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corvus

If you get a nat20, you get inspiration

The party introduces themselves:

(he/him) Peter Stumpp, lycanthrope, different wolf pelts, otherwise very professional
(they/them) Ancin Nete, 15 year old, bartender alchemist
(he/him) Doc holliday, older, goblinoid dentist
(any) Pedik, grey dwarf potter, bard
(he/they) Mulligan, high elf, half gargoyle

They have been hired by the mori to look for the cultists of tharizdun

Run out of food, thump gone

Come into the cave

The path opens up to a grand foggy cavern, a bridge ahead of you leading into a deep purple light,, obscured by
the fog. There's 4 large stones placed around the bridge, as well as 6 purple crystals along the side of the bridge.

The stones rumble and crack, lifting up into large stone men

4 galeb dhurs

GALEB DUHR
Medium elemental, neutral

Armor Class 16 Hit Points 85


Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)

DEX
14 (+2)

CON
20 (+5)

INT
11 (0)

WIS
12 (+1)

CHA
11 (0)

Immunities: poison, exhaustion, paralyzed, poisoned, petrified


Resistances: bludgeoning, piercing, and slashing from nonmagical weapons

Senses darkvision 60 ft., tremorsense 60 ft.

False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.

Rolling Charge. If the galeb duhr rolls at least 20 ft. straight toward a target and then hits it with a slam attack
on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must
succeed on a DC 16 Strength saving throw or be knocked prone.

Actions
Slam. Melee: +8 to hit, 5 ft ., Hit: 2d6 + 5 bludgeoning.

Animate Boulders (1/Day). The galeb duhr magically animates up to two boulders it can see within 60 ft. of it.
þÿA boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can t be
charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr
maintains concentration, up to 1 minute (as if concentrating on a spell) .

þÿ ---------

Onwards into the fog, until the fog blows away, revealing a gigantic hexagon of dark wood, an intricate maze
of library bookshelves filling it, a strong purple glow emanating from the center.

You come closer to the structure

questions / sacrifice
Puzzle maze

What do you most desire


What do you fear most
What do you fight for?
Do you accept that it's ok to kill those you have?

Fire, cold, lightning, and radiant damage orbs

Chimera, sphynx, cockatrice, gryphon, manticore statues, and a small bookshelf built into them.
Informational Man, lion, scorpion, eagle, goat, snake, cat books. Multiple of each

The rich want it, the poor have it, and both will perish if they eat it. (Answer: Nothing)

What falls but never breaks, and what breaks but never falls? (Answer: Night and day)

Time existed before me, but history can only begin after my creation. (Answer: Writing)

I am the beginning of the end and the end of before. (Answer: E)

Thump is released
Reveal of corvus and the alchemist
Marc 20
Cass 18
Cel 4
Arc 17

ISAAC, ALCHEMIST
Medium
AC 17 HP 136 Speed 30 ft., fly 90 ft.

STR
18 (+4)

DEX
18 (+4)

CON
18 (+4)

INT
17 (+3)

WIS
20 (+5)

CHA
20 (+5)

Saving Throws Wis +9, Cha +9


Insight +9, Perception +9

Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened

Senses darkvision 120 ft.

þÿInnate Spellcasting. The deva s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast
the following spells, requiring only verbal components:

At will: detect evil and good

1/day each: commune, raise dead

Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.

Actions
Multiattack. The deva makes two melee attacks.

Mace.: +8 to hit, 5 ft., Hit: 1d6 + 4 bludgeoning plus 4d8 necrotic.

Healing Touch (3/Day) The deva touches another creature. target magically regains 4d8 + 2 hit points and is
freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or
less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or
þÿcarrying is absorbed or borne by the new form (the deva s choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength,
Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities
(except class features, legendary actions, and lair actions) that the new form has but that it lacks.

þÿGISHATH, ALCHEMIST S FORM


Gargantuan beast
AC 16 HP 203 Speed 40 ft.
STR
24 (+7)

DEX
12 (+1)

CON
18 (+4)

INT
12 (+1)

WIS
16 (+3)

CHA
6 (-2)

Saving Throws Str +11, Con +8, Wis +7, Cha +2


Perception +7 passive Perception 17

Legendary Resistance (3/Day). If Gishath fails a saving throw, it can choose to succeed instead.

þÿMultiattack. Gishath makes two attacks: one with its bite and one with its stomp. It can t make both attacks
against the same target.

Bite. +11 to hit, 15 ft., Hit: 5d12 + 7 piercing. If the target is a Large or smaller creature, it must succeed on a
DC 19 Dexterity saving throw or it is grappled (escape DC 19). Until this grapple ends, the target is restrained,
þÿand Gishath can t bite another target.

Swallow. Gishath makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that
þÿcreature takes the bite s damage and is swallowed, and the grapple ends. While swallowed, the creature is
blinded and restrained, it has total cover against attacks and other effects outside Gishath, and it takes 6d6 acid
þÿdamage at the start of each of Gishath s turns.

If Gishath takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 18
Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a
space within 10 feet of it. If Gishath dies, a swallowed creature is no longer restrained by it and can escape from
the corpse by using 20 feet of movement, exiting prone.

Stomp. +11 to hit, 10 ft., Hit: 5d8 + 7 bludgeoning, and the target must succeed on a DC 19 Strength saving
throw or be knocked prone.

CORVUS, AVATAR OF THARIZDUN


Large beast,

AC 15 HP 120 Speed 20 ft., fly 80 ft.

STR
18 (+4)

DEX
21 (+5)

CON
15 (+2)

INT
8 (-1)

WIS
17 (+3)

CHA
12 (+1)

passive Perception 21
Saving Throws Dex +9, Wis +7
Athletics +8, Perception +11

Keen Sight. The eagle has advantage on Perception checks that rely on sight.

þÿFlyby. The eagle doesn t provoke an opportunity attack when it flies out of an enemy s reach.

Master of Winds. The eagle has perfect control of the air around its body. At the beginning of each of its turns
the eagle can choose to gain one of the following benefits until its next turn:

Ranged attacks against the eagle are made with disadvantage.


The area in a 20 foot radius sphere centered on the eagle is considered difficult terrain for other creatures.
All creatures that start their turn within 20 feet of the eagle or enters that area for the first time on a turn must
succeed on a DC 15 Strength saving throw or be pushed 15 feet directly away from the eagle and knocked
prone.

Actions
Multiattack. The eagle makes three attacks: one with its beak and two with its talons.

Beak. +9 to hit, 5ft., Hit: 2d6 + 5 piercing.

Talon. +9 to hit, 5ft., Hit: 2d10 + 5 slashing.

Enchanted Feather (Recharge 5-6). The eagle flaps its wing and releases a cluster of feathers that seek out up to
three targets within 90 feet. The targets must make a DC 16 Wisdom save, taking 5d10 psychic damage and
becoming restrained until the end of their next turn on a failed save, or half as much damage and not restrained
on a successful one.

Create Tornado (1/Day). The eagle gives a powerful flap of its wings that conjures up a 10-foot-radius, 100-
foot-high tornado at a point within 120 feet. This tornado travels along a straight line, moving 30 feet a turn, for
1 minute. The area within the tornado is heavily obscured. The tornado sucks up any Medium or smaller objects
þÿthat aren t secured to anything and that aren t worn or carried by anyone.
A creature must make a DC 16 Dexterity saving throw the first time on a turn that it enters the tornado or that
the tornado enters its space, including when the tornado first appears. A creature takes 6d6 bludgeoning damage
on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails
the save must succeed on a DC 16 Strength saving throw or become restrained in the tornado until it disperses.
When a creature starts its turn restrained within the tornado, the creature is pulled 10 feet higher inside of it,
unless a creature is at the top.

A restrained creature moves with the whirlwind and falls when the spell ends, unless a creature has some means
to stay aloft. A restrained creature can use an action to make a DC 16 Strength or Dexterity check. If successful,
the creature is no longer restrained by the tornado and is hurled 3d6 x 10 feet away from it in a random
direction.

Time loop same day

Marcus clock god

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