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Creature Catalogue II 2019
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CONTENTS
F O
E L B A T
2 ARTIST/DESIGNER
4 BARMAIDS/BARTENDERS - CR 0
5 FERMENTED OOZE - CR 3
7 LEGENDARY BARKEEP
14 WANDERING WARRIOR - CR 5
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Designer/DM Notes
Barmaids and Bartenders. Honestly not much to say Sea Dragon. This was a task and a half. Dragons are
about these, they're slightly more charismatic and weird to stat up as their age categories kind of follow a
dextrous commoners. I did try to have things make sense formula, but their stats don't really match up to the
like them having picked up an additional language and guidelines for CR. I went with the formula and I just
some skills from their time spent in cutomer service. hope it's worked out.
The roleplay tables were to give them a little flavour, Mechanically, the sea dragon learns to shapeshift a
something to draw on when your players decide that they lot earier than any other dragon - at the cost of
want to ask who's in the tavern. It's a little bit more than versatility. I designed the dragon to be one that you
the giant rats in the cellar trope, but not so much effort could socialise with and interact with quite frequently,
that you'll feel bad if your players decide to follow the but other than that its a pretty stock-standard dragon.
main quest after all. Alex came up with the concept of the Lifemate, while I
Encounter Tips: decided they were going to be social creatures - and I
Have your background NPCs be memorable, it helps also wanted Xillithi to be a bit of femme fetale, it just
the world feel alive and keeps players in character. seemed to fit. For the sake of dragon classification, I
also came up with the concept of elemental dragons -
Fermented Ooze. So the fermented ooze was the end neutral dragons that represent the natural world. Sea
result of a lot of research on ooze traits in 5th Edition. It's dragons represent water, and that's why they're more
kind of an unholy amalgamation of different oozes, likely to go with the flow. You could expand sea dragons
ramshackled together with some mechanics to emulate to include lakes and other bodies of water as well.
intoxication slapped on. I didn't get a chance to playtest it, Encounter Tips:
so I'm actually not sure how it'll go in a combat situation, Social, social, social! If you want to fight a dragon,
but I think with a little bit of creative narration it'll be there's plenty out there. But if you want to friend a
something fun. Interesting fact, it's really hard to dragon, this is what a sea dragon is built for.
represent drunkenness mechanically - so I see why WotC Keep in mind that the human form of a sea dragon is
hasn't done it as of yet. also quite adept at combat, with each age category
I don't remember who came up with the concept getting better and better. This lets them keep up their
(probably Alex) but it ended up being this idea of a disguise while also protecting themselves.
Dwarven horror story - the booze that drinks you. I also Reveal that an established NPC has actually been a
wanted to add some history as to how this thing is born, dragon the whole time, players love that.
particularly how it ended up in a cask of alcohol.
Encounter Tips: Wandering Warrior. The wandering warrior was
The variant can be used to begin an encounter, and another creature to add flavour to the NPCs that fill your
then have the main ooze burst out of the back room. world. This one fills the role of the brutish warrior that
Although it's a silly creature, you can actually make it passes through town.
pretty horrific with the whole dissolving flesh thing. I like to try my hand at crafting new abilities, rather
Oozes are dumb, this one is dumb and drunk. Its only than just reuse ones that already exist, and Veteran's
concern is food so will generally act accordingly. Edge was the result. It's similar to mechanics that
already exist but its there to emulate the concept of
Legendary Barkeep. We really wanted to have fun with being super experienced.
the legendary barkeep. I think a lot of games use the bar Encounter Tips:
run by an ex-adventurer trope, even WotC have the Use the wandering warrior to flavour the tavern
Yawning Portal, so I designed the Legendary Barkeep to floor, now you've got some stats and roleplay info for
be somewhat of a supportive brawler. the brooding brute in the corner.
I actually made a bit of a mistake giving it magical Cyrus the Axe is a ready to use NPC, just like with a
equipment, because that means that DMs have to either few of our other creatures that are more talkative.
give that to the party (if they end up killing them...) or
pretend it doesn't exist. In saying that, players probably
shouldn't be aiming to kill an NPC like this, so I'm sure it's
fine. Other than that, I wanted to make its mechanics as
flavourful as possible, so it wasn't just another lump of
stats that was differentiated by lore.
Encounter Tips:
Fighting with the legendary barkeep as an ally can be
a memorable encounter, especially in its lair.
The presence of the barkeep should be felt long before
they're encountered. They have a gravity about them.
With allies around in its lair, the legendary barkeep
becomes and even greater force to be reckoned with.
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Artist Notes
Legendary Barkeep. The veteran barkeep Henry
actually comes from the game Ming and I play in – Henry
is a massive old, kindly orc who has simply been around. Early Xillithi Sketch
The idea of a powerful, grizzled bartender with a lair built
into his bar appealed to both of us, and we decided it
was perfect to use Henry as our NPC for this one!
Though he looks quite formidable, I tried to give him a
few indicators that he wasn’t all rough exterior – the pipe
and charm bracelet maybe show he’s on the more gentle
side, but the bulging muscles, tattoos and massive
harpoon launcher on his shoulder show he’s no push
over. I highly recommend having a Legendary barkeep in
your game, someone to guide and nurture a new party
Henry v1
and regale them with tales of their own exploits. If you’ve
got any murder-hobos in the group, he’s sure to teach
‘em a good lesson should they try anything!
Barmaid. Ahhh the old staple. Its hard to put a new twist
on an old concept but I think we did a good job of it – the
table you can use for the barmaid/bartender is great for
generating one on the spot with a good deal of
character, which is perfect for when your heroes drop
into the local tavern unexpectedly!
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Barmaids & Bartenders
d6 Personality Trait
1 I'm hoping for someone to come along and
Barmaids and bartenders are found in every tavern and rescue me from this boring life!
alehouse across the land. Although they aren't that 2 I'm terribly shy, but talkative once you know me.
different to commoners, working in hospitality has given
3 I seek attention from all the wrong people.
them a few extra skills and languages from their varied
4 I'm attractive, and i know it.
interactions. However, what really sets them apart is
that they hear every rumour and story that passes 5 I love life and partying, even while I'm working!
through the tavern, and probably have their own drama 6 I have a hard time trusting anyone. I let someone
as well. Here are some of our suggestions: get close before, and I just ended up hurt.
d6 Drama
1 My best friend wants to become an adventurer,
please help me talk them out of it!
Belle 2 I owe a huge debt to the thieve's guild, and I'm a
little short on this month's payment.
3 There's a new customer that keeps coming in and
staring at me, they're creeping me out!
4 I really need to deliver this letter to my family, but
they're in the next town.
5 Help! I've been cursed by a witch in the forest.
6 I've just been fired. Looking to hire someone?
d6 Rumour
1 I overheard a group of shady customers talking
about robbing the mayor's house!
2 There's an old treasure trove hidden in town.
3 I've seen a strange green glow coming from the
cemetery as I walk home at night.
4 There's a kooky old man who I bring food to,
some say he used to be a powerful wizard.
5 Nobody goes near the old mill anymore, people
says it's haunted.
6 Don't tell anyone, but I overheard the owner say
they're going to sell the tavern.
Belle's Traits
Ideal. “I think people should be judged on their actions.
Reputation, race, or anything else doesn't come into it.”
Bond. “I owe Henry a lot. He took me in and raised me,
now it’s my turn to take care of him.”
Flaw. “I tend to get carried away flirting. But it’s just a bit
of harmless fun and extra coin, right?”
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Fermented Ooze
When hunting for food, an ooze simply follows its
instincts. Stay away from the light, go towards
movement and warmth. Sometimes this leads to the
unlikely circumstance of an ooze finding its way into a
brewery, drawn to the warmth of the fermenting
ingredients. Such oozes are usually discovered during
the fermentation process and disposed of before they
cause any real damage, spoiling the batch but saving a
nasty surprise later. However, sometimes the ooze is
missed and ends up assimilating with the brew and
turning alcoholic in nature – content in its drunken
stupor while it’s poured into a barrel and sealed away.
The now fermented ooze is slow to react, happy to
absorb the alcohol that was poured along with it before
making a move.
5
This could be anytime from a couple of days to several
weeks, allowing plenty of time for the fermented ooze to Variant: Mug of Booze Ooze
be shipped from the brewery to an unsuspecting tavern A fermented ooze’s barrel might end up being tapped
or inn. When it has finished absorbing the rest of the before it has finished absorbing the surrounding alcohol,
alcohol in its barrel, it will burst out and search for more in this case some of the ooze might be poured into a
food - usually starting with whatever other alcohol is mug and attack the poor unsuspecting patron who goes
available or the unlucky tavern owner who was looking to drink it. Before it attacks, the mug of booze ooze is
to tap a fresh keg. indistinguishable from a normal mug of ale.
A fermented ooze’s acidic form will quickly dissolve A mug of booze ooze is tiny sized, only has 9 (2d8) hit
flesh and bone but leave stone, wood, and metal intact points and is CR 1/4. It has all the traits of a normal
and unharmed. fermented ooze but only has the following modified
Alcoholic Composition. The fermented ooze is action:
primarily composed of alcohol, and the ooze’s own Pseudopod. Melee Weapon Attack: +4 to hit, reach
movements reflect that. Swaying around and flopping 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage
onto the ground as if drunk, the comical nature of its and 4 (1d8) acid damage. If the target is a creature it is
movements belies the true danger of the ooze. The subject to the effects of the ooze’s Alcoholic Form.
ooze lashes out with pseudopods that will induce an
intoxicated state in creatures that it hits or engulfs.
Dwarven Horror Story. Dwarves are famous for their
stout constitution and ability to handle their drink,
leaving not even a single drop of ale remaining in their
tankards. Part of this might be attributed to some
dwarven parents telling their kids to finish their ale if
they don’t want to be attacked by the “booze ooze”.
Although this tale is a fabrication, it no doubt finds its
roots in a fermented ooze attacking a poor,
unsuspecting dwarf – inspiring fear that if they don’t
drink their beer, their beer might just drink them.
Ooze Nature. A fermented ooze doesn’t need to sleep
or breathe.
6
Legendary Barkeep Henry the Barkeep
Most adventurers die before ever accomplishing
anything, another chump who couldn’t make it in the
wild. Some survive, only to retire without much fanfare –
integrating back into society to live like everyone else.
However, an adventurer with enough skill,
determination, and grit might just create a name
for themselves – and when they retire it’s a
momentous occasion. Maybe they
ascend into nobility and live off
the riches and reputation they’ve
acquired, or maybe they serve as a
trusted advisor to a king, or steadfast general to
a loyal army of rebels.
This isn’t any of those adventurers, this is the
adventurer that returns to their roots – the adventurer
that sinks all their considerable fortune into buying a
tavern. Creating a (mostly) safe space for budding
adventurers to start their very own journey or
return to after a campaign into the wilderness,
likely choosing that tavern because of the
reputation of the owner – the legendary barkeep.
Renowned. Although there might be plenty of ex-
adventurers that own a tavern or inn, the legendary
barkeep was an adventurer who's reputation was truly
legendary. Part of their appeal is the myths and legends
surrounding their past deeds - good or bad.
Fierce Loyalty. No matter who they were in their past
life, the legendary barkeep had a skill for fostering
unwavering loyalty in those that they used to adventure
with - and now in those that frequent their
establishment. The patrons are willing to stand in
defense of their favourite watering hole, especially if
they've been lubricated with some alcohol beforehand.
Old Skills Die Hard. Even though a legendary
barkeep has settled down and no longer actively
practices their adventuring skills, that does not mean
they have forgotten. In fact, they utilise many of their
adventuring skills (from perception to intimidation) to
help them keep the bar running smoothly.
7
The Legendary Barkeep's Lair
The legendary barkeep’s lair is the bar, tavern, or inn
that they call home. Although it isn’t the typical
monstrous lair deep in the wilderness, the legendary
barkeep holds as much control over their own little
domain as a dragon has over its expansive territory.
The lair is filled with loyal patrons, both commoners
and adventurers alike, who will rise to its defense if
required and the surrounding businesses and population
all know and love the tavern run by the grumpy ex-
adventurer. Although each lair might look different and
serve a variety of clientele, a few things remain
consistent – there’s plenty of booze, its welcoming to
those who abide by its rules, and you DON’T want to
piss off the owner.
A legendary barkeep encountered in its lair has a
challenge rating of 9 (5,000XP).
Lair Actions
On initiative count 20 (losing initiative ties), the
legendary barkeep takes a lair action to cause one of
the following effects; the legendary barkeep can’t use
the same effect two rounds in a row:
HAPPY HOUR. The legendary barkeep announces
that drinks are half price. All creatures under the
effect of Liquid Courage may quaff a beverage and
gain 5 temporary hit points.
NOT IN MY BAR. The legendary barkeep causes an
iron cage that has been disguised as a chandelier to
drop from the ceiling onto a 10-foot cube of its
choice. Each creature within the area must succeed
on a DC 13 Dexterity saving throw or be trapped in
the cage. The cage may be lifted with a DC 20
Strength check, and once this lair action has been
used it cannot be used again until the trap is reset.
ON THE HOUSE. The legendary barkeep hurls an
empty cask at one creature within 60 feet of it. The
target must succeed on a DC 16 Dexterity saving
throw, taking 21 (6d6) bludgeoning damage on a
failed save, or half as much damage on a success.
Regional Effects
The region containing a legendary barkeep’s lair is
changed by the barkeep’s influence, which creates one
or more of the following effects:
There is a noticeable increase in the number of
adventurers, adventuring service providers, and
unsavoury types in the area.
Revelry (drunken or otherwise) can be found in all
forms in and around the lair.
The lair will typically have one or more tunnels that
lead into the sewers or other surrounding areas.
These are used for a variety of purposes including
smuggling or escape.
Portable Ballista
Ranged weapon
A portable ballista has the following properties:
Ammunition (range 60/240), heavy, loading, two-
handed.
Fires custom bolts that deal 2d10 piercing damage.
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Natural Wealth. Sea dragons have a preference for
treasure that has a natural beauty about it - particularly
A Sea Dragon's Lair
things that originate in or around the ocean. For A sea dragon will often have three lairs within their
example: pearls, ornate shells, beautiful coral, or mother lifetime. By the time sea dragons become adults, most
of pearl. They aren't above traditional wealth, but their will have already found their lifemate. Together, they will
affinity with the ocean draws them to such things. create their lair along the coastline, close to humanoid
civilisations – spending time to gather treasure and
other valuables in preparation for having a family. The
ideal lair is a set of caverns, with a mixture of dry and
submerged rooms, set in a hidden and hard to reach cliff
face – a safe place to raise their children. While their
children grow and learn to shape change, the adults will
use their brine breath to slowly carve a path linking their
first and second lairs - often taking years to complete.
The second isn’t a lair so to speak, but is a home
within a human town. There may even be several
generations of sea dragons living within the same town,
watching it grow from a small village to thriving
metropolis over time. They might even be well known
figures in the town due to their wealth and longevity.
The final lair is located along the continental shelf,
isolated from civilisation. A sea dragon will only seek
such a lair if they feel they can no longer trust
humanoids, usually because they killed its lifemate.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can’t use the same effect two rounds in a row:
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Wandering Warrior d6 Reason for Wandering
While each warrior has their own reason to wander the
land, with some choosing to adventure, and others 1 Seeking an honorable death.
choosing the mercenary life, there are also those who 2 Chasing revenge for a dead family.
just wander. Often searching for a greater purpose, they 3 Finding sacrifices for their dark god.
might have even found one, or several, in the past - but
4 Looking for love.
for whatever reason, they still wander now.
Despite their tendency to stay on the move, taverns 5 Searching for a noble cause to serve.
are their location of choice when they venture into town. 6 Hunting great beasts for more trophies.
Lifetime of Experience. Wandering warriors have
built up a wealth of experience. From working with
adventurers for short stints to surviving for long periods
on their own, this has honed their razor sharp instincts, Cyrus the Axe
which kick in to give them an edge when needed. Cyrus the Axe is a male human wandering warrior of
Frenzy. The common experience shared by all neutral evil alignment who currently serves as the Pirate
wandering warriors is battle. The know that a battle is Lord Rothland’s first mate. Although Cyrus was an
often decided swiftly and have learned to focus their honourable man in the past, he has since been whittled
aggression to overwhelm their opponents with attacks. down by Rothland’s charm and magicks – now serving
the Pirate Lord without question. Having performed
Rothland’s dirty work for so long, he has convinced
himself that this was the greater purpose he had
searched for – even though deep down he is ashamed
to have lost his way and knows that he has forgotten his
reason for even wandering in the first place.
Cyrus' Traits
Ideal. “Deep down, I’m still looking for a greater
purpose. Really deep down.”
Bond. “Rothland has to be a great man, otherwise I
wouldn’t serve him in the first place.”
Flaw. “My friends say I lose my temper when I work.
They might be right.”
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