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Devrie was old — she had spent nearly eight decades defending the Envoy of the Earth Goddess. This spirit rules over the deep forests and
forest and a cold night like this made her bones ache and reminded her maintains the Laws of the Wood at the command of Denev, the Earth
that soon a spring would come that she would not see. But for now, the Mother, criss-crossing its domain with the speed of the wind to serve 9
recruits looked at her expectantly, their faces lit by the low-burning fire. her will. The stag is able to speak the languages of all the animals that
live in the forest, many of whom act as his eyes and ears, passing word
“A story?” she repeated. There, in the darkness, a large shape caught back to him of what occurs in his realm. The emperor stag watches
her eye. None of the young folk had seen it. “Aye, I’ll tell you about the travelers and repays their deeds in kind: acts of mercy are rewarded, and
Emperor Stag who lives in these here woods…” acts of violence are paid in full.
The majestic emperor stag has large, intelligent eyes and a rich pelt that Reluctant Steed. Legend has it that a hero who catches an emperor
glows in the twilight beneath the ancient trees. Its antlers spread the stag unaware, leaps onto its back, and whispers a destination will be
like the branches of venerable oak, and gleam like polished iron. taken there in the span of a single night, no matter how great the
distance. Whether this deed is truly so simple is questionable, and in
any event the servant of the goddess is a begrudging mount at best:
it may dutifully carry the hero as directed, but will make no promises
about the safety of the journey.
Emperor Stag
Large fey, lawful neutral
Tactics. The stag fights boldly but with patience and intelligence. It
STR DEX CON INT WIS CHA will use its trampling charge in multiple passes against groups when
21 (+5) 18 (+4) 23 (+6) 17 (+3) 20 (+5) 16 (+3) appropriate, but against a powerful single foe it will first use its charge
Armor Class 17 (natural armor) to knock its target prone, then attack with antlers and hooves. If clearly
Hit Points 126 (11d10 + 66) outmatched, the stag might gather a pack of forest animals, or even a
Speed 60 ft. stand of willow tree warriors, to assist it.
Skills Athletics +9, Insight +9, Perception +9, Survival +9
Senses darkvision 120 ft., blindsight 30 ft., passive Perception 19
Languages can speak with any beast of its domain, and
understands but is unable to speak elven and human languages
Challenge 9 (5,000 XP)
Blur of Speed. Opportunity attacks against the stag or its rider
are made with disadvantage.
Run Like the Wind. At night the stag can quickly cover great
distances. To a rider, or to any observer passed along the way,
the stag seems to be galloping merely as fast as a swift horse, but
Denev’s magic allows it to cover a hundred leagues per hour.
Trampling Charge. While the emperor stag moves in a straight
line, after moving at least 20 feet it can then move through
spaces occupied by Medium or smaller creatures. Each creature
in its path may use its reaction to attempt a DC 20 Strength
(Athletics) test; if successful the stag’s movement is stopped. If
the stag is not stopped, the creature must succeed at a DC 18
Dexterity saving throw or be knocked prone and take 14 (4d6)
bludgeoning damage.
Actions
Multiattack. The emperor stag makes two hoof attacks and one
antler attack.
Antler Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage.
Hoof. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) bludgeoning damage.
Reactions
Antler Parry. When attacked by a melee weapon attack, as a
reaction the stag adds 4 to its AC against that attack, potentially
causing it to miss.
16 S ca r r ed L a n ds
Thunder Orb
Hovering a couple feet off the ground, this 4-foot diameter sphere of Relentless Defenders. Thunder orbs are magical constructs tasked
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dark basalt stone crackles with electricity. Its stone surface is carved with guarding vaults, tombs or other important places. It attacks
with arcane runes of confinement which seem to glow from a brighter anyone not allowed safe passage by its creator. Made by an arcane
source within the orb. spellcaster by binding an elemental spirit into the orb, it will not
retreat before superior foes. Indeed, the spirit trapped within knows
that should the orb be destroyed, it will be released, free to return to
its own plane.
Thunder Orb Tactics. Thunder orbs rarely close with their opponents and if the
Medium construct, unaligned
party gangs up on one it will attempt to use its movement and its
STR DEX CON INT WIS CHA free-floating reaction to move away from the group, using its grand
10 (+0) 14 (+2) 20 (+5) 3 (-4) 13 (+1) 10 (-0) lightning if available. In more elaborate dungeons, two or more
Armor Class 12 thunder orbs will guard an area, programmed so that when one uses
Hit Points 95 (10d8 + 50) its grand lightning, the others are in the line of fire so that they receive
Speed 0 ft., fly 30 ft. (hover) temporary hit points.
Skills Perception +4
Damage Resistances cold, fire, piercing and slashing from
nonmagical attacks that aren’t adamantine
Damage Immunities lightning, necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, petrified, poisoned, prone,
unconscious
Senses blindsight 60 ft., passive Perception 14
Languages understands the languages of its creator but
does not speak
Challenge 5 (1,800 XP)
Lightning Absorption. If the thunder orb receives
lightning damage, it takes no damage and instead gains
temporary hit points equal to the damage amount.
Actions
Lightning. Ranged Spell Attack: +5 to hit, range 30/90 ft.,
one target. Hit: 14 (4d6) lightning damage.
Grand Lightning (Recharge 5-6). Each creature in a line
100 feet long and 5 feet wide originating from the orb
must make a DC 12 Dexterity saving throw. A creature
takes 28 (8d6) lightning damage on a failed save, or half
as much damage on a successful one. The lightning
ignites flammable objects in the area that aren’t being
worn or carried.
Reactions
Free-floating. When struck by a melee attack, the thunder
orb can move half its speed without provoking an
opportunity attack.
48 S ca r r ed L a n ds
Wyrmspawn
“Farmer says his cow fell over dead in the field and all these little snakes breathing out a noxious gas at a suitable host (usually a sleeping one).
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started wiggling out of it. We’re hired to look into it and clean up the The tiny creatures take root in the lungs of the host, bursting forth days
1 mess. It’s going to be the easiest bit of coin ever.” later as horrid, snake-like beasts. Often their poison paralyzes the host
— Jurkart the Unlucky and they have their first meal ready-made for them. An active host can
be cured by using the lesser restoration spell.
Adult wyrmspawn are the size of dogs with reptilian snouts, long
serpentine bodies and four narrow limbs. Between the forelimbs and Cautious Hunters. Adult wyrmspawn prefer to attack weak and
body are a bat-like wing membranes that allow the wyrmspawn to fly exposed targets from the air. If a flock gathers, it will begin to hunt
for short distances. It nests in trees and ventures out at night to feast larger prey, such as livestock and humanoids.
upon rodents and other small animals. They are found everywhere from
the Hornsaw Forest to the Kelder Mountains. Tactics. Wyrmspawn young display no tactics. They will attack their
host or any suitable creature that they can get to, stopping only after
Spontaneous Reproduction. Most scholars of the Scarred Lands do they have eaten their fill. Adult wyrmspawn are much more cautious,
not know how wyrmspawn reproduce and legends are told about how preferring to wait in hiding until they can either attack in unison or use
they grow from rotten fruit, or rise from the body of someone who flight to their advantage. They will use their larval cloud to cover their
died performing an evil deed, or are born on moonless nights when escape (wyrmspawn are absent parents and won’t return, even to check
the lightning crashes. In truth, adult wyrmspawn spread their young by on their offspring).
58 S ca r r ed L a n ds
Wyrmspawn
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