +3
Senses: passive Perception 13
"You've proven yourselves worthy opponents. I 'II
Languages: Common, Leon in
remember this battle." Challenge Rating: 3 (700 XP)
"You've earned my respect. I'll make sure the other guards Brave: The leonin guard has advantage on saving throws
know of your skills." against being frightened.
Pounce: If the leonin guard moves at least 20 feet straight
"Impressive. I haven't had a fight like that in years."
toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 13 Strength
Aftermath:
saving throw or be knocked prone.
Once the party defeats the city guards, Lord Marcus
will congratulate them and let them know they are
ready for their first mission. He will ask them to meet Actions
Nox Nightstalker at the Black Dragon's Den in the Multiattack: The leonin guard makes two melee attacks:
Undercity - Depths of Shadow. one with its longsword or claws and one with its shield.
Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one
Experience Points: target. Hit: 8 (1d8+4) slashing damage.
Total experience points for defeating the enemies: Shield Bash: Melee Weapon Attack: +5 to hit, reach 5 ft., one
2,800 XP. With 8 players, each player should receive target. Hit: 6 (1d4+3) bludgeoning damage. If the target is a
350 XP for defeating the enemies in the Training creature, it must succeed on a DC 13 Strength saving throw
Ground exercise. or be pushed up to 5 feet away from the guard.
Claw Attack: Melee Weapon Attack: +5 to hit, reach 5 ft., one
Treasure: target. Hit: 5 (1d4+3) slashing damage.
Since this is a training session there is no real treasure,
but you can make it so Lord Marcus gives the group 1 Reactions
or 2 healing potions to assist them on their first mission. Parry: The leonin guard adds 2 to its AC against one melee
attack that would hit it. To do so, the guard must see the
attacker and be wielding a melee weapon.
12...:;6
__________________ __,
a
Training Grounds Layout @ Walls and Obstacles: The walls and obstacles can be
The training grounds at the Guard Barracks consist arranged to your liking. They should be about 6 feet tall
of multiple arenas in different layouts. The walls and and provide coverage for your players. They can also
objects within these arenas can be arranged to your climb over or get on top of these obstacles for better
liking. The area highlighted in blue is a suggested vantage points. The veteran guards can also do the same.
layout for this encounter.
The players should stay within the bounds of the training
(D Player Starting Zones: Depending on the number of arena. If a character leaves the area then they would fail
players you have in your game, you can start them in this mission.
any of these areas with any number of players you see
fit. In this example of 8 players, we will be putting two Keep in mind that Lord Marcus Goldenclaw will be
players in each spot. watching this fight from a nearby tower with a view of the
entire training arena. Adjust the encounter as needed to
@ Veteran Guard Zones: This is where the Kamaran city balance with your party's level and to best fit your
guards will start. Feel free to adjust as needed. campaign.
127
The Depths of Shadow adventurers anddenizens alike plotted their next move
in this dangerous underworld.
In the dimly lit, winding streets of Kamara's Depths of
Shadow, a group of adventurers gathered together, each As the party stepped inside, they knew that they had
harboring their own motivations and aspirations. United arrived at the heart of the Depths of Shadow. The Black
by fate, they had ventured to this sprawling underworld, Dragon's Den was a haven for those who dared to
seeking the storied Black Dragon's Den, a tavern nestled venture into the darkness, a place where secrets were
within the infamous Warrens District. traded like currency, and alliances were forged and
broken in the blink of an eye. The adventurers found a
As they entered the Depths of Shadow, the surface city's table in the corner, their eyes scanning the room as they
familiar warmth and light were replaced by a palpable prepared to embark on a new journey within the depths,
chill and darkness. The air was heavy, thick with tension ready to face the challenges and mysteries that awaited
and secrets, a stark contrast to the bustling world above. them in this untamed world beneath the city of Kamara.
The adventurers pressed onward, their resolve
unwavering despite the treacherous path before them.

The party traversed a labyrinth of tunnels and passages,


the dim glow of torchlight flickering off the damp walls.
The Depths of Shadow teemed with life, from skulking
thieves to merchants hawking their wares in a
cacophony of hushed whispers. Every corner seemed
to house a new surprise, whether it was the glow of a
hidden shrine or the soft, haunting melodies of a bard's
lute echoing through the passages.

As the adventurers delved deeper, they began


to notice peculiar details that set the Depths
of Shadow apart from the surface city. Ancient
runes adorned the walls, their secrets long
forgotten, while the distant howls of
werewolves sent shivers down their spines.
This was a place of mystery, where centuries
of history were interwoven with the ambitions
and fears of its current denizens.

Finally, after navigating the treacherous


streets and alleyways, the party found
themselves at the entrance of the Black
Dragon's Den. The tavern was a dimly lit,
smoky establishment, filled with patrons
of all races and walks of life. The air was
thick with the scent of spiced ale and the
murmur of hushed conversations, as
Full Moon Brawi af the Enemies (adjust as needed for party size and ~;lance):
2x Werewolves (MM pg. 211) •
Black Dragon's Den 4x Wererats (M M pg. 209)

Levels 1-3: In this example, we are using 8 players that 2x Thugs (M M pg. 350)
are Level 3. (adjust enemies as needed). This encounter
The Brawl:
takes place at The Black Dragon's Den tavern located
The fight starts in the Black Dragon's Den tavern.
in the Undercity- Depths of Shadow of Kamara City.
Patrons and staff flee, and furniture is thrown around
as makeshift weapons and cover. The battle can spill
The adventurers are asked to meet at the Black
out into the narrow alleyways of the Depths of Shadow,
Dragon's Den for a meeting by Lord Marcus
providing opportunities for creative tactics and
Goldenclaw. They are to meet with a Tabaxi known as
environmental hazards.
Nox Nightstalker, a member of the Shadowpaw
Syndicate. Nox informs the party that their mission is
Aftermath:
to investigate the Crystal Core Factory for suspicious
After the party successfully defeats the Full Moon Lycans
activities run by the Crystal Consortium. The Crystal
at the Black Dragon's Den, they quickly come to the
Consortium has hired thugs from a local gang, the Full
realization that their non-magical melee weapons have
Moon Pack, which is run by a group of Lycan th ropes,
little effect on the formidable Lycanthropes. Nox
mostly werewolves, and led by Razor Shadowclaw. As
Nightstalker, recognizing their predicament, instructs
the party understands their next mission to investigate
the party to seek out a specialized blacksmith within the
one of the nearby Crystal Core factories, they are
Depths of Shadow who is skilled in silver-coating melee
interrupted by a group of Lycans that overheard their
weapons. He assures them that the Shadowpaw
conversation at the tavern. A fight ensues in the Black
Syndicate will generously cover the expenses for this
Dragon's Den and also leading out into the alleyways.
vital upgrade. Before embarking on their mission to
investigate Crystal Core Factory #3, Nox emphasizes the
Encounter Details importance of enhancing their weaponry to better
The Meeting: combat the Full Moon Pack.
As the adventurers gather in the Black Dragon's Den,
they are approached by Nox Nightstalker, who informs Nox hands the party a unique coin, adorned with the
them about their mission. During the conversation, ask emblem of a cat, and tells them to present it to the
the players for Perception checks (DC 12) to notice any blacksmith as a token of their affiliation with the
suspicious activity. If at least half the party succeeds Shadowpaw Syndicate. With the coin in hand, the party
they'll notice a group of Lycan th ropes eavesdroppin~ sets off to locate the renowned blacksmith's shop,
on their conversation. known as the "Moonlit Forge," hidden away in the
Depths of Shadow.
The Ambush:
As the party realizes they are being watched, the The Moonlit Forge is renowned for its exceptional
Lycanthropes, members of the Full Moon Pack craftsmanship, particularly in the art of silver-coating
confront the party and demand they stay out or'their weapons to combat supernatural threats. Upon arrival,
business. The Lycanthropes are hostile and will the party can confidently entrust their weapons to the
engage in combat if the party does not back down or skilled blacksmith, who will enhance their arsenal and
tries to deceive them. prepare them for the challenges that lie ahead in their
mission against the Full Moon Pack.
129
Experience Points: He wields a pair of magical silvered daggers with
Total experience points for defeating the enemies: deadly precision, striking fear into the hearts of his
2,400 XP. With 8 players, each player should receive enemies.
300 XP for defeating the enemies in the Full Moon
Brawl encounter. As always, feel free to award Backstory: Nox Nightstalker, the enigmatic leader of
additional experience for good role-playing, tactics, the Shadowpaw Syndicate, hails from a long line of
or creative solutions during the encounter. assassins and thieves. His family was well-known
throughout the criminal underworld for their stealth,
Treasure: cunning, and efficiency. After a tragic event left him
The Lycanthropes carry a small amount of treasure: the sole survivor of his family, Nox decided to use his
50 gold pieces and 3 potions of healing. Additionally, skills for a greater purpose. He formed the Shadowpaw
the party may find a note on one of the werewolves, Syndicate to bring justice to those who have escaped
which provides a clue about the Crystal Consortium's the long arm of the law and to protect the innocent
operations, the Full Moon Pack's next meeting location from the darkness that surrounds them.
or Razor Shadowclaw's whereabouts.
Encounter Assistance:
In the Full Moon Brawl encounter, Nox can offer support
Is Your Party Struggling? to the party by using his exceptional stealth and assassin-
Introducing Nox Nightstalker. ation skills. He can move around the battlefield quickly,
striking at the Lycans from the shadows and causing
If the players struggle against the Full Moon Pack at distractions to give the party openings to attack.
the Black Dragon's Den, Nox Nights talker will step in
and assist the party with the fight. Nox Nightstalker is Ally: Nox Nightstalker can become a valuable ally for the
a skilled rogue assassin with an imposing presence. party, providing them with valuable information and
His dark, leather armor is adorned with various resources from the Shadowpaw Syndicate. His connect-
symbols of the Shadowpaw Syndicate, and his piercing ions within the criminal underworld can open doors for
eyes seem to constantly be assessing the situation. the party and assist them in their future endeavors.

Nox Nightstalker
Medium humanoid (tabaxi), chaotic neutral
Armor Class: 16 (studded leather armor)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft.

Saving Throws: DEX +7, INT +5


Skills: Acrobatics +7, Deception +6, Perception +4, Sleight of
Hand +7, Stealth +7
Senses: passive Perception 14
Languages: Common, Thieves' Cant
Challenge: 5 (1,800 XP)

Actions
Multiattack: Nox makes two attacks with his silvered daggers.

Silvered Dagger: Melee or Ranged Weapon Attack: +7 to hit,


reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4)
piercing damage plus 14 (4d6) sneak attack damage if
applicable.

Shadowstep (Recharge 5-6): As a bonus action, Nox can


teleport up to 30 feet to an unoccupied space he can see that
is also in dim light or darkness. He then has advantage on
the first melee attack he makes before the end of his turn.
Tavern Layout Sleeping Quarters: This section has nine bedrooms
The Black Dragon's Den is located on a busy city in various sizes for guests staying at the Black
street in the Depths of Shadow. The areas for this Dragon's Den.
encounter are highlighted in blue.
Streets and Alleyways: This area is marked if for some
CD The Bar and Main Dining Hall: This is the area of
the tavern where the bar and the main dining hall is
reason the fight with the Lycans should lead outside
the Black Dragon's Den.
located. There can be a small performance stage for
local bards or speakers. Feel free to arrange this If the players decide to explore other parts that are not
space as you see fit. highlighted feel free to create your own surprises in the
buildings or rooms. Most of the nearby buildings will
@ Meeting Area: This is where the party will be meeting either be homes or other small shops.
with Nox Nightstalker. It is in a more secluded corner
of the tavern for more privacy. Keep in mind that there are guests and customers in the
tavern. They will be attempting to flee or leave the Black
@ Kitchen and Storage: The kitchen and storage rooms Dragon's Den when the fight beings. But you can adjust
are located right behind the main bar. the actions of these patrons to best fit your scenario.
131
_.
Shadows and Secrets at transformed into powerful hybrid creatures usin'g blood
from the Lycans and technology from a new Crystal Core
Factory #3 battery. The players can gather physical evidence,
such as documents, samples, or even photographs with
Levels 2-4: In this example, we are using 8 players that a successful Investigation check (DC 14).
are Level 3. (adjust enemies as needed). This encounter
takes place at Crystal Core Factory #3 located in the Witnessing a Transformation:
Undercity- Depths of Shadow of Kamara City. The players will witness a Leonin being turned into a
hyper-strong black-haired version of a Leonin. This
Nox Nightstalker has given the adventuring party transformation is both horrifying and intriguing,
information on Crystal Core Factory #3, which is revealing the extent of the Crystal Consortium's dark
allegedly conducting secret experiments on Kamaran plans. If the party is discovered at this point, they will
citizens. The factory is heavily guarded by special need to find a way to escape or subdue the enemies
security, including members of the Full Moon Pack. without causing too much of a disturbance.
The goal is to infiltrate the facility without causing too
much of a disturbance or drawing too much attention Escaping the Facility:
to the Crystal Consortium. The players will need to Once the party has gathered the necessary intel, they
stealthily enter the facility and gather more intel on the must find a way to escape the facility without raising the
experiments being conducted there. They will witness alarm. They can choose to fight their way out or use
citizens being inhumanely tested on in labs and their skills and abilities to evade the guards and security
transformed into a new type of hybrid monster. If measures.
successful, they will learn that the project involves
turning humanoid creatures into powerful hybrid Reporting Back to Nox Nightstalker:
versions that have increased strength and can resist After successfully escaping the facility, the party can
sunlight and radiant damage. These new monsters are return to Nox Nightstalker and share their findings. If
also controllable by their master. they managed to avoid causing too much of a
disturbance, they will receive a handsome reward for
Encounter Details their efforts.
Infiltration:
Experience Points:
The party must first find a way into the factory. Possible
Total experience points for completing the mission:
entry points include the front gate, an unlocked window,
1,500 XP (not including any possible battles, adjust as
a ventilation shaft, or through a hidden rear entrance
needed based on intel gathered and if any alarms were
discovered with a successful Investigation check (DC
rasied.) If a battle occurred, award XP based on the
15). The players should try to avoid raising suspicion.
enemies they fought (use the respective monster stat
blocks from the Monster Manual for calculating XP)
Stealthy Exploration:
Once inside, the party must stealthily navigate the
Treasure:
facility, avoiding guards and security measures. Have
In addition to the reward from Nox Nightstalker, the
the players make Stealth checks (DC 12) as they move
players may find some valuable items within the factory,
from room to room. If they fail multiple checks, they
such as alchemical components, magical items, or gold.
risk triggering an encounter with security personnel.
Some suggested treasure items include:

Potential Enemies (adjust as needed for party size • A small crate containing various alchemical components
worth 100 gold pieces
and balance):
•A+ 1 Dagger found in the lab, possibly used for drawing
1xWerewolf(MM pg.211) blood samples from test subjects
2x Wererats (MM pg. 209) • A set of 2 Potions of Invisibility, which could be useful for
2x Thugs (MM pg. 350) future stealth missions
• A Scroll of Protection from Energy (Radiant), found in the
1xGuard Captain (use the Veteran stat block, MM pg. 350)
research notes of one of the scientists
1xSecurity Golem (use the Clay Golem stat block, MM 150 gold pieces in a locked chest in the security office
pg. 168, but without the Berserk ability and with reduced (DC 15 to unlock)
hit points to balance for party level)
The party should be careful when taking any items
from the factory, as doing so may raise suspicion if the
Discovery and Evidence: items are discovered to be missing. Encourage the
The players need to gather evidence of the inhumane players to weigh the risks and rewards of taking the
experiments being conducted in the factory. They will treasure before making a decision.
come across a lab where Kamaran citizens are being 133
' ..... ,,. ..... -- ... , ,

"O' '
~ ~- ~ ~ ,L,_ ..... l!!.. ........... l!!.. ,,,. ...... l!!.. ., , ~ ,.

/'.:"\
\.5~ ~ ~

tEI·-~..
.,., '<
~;~ ~

IE M- ~= '< ~- ",

'-= ,_._ I
~
1
1111- 1111- 111111
r
"
:'\
'-~
,_
,_._
i:
- ...
=IITI =11111=1
;'\ ::--..
,'!I '

-
~ ,'!I '--~ I

-
1 ■
1111- 1111- II I =1111-111::1 Ill- 1111- 1111
I ~1111-llfII=n
1 I ;1
!. llll!!llll'W .r r

1lJ ,. ~
~
......
a
~
\1
1111- 1111-11 I
II
II
=1111-111=1 ~~= ~
111= 1111=1111
II
II
-
=1111=Ill

I
=I

i =1111-1111 -] 1111~11-11111-
2}
I= 1111- 1111= I 1111- 1111- Ill 1

,- "I
- 'I
''''" 'l/1/T .,, - .,, - ,,,-
.,. " 1
"

Factory #3 Layout © Patroling Wererat Guards: These guards patrol most of


The crystal core factory #3 is an ore processing plant the east and west wing. They will move back and forth
where workers refine crystals to be used as core throughout the space but will also take a break from time
batteries in arcane machines and devices. This part of to time. They will choose a corner to rest in.
the factory also conducts experimental tests on new
products and new ways to use crystal core energy. ® Guard Captain: This is the room where the veteran guard
captain is staying. He will only come out if the Security
CDPlayer Starting Zones: Possible entry points include
the front gate, an unlocked window, a ventilation shaft,
golem's alarm goes off.

0 or through a hidden rear entrance discovered with a


successful Investigation check (DC 15). The players
@ Shadowmane Project Lab: Once the party reaches the
shadowmane project lab they will witness a transformation
should try to avoid raising suspicion. in progress and gather their intel needed.

@ Werewolf and Thug Guards: The front door is heavily If the players explore the unmarked rooms, feel free to
guarded by a strong werewolf and two thug guards. This describe these rooms how you see fit. Maybe make it so
would be the least recommended path for the party to they are empty lab rooms or offices with items or extra
enter the factory from. intel documents they can provide to Nox.

Security Golem: In the center of the facility is a security Keep in mind the Guard Captain is in one of the rooms, so
0 golem that guards the main crossways in the building. they will need to tread lightly. As always, adjust things as
If this golem is encountered it would set off a sound 134 needed to balance with your party's level and to best fit your
which would alert everyone in the building. campaign.
Enemies (adjustas needed for partysize and balance):
Shadowed Blades of 3x Hobgoblin Samurai {use the Hobgoblin stat block,
Darkfall Dungeon MM pg. 186, with the following adjustments: +2 to AC,
+2 to attack rolls, and +15 hit points)
Levels 2-4: In this example, we are using 8 players that
are Level 4. (adjust enemies as needed). This encounter 4x Hobgoblin Archers {use the Hobgoblin stat block,
takes place in the The Darkfall Dungeon located in the MM pg. 186, with the following adjustments: +1 to AC,
Undercity- Depths of Shadow of Kamara City. +1 to ranged attack rolls, and +10 hit points)
1x Hobgoblin Captain {use the Hobgoblin Captain stat
The adventuring party returns to the Black Dragon's
Den after their successful mission at the Crystal Core block, MM pg. 187, with the following adjustments: +3
Factory #3. Nox Nightstalker informs them about the to AC, +2 to attack rolls, and +20 hit points)
urgency of rescuing the kidnapped citizens, including 2x Hobgoblin War Priests (use the Priest stat block, MM
the teenage children from various races, being held pg. 348, with the following adjustments: +2 to AC,+2
captive in the secret lair of the Full Moon Pack. The
party must venture into the Darkfall Dungeons, a to melee attack rolls, +10 hit points, and Hobgoblin
labyrinth of tunnels and chambers, to confront the Full as their race)
Moon Pack and their leader, Razor Shadowclaw. In the 1x Bugbear Brute (use the Bugbear stat block, MM
beginning area of the dungeon, the party stumbles upon pg. 33, with the following adjustments: +3 to AC,+3 to
a band of Hobgoblins who fight in the way of the
samurai. The party must defeat these enemies to attack rolls, +20 hit points, and the ability to make two
proceed further into the dungeon. attacks per turn)

use their own tactics and abilities to overcome the


Encounter Details Hobgoblins.
Entering the Darkfall Dungeon:
The party must first find an entrance to the Darkfall Aftermath:
Dungeon. Nox Nightstalker provides them with a map Once the party defeats the Hobgoblins, the remaining
that shows the best route to the Full Moon Pack's lair. enemies will allow the adventurers to pass. They will
The party enters the dungeon, fully aware of the also warn the party of the greater dangers that lie ahead
various inhabitants and dangers lurking within. as they continue their journey to the Full Moon Pack's lair.

Stumbling Upon the Samurai Hobgoblins: Experience Points:


As the party delves deeper into the dungeon, they Total experience points for defeating the enemies:
stumble upon a chamber where a group of Hobgoblins 3,050. With 8 players, each player should receive 381 XP
has taken residence. These Hobgoblins are not for defeating the enemies in this encounter. You can also
ordinary foes; they are stronger and fight in the way of award additional experience for good role-playing, tactics,
the samurai. The Hobgoblins insist that the party or creative solutions during the encounter.
cannot pass through their territory.
Treasure:
The Battle: The Hobgoblins have a small stash of treasure, consisting
The Hobgoblins will engage in combat with the party, of 120 gold pieces, a+ 1 Longsword in the samurai style,
using their superior fighting skills and tactics to and a Potion of Healing. The party can choose to take
challenge the adventurers. The battle takes place in a these items after defeating the Hobgoblins, but they
large chamber with pillars and other obstacles that can should be caut(ous, as taking the treasure may have
provide cover for both sides. Encourage the players to 136 consequences m the future.
Hobgoblin Chambers Layout If the players decide to explore other parts that are not
The Hobgoblin Samurai patrol the middle chambers highlighted feel free to create your own surprises in the
of the Darkfall Dungeon highlighted in blue. dungeon rooms. Most of the rooms and small chambers
will be living quarters and eating quarters for the
(D Hobgoblin Watch Guards: There are 3 main areas dungeon residents.
in the darkfall dungeon that the hobgoblins patrol.
These chambers have a stone platform in the center Keep in mind that there are hobgoblin families, other
and multiple tall standing columns. Only certain races of creatures and refugees hiding in this dungeon.
residents of the Darkfall Dungeon are allowed to pass
these points. The players will need to find a way to Is Your Party Struggling?
pass through in order to reach the Full Moon Pack's If the players struggle against the Hobgoblin Samurai,
lair. you can make it so they stumble upon some potions of
healing, toughness or strength or any other item that
@ Starting Zone: Depending on the path the party takes, could be of aid to them in their fight.
they will start their encounter with the hobgoblins
from one of these points. They can find these items in crates in the chamber halls
or find a storage room in one of the additional rooms
@ Blocked Path: The middle chamber door is currently on the map.
blocked. The players will need to go through from the
east or west wing of the dungeon. With these extra items the party gains a powerful
advantage and should help them in defeating the hob-
© Treasure Stash: This room is where the hobgoblins goblin samurai. Also, this would allow the players to use
keep their stashed treasure. some of their investigative skills in the heat of battle.

137
Sisters of Torment
Levels 3-5: In this example, we are using 8 players that disguise herself as a harmless, attractive woman. As a
are Level 5. (adjust enemies as needed). This encounter Yomotsu Yoma, Hikari takes pleasure in deceiving and
takes place in the Darkfall Dungeon located in the manipulating those she encounters, ultimately leading
Undercity- Depths of Shadow of Kamara City. them to their doom.

As the party ventures deeper into the Darkfall Dungeon, Yomotsu Yoma - Sora & Kaze (Green Hag equivalent):
they stumble upon a chamber where they meet a young Sora and Kaze are lesser Yomotsu Yoma, sisters to the
attractive Xia woman dressed in ragged clothes named powerful Hikari. While not as potent in their magical
Lin Lin, who is in fact Hikari, a Yomotsu Yoma in abilities, they too can assume the appearance of
disguise. She offers the weary adventurers a safe place innocent and helpless individuals. They rely on their
to rest, guiding them to a nearby room where her sister's guile and charm to ensnare victims, then reveal
"family," Sora and Kaze, also disguised as harmless their true forms to deliver the final blow.
individuals, await.
To create an encounter with Hikari, Sora, and Kaze, you
Once the party is inside the room and their guard is can use the stat blocks for a Night Hag (MMpg. 178)
lowered, Hikari uses her sleep spell to try to and Green Hags (MM pg. 1 77), but modify their abilities
incapacitate the adventurers. When combat begins, and appearance to match the new description. When
Hikari, Sora, and Kaze can choose to reveal their true the yomotsu yoma are in disguise it is recommended
forms or stay in their human forms and attack the party. that you describe them wearing clothing that fits the
encounter setting. In this case, they are posing as Xia
Enemies (adjust as needed for party size and balance): refugees that have taken residence in the Darkfall
1x Yomotsu Yoma - Hikari (Night Hag equivalent/Custom) Dungeon.
2x Yomotsu Yoma - Sora & Kaze (Green Hag equivalent)
Stat Blocks and Adjustments:
Yomotsu Yoma: • Use Night Hag stat block for Hikari (MM pg. 178) or the
The Yomotsu Yoma is a dark and twisted creature, often custom stat block provided on the following pages and
found in the depths of hidden dungeons or cursed lands. the Green Hag stat block for Sora and Kaze (MMpg. 177).
These creatures resemble a cross between an yoma and • Change the creature type to "Yomotsu Yoma" and the
a hag, with a grotesque, humanoid appearance. In their appearance to match the new descriptions.
true form, it's skin is a sickly, mottled green, and they • Replace the "Innate Spellcasting" with a sleep spell (1/day)
tend to have long, tangled hair. Their eyes burn with an for Hikari and remove the "Illusory Appearance" feature.
eerie, unnatural light that can send shivers down the • Instead, grant her the ability to cast the disguise self spell
spine of even the bravest adventurer. Yomotsu Yoma are at will.
known for their deceptive abilities, often taking on the • For Sora and Kaze, remove the "Illusory Appearance"
appearance of a beautiful, innocent woman to lure their feature and grant them the ability to cast disguise self at will.
victims into a false sense of security. • Optionally, add some Hoshido-themed flavor to their spells
and abilities. Recommendations can be found on the
Yomotsu Yoma - Hikari (Night Hag equivalent): following pages.
Hikari, the Yomotsu Yoma, is a cunning and powerful • If your party needs more support you can introduce an ally
creature. With a mastery of dark magic, she has the to help them fight. The Blood Samurai, Yumi the Scarlet
ability to cast sleep spells on unsuspecting victims. She Slayer, can be found on the following pages.
is also skilled in the art of illusion, using her magic to 139
Experience Points:
Total experience points for defeating the enemies:
10,400 XP. With 8 players, each player should
receive 1,300 XP for defeating the Hikari, Sora and
Kaze in this encounter. As always, consider awarding
additional experience for good role-playing, tactics,
or creative solutions during the encounter.
Treasure:
A small wooden chest hidden under a pile of rags,
containing:
• 230 gold pieces
• 95 silver pieces
• A pearl necklace (worth 150 gold pieces)
• A silver ring with a sapphire (worth 90 gold pieces)

A locked cabinet containing:


• 3x potions of healing
• A scroll of invisibility (requires a caster who can cast
wizard spells to use)
• A scroll of protection from energy (requires a caster
who can cast cleric or wizard spells to use)

A dusty bookshelf with a hidden compartment


containing:
• A magical dagger called "Hag's Bane" (+l dagger,
deals an additional ld4 psychic damage to hags)
• A small, leather-bound book written in Infernal,
containing information on hag covens and dark
rituals. This book could potentially be useful for
research or be sold to a collector.

As the Dungeon Master, you can decide how much or


how little treasure the players find based on their
efforts in searching the room, the difficulty of the
encounter, and your campaign's overall balance. Adjust
the treasure as needed to suit your game.

Yomotsu Yoma - Hikari


Actions
Mediumfiend (yoma), neutral evil
Multiattack: Hikari makes two claw attacks.
Armor Class: 17 (natural armor)
Hit Points: 112 (15d8 + 45)
Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Speed: 30 ft.
Hit: 13 (2d8 + 4) slashing damage.

Etherealness: Hikari can move into the Ethereal Plane as a


bonus action, and she can end her turn there. She can then
return to the Material Plane as a bonus action.

Saving Throws: I NT +6, CHA +6 Nightmare Haunting (1/Day): While on the Ethereal Plane,
Skills: Arcana +6, Deception +6, Insight +5, Perception +5, Hikari can enter the dreams of a creature she can see that is
Stealth +5 also on the Ethereal Plane. The creature must be within 90 feet
Damage Resistances: cold, fire; bludgeoning, piercing, and of her and asleep. The target's dream is haunted by a Baku, a
slashing from nonmagical attacks not made with silvered Hoshidan mythical creature that devours nightmares but
weapons intensifies them in this case. If the target's dream is haunted in
Senses: darkvision 120 ft., passive Perception 15 this manner, the target takes 3d6 psychic damage when it
Languages: Common, Infernal, Hoshidan, Xia awakens, and it must succeed on a DC 15Wisdom saving
Challenge Rating: 5 (1,800 XP) throw or suffer one level of exhaustion.

Innate Spellcasting: Hikari's innate spellcasting ability is Invisible Passage (Kasumi Gumo): Hikari can transform into
Charisma (spell save DC 14). She can innately cast the a Kasumi Gumo (mist spider) and become invisible, moving
following spells, requiring no material components: unseen. This functions as the Invisible Passage ability.
At will: disguise self
1/day: sleep (as Nemuri Neko) Heartstone: Hikari carries a heartstone, a special gem that
allows her to become ethereal. If she drops the heartstone or
Nemuri Neko (Sleep): Hikari can summon a magical misty it is taken from her, she loses the Etherealness action and the
cat that emits a soothing, purring sound to lull the targets Nightmare Haunting ability. The heartstone has AC 15, 10 hit
to sleep. This functions as the sleep spell. points, and immunity to poison and psychic damage.

Magic Resistance: Hikari has advantage on saving throws


against spells and other magical effects. 140
Add Flavor to Spice Things Up
Here are some examples of Hoshido-themed spells and
abilities for the Yomotsu Yoma encounter:

Sleep spell: Instead of the traditional sleep spell,


Hikari summons a magical "Nemuri Neko" (sleeping
cat) made of mist that lulls the targets to sleep by
emitting a soothing, purring sound.

Disguise Self: When casting or removing the disguise


self spell, Hikari, Sora, and Kaze could be enveloped
in a burst of cherry blossom petals that whirl around
them as they perform their transformations.

Nightmare Haunting (Hikari, Night Hag equivalent):


Hikari could visit the dreams of her victims in the
form of a "Baku," a Hoshido mythological creature
known for devouring nightmares. Instead of
alleviating the target's bad dreams, Hikari's Baku
form intensifies them, causing the target to suffer
the effects of the Nightmare Haunting ability.

Invisible Passage (Hikari, Night Hag equivalent):


When using the Invisible Passage ability, Hikari could Yumi the Scarlet Slayer
transform into a "Kasumi Gumo" (mist spider), a Medium humanoid (halfyoma), any alignment
Hoshido mythical creature that can disappear into a Armor Class:16 (studded leather, defense fighting style)
cloud of mist, allowing her to move unseen. Hit Points: 60 (8d8 + 16)
Speed: 30 ft.
Illusory Attack (Sora & Kaze, Green Hag equivalent):
Sora and Kaze could project illusions of "Yuki-Onna"
(snow woman) or "Onryo" (vengeful spirits) to distract
and terrify their enemies, causing them to become
vulnerable to the Yomotsu Yoma's attacks.
SavingThrows: Str +4, Dex +6
Coven Spells: If Hikari, Sora, and Kaze form a coven,
Skills:Acrobatics +6, Athletics +4, Perception +3, Persuasion +5
they can cast coven spells. You can flavor these spells
Senses:darkvision 60 ft., passive Perception 13
with Hoshido-themed elements, such as having their
Languages:Common, Hoshidan
lightning bolt spell manifest as a serpentine "Raiju"
Challenge:5 (1,800 XP)
(thunder beast) or transforming their polymorph spell
into an origami-like folding effect.
BloodSacrifice:As a bonus action, Yumi can sacrifice 5 HP to
deal an additional 1d6 necrotic damage on her next successful
Is Your Party Struggling? attack. This effect can stack up to three times.
Introducing Yumi the Scarlet Slayer.
Samurai Features:
If the players struggle against Hikari, Sora, and Kaze, • Fighting Style - Defense
an ally NPC named Yumi the Scarlet Slayer, a • Action Surge (1/Short Rest)
Hoshidan Blood Samurai, appears to lend her aid. • Second Wind (1/Short Rest)
Yumi is a half-yoma herself who has dedicated her life • Indomitable (1/Long Rest)
to hunting down evil Yoma. She has been tracking
Hikari and her sisters for some time due to a personal Actions
vendetta against them. Katana: Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.
Backstory: Yumi hails from the Hoshido Kingdom and Longbow:Ranged Weapon Attack: +8 to hit, range 150/600 ft.,
has crossed the Grand Blue ocean in pursuit of Hikari, one target. Hit: 8 (1d8 + 4) piercing damage.
Sora, and Kaze. They are responsible for the deaths of
her parents and siblings. Determined to avenge her Reactions
family, Yumi followed the Yoma sisters to Kamara City Parry:Yumi adds 2 to her AC against one melee attack that
and into the Depths of Shadows. would hit her. To do so, she must see the attacker and be
wielding a melee weapon.
Encounter Assistance: If the players are having a
difficult time in the battle, Yumi makes a dramatic
LegendaryActions:
entrance and announces her intention to aid them in
Yumi can take 1 legendary action, choosing from the options
defeating Hikari, Sora, and Kaze. With Yumi's
below. Only one legendary action option can be used at a time
assistance, the players have a better chance of
and only at the end of another creature's turn. Yumi regains
overcoming the powerful Yomotsu Yoma.
spent legendary actions at the start of her turn.

Ally: With Yumi's introduction, the party gains a new and


• Attack:Yumi makes a weapon attack.
powerful ally who shares a common goal of defeating
• Blood Sacrifice(Costs1 Action}:Yumi uses her Blood Sacrifice
the evil Yoma, and her presence adds an intriguing
141 ability.
twist to the storyline.
Yomotsu Yoma's Lair Layout @ Yomotsu Yoma's Lair: This is the room that Hikari will
The yomtsu yoma sistrs lair is located in the east or lure the adventurers into. If successful she will introduce
west wing chambers after the hobgoblin's chambers. them to her sisters Sora and Kaze and once the party gets
comfortable she will cast her sleep spell and the encounter
(D Player Starting Zones: Depending on which path your will begin.
party took to enter this area. They will either start in
the east or west wing. So use the map based on which If they players don't fall for Hikari's deception before they
side of the dungeon they are on. enter the yoma's lair. Hikari can choose to reveal her true
form or not and then call for her sisters to help fight against
@ Chamber Common Area: This is a larger chamber the party in the chamber common area.
room that will be inhabited by different races and
creatures. You can decide what type of inhabitants have Keep in mind that there are other residents here too and
decided to live here. This is the area where the party they will either flee or can even assist in either sides of the
will most likely choose to rest amongst the other battle. As the dungeon master you can decide what types of
residents here. They will also meet the first yoma creatures are in this space and if they want to interfere in
sister, Hikari, here. She will be disguised as "Lin Lin". this battle or not. Remember, that the NPC ally Yumi the
Scarlet Slayer can also appear if you so choose.
142
Full Moon Pack ix Shadowmane Warrior (use the custom monster stats on
Levels 5-6: In this example, we are using 8 players that
the following pages) Adjust based on the party's size and
are Level 6. (adjust enemies as needed). This encounter
takes place in the Darkfall Dungeon located in the capabilities.
Undercity - Depths of Shadow of Kamara City.
Experience Points:
In the Full Moon Pack's lair within the Darkfall Total experience points for defeating the enemies:
Dungeon, the players encounter a heavily guarded 11,400 XP. With 8 players, each player should
main chamber. They must first defeat two were-tiger receive 1,425 XP for defeating the Full Moon Pack in
guards at the entrance before deciding whether to this encounter. As always, consider awarding additional
sneak in or barge in. Inside, they find Razor experience for good role-playing, tactics, or creative
Shadowclaw seated on a throne, flanked by a solutions during the encounter.
formidable "Shadowmane Warrior" and surrounded
by other Lycans. The kidnapped prisoners are held in Treasure:
cells in the east wing of the chamber. The players must Upon defeating Razor Shadowclaw and his entourage,
overcome these obstacles to rescue the captives and the players will find a chest containing the following
put an end to the Full Moon Pack's sinister plans. items:

Objectives: • 2,500 gold pieces


• Defeat the two were-tiger guards at the entrance. • lx Potion of Greater Healing
• Decide whether to sneak in or face the enemies • lx Potion of Invisibility
head-on. • lx Wand of Magic Missiles (7 charges, regains 1d6+ 1
• Confront Razor Shadowclaw and his entourage. expended charges daily at dawn)
• Rescue the kidnapped prisoners in the east wing. • lx + 1 Shortsword (silvered, glows faintly with a dark
purple hue)
Battle Setup: • A set of documents detailing the Shadowmane Project
The main chamber is a large room with a stone slab in and the Crystal Consortium's dealings with the Drow of
the center and a throne at the back. Razor Shadowclaw Umbra'Zul. This information could be valuable to the
sits on the throne, with the "Shadowmane Warrior" by Shadowpaw Syndicate and other interested parties.
his side. Other Lycans (Werewolves and Wererats) are
scattered around the room. The east wing is connected The players may also find personal belongings of the
to the main chamber, where the prisoners are held in kidnapped prisoners, which could be returned to their
cells. families for additional rewards or kept as tokens of their
bravery. They can also take the Crystal Core Collar device
Enemies(adjust as neededfor party size and balance): off of the fallen Shadowmane Warrior which could
2x Were-tiger Guards (use Werebear stat block, MM pg. provide some intel on the Shadowmane Project.
208, but with tiger features)
4x Werewolves (MM pg. 211)
4xWererats (MM pg. 209)
ix Razor Shadowclaw (use the custom monster stats on
the following pages) Adjust based on the party's size and
capabilities. 144
Razor Shadowclaw Shadowmane Warrior
Medium humanoid (human, shapechanger), chaotic evil Large monstrosity, neutral evil
Armor Class: 15 (natural armor) Armor Class: 17 (natural armor)
Hit Points: 90 (12d8 + 36) Hit Points: 110 (13d10 + 39)
Speed: 30 ft. (40 ft. in wolf or hybrid form) Speed: 40 ft.

Saving Throws: Str + 7, Dex +6, Con +6 Saving Throws: Str +8, Con +6
Skills: Perception +4, Stealth +6 Skills: Perception +4, Athletics +8, Intimidation +2
Damage Immunities: bludgeoning, piercing, and slashing Damage Immunities: bludgeoning, piercing, and slashing
from nonmagical attacks not made with silvered weapons from nonmagical attacks not made with silvered weapons
Senses: passive Perception 14 Senses: passive Perception 14
Languages: Common (Can't speak in wolf form) Languages: understands Common but can't speak
Challenge Rating: 6 (2,300 XP) Challenge Rating: 7 (2,900 XP)

Shapechanger: Razor can use his action to polymorph into a Shadow Step: As a bonus action, the Shadowmane Warrior
wolf-humanoid hybrid or into a wolf, or back into his true can magically teleport up to 30 feet to an unoccupied space
form, which is humanoid. His statistics, apart from the it can see that is also in dim light or darkness.
speed, are the same in each form. Any equipment he is Shadow Camouflage: In dim light or darkness, the
wearing or carrying isn't transformed. He reverts to his true Shadowmane Warrior has advantage on Dexterity (Stealth)
form ifhe dies. checks.

Actions Actions
Multiattack: In hybrid form, Razor makes two attacks, only Multiattack: The Shadowmane Warrior makes two claw
one of which can be a bite. attacks.
Bite (Wolf or Hybrid form only): Melee Weapon Attack: +7 to Claw Attack: Melee Weapon Attack: +8 to hit, reach 5 ft., one
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. target. Hit: 14 (2d8 + 5) slashing damage.
If the target is a humanoid, it must succeed on a DC 14 Pounce (Recharge 5-6): If the Shadowmane Warrior moves at
Hit: 11 (2d6 + 4) piercing damage. If the target is a humanoid, least 20 feet straight toward a creature and then hits it with a
it must succeed on a DC 14 Constitution saving throw or be claw attack on the same turn, that target must succeed on a
cursed with werewolf lycanthropy. DC 16 Strength saving throw or be knocked prone. If the
Longsword (Humanoid or Hybrid form only): Melee Weapon target is prone, the Shadowmane Warrior can make one bite
Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) attack against it as a bonus action.
slashing damage, or 10 (1d10 + 4) slashing damage if used Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
with two hands. 5 Hit: 16 (2d10 + 5) piercing damage.
Full Moon Pack's Lair Layout Razor Shadowclaw and Shadowmane Warrior: This
The Full Moon Pack's lair is located in the deepest is the dais with a throne chair which Razor Shadowclaw
part of the main level in the Darkfall Dungeon. is sitting on and next to him is a Shadowmane Warrior
under Razor's control.
(D Startir~gZone: D_epending on the path the party takes, Razor's Room and Treasure Rooms: This area of the lair
they will start the1r encounter from either the east or
west doors to the guard room. The guards will be is Razor's sleeping quarters and where the Full Moon
alerted once the party enters the room unless they Pack keeps their treasures and loot.
attempt to enter stealthily.
Prisoner Cells: This is where the prisoners are being held
@ Guard Room: The room before you enter you enter captive. There is also a stairwell that leads to the dangerous
lower levels of Darkfall Dungeon, an area which can be
the main chamber of the Full Moon Pack is guarded by
strong lycan soldiers. There are two weretigers saved for future encounters.
standing guard to the main doors.
Once the players defeat Razor and the Full Moon Pack they
@ L~ir's Main Chamber: This is the main chamber of the will need to decide whether to kill them or let them go.
Same for the Shadowmane Warrior. They can choose to kill
la1r where the Full Mooon Lycans reside. For this
example encounter of 8 players there will be about him or try to break him free from his crystal core collar
4 werewolves and 4 wererats. Adjust these numbers as device. They can also try to gather more intel from Razor
needed to balance with your party's level and to best fit regarding the Crystal Consortium and their plans with the
your scenario. DrowofUmbra'Zul.
146
Withering Blossoms to prevent further violence and uncover the source of the
dark magic plaguing the district. •
Two days have passed since the events of the Full Moon
Arc in the Darkfall Dungeon, and the party finds Thus begins the Jade Blossom Arc, a new mystery for
themselves headed to the Lion's Roar Tavern. Run by the players to unravel, as they delve into the shadowy
Blaze Flametongue, a green dragonborn known for his corners of Kamara City's Jade Blossom District and seek
signature "Dragon's Breath" drinks, the tavern is where to restore peace to the troubled community.
Nox Nightstalker instructed the party to meet with Lord
Marcus Goldenclaw.

Upon arrival, Blaze greets the adventurers and escorts


them to a private room in the back of the tavern, where
Lord Marcus awaits them. He welcomes the party
warmly, inviting them to sit down while he orders Blaze
to bring them the finest drinks the Lion's Roar has to
offer. As the group settles in and enjoys their beverages,
Lord Marcus gets straight to the point.

He informs the party that a terrible tragedy has befallen


the Jade Blossom District, located in Kamara's Lower
City sector. Young Xia children from the House of Jade
have been put under a dark curse, and the noble Xia
families are pointing fingers at the Hoshidan residents.
The dark magic found at the crime scenes is known to
originate from the Hoshido Kingdom, a fact that only
adds fuel to the fire, given the long-standing grudge
between the Xia and Hoshidan peoples.

Lord Marcus somberly recounts the chilling details of


the children's situation. So far, two children from the
noble families of Liu and Zhang have been discovered
lifeless, their bodies transformed into wooden
marionette puppets, or "bunraku" in the Hoshidan
language. This dark magic is a sinister reminder of the
enmity that once existed between the Hoshido and Xia
Kingdoms.

These tragic events have ignited a powder keg of


tension within the Jade Blossom District, with tensions
threatening to escalate into a full-blown riot. Lord
Marcus implores the party to investigate the situation
and find the truth behind the children's curse, hoping
Shattered Heart of Jade take the doll as evidence for their ongoing investigation.
Levels 4-6: In this example, we are using 8 players that Meihua, desperate for answers and justice for her
are Level 6. (adjust enemies as needed). This encounter daughter, agrees to let them examine the doll in the
is an investigation mission and also a street fight that hopes that it might lead them closer to the truth behind
takes place in the Jade Blossom District located in the these tragic events.
Lower City sector of Kamara City.
Bunraku Curse
Upon arriving at the crime scene near one of the noble As the party continues their investigation, they may
houses belonging to the Zhang family, the party consider attempting to lift the curse that has befallen
encounters a heartbroken Meihua, who is mourning the Liena's body. If any of the party members possess the
loss of her daughter Liena. Through her tears, Meihua ability to cast the "Remove Curse" spell, they can try to
explains that Liena was discovered as a lifeless wooden use it on Liena. However, unless they cast the spell at a
marionette, a horrifying transformation that she had significantly higher level, their efforts will likely prove
never thought possible. unsuccessful. The dark "Bunraku" puppet magic is a
powerful and ancient curse, not easily broken by
If the party members request to see the body, the conventional means.
grieving mother leads them inside the home, where they
find Liena's wooden form lying motionless on a bed. The In addition, the party members can attempt to roll for
sight is both eerie and tragic, further fueling the party's any knowledge they might have regarding this specific
resolve to solve the mystery. type of dark magic. Depending on their backgrounds,
experiences, or studies, some characters might be more
Desperate for answers, Meihua confides in the party her familiar with the ancient curse and its origins. Gaining a
suspicion that Hoshidans are responsible for her deeper understanding of this dark magic could prove
daughter's fate. She bases this on the ancient rivalry and invaluable in their pursuit of the truth and in finding a way
wars between the Xia and Hoshido kingdoms in their to counteract its devastating effects.
distant homeland, as well as her belief that this dark
puppet magic is exclusive to the Hoshidan people. The Riot in the Streets
party members take Meihua's information into account, The party members, having gathered valuable inform-
realizing that tensions between the two factions could
ation from the grieving Meihua, step outside the noble
potentially be inflamed by these tragic events.
house. As they make their way through the Jade
Blossom District, they witness a troubling scene. A
Mysterious Doll Hoshidan family, consisting of a father, mother, and two
During the course of the party's investigation within children, is being pelted with garbage and rotten food
Meihua's home, they discover a peculiar doll lying near by a group of angry Xia citizens.
Liena's wooden body. Upon inquiring about the origin of
this doll, Meihua recalls that they had purchased it from The party members are faced with a choice - to interfere
a seemingly kind, elderly Xia gentleman who was selling or to continue on their way. If the players decide to step
them from a cart in the bustling streets of the Jade in and put a stop to the harassment, they approach the
Blossom District. crowd and attempt to reason with the Xia citizens.
However, the tension in the air is palpable, and it
The party, sensing a potential connection between the becomes clear that diplomacy may not be enough to
doll and the mysterious transformations, requests to resolve the situation.
149
As the party members try to de-escalate the conflict, Objectives:
three burly Xia men step forward, clearly displeased • Arrive at the Jade Blossom District and locate the
with the adventurers' interference. The Xia men Zhang family residence.
challenge the party, claiming that they have no right to • Speak with Meihua, the grieving mother, and gather
stick their noses in the Jade Blossom District's business. information about her daughter Liena's death.
With tensions reaching a boiling point, the situation • Investigate Liena's lifeless wooden doll body, and
quickly turns into a brawl. examine the mysterious doll found near her.
• Question Meihua about the origin of the mysterious
After a heated skirmish, the party emerges victorious, doll and its connection to the case.
and the defeated Xia men begrudgingly acknowledge • Attempt to cast Remove Curse or gather knowledge
their defeat. The players are rewarded with experience about the dark "Bunraku" puppet magic, if applicable.
points for their victory, as well as additional points for • Investigate the streets of the Jade Blossom District to
their efforts to resolve the situation peacefully. find the older Xia gentleman who sold the doll.
• Intervene in the harassment of the Hoshidan family by
With the situation now under control, the party • Xia citizens and potentially engage in combat with the
members escort the Hoshidan family back to their hostile Xia men.
home, ensuring their safety from any further harassment. • Escort the Hoshidan family to their home safely and
As they leave the Hoshidan family's home, the party can't gather any additional information they may have about
help but feel a sense of accomplishment for having stood the situation.
up against injustice. However, the mystery of the wooden • Use the gathered evidence and information to piece
marionette deaths still looms, and the party knows that together the truth behind the dark magic and the
they must continue their investigation to bring an end to mysterious deaths in the Jade Blossom District.
this dark and troubling series of events. • Report findings to Lord Marcus Goldenclaw and
devise a plan to address the issue and bring justice to
Enemies (adjust as needed): the affected families.
For the 3 burly Xia men, you can use the "Thug" stat
block found in the Monster Manual (page 350) with some Experience Points:
modifications to better represent their Xia heritage and If the party meets most of the objectives you can reward
increase their challenge rating to 2. Here's a suggestion them a total possible experience of 875 XP for the
for the modifications: investigation, street brawl and doing a good deed for the
Hoshidan family.
• Increase their Hit Points to 40 (5d8 + 15) to make them
tougher. For defeating the hostile Xia men. You can choose to
• Increase their Armor Class to 14 by giving them better give your party additional XP based on difficulty of the
armor or a natural armor boost. stat blocks you use for these men.
• Increase their Strength and Constitution ability scores
to 18 (+4) and 16 (+3) respectively, to reflect their burly Additionally, you can award bonus experience points for
nature. exceptional roleplaying, creative problem-solving, and
• Add Multiattack: The Xia Thug makes two melee attacks. teamwork throughout the investigation and encounters.
• Replace the light crossbow with a longbow, to reflect the
Xia's traditional expertise with archery. Trasure:
There is no physical treasure in this encounter. But the
With these changes, the burly Xia men should pose a players do gain new intel on the matter and can report
more significant challenge to the party, while still being their findings to Lord Marcus Goldenclaw. As the DM,
manageable for a group of adventurers who are working you can choose to reward your players with any amount
together. of coin or items given to them by Lord Marcus.
The Puppet's Curse·
Levels 4-6: In this example, we are using 8 players that Aftermath:
are Level 6. (adjust enemies as needed). This encounter If the party chooses to destroy the cursed doll and trace
takes place at the Jade Blossom Night Market located the dark magic, they will notice a strong energy emanating
in the Lower City sector of Kamara City. from a location nearby. Kaito and Mei Lin will assist the
party in determining the source, which appears to be
The party, under Lord Marcus Goldenclaw's instructions, coming from the Jade Emperor's Temple, situated across
stake out the Jade Blossom Night Market to locate the from the House ofJade homes the party visited earlier.
suspicious Xia merchant. During the stakeout, the player
holding the cursed doll becomes possessed and turns Should the party decide not to destroy the doll, an
into a wooden marionette, attacking their allies and alternative way to find the source of the dark magic is by
innocent bystanders. The party must stop their speaking with local residents or conducting further
possessed companion and eventually receive aid from investigations in the Jade Blossom District. The party may
two new NPC allies, Kaito and Mei Lin Xia, from the come across rumors or witness mysterious activity around
Order of the Radiant Sun. the Jade Emperor's Temple, leading them to suspect that
the temple is somehow connected to the dark magic.
Encounter Details
In either scenario, the party will now have a lead to follow
• The party posts up around the Jade Blossom Night
in their investigation. The involvement of the Jade
Market, keeping an eye out for the suspicious Xia
Emperor's Temple raises new questions and adds another
merchant as described by Meihua.
layer of intrigue to the mystery, drawing the party deeper
• The cursed doll suddenly comes to life and begins to
into the Jade Blossom Arc. The adventurers must now
chant a dark spell.
decide on their next steps, and whether they will confront
• The player holding the cursed doll must make a
the dark magic at the heart of the Jade Emperor's Temple.
difficult Wisdom saving throw. Failure results in
possession by the curse, turning them into a wooden
Experience Points:
marionette under the control of a mysterious Puppet
• Successfully restraining or defeating the possessed
Master. If the player succeeds the saving throw
player: 300 XP
continue on to the next target.
• Roleplaying during the encounter, showing concern for
• The possessed player begins attacking their fellow
the possessed player and innocent bystanders: 150 XP
party members and innocent bystanders, forcing the
• Cooperating with Kai to and Mei Lin Xia and accepting
party to restrain or defeat their friend without causing
their aid: 150 XP
permanent harm.
• Destroying the cursed doll and tracing the dark magic:
• In the midst of the chaos, two members of the Order
300XP
of the Radiant Sun, Kai to (a high-level Paladin) and
• Total possible XP: 900 XP
Mei Lin Xia (a high-level Cleric of Solaria), arrive to
help the party (See the NPC chapter for their stat
Remember that these experience points are just a
blocks). They assess the situation and attempt to
suggestion and can be further adjusted based on the
remove the curse from the possessed player.
party's level and the DM's discretion.
• Once the curse is lifted, Kaito and Mei Lin suggest
destroying the cursed doll to trace the dark magic
Trasure:
back to the Puppet Master. The party must decide
There is no physical treasure in this encounter.
whether to follow this advice or come up with an
alternative plan. 151
March of the Ma.rio·nettes
Levels 4-6: In this example, we are using 8 players that , The goal of this encounter is to create obstacles for
are Level 6. (adjust enemies as needed). This encounter the players to make it more challenging for them.
takes place near the Jade Emperor's Temple located in
the Lower City sector of Kamara City. Experience Points:
, Subduing the marionette soldiers without killing them:
The party follows the lead to the source of the dark 150XP
magic and finds themselves on the streets between the , Successfully navigating the battle and reaching the Jade
House of Jade and the Jade Emperor's Temple. They Emperor's Temple: 100 XP
come across a large group of possessed Xia and , Roleplaying and strategizing during the encounter: 50 XP
Hoshidan citizens marching towards the House of Jade. , Total possible XP: 300 XP
As the party, along with their new allies Kai to and Mei
Lin, try to defend the homes, they must also find the Aftermath:
Puppet Master responsible for this chaos before it ends Upon entering the Jade Emperor's Temple, the party finds a
in tragedy. mysterious floating figure with long hair stretching through-
out the room like strings. A powerful magical aura sur-
Encounter Details rounds this entity, and the adventurers quickly deduce that
As the party approaches the Jade Emperor's Temple, this must be the Puppet Master responsible for the chaos
they spot an army of over 20 Xia and Hoshidan citizens, outside. The party must now confront this powerful foe and
all of whom appear to be under the control of the Dark put an end to the dark magic that has gripped the Jade
Bunraku Puppet curse. The possessed marionettes are Blossom District.
marching towards the House of Jade, where dynasty
warriors are already trying to fend off the attackers. Is Your Party Struggling?
If the party is having trouble fending off the marionette pup-
Kaito and Mei Lin charge in to help, urging the party to
pets you can introduce temporary allies like the Dynasty
find the Puppet Master quickly, as they believe the
Warriors or Kaito and Mei Lin Xia can also step in to help.
source of the dark magic is within the Jade Emperor's
Temple. They also warn the party that the marionette
Since the party will most likely need to fight the Puppet
soldiers are innocent Kamaran citizens, and the adven-
Master once they reach the Jade Emperor's Temple, you will
turers must subdue them without causing lethal harm.
want to make sure the players have not exhausted all of
Enemies(adjust as neededfor party size and balance): their spells and abilities before the next encounter.
16x Marionette Puppet CR 2
As always, as a dungeon master you can use your own dis-
8x Marionette Puppet CR 3 cretion on how difficult you want to make these enemies
, For the Marionette Puppet soldiers, you can use the and challenges for your players. Most importantly, just have
monster stat blocks on the following pages. fun with this scenario with the chaos in the streets of the
, It is recommended the team try to incapacitate the Jade Blossom District.
enemies instead of killing them.
, You can decide on how much damage a Marionette
Puppet takes before being incapacitated.
, Spread the enemies out as you see fit that will keep
them from easily reaching the Jade Emperor's Temple. 152
Marionette Puppet CR 2 Marionette Puppet CR 3
Medium humanoid (puppet), no alignment Medium humanoid (puppet), no alignment
Armor Class: 13 Armor Class: 14
Hit Points: 30 Hit Points: 45
Speed: 30 ft. Speed: 30 ft.

Saving Throws: DEX +4, WIS +2 Saving Throws: DEX +5, WIS +3
Skills: Acrobatics +4, Athletics +3 Skills: Acrobatics +5, Athletics +4
Damage Resistances: Bludgeoning, Piercing, and Slashing Damage Resistances: Bludgeoning, Piercing, and Slashing
from nonmagical attacks from nonmagical attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Condition Immunities: Charmed, Exhaustion, Frightened,
Paralyzed, Petrified, Poisoned Paralyzed, Petrified, Poisoned
Senses: Passive Perception 10 Senses: Passive Perception 11
Challenge: 2 (450 XP) Challenge: 3 (700 XP)

Actions Actions
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Multiattack: The Marionette Puppet makes two attacks: One
Hit: 5 (1d6 + 2) bludgeoning damage. with it's Slam attack and one with it's String Whip.

Puppet Strings (Recharge 5-6): The marionette puppet Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
targets one creature within 20 feet. The target must succeed Hit: 6 (1d6 + 3) bludgeoning damage.
on a DC 12 Wisdom saving throw or be restrained by the
puppet's strings for up to 1 minute. The restrained creature Puppet Strings (Recharge 5-6): The marionette puppet
can use its action to make a DC 12 Strength (Athletics) or targets one creature within 30 feet. The target must succeed
Dexterity (Acrobatics) check, freeing itself on a success. The on a DC 13Wisdom saving throw or be restrained by the
puppet can have only one creature restrained by its strings puppet's strings for up to 1 minute. The restrained creature
can use its action to make a DC 13 Strength (Athletics) or
Dexterity (Acrobatics) check, freeing itself on a success. The
puppet can have only one creature restrained by its strings
at a time.

String Whip: Melee Weapon Attack: +5 to hit, reach 10 ft.,


one target. Hit: 7 (1d8 + 3) slashing damage.

153
u
~--"'~'

J □
-~
'r

~ @-
u=C
0 C:
rr~
~
rt
cm@~
'r
0

Jade Blossom Main Street Layout middle of the street. You can make any combination of
The Main Street in the Jade Blossom District is where CR2 or CR3 puppets.
the House of Jade and Jade Emperor's Temple is located.
@ Jade Emperor Temple Entrance: This is the front gates to
(D Starting Zone: The party will start at the southern end the temple where the party needs to get to. Once they reach
of the Jade Blossom Main St. at the big main arches. this point they will need to be prepared for what's to come
behind these doors.
@ Kaito and Mei Lin: The Xia siblings, Kaito and Mei Lin,
will head west towards the House of Jade Dynasty You will want to keep the players in the blue highlighted
Warriors and help protect the homes of the royal areas of the map. If the players want to find different paths
families. to the temple they can do so. For example, they can try to
climb over the buildings to avoid fighting the marionette
@ Marionette Puppets: The marionette puppet soldiers puppets. If they try to avoid it completely you can always
will be spread throughout the Main St. Feel fee to create situations where they witness innocent citizens
position them to your liking and maybe make a pathway being attacked by the puppets and hope they will come to
on the east side that is safer than going straight up the 154 their defenses.
The Puppet Master's
Last Stand Enemies(adjust power levelsas needed):
Levels 6-7: In this example, we are using 8 players that 1x Dark Bunraku Puppet Masater (custom stat block)
are Level 6. (adjust enemies power as needed). This
(any number) Marionette Puppets
encounter takes place inside the jade Emperor's Temple
located in the Jade Blossom District of Kamara City. For the Dark Bunraku Puppet Master you can use the
custom monster stat block on the following pages. You can
The party enters the Jade Emperor's Temple and
choose to add any number of Marionette Puppets you see fit
confronts the Dark Bunraku Puppet Master, who is
to balance the difficulty level of this encounter for your
suspended in the air above the Jade Emperor's statue.
players.
Her hair is latched onto eight different columns, using
the temple as a conduit to channel her dark magic and
Experience Points:
control the marionette soldiers. The party must devise
, Successfully cutting the Puppet Master's hair from at least
a strategy to cut her puppet strings (her hair) and bring
four columns: 200 XP
her down, while avoiding her attacks and spells.
, Defeating the Dark Bunraku Puppet Master: 2,900 XP
• Creative strategies or good roleplaying: 100 XP
Encounter Details • Total possible XP: 3,200 XP
• The temple is circular, with a diameter of over 100 ft. , Addional XP for any marionette puppets you add.
• Numerous columns surround the room, to which the
Puppet Master's hair is latched. Aftermath:
• The Puppet Master is suspended in the air above the With the Dark Bunraku Puppet Master defeated, the
Jade Emperor's statue. marionette soldiers are freed from her control, and the
, Cutting at least four strands of the Puppet Master's chaos in the Jade Blossom District comes to an end. The
hair from four individual columns will cause her to fall party's heroic actions will be remembered by the people of
prone and release any controlled players. Kamara City, and they may even receive recognition from
the city's leaders. The mysterious origins of the Dark
Possible Strategies for Boss Fight: Bunraku Puppet Master and her dark magic could lead to
• Divide and Conquer: Party members can split up and further adventures, as the party seeks to uncover the
work simultaneously to cut the Puppet Master's hair secrets of the Hoshido Kingdom and its connection to the
from different columns, while others focus on distract- events in Kamara City.
ing her or defending against her attacks.
Treasure:
• Focused Assault: The party can focus on cutting the Upon defeating the Dark Bunraku Puppet Master, the party
Puppet Master's hair from one column at a time, while will find the following items:
trying to minimize the damage taken from her attacks
and spells. • A scroll case containing several spell scrolls, including one
scroll of Greater Restoration.
• Magical Disruption: Spellcasters in the party can • A finely crafted Hoshidan wakizashi (short sword), with a
attempt to disrupt the Puppet Master's concentration + 1 bonus to attack and damage rolls.
or dispel her magic, making it easier for the party to • A pouch containing 500 gold pieces and assorted gem
cut her hair and bring her down. stones worth 300 gold pieces.
155
Tamiko the Puppet Master
The Dark Bunraku Puppet Master, also known as
Tamiko, was once a powerful yoma from the Hoshido
Kingdom. A master of deception and manipulation, she
wielded her dark magic with the grace of a dancer and
the cunning of a trickster. Consumed by her hatred for
the alliance between the Hoshidan and the Xia people,
Tamiko became determined to sow discord and chaos
in the heart of Kamara City's Jade Blossom District.

Tamiko despised the friendship between the Hoshidan


and Xia people, believing that it weakened the Hoshido
Kingdom and diluted their rich cultural heritage. She
saw the alliance as a betrayal of the traditional
Hoshidan way of life, and vowed to do whatever it took
to sever the ties between the two nations.

With her deep understanding of the arts and the


arcane, Tamiko devised a dark, twisted plan. She
transformed herself into the Dark Bunraku Puppet
Master, a fearsome entity capable of controlling the
minds and bodies of others with her enchanted hair.
Using her newfound powers, she began to create
marionette soldiers from the citizens of Kamara City,
turning innocent people into unwitting pawns in her
quest for vengeance.

As the Dark Bunraku Puppet Master, Tamiko


orchestrated a series of attacks on the Jade Blossom
District, inciting terror and mistrust among the people.
Her ultimate goal was to drive a wedge between the
Hoshidan and Xia communities, forcing them to turn
against one another and shatter the fragile peace that
bound them together.
Determined to protect the unity between the Hoshidan
However, her plans are now at risk of being thwarted by and Xia people, they must confront the Dark Bunraku
a group of intrepid adventurers who have discovered Puppet Master and put an end to her sinister
her within the Jade Emperor's Temple. machinations once and for all.

Dark Bunraku Puppet Master


Largefiend (yoma), chaotic evil Hair Strings: The Puppet Master's hair can extend up to 60
Armor Class: 16 (natural armor) feet and can be used to manipulate objects, grapple, or make
Hit Points: 110 (13d10 + 39) attacks. If the hair is severed, the Puppet Master loses the
Speed: oft., fly 30 ft. (hover) ability to control marionettes connected to that particular hair
strand. Each hair strand has AC 15, 10 hit points, and
immunity to bludgeoning, poison, and psychic damage.

Actions
Multiattack: The Puppet Master makes three Hair Whip
Saving Throws: Dex +7, Int +5, Cha +8 attacks.
Skills: Arcana +5, Deception +8, Perception +4
Damage Resistances: bludgeoning, piercing, and slashing Hair Whip: Melee Weapon Attack: +7 to hit, reach 60 ft., one
from nonmagical attacks target. Hit: 10 (zd6 + 3) slashing damage, and the target is
Damage Immunities: poison grappled (escape DC 14). While the target is grappled, it is
Condition Immunities: charmed, exhaustion, grappled, also restrained, and the Puppet Master cannot use the same
paralyzed, petrified, poisoned, prone, restrained hair strand to make Hair Whip attacks.
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Infernal Marionette Control (Recharge 5-6): The Puppet Master targets
Challenge: 7 (2,900 XP) one humanoid she can see within 60 feet of her. The target
must succeed on a DC 16 Wisdom saving throw or be
Innate Spellcasting: The Puppet Master's innate spellcasting charmed by the Puppet Master. While charmed in this way, the
ability is Charisma (spell save DC 16, +8 to hit with spell target is considered to be under the effects of the Dominate
attacks). The Puppet Master can innately cast the following Person spell. The effect lasts for 1 minute, or until the Puppet
spells, requiring no material components: Master is incapacitated or dies. The target can make a new
saving throw at the end of each of its turns, ending the effect
•Atwill: mage hand, minor illusion on a success.
• 3/day each: hold person, suggestion
• 1/day each: dominate person, mass suggestion
156
I
Jade Emperor's Temple Layout
The Jade Emperor's Temple is a large temple that @ Worship Rooms: These worship rooms inside the temple
measures over 100 ft. in diameter. There are two large can be used for addition of more marionette soldiers or used
worship rooms in the back of the building. as a place for coverage if a party member is greatly wounded.

(D Starting Zone: The party will start from the main door © Marionette Puppets: If you want to increase the difficulty
to the south side of the temple. of this encounter even more, you can have more marionette
solders come into the temple from these side entrances.
@ The Puppet Master: The Puppet Master is in the center Keep in mind that these marionettes are still citizens of the
Jade Blossom District and the party should try to hold them
of the room suspended in the air above a large statue
of the Jade Emperor. Her hair is latched onto eight off or incapacitate them.
different columns, using the temple as a conduit to
channel her magic and control the marionettes. The only Once the party defeats The Puppet Master, Tamiko, her dark
way to reach her is to climb the statue or to cut her down. puppet's curse will be lifted from all of the citizens that were
Cutting at least four strands will make her fall and knock turned into marionettes. The city will gain new heroes and
her prone. also concludes the Jade Blossom Arc.
157
strive to bring justice and peace to Kamara Bay and the
The Crimson Cutlass wider world.
After successfully restoring peace and order in the Jade
Blossom District and the Depths of Shadow, our group As the story unfolds, the party will venture into Smug-
of adventurers find themselves enjoying a well-de- gler's Cove and other hidden locations along the King's
served evening of merriment at the Lion's Roar Tavern Coast. Eventually, they may find themselves traveling
in Kamara City. However, their respite is short-lived as across the vast and treacherous Grand Blue ocean,
they are approached by none other than our favorite discovering remote islands, underwater kingdoms, and
Leohuman veteran, Lord Marcus Goldenclaw. ancient sea creatures that inhabit its depths.

Lord Marcus, impressed by their recent accomplish-


ments, presents the group with a new assignment.
They must investigate a notorious pirate named
Caelan Blackhand and his gang, the Crimson Cutlass
Buccaneers, who are suspected of illegal smuggling
activities. These smuggling activities include stolen
goods, artwork, jewelry, exotic animals, rare items and
weapons, and even slaves.

The Kamaran City Guard has already confronted


Caelan Blackhand and his gang, but they denied any
wrongdoing, and no solid evidence was found on their
ships. However, thanks to some intelligence from a
reliable source, Nox Nightstalker of the Shadowpaw
Syndicate, Lord Marcus believes there is another ship
being used by the pirates. This ship is hidden in a
secluded cove in Kamara Bay, known as Smuggler's
Cove.

Lord Marcus hands the party a map of Smuggler's


Cove, tasking them with investigating the area and un-
covering any evidence of illegal smuggling operations.
Excited about the prospect of a new adventure that
takes them to the seashores and possibly the open
ocean, the party eagerly accepts the mission.

Thus begins the Grand Blue Arc, a thrilling new story


that will see our adventurers navigating treacherous
waters, facing off against ruthless pirates, and uncover-
ing hidden secrets in the depths of the Grand Blue
ocean. Along the way, they will form alliances with
other seafaring factions, learn the importance of team-
work and camaraderie on the high seas, and ultimately,
With the information from Nox and Tidalus, as well as the
Whispering Tides added challenge of the modified traps and enemies, the
Levels 7-8: In this example, we are using 8 players that party must navigate the maritime forest with caution and
are Level 7. (adjust traps and enemies as needed). This skill. Their success will depend on their ability to work to-
encounter takes place inside the Whispering Tides gether, outsmart the pirates, and gather the necessary
Forest located in the King's Bay just outside of Kamara evidence to expose the Crimson Cutlass Buccaneers' illegal
City. activities.

The party's first encounter in the Grand Blue Arc takes Traps (adjust trap difficulty as needed):
place in the Whispering Tides Forest, a maritime forest Tripwires connected to crossbow traps: The party must
surrounding Smuggler's Cove. They must navigate make a DC 18 Perception check to spot the tripwires. If
through the forest, disabling traps and dealing with they fail and trigger the trap, they must make a DC 16
pirate scouts, in order to reach the cove undetected and Dexterity saving throw or take 2d10 piercing damage from
gather evidence of the Crimson Cutlass Buccaneers' the crossbow bolt.
illegal activities.
Pit traps covered with leaves and branches: The party
Encounter Details must make a DC 17 Perception check to spot the pit trap. If
The party meets Nox Nightstalker and Tidalus they fail and step on the trap, they must make a DC 14
Waveborne at the Lion's Head Lighthouse in the Dexterity saving throw or fall 15 feet into the pit, taking 2d6
Harborfront District of Kamara City's Lower City bludgeoning damage and potentially encountering a hostile
sector. From the top of the lighthouse, they are shown creature in the pit.
the location of the Smuggler's Cove through telescopes.
With this crucial information, the party is well-prepared Alarm traps with magical bells: The party must make a
for the challenges that lie ahead. DC 19 Arcana check to spot the magical runes on the alarm
trap. If they fail and trigger the trap, a loud bell rings, alert-
Nox emphasizes the importance of obtaining hard ing nearby pirate scouts to the party's presence and poten-
evidence of the Crimson Cutlass Buccaneers' illegal tially summoning reinforcements.
activities and warns the party about the traps and
pirate scouts that fill the maritime forest surrounding Possible Enemies (adjust power levels as needed):
the cove. Tidalus provides each party member with a Pirate Scouts (Veterans MM pg. 350, reskinned as pi-
vial of water breathing potion and entrusts them with rates): These experienced pirates are tasked with patrolling
his family heirloom, a decanter of endless water, to the maritime forest and reporting any intruders. They are
aid them in their mission. He hopes to have it returned quick to raise the alarm if they spot the party. Increase the
once their mission is complete. number of pirate scouts to provide a more challenging en-
counter for the party of you so choose.
As the party ventures into the maritime forest, they
quickly find themselves faced with the traps set up by Giant Constrictor Snakes (MM pg. 320): The forest is
the pirates. They must carefully disable these traps to home to these dangerous creatures, which may attack the
avoid setting off any alarms. If they are spotted by party if they venture too close to their lair. Increase the
pirate scouts, they will need to eliminate or subdue number of giant constrictor snakes to 3-4 to challenge a
them to ensure that they do not alert the rest of the larger party. Alternatively, consider using a more dangerous
pirates at Smuggler's Cove. creature, such as a Giant Ape (MM pg. 323), to make the
encounter more challenging.
160
Aftermath:
If the party successfully navigates the traps and deals
with any enemies, they make their way closer to the
Smuggler's Cove. They gain valuable experience in
stealth and disabling traps, and they are now better
prepared for the challenges that await them at the cove.

If the party fails to disable the traps or is spotted by the


pirate scouts, they may face additional challenges as the
pirates at Smuggler's Cove are now aware of their
presence and will take measures to protect their illegal
operations.

Experience:
Award the party 200 XP for each trap they successfully
disable and 150 XP for each enemy they defeat or
subdue. Award additional XP based on any additional or
modified enemies in this encounter.

Treasure:
If the party searches the bodies of any defeated pirate
scouts, they may find the following:

• A small pouch containing 4d6 gold pieces


• A crudely drawn map of the maritime forest, with the
locations of some traps and secret paths marked
• 2 potions of greater healing
• A spyglass (useful for scouting the area from a
distance)
• A set of thieves' tools with intricate carvings (worth 50
gold pieces)

Additionally, if the party defeats the Giant Constrictor


Snakes or the Giant Ape, they may find a small treasure
cache hidden near the creature's lair:

• A chest containing 300 gold pieces


• A Pearl of Power (requires attunement)
• A Cloak of Elvenkind (requires attunement)
Whispering Tides Forest Layout
The Whispering Tides Forest is filled with hidden
Pirate Scout Watchtower: These watchtowers give the
traps, dangerous creatures and pirate scouts.
pirates a better view of the forest. If the party is standing in
the open and within 50 ft of the tower. They will need to roll
CDStarting Zone: The party will enter the forest from
an opening near the south west edge of the forest.
a stealth check or risk alerting the Pirate Scouts.
They will come to points with multiple paths to choose
The Forest Exit: This is the area the party must reach in
from. You can change the paths to your liking.
order to get to the Smuggler's Cove.
@ T~aps: These are points where traps are setup by the
To reiterate from before, if the party successfully navigates
pirates. There will be tripwires, pit traps, and alarm
the traps and deals with any enemies, they make their way
traps. You can decide what type of trap to use.
closer to the Smuggler's Cove. If the party fails to disable
the traps or is spotted by the pirate scouts, they may face
@ Enem~es: These points can be pirate scouts or giant
additional challenges as the pirates at Smuggler's Cove are
constrictor snakes. Feel free to change it up to any
now aware of their presence and will take measures to
creature or enemy you see fit.
protect their illegal operations. Make any adjustments you
© A Tougher Enemy: If you wanted to challenge your need to balance this encounter against your players size
and levels.
party to a more difficult fight. You can create a stronger
enemy here such as a Giant Ape. 162
The Smuggler's Cove
Levels 7-8: In this example, we are using 8 players that • Acrobatics or Athletics checks (DC 16) to climb the
are Level 7. (adjust traps and enemies as needed). This cargo nets and board the main ship without drawing
encounter takes place at the Smuggler's Cove in the attention.
King's Bay just outside of Kamara City. • Deception, Persuasion, or Intimidation checks
(DC 15) to trick or subdue the pirates hauling them
The party arrives at Smuggler's Cove only to find that up to the main ship.
the main pirate ship has already set sail. They must
quickly subdue a smaller crew of pirates, commandeer Enemies(adjust power levelsas needed):
their boat, and give chase, all while maintaining their 4 to 6 Pirate Crew (use Thugs MM pg. 350, reskinned as
disguises to blend in with the pirate crew. Once they pirates) Adjust based on the party's size and capabilities.
reach the main ship, they will need to employ deception
1 to 2 Hauling Pirates (use Veterans MM pg. 350,
and stealth to make their way to the cargo bay without
raising suspicion. reskinned as pirates) Pirates stationed at the top of the
main ship, responsible for hauling up the smaller boat.
Encounter Details
Aftermath:
Upon reaching Smuggler's Cove, the party witnesses If the party successfully makes it onboard the main
the main pirate ship sailing away. They notice a smaller ship and to the cargo bay without raising the alarm,
boat with a crew of 4-6 pirates (balanced for the party) they have the advantage of surprise for the next phase
just pushing off from the shore. The party must quickly of their mission.
eliminate or subdue the pirates before commandeering
the boat to give chase. Experience:
Award the party 200 XP for each pirate crew they
If successful, they must then disguise themselves using defeat or subdue, 700 XP for the Hauling Pirates and
the clothing of the defeated pirates. The number of an additional 100 XP for each successful deception or
available disguises is one less than the number of play- stealth tactic used to infiltrate the main ship. Adjust
ers in the group, forcing them to get creative with their XP based on your party's level and abilities.
deception techniques.
Treasure:
Once they reach the main ship, they must tie their boat If the party searches the smaller boat, they may find
to the cargo nets and be hauled up by 1 or 2 pirates. the following:
The party will need to trick or subdue these pirates to
avoid raising the alarm. If successful, they overhear • A small chest containing 6d6 gold pieces
that the cargo bay is located on a lower level. • A pirate captain's hat adorned with exotic feathers
(worth 25 gold pieces)
Obstacles: • A set of loaded dice (for use in deception and
• Stealth checks (DC 15) to approach the smaller boat gambling situations)
without being noticed by the pirates. , A scroll of Water Walk (a useful tool for any
• Deception checks (DC 14) to convincingly disguise ocean-based mission)
themselves as pirates using the limited clothing
available.
163
Uncovering Secrets ln the PossibleEnemies(adjust power levelsas needed):
Pirate Crew (use Thugs MM pg. 350, reskinned as pirates)
Cargo Hold Adjust based on the party's size and capabilities.

Levels 7-8: In this example, we are using 8 players that Hauling Pirates (use Veterans MM pg. 350, reskinned as
are Level 7. (adjust encounter as needed). This encounter pirates) Pirates stationed in the cargo hold, responsible
takes place inside the Cargo Hold aboard the Crimson for organizing and mainting the ship's inventory.
Cutlass' Cargo Ship in the Grand Blue ocean.
Experience:
After successfully infiltrating the main pirate ship, the Award the party 100 XP for each successful skill
party must lay low in the cargo hold and take turns check or obstacle they overcome during their time in
keeping watch. During their time in the hold, they have the cargo hold. Additionally, award 200 XP for any evi-
the opportunity to explore and uncover evidence of the dence of illegal activities they uncover, and 300 XP for
pirates' illegal activities, including stolen goods, exotic freeing any slaves they find. Award XP for any enemies
animals, and even captive slaves. The party must navi- they encounter.
gate the hidden dangers and challenges of the cargo
hold while staying undetected. Treasure:
During their exploration of the cargo hold, the party
Encounter Details may discover the following:
The party, hidden within the cargo hold, needs to
, A collection of stolen artwork, including paintings
remain stealthy and vigilant while they take turns
and sculptures, worth a total of 1,000 gold pieces.
keeping watch. They have the chance to explore the
• A cache of rare gemstones, worth a total of 500 gold
hold for evidence of the pirates' illicit activities. The
pieces.
cargo hold is a labyrinth of crates, barrels, and cages
, A beautifully crafted weapon, such as a+ 1 rapier
containing various items, creatures, and individuals.
with an intricate hilt design, worth 300 gold pieces.
The party must use their wits and skills to avoid
, A bag of holding, which could prove useful for storing
triggering any traps or alerting the pirates.
their findings and additional loot.
, A mysterious map of the ocean depths, hinting at the
Obstacles:
location of a hidden treasure or lost city deep within
• Perception checks (DC 15) to spot hidden traps or
the Grand Blue.
compartments within the cargo hold.
• Stealth checks (DC 14) to avoid making noise or
drawing attention to themselves while exploring .
• Investigation checks (DC 15) to uncover evidence of
illegal activities or hidden treasures .
• Animal Handling checks (DC 16) to calm any
frightened or hostile exotic animals they encounter .
• Persuasion checks (DC 14) to gain the trust of any
slaves they find, ensuring they stay quiet and cooperate
with the party's plans.
Assault of the Abyssal Tide Enemies (adjust power levels as needed):
Levels 7-8: In this example, we are using 8 players that 3 to 4 Abyssal Merrow (use Merrow MM pg. 219)
are Level 7. (adjust encounter as needed). This encounter
Adjust based on the party's size and capabilities.
takes place on the Crimson Cutlass Buccaneers' Pirate
Island in the Grand Blue ocean. 1 to 2 Abyssal Sea Seprents (use custom monster stat on
the following pages.)
The party manages to sneak off the docked pirate ship ix Chitinmaw Crusher (use custom monster stat on the
onto the secret pirate island, home to Captain
following pages.)
Blackhand and the Crimson Cutlass Buccaneers. As
they investigate the island, a surprise attack from
Abyssal Merrow and massive sea creatures, the huge Experience:
Chitinmaw Crusher, throws everything into chaos. The Award the party 150 XP for each successful skill
party must choose between joining the fight against the check or obstacle they overcome during their time on
invaders or finding a way to escape. Regardless of their the island. Award XP for defeating the group of
choice, they will face a group of 3-4 Abyssal Merrow Abyssal Merrow, Abyssal Sea Serpents and the
and 1 Chitinmaw Crusher. Chitinmaw Crusher.

Treasure:
Encounter Details During their exploration of the island or in the heat of
The party sneaks off the pirate ship and onto the island. the battle, the party may discover the following:
They quickly realize that this is the secret base for the
Crimson Cutlass Buccaneers, where they store their • A chest containing 1,500 gold pieces worth of
ill-gotten goods. While exploring, the island comes assorted coins, jewelry, and trinkets.
under attack from Abyssal Merrow and a massive sea • A scroll containing a powerful spell, such as Cone of
creature known as the Chitinmaw Crusher. The party Cold or Teleportation Circle.
overhears that the merrow are searching for an item in , A magical amulet that grants resistance to a specific
the pirates' possession called the Eye of the Abyss. The damage type (determined by the DM).
party must decide whether to help fight off the • The Eye of the Abyss, if the party decides to search
attackers or look for a way to escape the island. for it during the battle. /

Obstacles:
• Stealth checks (DC 14) to avoid detection while
disembarking from the ship. I
• Investigation checks (DC 15) to gather information /"

on the pirate's illegal activities and locate potential (,


escape routes or hiding spots.
• Perception checks (DC 14) to spot any useful
resources or weapons that could be used during the ~ 0
battle. \ 0 ·/
• Combat encounter against 3-4 Abyssal Merrow, 1-2
Abyssal Sea Serpents and 1 Chitinmaw Crusher.
\\. /
165 \.·,/~/-.'
\\ ..... '
<) \ I

J ' ••
/·~--- -
/-
Monsters of the Deep
Deep beneath the ocean's surface, where sunlight fades
into eternal darkness, dwell the nightmarish creatures
of the abyss. The Abyssal Merrow, Abyssal Sea
Serpents, Chitinmaw Crushers, and other unspeakable
horrors lurk in these uncharted depths, each
possessing unique and terrifying abilities that set them
apart from their surface-dwelling counterparts.

The Abyssal Merrow are twisted, malevolent beings


that command the power of the deep seas. Their
fearsome appearance, coupled with their innate
mastery of the ocean's crushing forces, makes them
formidable foes. They lead their Abyssal Sea Serpent
companions through the ocean's darkest reaches,
creating an alliance of deadly hunters that strike fear
into the hearts of sailors and coastal dwellers alike.

Abyssal Sea Serpents are swift, agile predators with an


uncanny ability to blend into their environment. Their
cold energy and telepathic bond with the Abyssal
Merrow make them a terrifying presence in the deep
abyss.

Chitinmaw Crushers are hulking monstrosities with


enormous shells and powerful crushing jaws. These
massive creatures are capable of withstanding
tremendous pressure and are virtually impervious to These monsters of the deep abyss serve as a chilling
attacks, making them living siege weapons of the deep. reminder of the dangers that lie beneath the waves,
They wreak havoc on ships, structures, and anything lurking in the shadows, waiting for the unwary to venture
else that crosses their path. • too far from the safety of the shore.

Abyssal Sea Serpent


Medium monstrosity,chaoticevil
Armor Class: 14 (natural armor)
Hit Points:52 (8d8 + 16)
Speed: 20 ft., swim 40 ft.

SavingThrows: DEX +4, CON +4


Skills: Perception +3, Stealth +4
Damage Resistances:cold
Senses:darkvision 60 ft., passive Perception 13
Languages:understands Abyssal but can't speak
Challenge Rating:3 (700 XP)
Amphibious:The Abyssal Sea Serpent can breathe air and
water.
Water Adaptation:The Abyssal Sea Serpent has advantage
on Stealth checks made while underwater.

Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) piercing damage plus 4 (1d8) cold
damage.
Constrict: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) bludgeoning damage, and the
target is grappled (escape DC 13). Until this grapple ends,
the target is restrained, and the serpent can't constrict
another target.
Lunge (Recharge5-6): The Abyssal Sea Serpent moves up
to 20 feet in a straight line toward a target and makes a
bite attack. If the attack hits, the target takes an additional
4 (1d8) cold damage and must succeed on a DC 13
Strength saving throw or be knocked prone.
Chitinmaw Crusher
The Chitinmaw Crushers were created by the Abyssal
Merrow, evil and twisted sea-dwelling cousins of the
Merfolk race. The Abyssal Merrow, corrupted by their
association with the vile demon lords, performed dark
experiments on various crustaceans to create the
ultimate underwater guardian.

These hulking crustaceans, with their crab-like heads


and colossal crushing claws, were specifically designed
to be the first line of offense against invading forces
and to defend the Abyssal Merrow's underwater lairs.
As a result, Chitinmaw Crushers are often found
guarding entrances to the Abyssal Merrow's strong-
holds, ready to crush any intruder that dares to enter
their territory.

Though the Chitinmaw Crushers lack intelligence, they


have an unwavering loyalty to their Abyssal Merrow
masters. They are capable of understanding orders
given in Abyssal but cannot speak themselves, follow-
ing their masters' commands without question. These
fearsome creatures have earned a terrifying reputation
in the underwater realms, as both friend and foe alike
have learned to fear the crushing force of the
Chitinmaw Crushers.

Chitinmaw Crusher
Huge monstrosity (crustacean), neutral evil Claw: Melee Weapon Attack: +9 to hit, reach 10 ft., one
Armor Class: 18 (natural armor) target. Hit: 19 (3d8 + 6) bludgeoning damage, and the
Hit Points: 126 (12d12 + 48) target is grappled (escape DC 17). The Chitin maw Crusher
Speed: 30 ft., swim 40 ft. has two claws, each of which can grapple only one target.

Constrict: Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 15 (2d8 + 6) bludgeoning damage, and the
target is restrained until the grapple ends.

Crushing Slam: The Chitinmaw Crusher can use its action


Saving Throws: STR +9, CON +7
to slam a Large or smaller creature it has grappled into a
Skills: Athletics +9, Perception +4
nearby solid surface, dealing 16 (2d10 + 6) bludgeoning
Senses: blindsight 60 ft., passive Perception 14
damage to both the creature and the surface.
Languages: understands Abyssal but can't speak
Challenge Rating: 7 (2,900 XP)
LegendaryActions
Traits The Chitinmaw Crusher can take 3 legendary actions,
Amphibious: The Chitin maw Crusher can breathe air and choosing from the options below. Only one legendary
water. action option can be used at a time and only at the end of
another creature's turn. The Chitin maw Crusher regains
Siege Monster: The Chitinmaw Crusher deals double spent legendary actions at the start of its turn.
damage to objects and structures.
Detect: The Chitinmaw Crusher makes a Wisdom (Percep-
Abyssal Guardian: The Chitin maw Crusher has advantage tion) check.
on saving throws against spells and other magical effects.
Claw Attack: The Chitin maw Crusher makes a claw attack.
Actions
Multiattack: The Chitinmaw Crusher makes two claw Crush (Costs 2 Actions): The Chitin maw Crusher uses its
attacks. Crushing Slam on a creature it has grappled.

167
Crimson Cutlass Island Layout
The Crimson Cutlass Island is a secluded island in the Captain Blackhand's Tent: If the party searches Captain
Grand Blue ocean and home to the Crimson Cutlass Blackhand's tent they can possibly find the Eye of the Abyss
Buccaneers. artifact that the Merrow are searching for. There can also be
a slave or a rare exotic animal caged up.
(D S_tarting_Zone:The ?arty will disembark the larger
Escape Boats: Make it so there are a few boats still intact
pirate ship here. While they are getting off the ship
they arrived in. It is currently under attack by two and not damaged by the Chitinmaw Crushers. These boats
large chitinmaw crushers smashing it's hull. will be the only means of escape off of the island.

@ Abyssal Merrow and Pirates: These are points where The party has a few options to end this encounter:
1. They can choose to either fight off all of the enemies,
the pirates are fighting with the Abyssal Merrow. The
party can try to avoid fighting or engage in these battles. which is not the recommended choice due to the high number
As the DM you can decide how many enemies the party of Abyssal Merrow and Chitinmaw crushers on the island.
will face off against in these areas. 2. If they manage to find the Eye of the Abyss in the Captain's
tent, they can choose to give it to the Merrow and hope it stops
@ Tents and Buildings: If the party decides to investigate the attack.
3. They can find a boat that is not under attack by Chitinmaw
the buildings or tents on the island, they will find more
evidence of the illegal goods the pirates have been Crushers and use it as a means of escape.
hoarding and any possible treasure they may find. 168
Escape from the Shattered -y '·'

Island
Levels 7-8: In this example, we are using 8 players that • Investigation checks (DC 14) to discover any captive
are Level 7. (adjust encounter as needed). This encounter slaves and their location.
takes place on the Crimson Cutlass Buccaneers' Pirate • Persuasion or Intimidation checks (DC 15) to
Island in the Grand Blue ocean. negotiate with Blackhand and his crew.
• Combat encounter against any remaining pirates if
After defeating the first wave of Abyssal Merrow and the party chooses not to take Blackhand as a prisoner.
Chitinmaw Crushers, the party finds themselves facing an • Endurance checks (DC 12) to withstand the harsh
even larger force of these monstrous creatures. With the conditions of the Grand Blue while waiting for rescue.
island's defenses crumbling, the party must use a boat to
escape, potentially rescuing captive slaves in the process. Enemies (adjust power levels as needed):
As they attempt to leave, they are confronted by Captain 4 to 6 Pirate Crew (use Thugs MM pg. 350, reskinned as
Caelan Blackhand and some of his Crimson Cutlass
pirates) Adjust based on the party's size and capabilities.
Buccaneers, who beg the party for help escaping the
island. The party must decide whether to take Blackhand 1x Captain Caelan Blackhand (use custom monster stat
as a prisoner or to leave him behind, potentially fighting on the following pages.
off more pirates in the process. Once they set sail back to
the Grand Blue, they are discovered and rescued by Experience:
Kamara City's Azure Armada, who take the party back to Award the party 200 XP for each successful skill check or
Kamara City, where they can tum in Captain Blackhand obstacle they overcome during their escape. Award an
and his pirates to Lord Marcus Goldenclaw. additional 500 XP if they successfully rescue any captive
slaves, and 300 XP if they successfully negotiate with
Encounter Details Captain Caelan Blackhand. If they end up fighting
Blackhand and his crew award the XP based on their
• The party must quickly find a suitable boat to escape
challenge rating. Award 250 XP for their endurance and
the island as more Merrow and Crushers invade the
resourcefulness during their journey back to Kamara City.
shoreline.
• During their search, they may encounter captive
slaves who they can choose to free and take with them
Treasure:
During their exploration of the island or in the heat of the
on the boat.
battle, the party may discover the following:
• As they prepare to leave, Captain Caelan Blackhand
and his crew confront the party, begging for help in
• A chest containing 1,500 gold pieces worth of assorted
escaping the island.
coins, jewelry, and trinkets.
• The party must decide whether to take Blackhand as
a prisoner or to leave him behind, which may result in • A rare magical item, such as a Wand of the War Mage
+2 or a Cloak of Protection +2.
a battle against the remaining pirates.
• A map leading to a hidden treasure trove, which could
• After setting sail, the party is discovered by Kamara
be explored in a future adventure.
City's Azure Armada and brought back to Kamara City.
• Any additional loot recovered from the island,
including the Eye of the Abyss if they have not already
Obstacles:
found it.
• Perception checks (DC 16) to locate a suitable boat
amidst the chaos. 169
Captain Caelan Blackhand
Captain Caelan Blackhand, a notorious and cunning
pirate, leads the Crimson Cutlass Buccaneers, a band of
ruthless and skilled sailors known throughout the seas
for their illegal smuggling operations. With his flaming
sword and trusty pistol, Blackhand has struck fear into
the hearts of merchants and law enforcement alike,
leaving a trail of plundered ships and plundered coastal
towns in his wake. His charisma and tactical prowess
have earned him the unwavering loyalty of his crew, who
follow him into battle with a fierce determination that
rivals any naval force.

The Crimson Cutlass Buccaneers specialize in


smuggling various types of contraband, from exotic
creatures and stolen relics to illegal substances and
even slaves. Their vast network of contacts and hideouts
ensures that their illicit goods can be transported and
sold with minimal risk, allowing them to amass a
considerable fortune over the years. This wealth,
combined with their fearsome reputation, has made
them a formidable force in the criminal underworld, and
their activities have drawn the ire of law enforcement
agencies across the seas.

Captain Caelan Blackhand Evasion:If Captain Blackhand is subjected to an effect that


allows him to make a Dexterity saving throw to take only
Medium humanoid (human), chaotic neutral
half damage, he instead takes no damage ifhe succeeds on
Armor Class: 17 (studded leather armor)
the saving throw, and only half damage if he fails.
Hit Points:130 (2od8 + 40)
Speed:30 ft.
Actions
Multiattack: Captain Blackhand makes three attacks: two
with his Flaming Sword and one with his pistol.

Flaming Sword: Melee Weapon Attack: +8 to hit, reach 5 ft.,


one target. Hit: g (1d8 + 5) slashing damage plus 4 (1d8)
SavingThrows: DEX +8, CON +6, WIS +5, CHA +7 fire damage.
Skills:Acrobatics +8, Athletics +7, Deception +7, Perception
+5, Sleight of Hand +8, Stealth +8
Pistol: Ranged Weapon Attack: +8 to hit, range 30/90 ft.,
Senses:Passive Perception 15 one target. Hit: 10 (1d10 + 4) piercing damage.
Languages:Common
Challenge Rating:8 (3,900 XP) Parry:Captain Blackhand adds 2 to his AC against one
ProficiencyBonus:+4 melee attack that would hit him. To do so, he must see the
Traits attacker and be wielding a melee weapon.
Swashbuckler:Captain Blackhand can take the Disengage
or Dash action as a bonus action on each of his turns. If he Reactions
is within 5 feet of a creature and no other creatures are Uncanny Dodge: When an attacker that Captain Blackhand
within 5 feet of him, he doesn't have disadvantage on can see hits him with an attack, he can use his reaction to
ranged attack rolls. halve the attack's damage against him.

170
and their investigations pointed towards a connection
The Eclipse of Light with the Crystal Consortium, the Shadowmane project,
In the bustling city of Kamara, the sun had just risen, and the dark dealings with the Drow ofUmbra'Zul. The
casting its warm golden glow over the cobblestone Drow, it seemed, may be planning to harness the power
streets. The adventurers, having spent weeks at their of the Heart of the Sun to create super soldiers or
favorite establishment, the Lion's Roar Tavern, were enchanted armor, which would make them a
starting to feel a sense of belonging in this great city. formidable force against the surface world.
They had been generously accommodated by the city,
as gratitude for their previous heroic deeds. Time was of the essence, and Lord Marcus implored the
party to embark on a mission to retrieve the stolen
As the party members awoke early that day, they felt a crystal. He believed the thieves would have to stop by
sense of anticipation in the air. Each of them, still the city of Driftwood to the north in order to make their
rubbing the sleep from their eyes, dressed quickly and way back to the Underdark. The region is heavily
made their way to the dining area of the tavern. The guarded right now by the Kamaran military so they will
aroma of freshly baked bread and sizzling bacon most likely rendezvous with a larger group along the
greeted them as they took their seats around the worn, way. The adventurers were asked to meet Captain
wooden table. They shared tales of their dreams and Remy Steelclaw, a captain of the Leon in Military, at a
bantered playfully, awaiting the day's adventures. Little nearby encampment, and work with him to reclaim the
did they know that their lives were about to change artifact.
dramatically.
The weight of this mission was evident, as Lord Marcus
As they finished their breakfast, the doors to the tavern promised a handsome reward for the return of the
swung open, revealing a worried Lord Marcus Heart of the Sun. The party understood the gravity of
Goldenclaw. His usual warm, welcoming smile was the situation and the importance of the crystal as a
replaced by a troubled expression. The adventurers symbol of the Goddess Solaria.
could sense that something was amiss, and their light-
hearted chatter quickly turned to concerned whispers. As the adventurers prepared to leave the Lion's Roar
Tavern and embark on their new quest, they knew that
Lord Marcus approached the table and greeted the this was the beginning of an epic journey, one that
adventurers with the respect and admiration they had would test their skills, their courage, and their very_
earned through their prior deeds. He ushered them into hearts. This was the dawn of the Lionheart Arc,. ~ ~
a private room, his voice heavy with urgency. As the
door closed behind them, Lord Marcus revealed the
dreadful news: the "Heart of the Sun" crystal, a sacred
artifact that held the powers of the Goddess Solaria,
had been stolen last night from the Temple of the Sun.

The party listened intently as Lord Marcus described


how the priests and paladins guarding the temple had
been overwhelmed by a group of elite rogues and
powerful Shadowmane warriors. The city was already
buzzing with rumors, and it wouldn't be long before
the citizens erupted into chaos.

Lord Marcus shared his suspicions that House


Silvermoon was involved. The Kamaran City
Guard had already detained some members
for questioning,
....,

The Pursuit of the Stolen Captain Remy tasked the adventurers with uncovering
the secret meeting location in Driftwood. To do so, the
Heart party would need to gather information from the locals
without arousing suspicion. They decided to split up
The morning sun cast its warm glow upon the
and visit various establishments around the city, such
adventurers as they gathered at the renowned
as taverns, inns, and marketplaces, to discreetly gather
Moonshadow Stables, located in the Outer City sector
information.
of Kamara. The stable owner, a jovial man named Orin
Silvermane, had been expecting them and greeted
As the adventurers made their inquiries, they began to
them with a smile, knowing that they were on an urgent
hear rumors of strange activity near an abandoned
mission. As the party entered the stables, they were
lumber mill. Locals reported seeing cloaked figures
greeted by the sounds of horses neighing and the scent
entering and leaving the mill late at night, and unusual
of fresh hay.
sounds emanating from within. Piecing together the
information they had gathered, the party deduced that
Orin proudly presented an array of magnificent steeds
this mill was likely the secret meeting place between
for the adventurers to choose from. There were nimble
the thieves and the Darkforge Dwarves.
Elven horses, sturdy Dwarven mountain ponies, and a
few exotic mounts with unique abilities. The
With their destination finally revealed, the adventurers
adventurers were given the opportunity to test their
prepared themselves for the inevitable confrontation,
animal handling skills and bond with their chosen
knowing that the stakes had never been higher. They
mounts, discovering the individual personalities and
would need all their cunning, strength, and skill to
quirks of each creature.
recover the Heart of the Sun and protect the people of
Driftwood from the sinister forces gathering in the
Once the adventurers had chosen their steeds, they set
shadows.
off at a brisk pace, riding hard towards the city of
Driftwood, situated 100 miles to the northeast. They
knew that time was of the essence, as they were to
meet with Captain Remy Steelclaw at the Kamaran
Army encampment just outside the city.

Upon arriving at the encampment, the party was


greeted by the formidable presence of Captain
Remy. He debriefed the adventurers on the
situation in Driftwood, informing them of
the ongoing attacks by the Drow forces
and their alliance with the Darkforge
Dwarves of Shadowhold. He shared
his belief that the Heart of the
Sun would be handed over to
the Darkforge Dwarves in
Driftwood, and that they
would likely use their I
powerful Dark Iron Forge , , .
to harness its energy.

•.
Captain Remy's
Encampment
Captain Remy's encampment, situated just outside the
bustling town of Driftwood, is a testament to the strate-
gic foresight and military prowess of the Leon in forces.
The camp is meticulously organized, with a keen eye
for efficiency and order, as it has been established to
serve as the first line of defense against any threats that
might emerge from the Underdark.

Upon approaching the encampment, visitors are greet-


ed by the sight of tall, wooden palisades that encircle Captain Remy Steelclaw.
the camp's perimeter, providing an imposing barrier Captain Remy Steelclaw, a rare dark blueish-black
against any would-be attackers. Watchtowers are strate- furred Leonin, stands as a symbol of honor and
gically placed along the palisades, manned by vigilant strength within the Kingdom of Kamara. His unique fur
soldiers who keep a keen eye on the surrounding land- color, a testament to his ancient lineage, sets him apart
scape. from the rest, making him easily recognizable on the
battlefield. Remy's fierce gaze and chiseled features
Inside the encampment, the layout is equally well-or- convey an aura of confidence and determination, while
ganized, with rows of neatly arranged tents providing the steel of his blade mirrors the darkness of his fur,
shelter for the soldiers and their commanders. The imbuing him with an air of mystique and power that
camp is divided into various sections, each dedicated to few can match.
a specific purpose. There are areas for weapons and
armor storage, a blacksmith's forge for maintaining and As a commander, Captain Remy's tactical prowess and
repairing equipment, and a mess hall where the sol- unwavering focus have earned him the respect and
diers can find a hot meal after a Jong day of training or admiration of his troops. His commitment to the
combat. protection of Kamara and its citizens drives him to
continually push himself and his forces to their limits,
At the heart of the encampment stands Captain Remy's refining their skills and ensuring their readiness for any
command tent, a larger and more elaborate structure battle. With a roar that can shake the heavens, Captain
that serves as both his personal quarters and the strate- Remy Steelclaw leads his forces with the ferocity of a
gic center of the camp. Here, Captain Remy and his of- lion and the cunning of a seasoned tactician, making
ficers can be found poring over maps and discussing him a force to be reckoned with on any battlefield.
battle plans, ever vigilant for any signs of danger that
might threaten the people of Driftwood and the King- Off the battlefield, Captain Remy's loyalty to King Zane
dom of Kamara. and his devotion to the Leonin people are unwavering.
As a trusted advisor, he offers invaluable insight and
The atmosphere within the encampment is one of dis- wisdom, ensuring that the best interests of his people
cipline and camaraderie, as the soldiers of the Leonin are always at the forefront of the kingdom's decisions.
military train together, honing their skills and forging Captain Remy's tireless work ethic and dedication to
bonds that will carry them through the trials of battle. justice make him a beloved figure among the Leonin
Visitors to Captain Remy's encampment can expect to populace, and his commitment to safeguarding their
find a well-oiled machine, prepared to defend the king- way of life has solidified his legacy as a true hero of the
dom and its people against any threats that might arise. Kingdom of Kamara.
17 4
Showdown at the
Abandoned Lumber Mill Experience:
Successfully interrupting the transaction and defeating
Levels 9-10: In this example, we are using 8 players that the enemies: 5,600 XP (700 XP per player)
are Level 9. (adjust encounter as needed). This encounter
takes place at the Abandoned Lumber Mill in the city of Treasures:
Driftwood. • Dark Iron armor and weapons (non-magical, but of
The adventurers have finally located the secret meeting high quality and value)
spot between the thieves and the cloaked Darkforge • Artificer's Spell Component Pouches (contains rare
Dwarves in Driftwood - an abandoned lumber mill. The spell components worth 200 gold pieces each)
party must infiltrate the lumber mill, witness the • A map of the Darkforge Dwarf stronghold, Shadowhold
transaction of the Heart of the Sun crystal, and disrupt (provides the party with valuable information for future
the exchange before it's too late. They will face a fierce encounters)
battle against Darkforge Dwarf Soldiers, Artificers,
Battlesmith Iron Defenders, Shadowmane Warriors, Outcome:
and Silvermoon Assassins. Despite the party's best efforts, a few Darkforge Dwarves
manage to escape with the Heart of the Sun crystal during
the chaos of the battle. The adventurers are left with a
Encounter Details sense of urgency, knowing that they must continue their
As the adventurers approach the abandoned lumber pursuit and recover the crystal before it can be used for
mill, they notice that it's surrounded by a tall wooden nefarious purposes. With the map of Shadowhold in hand,
fence and overgrown vegetation. The party must find a the party gains a vital clue that will aid them in their quest
way to enter the compound stealthily to avoid alerting to protect the surface world from the darkness lurking
the enemies inside. They can either climb over the below.
fence, locate a hidden entrance, or create a diversion to
slip past the guards. Upon returning to Captain Remy's encampment, the
adventurers share the news of their recent battle and the
Once inside, the adventurers should investigate the escape of the Darkforge Dwarves with the Heart of the
lumber mill, carefully navigating through the maze of Sun crystal. Remy expresses his concern but also
rusted machinery, sawdust, and lumber piles. They will acknowledges the importance of the map the party has
need to make Perception and Stealth checks to avoid retrieved. He recognizes that the main paths into the Edge
triggering any traps or alerting the enemies to their of the World mountains are heavily guarded, but the
presence. abandoned Frost Mines may provide the access they need
to reach Shadowhold.
As the party reaches the central area of the lumber mill,
they witness the exchange taking place between the Captain Remy informs the party that the Grimfrost Clan,
thieves and the cloaked Darkforge Dwarves.Just as the allies of Kamara City, reside in the cold northern reaches
Heart of the Sun crystal is handed over, the adventurers of the Edge of the World mountains. They must travel to
must spring into action and interrupt the transaction. the Grimfrost Clan's settlement and seek the guidance of
their leader, Thane Borin Frostbeard. Remy provides the
Enemies(adjust power levelsas needed):
party with a special message to deliver to Thane
4x Darkforge Dwarf Soldiers (melee combatants, use the Frostbeard, requesting his assistance in navigating the
custom stat block on the following pages) treacherous Frost Mines.
2x Darkforge Dwarf Artificers (spellcasters, use the
As the adventurers prepare for their journey into the icy
custom stat block on the following pages)
mountains, they must gather appropriate supplies, warm
1x Darkforge Dwarf Commander (melee and spellcaster, clothing, and possibly even hire a guide to aid them in
use the custom stat block on the following pages) traversing the harsh terrain. The party will face numerous
3x Shadowmane Warriors (stealthy and agile combatants, environmental challenges during their journey, such as
avalanches, treacherous mountain passes, and extreme
use the custom stat block from previous encounters)
weather conditions. They may also encounter dangerous
2x Silvermoon Assassins (deadly ranged attackers, use 175 creatures native to the region, such as frost giants, ice
the custom stat block on the following pages) trolls, or winter wolves.
Darkforge Dwarves
In a time long past, the ancestors of the Darkforge
Clan were banished by their dwarven kin, cast out into
the unforgiving world for their unholy dalliance with
the forbidden arts of dark magic. For centuries they
wandered, seeking sanctuary in the desolate reaches of
the Edge of the World Mountains. It was in the darkest
recesses of these mountains that they discovered veins
of the enigmatic Dark Iron Ore, from which they forged
weapons and armor infused with sinister energies.
Driven by their relentless pursuit of power, they
embraced their newfound might, transforming both in
appearance and nature into something far more
malevolent. Thus, the Darkforge Clan was born,
pledging their fealty to the enigmatic Shadowdwarf, a
being of such arcane prowess that it bestowed upon
them even greater mastery over the dark arts.

Shadowhold, the fortress-city deep within the heart of


the Edge of the World Mountains, serves as the
foreboding bastion for the Darkforge Clan. Here, the
dwarves of the Darkforge Clan forge their lives amidst
the oppressive darkness, their stature and demeanor
reflecting the shadowy essence that permeates their
very being. Standing a mere 4 feet tall, their stocky,
muscular frames are wrapped in a skin of grayish hue,
a testament to their exposure to the sinister Dark Iron
Ore. Long, unkempt beards and wild hair frame their
menacing visages. Their eyes, glowing a baleful red,
mirror the dark magic that courses through their very
veins. Clad in armor wrought from the dark iron they
hold so dear, they present a formidable and terrifying
visage that strikes terror into the hearts of any who
dare defy the will of the Darkforge Clan.

Darkforge Dwarf Commander


Medium humanoid (dwarf), lawful evil • Cantrips (at will): Chill Touch, Fire Bolt, Prestidigitation
Armor Class: 18 (Dark Iron Plate Armor, shield) • 1st level (4 slots): Shield, Magic Missile, Expeditious Retreat
Hit Points: 65 (10d8 + 20) • 2nd level (3 slots): Misty Step, Scorching Ray
Speed: 2 5 ft.
Actions
Multiattack: The Darkforge Dwarf Commander makes two
melee attacks or two ranged attacks.

Dark Iron Battleaxe: Melee Weapon Attack: +7 to hit, reach 5


Saving Throws: STR +7, CON +5, WIS +4 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10
Skills: Athletics +7, Intimidation +6, Perception +4 + 6) slashing damage if used with two hands, plus 3 (1d6)
Senses: Darkvision 60 ft., passive Perception 14 necrotic damage.
Languages: Common, Dwarvish, Undercommon
Challenge Rating: 5 (1,800 XP) Dark Iron Javelin: Ranged Weapon Attack: +7 to hit, range
30/120 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 3
Traits (1d6) necrotic damage.
Dark Iron Resistance: The Darkforge Dwarf has advantage on
saving throws against poison, and resistance against poison Commander's Presence: (Recharges after a Short or Long
damage, due to their long exposure to Dark Iron Ore. Rest): As an action, the Darkforge Dwarf Commander can
bolster the resolve of its allies within 30 feet. Each allied
Dwarven Resilience: The Darkforge Dwarf has advantage on creature within range gains temporary hit points equal to the
saving throws against spells and magical effects. Commander's Charisma modifier (3) and advantage on their
next attack roll or saving throw within the next minute.
Shadow Affinity: While in darkness or dim light, the
Darkforge Dwarf can hide as a bonus action. Darkforge Dwarf Commanders lead their forces with a
combination of martial prowess and arcane power, making
Spellcasting: The Darkforge Dwarf Commander is a 4th-level them a significant threat on the battlefield. They inspire their
spellcaster. Its spellcasting ability is Intelligence (spell save allies and strike fear into their enemies, ensuring that the
DC 13, +5 to hit with spell attacks). The Commander knows Darkforge Clan remains a force to be reckoned with.
the following wizard spells:
176
Darkforge Dwarf Artificer
Medium humanoid (dwarf), lawful evil
Armor Class:15 (Dark Iron Armor)
Hit Points:33 (6d8 + 6)
Speed:25 ft.

SavingThrows: I NT +5, WIS +3


Skills:Arcana +5, Investigation +5, Tinker's Tools +5
Senses:Darkvision 60 ft., passive Perception 11
Languages:Common, Dwarvish, Gnomish
Darkforge Dwarf Soldier Challenge:3 (700 XP)
Medium humanoid (dwarf), lawfulevil Dark Iron Resistance:The Darkforge Dwarf has advantage
Armor Class:16 (Dark Iron Armor) on saving throws against poison, and resistance against
Hit Points:22 (4d8 + 4) poison damage, due to their long exposure to Dark Iron Ore.
Speed:2 5 ft. Dwarven Resilience:The Darkforge Dwarf has advantage on
saving throws against spells and magical effects.
ShadowAffinity:While in darkness or dim light, the
Darkforge Dwarf can hide as a bonus action.
Artificer'sKnowledge:The Darkforge Dwarf Artificer can cast
the following spells, requiring no material components:

SavingThrows: STR +5, CON +4


• At-will: Mending, Message
Skills:Athletics +5, Intimidation +1
• 3/day each: Cure Wounds, Identify
Senses:Darkvision 60 ft., passive Perception 10
• 1/day each: Enlarge/Reduce, Grease
Languages:Common, Dwarvish
Challenge:2 (450 XP)
Dark Iron Resistance:The Darkforge Dwarf has advantage Actions
on saving throws against poison, and resistance against Wrench: Melee Weapon Attack: +3 to hit, reach 5 ft., one
poison damage, due to their long exposure to Dark Iron Ore. target. Hit: 4 (1d6 + 1) bludgeoning damage.
Dwarven Resilience:The Darkforge Dwarf has advantage on Dark Iron Hand Cannon: Ranged Weapon Attack: +4 to hit,
saving throws against spells and magical effects. range 30/90 ft., one target. Hit: 8 (1d10 + 2) piercing
ShadowAffinity:While in darkness or dim light, the damage. The hand cannon's ammunition is imbued with
Darkforge Dwarf can hide as a bonus action. Dark Iron, dealing an additional 4 (1d8) necrotic damage.

Infuse Dark Iron Gadget (2/day): As a bonus action, the


Actions
Darkforge Dwarf Artificer can infuse a small mechanical
BattleaxeStrike: Melee Weapon Attack: +5 to hit, reach 5 ft.,
device with dark energy, creating a Dark Iron Gadget. The
one target. Hit: 8 (1d10 + 3) slashing damage, or g (1d12 + 3)
gadget has a range of 60 ft. and requires an action to use.
slashing damage if used with two hands.
The Artificer can choose one of the following effects when
Dark Iron Crossbow:Ranged Weapon Attack: +3 to hit, range
creating the gadget:
80/320 ft., one target. Hit: 6 (1d8 + 1) piercing damage. The
• Dark Iron Bomb:The gadget explodes in a 10-ft. radius.
crossbow bolt is tipped with Dark Iron, dealing an additional
Each creature in the area must make a DC 13 Dexterity
2 (1d4) necrotic damage.
saving throw, taking 14 (4d6) fire damage and 7 (2d6)
Shadowstep(1/Day): As a bonus action, the Darkforge Dwarf
necrotic damage on a failed save, or half as much damage
can teleport to a location within 30 ft., as long as it is in an
on a successful save.
area of dim light or darkness.
• Dark Iron Tanglefoot:The gadget releases a mass of sticky
tendrils in a 10-ft. cube. Each creature in the area must
succeed on a DC 13 Strength saving throw or become
restrained. The tendrils last for 1 minute or until destroyed
(AC 10; 10 hit points; immunity to poison, psychic, and
17i7 necrotic damage; vulnerable to fire damage).
Silvermoon Assassins
The Silvermoon Assassins are an elite group of highly
trained killers and spies, handpicked from the ranks of
the House of Silvermoon and the Crystal Consortium.
These shadowy figures serve as the silent guardians of
their organization, defending its interests and ensuring
the continued prosperity of the House of Silvermoon.

Meticulously trained in the arts of stealth, infiltration,


and deadly combat, the Silvermoon Assassins are
masters of the shadows. Their lethal skills are matched
only by their unwavering loyalty to their masters.
Cloaked in secrecy, they move effortlessly through the
darkest corners of Kamara City, their eyes and ears
attuned to even the faintest whispers of dissent.

Their weapons are as deadly as they are precise, with


silvered arrows and poisoned blades ensuring that
their targets meet a swift and silent end. The
Silvermoon Assassins are known to strike without
warning, leaving a trail of lifeless bodies in their wake
as they execute their missions with ruthless efficiency.

The Silvermoon Assassins hold a unique position


within the House of Silvermoon, revered and feared by
those who understand the true extent of their power.
They serve as both protectors and enforcers,
eliminating threats to the Crystal Consortium and
ensuring that its operations remain shrouded in
darkness. In the dangerous world of political intrigue
and shadowy alliances, the Silvermoon Assassins are
the hidden blade of House Silvermoon, poised and
ready to strike at the heart of their enemies.

Silvermoon Assassin Sneak Attack (1/Turn): The Silvermoon Assassin deals an


extra 7 (2d6) damage when it hits a target with a weapon
Medium humanoid (elf), neutral evil
attack and has advantage on the attack roll, or when the
Armor Class: 14 (studded leather armor)
target is within 5 feet of an ally of the assassin that isn't
Hit Points: 32 (5d8 + 10)
incapacitated and the assassin doesn't have disadvantage on
Speed: 30 ft.
the attack roll.

Actions
Multiattack: The Silvermoon Assassin makes two attacks: one
with its shortsword and one with its silvered shortbow.

Saving Throws: DEX +6, CHA +5


Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills: Acrobatics +6, Deception +5, Perception +2, Stealth +6
target. Hit: 7 (1d6 + 4) piercing damage.
Senses: darkvision 60 ft., passive Perception 12
Languages: Common, Elvish, Thieves' Cant
Silvered Shortbow: Ranged Weapon Attack: +6 to hit, range
Challenge Rating: 3 (700 XP)
80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3
Traits (1d6) poison damage. The target must succeed on a DC 13
Fey Ancestry: The Silvermoon Assassin has advantage on Constitution saving throw or become poisoned for 1 minute.
saving throws against being charmed, and magic can't put The target can repeat the saving throw at the end of each of
the assassin to sleep. its turns, ending the effect on itself on a success.

Evasion: If the Silvermoon Assassin is subjected to an effect Bonus Actions


that allows it to make a Dexterity saving throw to take only Cunning Action: The Silvermoon Assassin can take a bonus
half damage, the assassin instead takes no damage ifit action on each of its turns in combat. This action can be used
succeeds on the saving throw, and only half damage if it fails. only to take the Dash, Disengage, or Hide action.
178
Abandoned Lumber Mill Layout Storage Room: This area has old wood piles and broken
The Darkforge Dwarves have taken ·over an machinery. Some Silvermoon Assassins are using it as
a break room.
abandoned lumber mill in Driftwood and using it as
a secret hideout. It is guarded by Darkforge soldiers,
Trimmer Building and Main Storage Area: This large
artificers, Shadowmane warriors and Silvermoon
room is normally where wood is trimmed and cut. It is
assassins.
now being used as the main hideout area for the Darkforge
(D Starting Zone: The party will start from the side
Dwarves. There are old rusted machines here and large
broken wood piles. The Darkforge Solider, Artificers and
entrance of the building after they have found a way
Shadowmane Warriors will be on guard in this room.
past the fenced off perimeter.

@ Saw Mill Area: This section of the building is where


the abandoned saw mills are located. There are
0 The Heart of the Sun Transaction: The transaction of
the stolen crystal, Heart of the Sun, will take place in this
area. The party will need to try and stop this transaction from
Darkforge Dwarves and a Shadowmane Warrior
taking place. Remember, that the goal is actually to let the
securing the area. The party can try to sneak around
enemy slip away with the crystal but as the DM feel free
or engage in battle but risk alerting more enemies.
to adjust the encounter as needed. You will want to make it
extremely difficult for your party members so this battle
@ Boiler Room: This area is unguarded and has rusted
should include all the Darkforge Dwarves, Shadowmane
machinery. The party can use this route and try to
Warriors and Silvermoon Assassins you need.v
sneak around the saw mill area.

8) Wood Chipper Room: This building has an old rusted


Once the battle ends and the enemy gets away with the
crystal, refer back to the Encounter Details outcome section
wood chipper machine and filled with old sawdust.
for the next steps. Feel free to adjust this encounter to best
Some Darkforge Dwarves are using this as a break
fit your players actions and your storytelling.
room. There could be guards walking around outside 1 79
of this building.v
The Frozen Path: Ariibush Enemies(adjustas needed):
lx Frost Giant (massive, powerful melee combatant with
on the Icy Trail high hit points and devastating attacks, MM pg. 155)
Levels 9-10: In this example, we are using 8 players that 2x Ice Trolls (agile, regenerating creatures vulnerable to
are Level 9. (adjust encounter as needed). This encounter fire damage, with strong melee attacks, use custom stat
takes place on the Icy Trail into the Edge of the World
Mountains. block on the following page.)

While traversing the treacherous terrain of the Edge of Experience:


the World mountains on their way to the Grimfrost Clan, Successfully defeating the Frost Giant and Ice Trolls:
the adventurers find themselves ambushed by a 7,200 XP (900 XP per player)
menacing Frost Giant and a group of vicious Ice Trolls.
The party must use their wits, combat prowess, and Treasures:
teamwork to overcome these formidable foes and , Frost Giant's Greatclub (non-magical, but of immense
continue on their journey to seek the help of the size and value)
Grimfrost Clan. • Ice Troll Hide (can be used to craft cold-resistant armor)
, A small chest, buried in the snow, containing 500 gold
Encounter Details pieces and a potion of frost giant strength
As the adventurers make their way along a narrow, icy
trail through the mountains, they begin to notice Outcome:
strange, chilling howls echoing through the ravines. The Having survived the ambush and defeated the Frost Giant
wind picks up, and a sudden snowstorm threatens to and Ice Trolls, the adventurers press onward through the
blind them. They must make Constitution saving throws storm, more determined than ever to reach the Grimfrost
to endure the harsh conditions and maintain their Clan and secure their assistance in navigating the
footing on the treacherous path. treacherous Lost Mines. The party's victory over these
fearsome foes serves as a testament to their courage and
Suddenly, a massive Frost Giant emerges from behind a skill, bolstering their confidence as they continue their
snowbank, accompanied by several fearsome Ice Trolls. journey into the heart of the frozen mountains.
The creatures snarl and charge at the party, intent on
defending their territory and feasting on the intruders.

Obstacles and Objectives:


• The adventurers must battle the Frost Giant and Ice
Trolls while navigating the slippery, snow-covered
terrain. Acrobatics or Athletics checks may be required
to avoid slipping and falling during combat.
• The wind and snowstorm create difficult visibility
conditions, imposing disadvantage on ranged attacks
and Perception checks.
• The adventurers must protect each other and work
together to defeat the Frost Giant and Ice Trolls,
focusing on taking down the Ice Trolls first, as they are
more vulnerable and can be more easily dispatched,
reducing the number of enemies on the battlefield.
180
Ice Trolls
The Ice Troll is a chilling variant of the standard troll
that has adapted to the frigid environment of the Edge
of the World Mountains. These trolls have developed an
affinity for the cold, and their regenerative capabilities
have become intertwined with icy energies. The Ice
Troll's fearsome reputation is well-earned, as it
terrorizes the snowy peaks and frozen caves of its
domain, seeking out prey to satisfy its insatiable
hunger.

Ice Trolls stand hulking and tall, reaching heights of


over 9 feet. Their skin is a frosty blue, and their bodies
are covered in patches of icy protrusions that glimmer
in the dim light. Their eyes are a piercing, frosty white,
and their long, unkempt hair is streaked with shades of
ice blue. Their large, sharp claws and teeth are imbued
with frost, leaving behind a chilling wound on their
prey.

Ice Troll Keen Smell: The Ice Troll has advantage on Wisdom
Large Giant, Chaotic Evil (Perception) checks that rely on smell.
Armor Class: 15 (Natural Armor)
Hit Points: 84 (8d10 + 40) Actions
Speed: 30 ft. Multiattack: The Ice Troll makes three attacks: one with its
bite and two with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) cold damage.

Skills: Perception +2 Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Damage Immunities: Cold Hit: 12 (2d6 + 4) slashing damage plus 3 (1d6) cold damage.
Damage Vulnerabilities: Fire
Senses: Darkvision 60 ft., passive Perception 12 Frosty Roar (Recharge 5-6): The Ice Troll lets out a powerful
Languages: Giant roar that channels its icy affinity. Each creature within a
Challenge Rating: 5 {1,800 XP) 15-foot cone must make a DC 15 Constitution saving throw,
taking 18 (4d8) cold damage on a failed save, or half as much
Traits damage on a successful one.
Regeneration: The Ice Troll regains 10 hit points at the start of
its turn. If the Ice Troll takes fire damage, this trait doesn't
function at the start of its next turn. The Ice Troll dies if it
starts its turn with o hit points and doesn't Regenerate.

181
Grimfrost Clan
The Grimfrost Clan is a stoic and resilient group of
dwarves who have carved out their existence in the
frigid and unforgiving landscape of the Edge of the
World Mountains. Known for their hardiness and
unbreakable spirit, the Grimfrost Clan has adapted to
the harsh conditions of their snowy domain, forging a
society that is as tough as the ice and stone that
surrounds them.

These dwarves are masters of ice and stone, using


their skills to delve deep into the mountains and mine
the valuable ores and gems hidden within. They have
developed advanced techniques to work with the
unique materials found in their frozen realm, creating
weapons and armor that are as beautiful as they are
deadly.

The Grimfrost Clan is a proud people, fiercely loyal to his chest, while his piercing blue eyes radiate an air of
their kin and allies. They have long-standing alliances authority and wisdom. His battle-scarred armor and
with the Kingdom of Kamara and the Leonin military, ancient warhammer, Frostbite, are a testament to his
providing them with valuable resources and aid in prowess in combat and his long years spent defending his
times of need. Their word is as unbreakable as the ice clan from countless threats.
that covers their homeland, and they are known to hold
grudges as cold and unforgiving as the winter winds. Thane Borin is a charismatic and seasoned leader,
commanding the respect and loyalty of his people with his
The Grimfrost Clan has faced many challenges in their strategic acumen and genuine concern for their
long history, including an ancient feud with the well-being. He is fair and just in his judgments, always
Darkforge Dwarves. This bitter rivalry has Jed to striving to make decisions that benefit the entire clan.
countless battles and skirmishes, the echoes of which Borin is known for his steadfast commitment to the
can still be heard in the abandoned mines beneath the preservation of the Grimfrost way of life, and he works
mountains. In the face of adversity, the Grimfrost Clan tirelessly to ensure that their traditions and values are
remains steadfast, their resolve hardened by the upheld. Despite his stern exterior, he has a warm heart
endless trials of their frozen world. and a keen sense of humor, often regaling his people with
tales of his past exploits and sharing a hearty laugh over a
Adventurers who seek the aid of the Grimfrost Clan tankard of ale.
must be prepared to face the harsh realities of their icy
domain, but those who prove their worth will find As the leader of the Grimfrost Clan, Thane Borin
steadfast allies in these indomitable dwarves. Frostbeard's primary responsibility is to ensure the safety
and prosperity of his people. He oversees the clan's
defenses, organizes their mining and forging operations,
Thane Borin Frostbeard and maintains strong diplomatic ties with their allies,
Thane Borin Frostbeard is the venerable and wise including the Kingdom of Kamara. Borin is also a mentor
leader of the Grimfrost Clan. As the head of his clan, to the younger generation of Grimfrost dwarves,
Borin embodies the spirit of the Grimfrost dwarves, imparting his extensive knowledge and experience to help
who have long been known for their resilience, mold them into the defenders of tomorrow. Above all,
strength, and unwavering dedication to their people. He Thane Borin is a symbol of the enduring spirit of the
stands taller than most dwarves, with a stout, muscular Grimfrost dwarves, inspiring his people to face any
frame that belies his age. Borin's long white challenge with courage and determination.
beard, braided and tied off at the end, reaches down to 182
Jhe Lost Mines of
Enemiescontinued:
Grimfrost 3x Darkforge Dwarf Scouts (stealthy enemies skilled in
Levels 9-10: In this example, we are using 8 players that tracking and ambush tactics, use custom stat block on
are Level 9. (adjust encounter as needed). This encounter
takes place in the Abandoned Frost Mines in the Edge the following pages)
of the World Mountains. 2x Drow of Umbra'Zul (skilled spellcasters using shadow

The adventurers have arrived at the Grimfrost Clan's magic, use custom stat block on the following pages)
settlement and met Thane Borin Frostbeard, seeking his
The party can also solve a series of riddles and puzzles to
help in reaching the Darkforge Dwarf stronghold via the
unlock hidden chambers within the mines, which may
abandoned frost mines. Borin, impressed by the party's
contain valuable treasures or shortcuts through the
determination, agrees to guide them through the
maze-like tunnels.
treacherous mines filled with dangerous creatures and
traps. Additionally, the party receives a powerful
Experience:
explosive device to create a distraction within the
Successfully navigating the Lost Mines of Grimfrost and
Darkforge stronghold, allowing the forces of Kamara to
defeating the enemies within: 9,600 XP (1,200 XP per
strike at the enemy.
player)
Encounter Details Treasures:
As the party prepares to delve into the Lost Mines of • Frost Iron weapons and armor (magical, providing
Grimfrost, Thane Borin Frostbeard gathers his most resistance to cold damage and dealing additional cold
skilled Dwarven engineers to provide the adventurers damage on successful attacks)
with a deadly tool for their mission. The engineers , A cache of valuable gemstones, worth 1,000 gold pieces
present the party with a highly explosive device, capable • A scroll containing a rare spell related to ice or cold magic
of causing a significant disturbance when activated. The
Thane instructs the party to place the device at the heart Outcome:
of the Darkforge stronghold, Shadowhold, to create a Having braved the dangers of the Lost Mines of Grimfrost
diversion that will allow Kamara's forces to strike back. and acquired the explosive device, the adventurers continue
their journey towards the Darkforge stronghold,
Before entering the mines, the adventurers must gather Shadowhold. They now possess a powerful tool to create
supplies, torches, and any necessary gear to navigate the the necessary distraction for Kamara's forces to strike back,
dark and treacherous tunnels. As the party journeys and they understand the importance of using it at the right
deeper into the mines, they will face numerous moment.
challenges, including navigating narrow passages,
avoiding unstable sections of the tunnels, and disabling As they prepare to infiltrate Shadowhold, the party must use
or avoiding ancient traps left behind by the Grimfrost their wits, skills, and teamwork to ensure the success of
Clan. their mission, all while remaining one step ahead of the
Darkforge Dwarves and the Drow of Umbra'Zul. With the
Enemies(adjust power levelsas needed):
fate of Kamara and the surface world hanging in the
2x Frostshard Umberhulks (large, heavily armored insects balance, the adventurers must rise to the challenge and put
with powerful claws and a chilling aura, use custom stat an end to the nefarious plans of their enemies.
block on the following pages)
4x Ice Trolls (agile, regenerating creatures vulnerable to
fire damage, with strong melee attacks, use custom stat
block from the previous encounter) 183
Frostshard Umber Hulk
In the Edge of the World Mountains to the north, where The Frostshard Umber Hulk is a hulking, insect-like
the chilling winds howl and the cold bites deep, a monstrosity with a chitinous exoskeleton coated in a
unique breed of Umber Hulk adapted to the frigid layer of frost. Its mandibles, once the typical dark brown
environment. These fearsome creatures, known as of an Umber Hulk, have now taken on a bluish hue, with
Frostshard Umber Hulks, were once regular Umber jagged icicles jutting out from the edges. The creature's
Hulks that had been exposed to the mystical energies of eyes are a piercing, icy blue, contrasting with the cold,
a rare and powerful frost iron ore. Over generations, dark depths of its cavernous home. Frostshard Umber
these creatures evolved to not only withstand the harsh Hulks emit a chilling mist from their bodies, making the
cold but also harness it in devastating ways. air around them freeze and crackle.

Frostshard Umber Hulk Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Large monstrosity, chaotic evil Hit: 9 (1d8 + 5) slashing damage plus 3 (1d6) cold damage.
Armor Class: 16 (Natural Armor)
Mandibles: Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hit Points: 93 (11d8 + 44)
Speed: 30 ft., burrow 20 ft.
target. Hit: 14 (2d8 + 5) slashing damage.

Icy Gaze: The Frostshard Umber Hulk can unleash a blast of


freezing energy from its eyes. Each creature in a 30-foot cone
must make a DC 15 Dexterity saving throw, taking 22 (4d10)
cold damage on a failed save, or half as much damage on a
successful one. The Frostshard Umber Hulk can use this
Saving Throws: STR +8, CON +7 ability once per short or long rest.
Skills: Athletics +8, Perception +3
Damage Immunities: Cold Confusing Gaze: Any creature that starts its turn within 30
Senses: Darkvision 120 ft., tremorsense 60 ft., passive feet of the Frostshard Umber Hulk and can see its eyes must
Perception 13 make a DC 15Wisdom saving throw. On a failure, the
Languages: Terran, Undercommon (understands but doesn't creature can't take reactions until the start of its next turn
speak) and rolls a d8 to determine what it does during its turn. On a
Challenge Rating: 6 (2,300 XP) 1-4, the creature does nothing. On a 5-6, the creature takes no
action or bonus action and uses all its movement to move in
Traits a randomly determined direction. On a 7-8, the creature
Freezing Aura: The Frostshard Umber Hulk emits a chilling
makes one melee attack against a randomly determined
aura in a 10-foot radius. Any creature that starts its turn creature within its reach or does nothing ifit can't make such
within the aura must make a DC 15 Constitution saving throw an attack. A creature that isn't surprised can avert its eyes to
or take 5 (1d10) cold damage. avoid the saving throw at the start of its turn. If the creature
does so, it can't see the Frostshard Umber Hulk until the
Frost Tunneler: The Frostshard Umber Hulk can burrow
start of its next turn, when it can avert its eyes again. If the
through solid ice and frozen ground at its burrow speed. It creature looks at the Frostshard Umber Hulk in the
leaves behind a 5-foot-wide, 8-foot-high tunnel. meantime, it must immediately make the save.

Actions
Multiattack: The Frostshard Umber Hulk makes three attacks:
two with its claws and one with its mandibles.
184
Drow of Umbra'Zul Shadow
Warlock
The Drow of Umbra'Zul Shadow Warlock is a sinister
spellcaster who has delved deep into the secrets of
shadow magic. Hailing from the dark realm of
Umbra'Zul, these drow have forsaken the traditional
worship of Lolth and instead serve enigmatic powers
that lurk in the darkness. Clad in robes that shimmer
with the darkness of the void, they specialize in
manipulating the shadows to their advantage. Their
mastery over shadow magic allows them to summon
eldritch forces to assail their enemies, cloak
themselves in darkness, and step through the shadows
with ease. Cunning and elusive, the Drow of Umbra'Zul
Shadow Warlock is a formidable adversary, feared and
respected by those who dwell in the darkness.

Drow Shadow Warlock • Armor of Shadows:The draw can cast mage armor on itself
Medium humanoid (elf), neutral evil at will, without expending a spell slot or material
Armor Class: 13 (studded leather) components.
Hit Points:27 (6d8)
Speed:30 ft. Spellcasting:The draw is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). The draw knows the following warlock
spells:

• Cantrips (at will): chill touch, eldritch blast, minor illusion


• 1st level (2 spell slots): hellish rebuke, shadow armor'
SavingThrows: WIS +4, CHA +6
(functions as mage armor, but also grants resistance to
Skills:Arcana +4, Deception +6, Stealth +5
necrotic damage)
Senses:darkvision 120 ft., passive Perception 11
• 2nd level (2 spell slots): invisibility, shadow step* (functions
Languages:Common, Elvish, Undercommon
as misty step, but also grants advantage on the first melee
Challenge Rating:3 (700 XP)
attack made before the end of its turn)

Traits
FeyAncestry:The draw has advantage on saving throws Actions
against being charmed, and magic can't put the draw to Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
sleep. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.
Innate Spellcasting:The drow's innate spellcasting ability is
Charisma (spell save DC 14). It can innately cast the following Eldritch Blast: Ranged Spell Attack: +6 to hit, range 120 ft.,
spells, requiring no material components: one target. Hit: 6 (1d10 + 1) force damage.

At will: dancing lights Reactions


1/day each: darkness, faerie fire Shadow Escape:When the draw takes damage, it can use its
reaction to become invisible and teleport up to 30 feet to an
ShadowWarlock Features: unoccupied space it can see. The invisibility lasts until the
Eldritch Invocations:The draw has the following eldritch start of the drow's next turn or until it attacks, casts a spell,
invocations: or is in bright light. Once the draw uses this feature, it can't
use it again until it finishes a short or long rest.v
• Devil's Sight:The draw can see normally in darkness, both
magical and nonmagical, to a distance of 120 feet.

185
Darkforge Dwarf Scout
The Darkforge Dwarf Scout is a swift and stealthy
skirmisher, adept at reconnaissance and gathering
valuable information on enemy movements. These
scouts are skilled in the art of infiltration and can move
unseen through the shadows, making them invaluable
assets to the Darkforge Clan.

Their mastery of dark magic allows them to imbue


their weapons with necrotic energy, making them even
more deadly in combat. With their agility, cunning, and
supernatural abilities, the Darkforge Dwarf Scout is a
formidable opponent for any who dare to cross the path
of the Darkforge Clan.

Darkforge Dwarf Scout Actions


Medium humanoid (dwarf), lawful e~il Multiattack: The Darkforge Dwarf Scout makes two attacks
Armor Class: 14 (Dark Iron Leather Armor) with its Dark Iron Shortsword or Dark Iron Crossbow.
Hit Points: 30 (5d8 + 10)
Speed: 25 ft. Dark Iron Shortsword: (Melee Weapon Attack) +5 to hit,
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 2
(1d4) necrotic damage.

Dark Iron Crossbow: (Ranged Weapon Attack) +5 to hit,


range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage
plus 2 (1d4) necrotic damage.
Saving Throws: DEX +S, WIS +3
Skills: Acrobatics +5, Perception +5, Stealth +5, Survival +5
Evasion: If the Darkforge Dwarf Scout is subjected to an
Senses: Darkvision 60 ft., passive Perception 15
effect that allows it to make a Dexterity saving throw to take
Languages: Common, Dwarvish, Undercommon
only half damage, the scout instead takes no damage if it
Challenge Rating: 2 (450 XP)
succeeds on the saving throw, and only half damage ifit fails.
Traits
Dark Iron Resistance: The Darkforge Dwarf has advantage on Cunning Action: The Darkforge Dwarf Scout can take a bonus
saving throws against poison, and resistance against poison action on each of its turns in combat to take the Dash,
damage, due to their long exposure to Dark I ran Ore. Disengage, or Hide action.

Dwarven Resilience: The Darkforge Dwarf has advantage on


saving throws against spells and magical effects.

Stonecunning: The Darkforge Dwarf has double proficiency


bonus on Intelligence (History) checks related to the origin of
stonework.

186
Lost Mines of Grimfrost Layout the mines to deter intruders. As the DM you can create
(D Starting Zone: The party will starthere after Borin traps such as pressure plates, or trip wires that will trap
Frostbeard and the Grimfrost dwarves lead them as the players and alert the enemies. Adjust as needed to fit
far as they can into the mines. your party's current situation and play style.

@ Abandoned Mine Carts: There are abandoned mine Chamber of Shadows and Stone: This cavernous room,
carts here that still seem to work. The party must be located deep within the Jost mines, serves as a hidden
careful if they choose to use the carts since there outpost for the Darkforge Dwarf Scouts and Drow of
are many unstable parts inside these abandoned mines. Umbra'Zul Shadow Warlocks. If intruders enter the
chamber, the Dwarf Scouts will quickly take up defensive
@ Ice Trolls: These two zones have been inhabited by positions, while the Drow Shadow Warlocks will step back
some Ice Trolls. The party will have to fight their way and prepare to unleash their shadow magic upon their
through these parts. enemies.

© Frostshard Umberhulk Lair: The party must be very Ci)Secret Entrance to Shadowhold: As the Lionheart Arc
careful when entering this area. A couple of Frostshard comes to a close, the party successfully navigates the
Umberhulks have made this area into their lair. You can treacherous depths of the lost mines, ultimately discovering
make the Frostshard Umberhulks separated from each a secret entrance into the heart of the Darkforge Dwarves'
other and maybe one is asleep. Adjust the difficulty as subterranean city, Shadowhold. With the knowledge and
needed. tools acquired during their journey, they stand on the
precipice of a new adventure, prepared to delve deeper into
@ Traps: The Darkforge dwarves, known for their cunning the darkness that awaits them in the next arc, where the
and resourcefulness, have set up a dangerous trap within 187 mysteries and challenges of Shadowhold will be unveiled.
Chapter 7: Bonus Content
Dive deeper into the world of Kamara: Heart of the Sun
with this exclusive Bonus Content chapter, featuring new
Lore, Locations, NPCs, Monsters, and Encounters to
enrich your campaign. Discover hidden secrets within the
city of Kamara and explore the breathtaking landscapes
_)
that surround it. Unravel mysteries, confront new
challenges, and meet unforgettable characters as you /. p
venture into previously uncharted territories. L "¢"I
This bonus chapter also provides a glimpse into the
expanded world of Etheria, shedding light on the
enigmatic Thanatos City and it's citizens.Journey beyond
the borders of Kamara to the neighboring Kingdom of
Mythrall, a land steeped in ancient magic and wondrous
marvels. Delve into the rich tapestry of Etheria and
uncover the secrets that bind together the fates of these
distinct realms, igniting new possibilities for adventure
and intrigue in your campaign.

BO
Warforged Hoshido Samurai
In the heart of the Hoshido Kingdom, a secretive sect
of skilled alchemists embarked on a daring experiment:
to meld ancient Hoshidan samurai techniques with the
near-indestructible nature of the Warforged. Under the
watchful gaze of the emperor, the alchemists toiled,
fusing magical energies and the very essence of samu-
rai spirits into cold, unyielding metal. Their aim was to
create an elite military unit that would serve the emper-
or unquestioningly, a force that would protect the king-
dom from the ever-present threat of demonic beings
and other sinister foes.

The result of their labor was the Warforged Hoshido


Samurai, a powerful and enigmatic fusion of tradition
and innovation. These living constructs stood tall, their
metal forms adorned with intricate Hoshidan symbols
and patterns, reflecting the grace and precision of the
samurai they were modeled after. The Warforged Ho-
shido Samurai were designed to be fearless, unyield-
ing, and bound by an unwavering sense of duty to their
emperor and kingdom.

Each Warforged Hoshido Samurai was crafted with


painstaking attention to detail, from the razor-sharp
edge of their katana to the perfectly balanced weight of
their armor. Their creation was a delicate process,
blending the finest metals with the most potent magical
energies, culminating in a ritual that imbued them with
the very essence of a samurai's soul.
With the Warforged Hoshido Samurai at their com-
Upon their completion, the Warforged Hoshido Samu- mand, the Hoshido Kingdom found itself bolstered by a
rai were inducted into the Hoshido Army as a special- force that combined the best of both worlds: the indom-
ized military unit, their loyalties unshakable and their itable spirit of the samurai and the tireless strength of
purpose clear. They were deployed in the most danger- the Warforged. Even now, these elite warriors stand as
ous and critical missions, their resilience and mastery a testament to the power of alchemy, their presence on
of the samurai's art allowing them to overcome seem- the battlefield striking fear into the hearts of the king-
ingly insurmountable odds. dom's enemies.

Warforged Hoshido Samurai


Magic Weapons: The Warforged Hoshido Samurai's weapon
Medium Construct,LawfulNeutral attacks are magical.
Armor Class: 17 (samurai armor)
Hit Points: 75 (1od8 + 30) Quirk: Overzealous Defense. The Warforged Hoshido
Speed: 30 ft. Samurai has an overwhelming desire to protect its allies,
often putting itself in dangerous situations to do so.

Actions
Multiattack: The Warforged Hoshido Samurai makes two
katana attacks.
Saving Throws: STR+6, DEX+4, CON +5
Skills: Athletics +6, Perception +3, Survival +3 Katana: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities: Poison target. Hit: 8 (1d8 + 4) slashing damage.
Condition Immunities: Charmed, Exhaustion, Frightened,
Paralyzed, Petrified, Poisoned Longbow: Ranged Weapon Attack: +4 to hit, range 150/600
Senses: Darkvision 60 ft., passive Perception 13 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Languages: Common, Hoshidan
Challenge Rating: 5 (1,800 XP)
Reactions
Parry: The Warforged Hoshido Samurai adds 2 to its AC
Traits
Immutable Form: The Warforged Hoshido Samurai is against one melee attack that would hit it. To do so, the
immune to any spell or effect that would alter its form. Warforged Hoshido Samurai must see the attacker and be
wielding a melee weapon.
Constructed Resilience: The Warforged Hoshido Samurai
has advantage on saving throws against being charmed or Weakness:
paralyzed. Vulnerable to Lightning: The Warforged Hoshido Samurai is
vulnerable to lightning damage, taking double damage from
Samurai Focus: As a bonus action, the Warforged Hoshido lightning-based attacks or spells.
Samurai can focus its mind, gaining advantage on its next
attack roll before the end of its next turn.
Bl
Wuxing Warrior: Metal
In the ancient and secretive Wuxing Monasteries,
where the wisdom of the elements has been passed
down through generations, the Wuxing Warriors of the
Metal Element stand as a shining example of unwaver-
ing discipline and strength. Their unwavering dedica-
tion to the principles of the Metal Element has granted
them mastery over the forces of metal and lightning,
making them formidable opponents in battle.

These warriors are known for their unyielding resolve


and rigid adherence to order, taking on the properties
of the metal they command. Their armor is often
adorned with intricate engravings, reflecting the beauty
and complexity of the Metal Element. Their weapons,
forged in the sacred fires of their monasteries, are said
to be infused with the very essence of the element
itself.

Within the walls of the Wuxing Monasteries, the Metal


Element warriors train alongside their brethren from
the other elemental disciplines: fire, earth, water, and
wood. Together, they form a formidable force, each con-
tributing their unique skills and abilities to the collec-
tive strength of the order. Their intense training regi-
men includes physical conditioning, mental fortitude
exercises, and countless hours of honing their elemen-
tal mastery.

These warriors often gather in the monastery's inner


sanctum, where they participate in sacred ceremonies
to enhance their connection to the Metal Element. It is
said that during these rituals, the warriors are imbued
with the very essence of metal, allowing them to manip-
ulate it with unparalleled precision and control.

In battle, the Wuxing Warriors of the Metal Element As guardians of the Wuxing Monasteries and protec-
are a sight to behold. Their lightning-quick reflexes and tors of the elemental balance, the Wuxing Warriors of
deft swordplay make them formidable opponents, while the Metal Element stand as a shining example of
their ability to command metal and unleash devastating strength, discipline, and order. Those who would seek
bursts of lightning can turn the tide of any skirmish. to challenge their authority or disrupt the balance of
Their unwavering resolve and adherence to order make the elements would do well to tread carefully, lest they
them natural leaders in the heat of battle, as they in- face the wrath of these formidable warriors.
spire those around them with their indomitable spirit.

Wuxing Warrior - Metal Element Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
Medium Humanoid (Human), Lawful Neutral
slashing damage if used with two hands.
Armor Class: 18 (plate armor)
Hit Points: 60 (8d8 + 24)
Metal Burst (Recharge 5-6): The Wuxing Warrior can channel
Speed: 30 ft.
the power of metal to unleash a burst of lightning damage.
Each creature within a 15-foot cone must make a DC 13
Dexterity saving throw, taking 21 (6d6) lightning damage on
a failed save, or half as much damage on a successful one.

Metallic Grasp (3/day): The Wuxing Warrior can channel the


Saving Throws: STR +5, CON +5 power of metal to command it to grapple an opponent. As
Skills: Athletics +5, Perception +4, Survival +4 an action, the Wuxing Warrior targets a creature within 30
Senses: passive Perception 14 feet. The target must succeed on a DC 13 Strength saving
Languages: Common, Xia throw or be restrained by metal bindings that wrap around
Challenge: 5 (1,800 XP) them, originating from any metal objects or structures
nearby. The target can use its action to make a DC 13
Traits
Strength (Athletics) check, freeing itself on a success.
Metal Affinity: The Wuxing Warrior has resistance to
lightning damage and advantage on saving throws against
being paralyzed or stunned. Reactions
Parry: The Wuxing Warrior adds 2 to its AC against one
melee attack that would hit it. To do so, the Wuxing Warrior
Actions
must see the attacker and be wielding a melee weapon.
Multiattack: The Wuxing Warrior makes two melee attacks.
B2
Wuxing Beholder
In the mysterious and enchanting realms of the Xia
Kingdom, there exist creatures born of ancient and
powerful elemental forces. Among these creatures, the
Wuxing Beholders stand as a testament to the raw
power of the elements. These enigmatic aberrations
bear a striking resemblance to their kin, the traditional
beholders, but possess a unique connection to the five
elements of wuxing: fire, earth, water, wood, and metal.

Unlike their chaotic and paranoid brethren, Wuxing


Beholders are lawful evil in nature, driven by a
deep-rooted desire to impose order and control over
the regions they inhabit. Their very presence often
warps the environment around them, causing the
elements to bend and shift in unnatural ways.

Wuxing Beholders can be found in the most secluded


and remote regions of the Xia Kingdom, often guarding
ancient elemental temples or hidden vaults containing
relics of unimaginable power. In some cases, they have
established their lairs deep within the treacherous
caverns beneath towering mountain ranges, or in the
heart of dense, enchanted forests where the elemental Rumors abound that some Wuxing Beholders were
energies are said to be the most potent. once the guardians of ancient Wuxing Monasteries,
tasked with protecting the sacred elemental knowledge
These fearsome creatures are known for their mastery from falling into the wrong hands. Over time, these
over the wuxing elements, which they can channel beholders were corrupted by the very power they
through their multiple eye rays to devastating effect. guarded, and they now seek to bend the elemental
Those who dare to trespass on their domains will find forces to their own twisted will. Adventurers and
themselves facing not only the terrifying power of a heroes seeking to challenge these mighty creatures
beholder but also the raw fury of the five elements. must be prepared to face the wrath of the elements
themselves, or risk being consumed by the unyielding
power of the Wuxing Beholder.

Wuxing Beholder • Earth Ray: The targeted creature must succeed on a DC 16


Strength saving throw or be restrained by earthen shackles
LargeAberration,LawfulEvil
for 1 minute. The creature can repeat the saving throw at
Armor Class: 17 (natural armor)
the end of each of its turns, ending the effect on itself on a
Hit Points: 180 (19d10 + 76)
success.
Speed: o ft., fly 20 ft. (hover)
• Water Ray: The targeted creature must succeed on a DC 16
Constitution saving throw or take 22 (4d10) cold damage
and have its speed reduced by half for 1 minute. The
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
• Wood Ray: The targeted creature must succeed on a DC 16
Saving Throws: I NT +7, WIS +6, CHA +7 Wisdom saving throw or be incapacitated with pain and
Skills: Perception +10 unable to move, as wooden spikes grow from their body
Senses: darkvision 120 ft., passive Perception 20 for 1 minute. The creature can repeat the saving throw at
Languages: Common, Deep Speech the end of each of its turns, ending the effect on itself on a
Challenge: 13 (10,000 XP) success.
Traits • Metal Ray: The targeted creature must succeed on a DC 16
Antimagic Cone: The Wuxing Beholder's central eye creates Dexterity saving throw or take 22 (4d10) lightning damage
an area of anti magic, as in the antimagic field spell, in a and be stunned for 1 minute. The creature can repeat the
150-foot cone. At the start of each of its turns, the Wuxing saving throw at the end of each of its turns, ending the
Beholder decides which way the cone faces and whether the effect on itself on a success.
cone is active. The area works against the Wuxing
Beholder's own eye rays. LegendaryAction
The Wuxing Beholder can take 3 legendary actions, choosing
Actions from the options below. Only one legendary action option can
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. be used at a time and only at the end of another creature's
Hit: 14 (4d6) piercing damage. turn. The Wuxing Beholder regains spent legendary actions at
the start of its turn.
Wuxing Eye Rays: The Wuxing Beholder shoots three of the
following magical eye rays at random (reroll duplicates), Chilling Gaze: The Wuxing Beholder uses its Water Ray.
choosing one to three targets it can see within 120 feet of it: Shifting Earth: The Wuxing Beholder uses its Earth Ray.
Flaming Gaze: The Wuxing Beholder uses its Fire Ray.
• Fire Ray: The targeted creature must succeed on a DC 16 Shocking Gaze: The Wuxing Beholder uses its Metal Ray.
Dexterity saving throw or take 22 (4d10) fire damage. Wooden Spike Gaze: The Wuxing Beholder uses its Wood Ray.
B3
Blood Blossom Treant
The Blood Blossom Treant was created as a result of
twisted demonic energies corrupting the once peaceful
spirits that inhabited the forest. These malevolent
beings were born from a terrible union of fiendish
power and the natural essence of the trees themselves.
They now hide in plain sight, masquerading as
beautiful cherry blossom trees with the sole purpose of
luring unsuspecting victims to their doom.

These treacherous creatures have been known to


appear near villages, towns, or even along well-traveled
roads, waiting patiently for weary travelers to rest in
their shade. Their delicate petals exude an intoxicating
scent that lulls passersby into a false sense of security.
As the petals fall gently from their branches, they
weave an enchanting spell, causing those who inhale
the fragrance to slip into a deep, dream-filled slumber.

Once their prey is fast asleep, the Blood Blossom


Treant reveals its true form, tendrils of roots snaking
out from beneath its trunk to pierce the flesh of its
victims. The treant slowly drains the life force from its
prey, leaving behind nothing but withered husks. These
horrifying events have led to many legends and
cautionary tales being shared among the people of
Hoshido, warning them to be wary of the seemingly
innocent cherry blossom trees.

It is said that the Blood Blossom Treant fears the


purifying flames of fire, which can burn away the to vanquish these monstrous beings and protect the
demonic influence that fuels its evil existence. Demon innocent from their deadly embrace. The battle against
Slayers and adventurers alike have used this weakness the Blood Blossom Treants remains an ongoing
to their advantage, wielding weapons imbued with fire struggle, as the dark forces that created them continue
to cast their shadow over the land.

Blood Blossom Treant Actions


Hugefiend (demon), chaotic evil Multiattack: The Blood Blossom Treant makes two slam
Armor Class: 16 (natural armor) attacks.
Hit Points: 138 (12d12 + 60) Slam: Melee Weapon Attack: +10 to hit, reach 10 ft., one
Speed: 30 ft. target. Hit: 16 (3d6 + 6) bludgeoning damage.
Blood Drain (Recharge 5-6): The Blood Blossom Treant
targets one creature that is asleep or incapacitated within 10
feet of it. The target must succeed on a DC 15 Constitution
saving throw or take 22 (4d10) necrotic damage and be
restrained by the treant's roots. The restrained creature takes
22 (4d10) necrotic damage at the start of each of its turns. A
Saving Throws: WIS +7, CHA +6 creature restrained by the roots can use its action to make a
Damage Resistances: bludgeoning, piercing, and slashing DC 16 Strength (Athletics) check, freeing itselfon a success.
from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: exhaustion, poisoned
LegendaryActions
The Blood Blossom Treant can take 3 legendary actions,
Senses: passive Perception 13
choosing from the options below. Only one legendary action
Languages: Abyssal, Common, Sylvan
option can be used at a time, and only at the end of another
Challenge Rating: 9 (5,000 XP)
creature's turn. The Blood Blossom Treant regains spent
False Appearance: While the Blood Blossom Treant remains legendary actions at the start of its turn.
motionless, it is indistinguishable from a normal cherry
blossom tree. • Slam: The Blood Blossom Treant makes one slam attack.
Innate Spellcasting: The Blood Blossom Treant's • Entangling Roots: The Blood Blossom Treant uses its
spellcasting ability is Wisdom (spell save DC 15, +7 to hit entangle spell.
with spell attacks). The Blood Blossom Treant can innately • Petal Fall (Costs 2 Actions): The Blood Blossom Treant
cast the following spells, requiring no material components: showers the area within 30 feet ofit with its petals. Each
•Atwill: druidcraft creature within the area must succeed on a DC 15Wisdom
• 3/day: sleep, entangle saving throw or fall asleep for 1 minute. A creature can
• 1/day: dream, hallucinatory terrain repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. The effect also ends
Magic Resistance: The Blood Blossom Treant has advantage if the creature takes damage or if someone else uses an
on saving throws against spells and other magical effects. action to shake the creature awake.
Vulnerability to Fire: The Blood Blossom Treant has
vulnerability to fire damage. B4
Ignatius "Flamefist" •
Ignatius "Flamefist" is an awe-inspiring sight to behold,
standing tall and proud in the heart of the Depths of
Shadow's Underground Fighter's Arena. His powerful,
muscular frame is accentuated by his vibrant green
skin, which seems to shimmer and pulsate with the
intensity of the elemental fire that burns within him.
Ignatius' fiery red hair dances like a raging inferno,
crackling and snapping as the flames of his passion and
determination consume him.

With each perfectly executed strike, Ignatius channels


the raw power of his Fire Genasi heritage, imbuing his
fists with searing heat that can reduce foes to
smoldering heaps of ash. His face is adorned with
intricate, tribal markings that speak to his Ore ancestry,
tracing a story of resilience and might that is both
intimidating and enchanting.

As he stands in the dimly lit arena, Ignatius "Flamefist"


exudes an aura of confidence and fearlessness. The
crowd roars with anticipation and excitement, knowing
that they are witnessing a true force of nature. With
every victory, he solidifies his reign as the undisputed
champion of the Underground Fighter's Arena, inspiring
awe and respect in all who dare to challenge him.

Ignatius "Flamefist" Rage (3/day): As a bonus action, Ignatius can enter a rage
for 1 minute. While raging, it gains the following benefits:
Medium humanoid (genasi, ore), neutral
Armor Class: 15 (natural armor) • Advantage on Strength checks and saving throws
Hit Points:75 (1od8 + 30) • +2 melee damage
Speed:40 ft. • Resistance to bludgeoning, piercing, and slashing damage

RecklessAttack:At the start of its turn, Ignatius can gain


advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against it have advantage
until the start of its next turn.
SavingThrows: STR +8, CON +6
Skills:Athletics +8, Intimidation +3 Actions
Senses:darkvision 60 ft., passive Perception 11 Multiattack: Ignatius makes two flaming fist attacks.
Languages:Common, lgnan, Ore
Challenge Rating:5 (1,800 XP) Flaming Fist: Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 3
Traits
(1d6) fire damage.
Orcish Fury: Once per short or long rest, Ignatius can use a
bonus action to move up to half its speed and make one
melee attack. Bonus Actions
Flaming Burst (Recharge5-6): Ignatius channels fiery energy
Elemental Legacy:Ignatius can cast the produce flame into his fists, causing an explosion in a 15-foot cone. Each
cantrip at will. Its spellcasting ability for this is creature in that area must make a DC 14 Dexterity saving
Constitution. throw, taking 18 (4d8) fire damage on a failed save, or half
as much damage on a successful one.
Fire Resistance:Ignatius has resistance to fire damage.
Ryota the Bloodbath ... 3 to 4 Shadow Acolytes (use the custom monster stats
on the following pages) Adjust based on the party's size
The Beast Within and capabilities.
Levels 9-10: In this example, we are using 8 players that 2 to 3 Shadow Callers (use the custom monster stats on
are Level 9. (adjust encounter as needed). This
the following pages) Adjust based on the party's size and
encounter takes place at the Abandoned Temple in the
Kamara Undercity-Depths of Shadow. capabilities.
1x Ryota the Bloodbath (use the custom monster stats
The players are hired by the Kamara City Council to on the following pages) Adjust based on the party's size
investigate the rumors of a dangerous fugitive Yoma
and capabilities.
Blood Samurai, known as Ryota the Bloodbath, hiding
in the Depths of Shadow. The council fears that Ryota's
uncontrolled bloodlust may lead to a disaster in the Experience:
Undercity, and they task the players with finding him If a battle occurred with the Shadow Cultists, award XP
and preventing any catastrophe from occurring. Little do based on the enemies they fought. Defeating Ryota the
the players know, they will face a challenging moral Bloodbath in combat: 8,400 XP (1,050 XP per player)
decision when they finally confront Ryota.
Treasure:
, Ryota's Bloodthirsty Samurai Katana: A magical +2
Encounter Details katana with the "Bloodthirsty" property. It can be
, A trusted informant of the council, a ratfolk named attuned to by a character proficient in martial weapons.
Griz, provides the players with a lead to Ryota's , A set of Yoma Blood Samurai armor: This + 1 studded
whereabouts. Griz tells them to search for an leather armor is designed specifically for Yoma Blood
abandoned temple dedicated to the ancient god of Samurai and has intricate markings that tell the story
shadows within the Depths of Shadow. of their struggle. It can be attuned to by a character
, The players must navigate the treacherous tunnels and proficient in light armor.
catacombs of the Undercity, facing encounters with , A hidden cache of 500 gold pieces and various gems
hostile denizens, traps, and puzzles. worth an additional 1,000 gold pieces, stashed away by
, In the heart of the abandoned temple, the players find Ryota in the temple.
Ryota the Bloodbath, who is currently meditating and
attempting to control his bloodlust. As they confront Moral Decision:
him, Ryota's Yoma nature begins to take over, and he Once the players have defeated Ryota, they must decide
engages the players in combat. whether to kill him or take him in alive. Ryota,
remorseful for the lives he has taken, pleads with the
Objectives: party to end his life and prevent him from causing
, Locate the abandoned temple in the Depths of Shadow. further harm. The players must weigh the consequences
, Navigate the dangers of the Undercity and reach of their actions and make a decision that will impact the
Ryota's hiding place. future of Kamara City.
, Confront Ryota the Bloodbath and attempt to subdue
him without causing further harm to the city. If the players choose to kill Ryota, they will have
prevented any further bloodshed at his hands, but they
Enemies(adjust power levelsas needed):
will also have lost a potential ally in their future
3 to 4 Cultist of Shadows (use the custom monster stats endeavors. If they choose to take him in alive, they may
on the following pages) Adjust based on the party's size be able to help him find redemption and control his
and capabilities. powers, but they also risk the possibility of him losing
B6 control again and causing more harm.
Medium humanoid (any race), chaotic evil
Armor Class:12 (leather armor)
Hit Points:27 (6d8)
Speed: 30 ft.

Cultists of Shadows
These cultists serve the ancient god of shadows and
have taken residence in the abandoned temple, seeking
to harness the dark energies that emanate from the
Skills: Deception +4, Stealth +4 depths. They view Ryota's presence as a sign of their
Senses:Passive Perception 11 god's favor and have been attempting to control and
Languages:Common, Abyssal manipulate him to further their own dark agenda. The
Challenge:1/2 (100 XP) players may encounter these cultists as they make their
way through the abandoned temple, and they may have
Dark Devotion:The cultist has advantage on saving throws
to fight or negotiate with them to reach Ryota.
against being charmed or frightened.

Actions
Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 Shadow Caller
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing Medium humanoid (any race),chaotic evil
damage. Armor Class: 13 (leather armor)
Hit Points:33 (6d8 + 6)
Shadow Acolyte Speed: 30 ft.
Medium humanoid (any race), chaotic evil
Armor Class:12 (leather armor)
Hit Points:18 (4d8)
Speed: 30 ft.

Skills:Arcana +4, Deception +5, Stealth +5


Senses:Passive Perception 10
Languages:Common, Abyssal
Challenge:2 (450 XP)
Skills:Arcana +3, Religion +3
Senses:Passive Perception 12 Spellcasting:The Shadow Caller is a 5th-level spellcaster. Its
Languages:Common, Abyssal spellcasting ability is Charisma (spell save DC 13,+5 to hit
Challenge:1/2 (100 XP) with spell attacks). The Shadow Caller has the following
sorcerer spells known:
Spellcasting:The Shadow Acolyte is a 3rd-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit , Cantrips (at will): chill touch, mage hand, minor illusion,
with spell attacks). The Shadow Acolyte has the following ray of frost
cleric spells prepared: , 1st level (4 slots): disguise self, shadow armor, witch bolt
• 2nd level (3 slots): darkness, misty step
, Cantrips (at will): guidance, light, thaumaturgy , 3rd level (2 slots): summon shadowspawn
, 1st level (4 slots): command, inflict wounds, shield of faith
, 2nd level (2 slots): blindness/deafness, hold person Dark Devotion:The Shadow Caller has advantage on saving
throws against being charmed or frightened.
Dark Devotion:The Shadow Acolyte has advantage on
saving throws against being charmed or frightened.
Actions
Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5
Actions ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 damage.
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage. B7
.•

Ryota the Bloodbath is a fearsome Yoma Blood


Samurai with long, flowing white hair that cascades
down his back like a silken waterfall. His bright red
horns curve menacingly upwards, a stark contrast to
the purity of his hair, serving as a visual reminder of the
monstrous power within him. Adorning his imposing
frame is traditional Hoshidan clothing, consisting of a
dark, ornate kimono with intricate embroidery that
speaks to his noble origins. Ryota's haunted eyes tell a
tale of sorrow and regret, as he struggles to control the
dark force that threatens to consume him at any
moment. In his hands, he wields a bloodthirsty samurai
katana that seems to hum with an eerie, malevolent
energy. As he moves silently through the Depths of
Shadow, the weight of his past misdeeds weighs heavily
upon him, driving him to seek an end to the bloodshed
and torment that has plagued his existence.

Ryota the Bloodbath • Blood Siphon:When Ryota deals damage with his Blood Magic
Medium humanoid (Yoma), Large monstrosity (Awakened or Bloodthirsty Weaponry, he heals for half the damage dealt.
Yoma), chaotic neutral
Armor Class: 18 (natural armor) Actions
Hit Points:210 (20d10 + 100) Multiattack: Ryota makes three attacks: two with his
Speed:40 ft. Bloodthirsty Samurai Katana and one with his Blood Magic.

BloodthirstySamurai Katana: Melee Weapon Attack: +10 to hit,


reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage, plus 7
(2d6) necrotic damage.

SavingThrows: Str +10, Dex +8, Con +9 Blood Magic: RangedSpell Attack: +7 to hit, range 30 ft., one
Skills:Athletics +10, Acrobatics +8, Perception +7, Survival +7 target. Hit: 8 (1d6 + 5) magical piercing damage.
Damage Resistances:Bludgeoning, Piercing, and Slashing
from nonmagical attacks LegendaryActions
Senses:Darkvision 60 ft., passive Perception 17 Ryota can take 3 legendary actions, choosing from the options
Languages:Common, Yoma below. Only one legendary action can be used at a time, and
Challenge:12 (8,400 XP) only at the end of another creature's turn. Ryota regains spent
legendary actions at the start of his turn.
Blood Frenzy:Ryota has advantage on melee attack rolls
against any creature that doesn't have all its hit points. • Blood Slash: Ryota makes an attack with his Bloodthirsty
Samurai Katana.
BloodthirstyWeaponry: Ryota's katana has the "Bloodthirsty" • Blood Burst (Costs2 Actions): Ryota uses his Blood Magic
property. When he reduces a creature too hit points with the ability in a 15-foot cone. Each creature in the area must make a
weapon, he heals a number of hit points equal to his DC 17 Dexterity saving throw, taking 8 (1d6 + s) magical
proficiency bonus. piercing damage on a failed save, or half as much damage on a
successful one.
Awakened Form:When Ryota is reduced to half of his • Awakened Frenzy (Costs3 Actions,Awakened Form only):
maximum hit points, he transforms into his powerful Ryota makes a Bloodthirsty Samurai Katana attack against
Awakened Yoma form. His size increases to Large, his reach each creature within his reach.
increases to 10 feet, and he gains the following abilities:
Ryota the Bloodbath is a powerful and deadly Yoma Blood
• Blood Magic (Awakened):Ryota can now use Blood Magic Samurai in his awakened form. His unique abilities, coupled
as a bonus action, with a 60-foot range, and deals 2d6 + 4 with his bloodthirsty nature, make him a fearsome foe for any
magical piercing damage. adventuring party.
B8

You might also like