recursal/Fanatic-Fandom huggingface dataset:
Hinotoko

***The Hinotoko are a race of magmatic elementals known for their shrewd business sense and their unrivaled skill in metalwork.***

## Hinotoko

*Medium Elemental (Herra), Lawful Neutral*

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AC: 15 (natural armor)

HP: 48 (6d8+18)

Speed: 30 feet

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Ability Scores
 +1

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**Saving Throws:** Wisdom +5, Charisma +5

**Damage Resistances:** Cold, Lightning, Bludgeoning

**Damage Immunities:** Fire, Poison

**Condition Immunities:** Charmed, Frightened, Petrified, Poisoned

**Skills:** Persuasion +5, Insight +5

**Senses:** Darkvision 120 feet, passive perception 11

**Languages:** Common, Hinotoko

**Challenge:** 5

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**Superheated:** Any creature that makes direct contact with the Hinotoko or starts its turn within 5 feet of it takes 1d4 fire damage.

INNATE SPELLCASTING (+7 to hit, save DC 15)

The Hinotoko can innately cast the following spells without material or verbal components.

At Will: *Create Bonfire (2d8), Earth Tremor, Hellish Rebuke, Heat Metal*

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ACTIONS

**Multiattack:** The Hinotoko makes two Headwhip attacks, or makes two hurl magma attacks, or makes one attack of either kind and casts a spell.

**Headwhip:** +7 (1d8 + 3 bludgeoning + 1d6 fire, reach 10 feet)

**Hurl Magma:** +7 (2d8 + 3 fire)
Bowman's Feats

### Trained Precision

Once you have hit a target with an arrow on a turn, ranged attacks you make against them that round have advantage as long as they have not moved.

### Defensive Shooting

When an enemy makes a ranged weapon attack against you, use a reaction to fire an arrow at their projectile. Make an opposed attack roll. If your attack roll is higher than theirs, their projectile gets knocked off course. You must choose to use this before you know if their attack hits.

### Volley

Choose a 30 ft. cone at a point within your weapon’s range and use an attack action to make an attack against every creature in that cone. Don't add your dexterity modifier to the damage rolls of attacks made in this way.

### Bending Shot

Your arrows ignore anything less than full cover.

### Killshot

Choose to take a -5 penalty on the attack roll, but crit on a 15-20.

### Multishot

Target up to 2 targets with one attack roll, provided they are within 10 ft. of each other. You use up two pieces of ammunition to use this attack.

### Disarm

Whenever you hit a target with a bow attack, you can choose to deal no damage but force them to make a dexterity save (DC=8+your dexterity modifier+your proficiency bonus) or drop whatever they are holding in the hand you choose.

### Disabling shot

Take a -3 penalty to the attack roll to shoot the target in the leg. If they are humanoid, their speed is halved and they have disadvantage on acrobatics checks until the start of your next turn.

### Trick Archer

Whenever you make a successful acrobatics check as part of a move action, you can choose to make a single bow attack also as part of that action.

### Shield-Splitter

Whenever you land a bow attack on a target wielding a shield, you can choose to puncture their shield where their arm is, reducing their AC by 2 until the start of their next turn.

### Precision Shot

When shooting at a target, you can choose to gain +5 on the attack roll in exchange for not adding any modifiers to the damage as you target available (but maybe not vital) gaps in the target’s armor.
Circle of Life

*5th level Evocation*

Casting Time: 1 action

Range: self (30 ft. radius)

Components: V, S, M (a vial of blood, used in casting)

Duration: 10 minutes, concentration

Evoke a 30 ft. radius circle of greenish light that flares up from the ground. Any constructs or undead in the area must make a constitution save, taking 6d6 force damage on a failure and half as much on a success. Any construct or undead that wishes to enter the circle or remain inside it must make a wisdom save or be unable to enter. If it succeeds in entering, it takes 6d6 force damage. A construct or undead with less than 50 hp that enters the circle or ends its turn inside it must make a constitution save or be reduced to dust (in the case of undead) or its consummate parts (in the case of constructs. Magical creations formed by *Animate Objects, Animation,* or *Alivening* cannot enter the circle, and if they do are reduced to their mundane forms. Healing spells cast from the inside of this circle heal their max amount of hp. Casting this spell at higher levels increases the radius by 10 ft. and the damage by 1d6 for each slot level above 5th.

**Classes: Druid, Cleric**
Dwark

***Everyone hates them and they usually hate themselves because, y'know, trauma. Half orc and half dwarf. What the fuck.***

**Ability Scores:** Dwarks are incredibly strong and durable. You gain +2 strength and +2 constitution.

**Age:** Dwarks rarely live longer than 60 years. Even their genetics hate them.

**Size:** Dwarks are wildly unpredictable. They range in height from less than 4'6" to almost 7'.

**Speed:** You have a base walking speed of 25 feet.

**Languages:** You speak Common, Dwarven, and Orc.

**Martial Build:** Your speed is not reduced by wearing heavy armor and you are proficient with heavy armor and martial weapons.

**Unparalleled Resilience:** Whenever you are reduced to 0 hp but not killed outright, roll percentile dice and add your level plus your constitution modifer. If the result is 50 or higher, you drop to 1 hp instead.

**Warborn:** Whenever you score a critical hit with a weapon attack, roll an additional one of the weapon's damage dice and add the result to the damage.
Conjure Fractal

*2nd Level Conjuration*

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 minute, concentration

Conjure snowy energy in the form of a polygonal animal made of fractalline ice. This spirit has an AC of 14, 10 hp, and is immune to cold and fire damage. Friendly creatures within 5 feet of it are resistant to cold and fire damage. When it first appears, and on each consecutive turn as long as the spell lasts, you may use a bonus action to move the fractal up to 30 feet. Any hostile creature that it passes within 5 feet of must make a dexterity save, taking 1d8 cold damage on a failed save and half as much on a success. Casting this spell at higher levels increases the Fractal's movement speed by 10 feet, it's hp by 10, and its damage by 1d8.

**Classes: Wizard, Sorcerer**
Child of Poseidon

***Children of Poseidon are typically less...well, hated than those of Zeus or Hades, but they are capable of equally impressive feats.***

## Heritage Traits

### Heritage-Specific Traits

As a child of Poseidon, your hit dice are d10's and you are proficient with strength and constitution saves. Constitution is your spellcasting modifier for demigod spells.

### Movement Enhancement

You have a swimming speed equal to twice your walking speed.

### Amphibious

As a child of Poseidon, you can breathe air and water.

### Available Spells

*Create or Destroy Water*

*Speak with Animals* (aquatic animals only)

*Protection from Poison*

*Freedom of the Waves*

*Tidal Wave*

*Wall of Water*

*Water Breathing*

*Water Walk*

*Control Water*

*Watery Sphere*

*Maelstrom*

*Globe of Invulnerability*

## Special Ability: Earthshaker

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item. As a Child of Poseidon that can channel your father's Earthshaker persona, you can choose from the following list of bonus spells and cantrips.

*Mold Earth*

*Earth Tremor*

*Maximilian's Earthen Grasp*

*Erupting Earth*

*Stone Shape*

*Bones of the Earth*

## Special Ability: Healer

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item. As a Child of Poseidon who can channel the healing power of water, you can choose from the following list of bonus spells and cantrips.

*Spare the Dying*

*Cure Wounds*

*Lesser Restoration*

*Greater Restoration*

## Extra Attack

At 5th level, you gain the Extra Attack feature.

## Aquatic Empowerment

At 7th level, being on your home turf empowers you. While standing in water, you regain hit points equal to your constitution modifier at the start of each of your turns; you are immune to poison damage, the poisoned condition, and disease; you add your constitution modifier to attack rolls, saving throws, and strength- or dexterity-based ability checks; and you may cast 1st level Heritage spells without expending a spell slot.

## Seaborne Strategy

At 11th level, you learn to couple your domain with your attacks. Whenever a creature fails a save against one of your Heritage spells or class abilities, you gain advantage on attack rolls against them until the end of your next turn.

## Stormcall

At 15th level, you can fight with the fury of a hurricane. As a bonus action, you can summon a storm around you. 50 mph winds and lashing rain blows in a 15 foot radius around you for 1 minute. All flames within that area are extinguished, and ranged attacks against you have disadvantage. As a bonus action while this effect is active, you may force a creature within your aura to make a strength save, being thrown up to 15 feet in a direction of your choice on a failed save, landing prone. You may use this feature as often as you want, but you gain a level of exhaustion each time it ends.
Gnomlin

Much like the half-goblin, the Gnomlin is usually considered a menace to society and tend to find themselves in gangs and crooked guilds, sleezing and tricking their way to the top of any underground ladder.

**Ability Scores:** Gnomlins are startlingly intelligent and incredibly persuasive. They gain +2 intelligence and +2 charisma.

**Age:** Gnomlins mature at around age 15 and can live as short as 100 years or as long as 450.

**Size:** Standing between 3 and 4 feet tall and weighing anywhere from 40 to 80 pounds, your size is small.

**Speed:** Your base walking speed is 25 feet.

**Alignment:** Gnomlins are smart but selfish, often tending toward neutral and evil.

**Darkvision:** Accustomed to life underground, you 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.

**Scheming Mind:** You have advantage on Intelligence saving throws and are proficient in Persuasion and Deception.

**Perilous Anticipation:** You can use an action to prepare for coming danger. You either have advantage on the next save you make (if that save is an Intelligence save, add 4 to it) or the next attack roll against you has disadvantage. Whichever happens first.

**Languages:** You can speak, read, and write Common, Gnomish, Goblin, and one language of your choice.
Holiday Spirit Bloodline (Sorcerer)

***Innately tied to the power of the Christmas Spirit, sorcerers of this bloodline are usually normal people who have learned to channel the force of holiday festivity within themselves.***

## A Heart Filled With Cheer

When this bloodline is chosen, you can learn spells of 1st level or lower from the Bard spell list. You also gain advantage on saving throws against fear and advantage on charisma (persuasion) checks.

## Healing Hugs

Also when this bloodline is chosen, you gain a pool of d8’s equal to your proficiency bonus. One of these may be expended as a bonus action at a range of touch to grant 1d8+your charisma modifier hit points to a target creature. This dice increases to 1d10 at level 5 and 1d12 at level 11. These rolls can be empowered via metamagic.

## Christmasify

Beginning at level 6, whenever you cast a spell, you can expend 2 sorcery points (even if you have already used metamagic on the spell) to create beautiful auditory or visual components to the spell, such as chiming bells or blinking Christmas lights.  Any creature who is friendly to you who witnesses this is cured of any negative conditions it currently is under the effect of.

## Incorrigible Optimism

At level 14, you become immune to fear effects and psychic damage, as well as the effects of Exhaustion, thanks to the perhaps unhealthy amounts of holiday enthusiasm coursing through your veins.

## Scion of Christmas

At level 18, your passion for the holidays is unmatched, rivalling the Klaus brothers. Once per long rest, you can enter a state of holiday bliss. While in this state, you have advantage on charisma and constitution saves, charisma based spell attacks, and can move at twice your speed. If you are reduced to 0 hp or Incapacitated while in this state, you return to 1 hp or return to normal at the start of your next turn. This effect lasts for 1 minute.
Chains of Carceri

*3rd level Evocation*

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M (a chain quenched in fiend blood)

Duration: 10 minutes, concentration

Invoke the power of the plane of prisons to contain an opponent. Shadowy chains erupt from the ground and bind the target, which must make a charisma save or be restrained until the end of the spell. If this spell is cast at 6th level or higher and concentration is maintained for the duration, the effect is permanent and the caster reduces their max hp by 2d6 until the spell is dispelled.

**Classes: Wizard, Warlock**
Ezriel's Lightning

*Evocation Cantrip*

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

Unleash a torrent of golden lightning towards a creature you can see within range. Make a ranged spell attack, dealing 1d10 radiant damage on a hit. Then, if the target was an outsider, attack rolls against the target gain advantage until the end of your next turn. At higher levels, the damage scales to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.
Divination Initiate

***Seers are Magi who cultivate their understanding of divination magic to allow them a near-psychic awareness of the battlefield. Embracing the mantra that knowledge is power, they seek to use foresight, preparedness, and insight to grant them the upper hand.***

## Novice Diviner

When this school is chosen at 3rd level, and every level at which you gain access to a new spell, you may choose to learn an divination spell of 5th level or less for which you have slots. You may not learn a number of spells in this way greater than your intelligence modifier. These spell are always prepared and do not count against the number of spells you have prepared, and must be from the wizard spell list.

## Supernatural Awareness

Beginning at 6th level, you use your knowledge of divination magic to grant yourself awareness of any given situation. This gives you blindsense out to 30 feet. When not wearing armor, add your intelligence modifier to your AC.

## Supernatural Insight

Beginning at 14th level, you may use magic to grant yourself insight to your foe's abilities and defenses. As an action, you may spend a spell slot of a level equal to 1/2 the target creature's hit dice in order to discover one of its resistances, immunities, or vulnerabilities and three of its ability scores of your choice. You must only be able to see the creature to use this ability.

## Adept Diviner

At 18th level, you learn one 6th level divination spell. This spell does not count against the number of spells you have prepared and is always prepared.
Antilife Wave

*3rd level Necromancy*

Casting Time: 1 action

Range: self (30 ft. cone)

Components: V, S

Duration: Instantaneous

Release a 30 ft. cone of blue, withering energy. Any creature within the cone must make a Constitution save, taking 6d8 necrotic damage on a failure and half as much on a success. This spell has no effect on undead and constructs. Plants in that cone all wither and die upon casting. Casting this spell at higher levels increases the necrotic damage by 1d8 for each slot level above 3rd.

**Classes: Wizard, Warlock, Sorcerer**
Assurance

***Assurance, the last and least ornate of the three swords forged by Virn of Blackwater, carries the weight of it's wielder's willpower and determination.***

## Assurance

*Legendary, requires attunement*

Easily the least flashy of its siblings, Assurance doesn't glow or burn red-hot, but rather appears the same as a run-of-the-mill shortsword. This weapon has a bonus to attack and damage rolls equal to the wielder's wisdom modifier. The extra damage is force damage.

While attuned to Assurance, you cannot be moved against your will and you cannot be surprised.

Assurance is considered adamantine for purposes of overcoming damage resistance.
College of Mockery

***Highly skilled in the art banter and--as the name suggests--mockery, it's hard to find a more gifted insulter or more eloquent crafter of shaming comments than a Bard of the college of mockery. Able to literally decrease the quality of opponent's abilities through discouragement alone, these Bards prove that sticks, stones, and words are all capable of breaking bones.***

## Master of Insults

Beginning at level 3, you gain the *Vicious Mockery* cantrip, and it doesn't count against the number of Bard cantrips you know. If you already knew it, you may choose a new cantrips to learn. *Vicious Mockery* can be cast by you using verbal or somatic components, or both. Additionally, it's damage dice becomes equal to your bardic inspiration dice (d6) and increases with it at later levels to d8, d10, and eventually d12.

## Words of Discouragement

At level 6, you learn to hamper the self-confidence of others. As a reaction, you can insult a creature you can see. If they can see or hear you and understand you, they must make a wisdom save against your spell DC. On a failure, roll one of your Bardic Inspiration dice and subtract the result from the target's next attack roll, ability check, or saving throw. Using this ability does not expend a use of your Bardic Inspiration.

## Guiding Roast

Starting at level 14, whenever you deal psychic damage to a creature, the next attack roll made against that creature before the end of its next turn gains advantage.
Acumen

***Acumen, the first of three swords forged by Virn of Blackwater in the days before the Mist, moves with the speed and accuracy of the wielder's intellect.***

## Acumen

*Legendary, requires attunement*

The blade of this elegant rapier glows a faint purple when held. This weapon has a bonus to attack and damage equal to the wielder's intelligence modifier. The extra damage is psychic damage.

While attuned to Acumen, attacks made with it cannot suffer from disadvantage, and when an attack made with this weapon does have advantage, you may roll an additional d20 and choose the highest result of the three.
Grayskin

### Grayskin (Disease)

Grayskin is a supernatural disease spawned and spread by the Outer God Gangargargar and his many, many, minions. Once contracted, the victim must make a constitution save (DC 12 unless otherwise specified) every hour. Every time they fail, their skin loses a bit more color, their intelligence decreases by 1, and their dexterity and constitution each increase by 1. This continues until they are cured (either by a *Remove Curse* spell or a *Lesser Restoration* spell, or sleeping in a bath under the moon) or until any of the mentioned scores reaches 7. The disease's progression then halts and it becomes stagnant, their skin turning fully gray. They then gain resistance to necrotic and poison damage, blindsense out to 30 feet, and become permanently blinded. Additionally, the victim's alignment moves one step towards Chaotic Neutral.

When a fully diseased creature dies, it rises 1 minute later as a Dustborn of appropriate power level, retaining none of its previous personality.
Boggle

***Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief. A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in the caves of a hermit. When their haunting grounds fall into ruin or the lonely soul that spawned them passes into the next world, many Boggles are overcome with loneliness and seek out new friends to hang out with...and relentlessly pester with tricks.***

**Ability Scores:** Boggles are surprisingly speedy and naturally hardy. They gain +2 dexterity and +1 constitution.

**Age:** Boggles spawn into existence fully formed, and only age when they lack the desire to go on living.

**Alignment:** Boggles are naturally chaotic neutral, but can break the mold--if only slightly.

**Size:** Boggles are about three feet tall but pretty bulky. Your size is small.

**Speed:** You have a base walking speed of 30 feet and a base climbing speed of 30 feet.

**Languages:** You speak Common and Sylvan.

**Fey Nature:** You have darkvision out to 60 feet and fey is your creature type.

**Boggle Oil:** You excrete nonflammable oil from your pores, granting you resistance to fire damage. You choose whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.

* Slippery Oil: While coated in slippery oil, you gain advantage on acrobatics checks made to escape bonds, squeeze through narrow spaces, and end grapples.

* Sticky Oil: While coated in sticky oil, you gain advantage on athletics checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. You can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Dimensional Rift:** As a bonus action, you can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that you can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, you can see through it and is considered to be next to the destination as well, and anything you puts through the rift (including a portion of your body) emerges at the destination. Only you can use the rift, and it lasts until the end of your next turn. Once you use this feature, you may not use it again until you finish a short or long rest.

**Uncanny Smell:** You have advantage on perception checks relying on smell.
Bakaa

***In ancient days long since forgotten, a great city stood in the heart of Bedinland, a kingdom blessed by the gods of light, Bakr and Malaia. The Bakaa are the children of the god of day who once helped protect the City of Dusk.***

## **Bakaa**

*Large Celestial, Lawful Neutral*

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AC: 17

HP: 210 (15d20+45)

Speed: walk 30 ft., fly 60 ft.

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STR DEX CON INT WIS CHA

20 11 17 15 20 18

+5 +0 +3 +2 +5 +4

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**Saving Throws:** Wisdom (+10), Charisma (+9)

**Damage Immunities:** Radiant

**Damage Resistances:** Fire, Cold

**Condition Immunities:** Frightened

**Skills:** Perception (+10), Insight (+10), Intimidation (+9)

**Senses:** Darkvision 1,000 ft., passive perception 20, passive insight 20

**Languages:** Celestial

**Challenge:** 11

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ACTIONS:

**Multiattack:** The Bakaa makes three attacks: one with its bite and two with its claws.

**Bite:** +10 (2d10+5 piercing)

**Claws:** +10 (2d8+5 piercing)

**Roar (Recharge 5-6):** The Bakaa lets out a terrifying roar. All creatures within 50 ft. of it must make a wisdom save (DC 18) or be Frightened for 1 minute. Another save may be attempted at the end of each target's turn.

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SPELLCASTING: The Bakaa is a 12th level caster (DC 18, spell attack +10)

At Will: Guiding Bolt, Sacred Flame, Aganazzar's Scorcher

2/day each: Flame Strike, Sunbeam

1/day: Sunburst
Ambush Shard

*2nd Level Evocation*

Casting Time: Action

Range: 120 feet

Components: V, S

Duration: 10 minutes, Concentration

Conjure a magical arrow which immediately turns invisible, hovering around you for the duration. Whenever a creature you can see within range takes damage, you may use your reaction to make a ranged spell attack against it with advantage. On a hit, the target takes 3d8 force damage and the spell ends. Casting this spell at higher levels increases the damage by 1d8 for each slot level above 2nd.

**Classes: Ranger, Sorcerer, Wizard**
Child of Dionysus

***The children of Dionysus are the lives of the party. And the god of wine and madness has plenty of children. He gets around.***

## Heritage Traits

### Heritage-Specific Traits

As a child of Dionysus, your hit dice are d6's and you are proficient with Constitution and Charisma saves. Charisma is your spellcasting modifier for demigod spells.

### Wine God's Legacy

As a child of Dionysus, you suffer no penalties from being intoxicated.

### Cantrips

*Friends*

*Shillelagh*

*Vicious Mockery*

### Available Spells

*Entangle*

*False Life*

*Goodberry*

*Tasha's Hideous Laughter*

*Wrathful Smite*

*Crown of Madness*

*Enemies Abound*

*Intellect Fortress*

*Plant Growth*

*Confusion*

*Wrath of Nature*

*Otto's Irresistible Dance*

## Wine Madness

At 3rd level, you learn to channel the Madness of your father's domain to throw yourself into battle or onto the dance floor, laughing like a lunatic. As a bonus action, you can enter an Ecstatic Frenzy. For the next minute, you gain the following benefits:

* You have advantage on intimidation, persuasion, performance, and deception checks
* You are immune to the Frightened condition
* Your movement speed increases by 10 feet
* You do not provoke opportunity attacks
* Whenever you take the attack action, you may make a second attack as a bonus action.

Whenever you take damage in this frenzied state, you must make a charisma save (DC 10, or half the damage taken, whichever is higher), leaving your frenzy on a failure. The Ecstatic Frenzy ends early if you fall unconscious or enter a Rage.

You may use this feature a number of times equal to your constitution modifier and regain all expended uses when you finish a long rest.

## Revelry

At 7th level, your charismatic presence bolsters your allies. You and friendly creatures within 30 feet of you have a bonus to wisdom and charisma saves equal to your charisma modifier. Additionally, whenever a creature regains hit points within that area, they regain a number of extra hit points equal to your charisma modifier. This bonus cannot cause them to surpass their hit point maximum, as per usual healing rules.

## Mad God's Offspring

At 11th level, your father's domain imbues all of your attacks and spells. Whenever you deal damage to a creature, you deal an extra 1d8 psychic damage. This ability has no effect on creatures that are immune to being Charmed.

## Baffling Competency

At 15th level, you manage to accomplish incredible feats, despite being (usually) drunk most of the time). You add your charisma modifier to all ability checks.
Ancient One

***The Mohraia are secretive, but their high priests, the Ancient Ones...they'll teach you a thing or two about respecting your elders. And the rumors say they never die. -Teren Morn, Skald of Erendale***

## **Ancient One**

*Medium Humanoid (Mohraia), Lawful Neutral*

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AC: 22 (Unarmored Defense)

HP: 132 (22d8+22)

Speed: walk 60 ft., levitate 30 ft.

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STR DEX CON INT WIS CHA

10 24 12 14 20 13

+0 +7 +1 +2 +5 +1

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**Saving Throws:** Dexterity (+14), Wisdom (+12)

**Damage Immunities:** Psychic, Poison

**Condition Immunities:** Frightened, Stunned, Poisoned, Diseased.

**Skills:** Stealth (+14), Acrobatics (+14), Perception (+12), Insight (+12)

**Senses:** Blindsense 50 ft., passive perception 22

**Languages:** All spoken and written languages

**Challenge:** 15

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ACTIONS:

**Multiattack:** The Ancient One makes four attacks, two with its quarterstaff and two unarmed strikes.

**Quarterstaff:** +14 (1d10+12 bluedgeoning)

**Unarmed:** +14 (1d10+12 bludgeoning)

**Mohraian Telekinesis:** The Ancient one can lift a creature (Size medium or smaller) and throw them up to 2d6x5 ft. A successful strength save from the target negates this effect. (DC 20)

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Evasion: On effects that require a dexterity save for half damage, the Ancient One takes half damage on a failed save and no damage on a successful save.

Uncanny Defense: Up to 4 times in one round, the Ancient One may use a reaction when targeted by an attack roll to add 7 to its AC. Whenever a melee attack misses because of this feature, the Ancient One may immediately make a quarterstaff attack against the attacker.

Ring of Blades: The Ancient One's telekinesis animates a ring of ten daggers, each of which hover within 10 ft. of the Ancient One and make their own attack on its turn against any creatures within 30 ft. of the Ancient One (+8, 1d4+4 piercing or slashing)

Magic Attacks: All of the Ancient One's attacks are considered magical.

**Legendary Actions:**

The Ancient One has three legendary actions, each of which may be spent at the end of another creature's turn. It regains all expended legendary actions at the start of its turn.

Blades of Death: the Ancient One makes 3 Ring of Blades attacks.

Hostile Telekinesis: the Ancient One uses Mohraian Telekinesis.
Berserker of the Pits

***The largest and brawniest of bugs become Alhaza's berserkers.***

*Large Fiend (Demon), Chaotic Evil*

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AC: 18 (natural armor)

HP: 132 (12d12+48)

Speed: 25 feet, fly 25 feet

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Ability Scores
 +5

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Saving Throws:** Strength +9, Constitution +8

**Damage Resistances:** Fire, Cold, Lightning, Slashing, Piercing, Bludgeoning, Acid

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Senses:** Darkvision 120 feet, passive perception 10

**Languages:** Abyssal

**Challenge:** 6

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**Unearthly Buzzing:** The Berserker's wings generate a violent buzzing sound when in use. Any creature that starts its turn within 5 feet of the Berserker must make a constitution save (DC 16), taking 2d6 thunder damage on a failed save and half as much on a success.

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ACTIONS

**Multiattack:** The Berserker makes four claw attacks.

**Claw:** +9 (1d8 + 5 slashing)
Armorgeist

***Armorgeists are malicious spirits that inhabit loose clothing or, more classically, abandoned sets of armor.***

## Armorgeist

*Medium Undead, Any Evil Alignment*

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AC: 16 (half plate)

HP: 40 (5d8+10)

Speed: 25 feet, 40 feet fly (geist form only)

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Ability Scores
 +3

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Saving Throws:** Strength +6, Charisma +5

**Damage Resistances:** Cold

**Damage Immunities:** Poison, Necrotic

**Damage Vulnerabilities:** Radiant

**Condition Immunities:** Frightened, Petrified, Paralyzed

**Skills:** Athletics +6, Intimidation +5

**Senses:** Darkvision 120 feet

**Languages:** Common

**Challenge:** 1

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**Armorgeist:** Armorgeists only take physical form while possessing a suit of armor. As an action, the geist can possess a suit of armor it can see. The chosen armor doesn't need to be empty, but it can't be occupied by a living creature. When it possesses a new suit of armor, he takes on that armor's base AC and gains 2d6 temporary hit points if it hasn't possessed this armor before.

**Nightwalker:** Armorgeists have a level of exhaustion while in full sunlight.

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ACTIONS

**Multiattack:** The Armorgeist makes two handaxe attacks and uses its Startle ability, if available.

**Handaxe:** +6 (1d6 + 3 slashing + 1d6 psychic if the target is frightened of it)

**Startle (Recharge 5-6):** The Armorgeist lunges at a creature it can see in an attempt to frighten it. The target must make a Wisdom save (DC 13), taking 1d8 psychic damage and being frightened of the Armorgeist for 1 minute on a failed save and half as much damage on a success. A frightened creature can repeat the save on the end of each of its turns.
Bahara

***It is unknown whether the Bahara were offspring of the original Ancients or simply the Dhunic word for the Elrek, but either way they are prominent in the myths of ancient Dhun and titular in the Baharadhun. Spirits like sandstorms made of fire, bending the desert to their will, that is how the Asranite accounts depict these ancient terrors.***

***-Terr Terrenon, in 'Legends of Dhun'***

## **Bahara**

Medium Fiend (Bahara), Chaotic Evil

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AC: 22 (Natural Armor)

HP: 270 (18d20+72)

Speed: walk 30 ft., fly 40 ft.

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STR DEX CON INT WIS CHA

20 24 19 21 22 26

+5 +7 +4 +5 +6 +8

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**Saving Throws:** Strength (+11), Dexterity (+13), Charisma (+14)

**Damage Immunities:** Fire, Necrotic, Poison

**Damage Resistances:** Psychic, Acid, Lightning

**Condition Immunities:** Blinded, Deafened, Paralyzed, Exhausted

**Skills:** Intimidation (+14), Perception (+12), Deception (+14), Athletics (+11), Acrobatics (+13)

**Senses:** Blindsense 30 ft., perfect Darkvision, passive perception 22

**Languages:** All

**Challenge:** 24

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ACTIONS:

**Multiattack:** The Bahara makes three attacks with its sickle.

**Sickle:** +13 (1d4+6 slashing +2d6 force)

**Teleport:** The Bahara vanishes in a flurry of dust and embers, reappearing up to 120 ft. away.

**Magic Resistance:** The Bahara has advantage on saving throws against magic.

SPELLCASTING: The Bahara is a 20th level caster. (DC 22, spell attack bonus +14) The Bahara may cast up to two spells of a combined level no greater than 9 as a bonus action. If it does so, it cannot cast any other spells that turn. It can also concentrate on up to 3 spells at once.

Cantrips: Firebolt, Produce Flame, Control Flames, Create Bonfire, Green-Flame Blade, Lightning Lure, Thaumaturgy

1st level slots (4): Absorb Elements, Witch Bolt, Burning Hands, Shield, Thunderwave, Hex, Hellish Rebuke,

2nd level slots (3): Scorching Ray, Aganazzar's Scorcher, Heat Metal, Shadow Blade, Flame Blade, Dust Devil

3rd level slots (3): Wall of Sand, Fireball, Lightning Bolt, Counterspell, Melf's Minute Meteors

4th level slots (3): Wall of Fire, Storm Sphere, Fire Shield

5th level slots (3): Telekinesis, Immolation, Banishing Smite

6th level slots (2): Disintegrate, Investiture of Flame, Harm
7th level slots (2): Firestorm, Power Word Pain

8th level slots (1): Incendiary Cloud

9th level slots (1): Time Stop

**Legendary Actions:**

The Bahara has 3 legendary actions, which it may take at the end of another creature's turn. It regains all expended legendary actions at the start of its turn.

Cantrip: The Bahara casts a cantrip.

Strike: The Bahara makes a single sickle attack.

Blink: The Bahara uses its Teleport ability.

**Shapechange:**

As a free action, the Bahara can change forms. It has a humanoid form, which takes the shape of a human or humanoid whose eyes are filled with fire. Its true form is a shadowy amalgamation of a roughly humanoid silhouette, wreathed in dust and fire.
Astral Expulsion

**Level: 1**

**Range: touch**

**Duration: 1 round**

**Casting Time: 1 action**

Touch a creature and attempt to briefly expel its soul from its body. The target must make a wisdom save, having their astral body removed on a failure. While the astral body is detached in this way, the creature's regular body is incapacitated. The soul returns at the start of the creature's next turn. If this spell is cast at 4th level or higher, it instead affects a 20 foot radius around you.
Abjuration Initiate

***Magi that dabble in Abjuration are some of the most steadfast warriors on magical battlefields. Their resilience and sheer defensive capability make them incredibly difficult to down, even for the most formidable foes.***

## Novice Abjurer

When this school is chosen at 3rd level, and every level at which you gain access to a new spell, you may choose to learn an abjuration spell of 5th level or less for which you have slots. You may not learn a number of spells in this way greater than your intelligence modifier. These spell are always prepared and do not count against the number of spells you have prepared, and must be from the wizard spell list.

## Arcane Defender

Beginning at level 6, you may use a reaction to increase your AC by an amount equal to your proficiency bonus for one attack using a magical ward. Additionally, you may cast *Mage Armor* at will without expending a spell slot, requiring no material components.

## Abjuration Saturation

At 14th level, you are so familiar with the workings of abjuration magic in combat that you have Magic Resistance.

## Adept Abjurer

At 18th level, you learn one 6th level abjuration spell. This spell does not count against the number of spells you have prepared and is always prepared.
Arcane Missile

*Transmutation Cantrip*

Casting Time: 1 action

Range: 60 ft.

Components: S, M (a piercing weapon, spike, or other missile)

Duration: Instantaneous

Launch a weapon you hold toward a target within range in a streak of purplish light, making a ranged spell attack. On a hit, the target takes 1d4+your spellcasting modifier piercing damage. This damage is considered magical. At higher levels, you gain a magical bonus to the attack and damage roll of this cantrip of +1 at level 5, +2 at level 11, and +3 at level 17.

**Classes: Wizard, Sorcerer, Artificer**
Hex Swarm

*4th level Necromancy*

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a sheaf of six silver feathers worth at least 50 gp total)

Duration: Instantaneous

Conjure a ring of six silvery hexes and unleash them in projectile form at any number of creatures within range. Make a ranged spell attack for each hex. On a hit, a single hex deals 1d8 necrotic damage and reduces the target's AC by 1 until the start of it's next turn. A single creature can be affected by this reduction multiple times from a single casting of this spell.

**Classes: Wizard, Warlock**
Aphasmayra

***Like a feline cerberus, this two-headed, many eyed nightmare fuel of a cat prowls any sufficiently cursed woodland.***

## Aphasmyra

*Large monstrosity,* unaligned

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AC: 13 (natural armor)

HP: 36 (6d8+6)

Speed: 35 feet, 25 feet climb

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Ability Scores
 +3

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**Senses:** passive perception 16

**Languages:** --

**Challenge:** 2

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**Keen Sight:** the Aphasmayra has advantage on perception checks relying on sight.

**Pounce:** if the Aphasmayra moves up to 10 feet before hitting a creature with a claw attack, the creature must make a strength save (DC 14) or be knocked prone.

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ACTIONS

**Multiattack:** the Aphasmayra makes three attacks, one with its claws and two with its bite.

**Claws:** +6 (1d8+3 slashing)

**Bite:** +6 (1d10+3 piercing)
Bachran

The Bachrans are the most populous and oldest race of the Baharadhun, and the civilization from who's religion the desert derives its name. Their scales are as golden as the dunes and their legacy as long and as proud as Emebia's giant kings.

**Ability Scores:** Bachrans gain +1 constitution and +2 any other ability score.

**Age:** Bachrans live about as long as humans and mature at the same rate.

**Alignment:** Many Bachrans are Lawful Evil, as they are still caught up in their traditional faith's old ways, but the majority are neutral or good-aligned.

**Size:** Most Bachrans are comparable to humans in size. They are medium.

**Speed:** You have a base walking speed of 30 feet.

**Born of the Sands:** The arid and sunny climate of the Baharadhun grants Bachrans advantage on saves against being blinded and against spells and effects that deal fire damage.

**Viper's Pits:** Bachrans have special glands under their nostrils that allow them to detect body heat of other creatures. Bachrans can sense the presence of any warm-blooded creature within 40 feet of them.

**Bachran Weapons:** Bachrans are proficient with the short bow and the khopesh (one-handed, light, 1d6 slashing)
Ganu

***The Ganu are the demon gorilla minions of the demon gorilla lord, Ganumora. Immense, incredibly strong, incredibly stupid, and incredibly angry. They are often deployed as shock troops and living siege engines by crazed wizards and, of course, the forces of evil attacking the Red Gate.***

## Ganu

*Large Fiend (Demon), Chaotic Evil*

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AC: 18 (full plate)

HP: 88 (8d12+32)

Speed: 40 feet

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Ability Scores
 +6

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**Saving Throws:** Strength +10, Charisma +5

**Damage Resistances:** Fire, Cold, Lightning; Slashing, Piercing, and Bludgeoning from non-magical weapons

**Damage Immunities:** Poison

**Damage Vulnerabilities:** Psychic

**Condition Immunities:** Poisoned

**Skills:** Athletics +10

**Senses:** Darkvision 120 feet, passive perception 8

**Languages:** Abyssal

**Challenge:** 7

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**Siege Monster:** The Ganu deals double damage to objects and structures.

**Hulk:** The Ganu can magically increase or decrease its size as a bonus action. It cannot increase its size category beyond huge or decrease it beyond medium. While huge, its attacks and abilities deal an extra 2d8 bludgeoning damage and it has advantage on strength-based checks and strength saving throws, but attacks against it have advantage. While medium, it's intelligence score becomes 10.

**Mighty Leap:** The Ganu's long jump and high jump distances are 30 feet and 20 feet, respectively.

**Thrashing Charge:** The Ganu may move through the space of any creature at least one size category smaller than it. Each creature who's space it moves through must make a dexterity save (DC 18), taking 3d8 bludgeoning damage and being knocked prone on a failed save.

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ACTIONS

**Multiattack:** The Ganu makes two Fist attacks or uses its Mighty Slam ability. It may replace any Fist attack with a Throw.

**Fist:** +10 (2d8+5 bludgeoning and the Ganu can choose to grapple the target. While a target is grappled in this way, the Ganu cannot make a Fist attack with this hand.)

**Throw:** The Ganu throws a grappled target up to 10 feet if the target is large, up to 20 feet if the target is medium, or up to 30 feet if the target is small or tiny.

**Mighty Slam (Recharge 5-6):** The Ganu slams its fists into the ground, sending out a shockwave in a 30 foot radius. Each creature in that area must make a dexterity save (DC 18), taking 3d8 bludgeoning damage and being knocked prone on a failed save.
Fireblast

*1st level Evocation*

Casting Time: 1 action

Range: 60 ft.

Components: S, M (a bead of brass)

Duration: Instantaneous

Fire a small bolt of flame towards a point within range. All creatures within 10 feet of that point must make a dexterity save, taking 2d8 fire damage on a failure and half as much on a success. Casting this spell at higher levels increases the damage by 1d8 for each slot level above 1st.

**Classes: Wizard, Sorcerer, Artificer**
Death Worm

***Rivaling dragons for destructive capability, the Baharadhun's Death Worms are a sight to behold. Reaching well over a hundred feet in body length, their formidable jaws can crush rock and bone like glass. They prowl the southern dunes, bursting out of the sand when you least expect it.***

***-Brethen Garnholdt's 'Beasts of Ran'***

## **Death Worm**

*Gargantuan Beast, Unaligned*

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AC: 17 (Natural Armor)

HP: 340 (20d20+120)

Speed: crawl 40 ft., burrow 120 ft.

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STR DEX CON INT WIS CHA

21 13 22 12 2 6

+5 +1 +6 +1 -4 -2

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**Senses:** Tremorsense 1,000 ft., passive perception 12

**Languages:** --

**Challenge:** 18

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ACTIONS:

**Bite:** +11 (4d12+6 piercing). This attack can target up to 4 creatures that are all within 10 ft. square.

**Swallow Whole:** If a creature has been successfully hit with a bite attack, the target must make a strength save (DC 19) or be swallowed whole. A swallowed creature takes 5d8 acid damage, and must fight its way out of the stomach. (AC 12, 50 hp)

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**Surprise Attack:** If the Death Worm gets a surprise round, its attack is at advantage, and acts as a critical hit on a hit.
Aerokinesis

*4th Level Transmutation*

Casting Time: 1 action

Range: self (100 foot radius)

Components: V, S

Duration: 1 minute, concentration

Take command of the air within 100 feet of you, bending it to your will. As part of casting this spell and as an action on each of your turns while the spell lasts, you can take one of the following actions:

* **Stream of Wind:** Create a gust of wind up to 50 feet long and 10 feet wide within range. All creatures in the affected area must make a strength save or be pushed in a direction of your choice up to 25 feet.
* **Stormgust:** Release a blast of wind in a 30 foot cone originating from you. All creatures in the affected area must make a strength save, taking 4d8 bludgeoning damage and being knocked prone on a failed save, and taking half as much damage on a success.
* **Zephyric Grip:** Use the air to move a specific creature or object. If the target is an object, it can be up to 100 pounds and no larger than medium. You may move the object up to 50 feet. If the object hits another object or creature along the way, it stops moving. A struck creature must make a dexterity save, taking 6d6 bludgeoning damage on a failed save. If the target of the grip is a creature, it must be medium or smaller. The creature makes a strength save, being moved on a failure. Once the target has failed the save, you can move it up to 50 feet and/or slam it into an object, dealing 6d6 bludgeoning damage to it. A creature of any size can be targeted if it's flying.

Additionally, you may use a reaction while concentrating on this spell to reduce fire, cold, or thunder damage you take by 4d8. Casting this spell at higher levels increases the radius it affects around you by 50 feet for each slot level above 4th.

**Classes: Druid, Wizard, Sorcerer**
Blasting Rune

**Level 3**

**Range: Touch**

**Duration: 8 hours**

**Casting time: 1 minute**

Draw a circular rune on an object or surface, which can only be detected with an Arcana or Investigation check. When the rune is triggered, it releases a blast of radiance in a 30 ft. diameter (if the rune is place on a wall or vertical object, the blast is a 30 foot cone), dealing 8d6 radiant damage. A Dexterity save halves the damage. Casting this spell at higher levels increases the damage by 1d6 per slot level above 3rd.