These monsters were specifically chosen to enhance your Icewind Dale: Rime of the Frostmaiden campaign, but can be used in any adventure that takes place in an arctic environment. Additionally, it provides two new homebrew monsters that you can use in your D&D campaign: the white dragon of war and the war mammoth. This installment of the Homebrew Horrors series gives you a brand-new template that you can apply to any creature large enough to carry other creatures. The time has come for the warriors of your campaign to don armor, unsheathe their weapons, and ride to war upon the backs of hulking monsters. Welcome to Homebrew Horrors, a series where you get a set of brand-new homebrew monsters, plus lore and worldbuilding details that you can use to anchor them in your own D&D setting. Phandelver and Below: The Shattered Obelisk Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a common language.Mordenkainen Presents: Monsters of the Multiverse Silence: No sound can emanate from within the area, and no sound can reach into it. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.Įnergy Protection: Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.Įnergy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.Įverlasting Rest: Dead bodies interred in the area can't be turned into undead.Įxtradimensional Interference: Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.įear: Affected creatures are frightened while in the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.ĭaylight: Bright light fills the area. On a success, the creature ignores the extra effect until it leaves the area.Ĭourage: Affected creatures can't be frightened while in the area.ĭarkness: Darkness fills the area. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. Some of these effects apply to creatures in the area, you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. Choose the effect from the following list, or choose an effect offered by the DM. Second, you can bind an extra effect to the area. You can exclude one or more of those types of creatures from this effect. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. The affected area is subject to the following effects.įirst, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. You touch a point and infuse an area around it with holy (or unholy) power.
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