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REFERENCE

CARDS

FEBRUARY 2020

PATREON
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ART: SEAN MURRAY


The Maker CR 16
LARGE CONSTRUCT, NEUTRAL EVIL The Maker (continued)
ART: SEAN MURRAY P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: DIMITRIS PANTAZIS P THE DECK OF MANY © HIT POINT PRESS INC. 2020

Al-Babbage
WEAPON (LONGSWORD), LEGENDARY (REQUIRES ATTUNEMENT
BY A CREATURE WITH INTELLIGENCE 18 OR HIGHER)
Al-Babbage (continued)
ART: DIMITRIS PANTAZIS P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: DIMITRIS PANTAZIS P THE DECK OF MANY © HIT POINT PRESS INC. 2020
SPECIAL TRAITS
STR DEX CON INT WIS CHA
Spellcasting. The Maker is a 20th-level spellcaster. Her spellcasting ability is
Intelligence (spell save DC 20, +12 to hit with spell attacks). The Maker has
20 (+5) 13 (+1) 16 (+3) 24 (+7) 15 (+2) 12 (+1)
the following spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
the maker 15,000XP
1st level (4 slots): alarm, command, comprehend languages, SENSES SAVING THROWS
detect magic, identify Blindsight 60 ft. Int +12, Wis +7, Cha +6
2nd level (3 slots): blur, branding smite, locate object, see invisibility, Passive Perception 12 DAMAGE IMMUNITIES
spider climb SKILLS Poison; Bludgeoning, Piercing,
3rd level (3 slots): elemental weapon, fly, glyph of warding, haste, Arcana +12, History +12, and Slashing from nonmagical
tongues, slow
Investigation +12, Perception +7 attacks not made with
4th level (3 slots): fabricate, freedom of movement,
locate creature, stoneskin LANGUAGES adamantine weapons
5th level (2 slots): animate objects, creation, geas, legend lore, wall of stone Common, Elvish

ACTIONS SPECIAL TRAITS

Multiattack. The Maker makes three Warhammer attacks or casts a cantrip Construct Communication. The Maker understands and can
and makes one Warhammer attack. be understood by all constructs, regardless of whether or not
Command. The Maker commands a willing construct within 120 feet they share a language or whether the other construct knows any
who can hear her to attack. The construct can use its reaction to make one language at all.
weapon attack against a creature chosen by the Maker.
Immutable Form. The Maker is immune to any spell or effect
Warhammer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
that would alter her form.
Hit: 16 (2d10 + 5) bludgeoning damage and 7 (2d6) psychic damage. If
the attack is a critical hit, the target’s Intelligence score decreases by 2 and, Improved Critical. The Maker scores critical hits on a roll of 19
if the creature’s Intelligence is 12 or higher, the Maker’s Intelligence score or 20 when making weapon attacks.
increases by 1 (to a maximum of 30) for one year. The reduction to the
target’s Intelligence score is restored after one week and can be reversed
Legendary Resistance (3/Day). If the Maker fails a saving throw,
earlier through use of the greater restoration spell or more potent magic. she can choose to succeed instead.
Magic Resistance. The Maker has advantage on saving throws
LEGENDARY ACTIONS
against spells and other magical effects.
The Maker can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end Magic Weapons. The Maker’s weapon attacks are magical.
of another creature’s turn. The Maker regains spent legendary actions at the
start of her turn.
Attack. The Maker makes one Warhammer attack.
Cast a Spell. The Maker expends a spell slot to cast a spell that she
has prepared.
Command. The Maker commands a willing construct within 120 feet
who can hear her to attack. The construct can use its reaction to make
one weapon attack against a creature chosen by the Maker. ARMOR CLASS HIT POINTS SPEED
20 Natural Armor 212 (25d10 + 75) 30 ft.

Thought Stealer. When you score a hit with this weapon,


in addition to the attack’s normal damage, Al-Babbage Al-Babbage
WEAPON (LONGSWORD), LEGENDARY (REQUIRES ATTUNEMENT
BY A CREATURE WITH INTELLIGENCE 18 OR HIGHER)
may force the target creature to make a DC 15 Intelligence
saving throw. On a fail, the creature loses 2 points of
Al-Babbage is a mithral blade with a hilt of ornately detailed brass.
Intelligence. When a creature with an Intelligence of 12
Sculpted in the hilt are interlocking cogs that turn whenever
or higher fails this saving throw, Al-Babbage’s Intelligence Al-Babbage uses her Thought Stealer property.
ability score increases by 1 point. This increase remains for You gain a +3 bonus to attack and damage rolls made with this
1 year and cannot cause Al-Babbage’s Intelligence to exceed magic weapon. Al-Babbage has the following additional properties.
30. The reduction to the target’s Intelligence score is Maker of Things. Al-Babbage can cast the animate objects spell once per
restored after one week and can be reversed earlier through day. She decides when to cast the spell and maintains concentration on
use of the greater restoration spell or more potent magic. it so that you don’t have to.
In addition, Al-Babbage can cast the command spell at will and the geas
Personality. A haughty and arrogant weapon, Al-Babbage spell once per day, targeting constructs only. The DC for both of these
only allows those she deems intellectually passable to spells is 18. When a construct is targeted with this property, it does not
wield her. Her sole desire is to possess an immortal body, need to share a language with Al-Babbage to understand her orders.
either through reunion with her golem body, or to have a Sage Counsel. When you make an ability check, attack roll, or saving
throw, you can use your reaction to allow Al-Babbage to speak directly
powerful new one constructed in its place. Though she is
to your mind, giving you sage counsel. When you do, you add
proud to a fault, Al-Babbage understands that all creatures Al-Babbage’s Intelligence modifier to the result of your roll, and
can be useful tools, and is cunning enough to feign sincere she gains access to your mind for the next 24 hours.
service to her wielder, at least until they have outlived While Al-Babbage has access to your mind, she can read your thoughts
their usefulness. as if she had cast detect thoughts. In addition, she can cast the geas spell
(DC 18), targeting you. When she casts the geas spell, regardless of
If Al-Babbage ever found a wielder she respected—without whether you succeed or fail on the saving throw, she loses access to your
that respect devolving into petty jealousy and intellectual mind immediately after.
insecurity—it’s possible she could be rehabilitated. Until Sentience. Al-Babbage is a sentient, neutral evil weapon with an
such a time, the weapon is willing to do anything to Intelligence of 20, Wisdom of 16, and Charisma of 12. She has
hearing and darkvision out to a range of 60 feet.
ensure that she can act in the world without relying on
The weapon can read and understand Common and Elvish. She can
a frail mortal to carry out her tasks. communicate with her wielder, and any other creature of her choice
within 60 feet, telepathically. Al-Babbage speaks with absolute certainty
on all topics. While you are attuned to her, Al-Babbage also understands
every language you know.
horn of blasting Ring of Protection
WONDROUS ITEM, RARE RING, RARE (REQUIRES ATTUNEMENT)
ART: JORDAN RICHER P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: JORDAN RICHER P THE DECK OF MANY © HIT POINT PRESS INC. 2020

Staff of Withering Ape CR 1/2


STAFF, RARE (REQUIRES ATTUNEMENT BY A MEDIUM BEAST, UNALIGNED
CLERIC, DRUID, OR WARLOCK)
ART: JORDAN RICHER P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020
ring of protection horn of blasting
RING, RARE (REQUIRES ATTUNEMENT) WONDROUS, RARE

You gain a +1 bonus to AC and You can use an action to speak the horn’s
command word and then blow the horn,
saving throws while wearing which emits a thunderous blast in a 30-foot
this ring. cone that is audible 600 feet away. Each
creature in the cone must make a DC 15
Constitution saving throw. On a failed save,
a creature takes 5d6 thunder damage and is
deafened for 1 minute. On a successful save,
a creature takes half as much damage and isn’t
deafened. Creatures and objects made of glass
or crystal have disadvantage on the saving
throw and take 10d6 thunder damage
instead of 5d6.
Each use of the horn’s magic has a 20 percent
chance of causing the horn to explode. The
explosion deals 10d6 fire damage to the
blower and destroys the horn.

STR DEX CON INT WIS CHA Staff of Withering


16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) STAFF, RARE (REQUIRES ATTUNEMENT BY A
CLERIC, DRUID, OR WARLOCK)

Ape 100XP
SKILLS SENSES
This staff has 3 charges and regains 1d3
Athletics +5, Passive Perception 13 expended charges daily at dawn.
Perception +3 The staff can be wielded as a magic
ACTIONS
quarterstaff. On a hit, it deals damage as
a normal quarterstaff, and you can expend
Multiattack. The ape makes two fist attacks. 1 charge to deal an extra 2d10 necrotic
Fist. Melee Weapon Attack: +5 to hit, damage to the target.
reach 5 ft., one target. Hit: 6 (1d6 + 3) In addition, the target
bludgeoning damage. must succeed on a DC 15
Rock. Ranged Weapon Attack: +5 to hit, Constitution saving throw
reach 5 ft., range 25/50 ft., one target. or have disadvantage for 1
Hit: 6 (1d6 + 3) bludgeoning damage. hour on any ability check
or saving throw that uses
Strength or Constitution.

ARMOR CLASS HIT POINTS SPEED


12 19 (3d8 + 6) 30 ft., climb 30 ft.
Giant Scorpion CR 3 Mastiff CR 1/8
LARGE BEAST, UNALIGNED MEDIUM BEAST, UNALIGNED
ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020

Triceratops CR 5 Tyrannosaurus Rex 8 CR

HUGE BEAST, UNALIGNED HUGE BEAST, UNALIGNED


ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020 ART: DENIS MEDRI P THE DECK OF MANY © HIT POINT PRESS INC. 2020
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) 15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)

Mastiff 25XP Giant Scorpion 700XP


SENSES SKILLS SENSES
Passive Perception 13 Perception +3 Blindsight 60 ft.,
Passive Perception 9
SPECIAL TRAITS
ACTIONS
Keen Hearing and Smell. The mastiff has
advantage on Wisdom (Perception) checks Multiattack. The scorpion makes three attacks:
that rely on hearing or smell. two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
ACTIONS
one target. Hit: 6 (1d8 + 2) bludgeoning damage,
Bite. Melee Weapon Attack: +3 to hit, and the target is grappled (escape DC 12). The
reach 5 ft., one target. Hit: 4 (1d6 + 1) scorpion has two claws, each of which can grapple
only one target.
piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving Sting. Melee Weapon Attack: +4 to hit, reach 5 ft.,
throw or be knocked prone. one creature. Hit: 7 (1d10 + 2) piercing damage,
and the target must make a DC 12 Constitution
saving throw, taking 22 (4d10) poison damage
on a failed save, or half as much damage on a
successful one.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
12 5 (1d8 + 1) 40 ft. 15 natural armor 52 (7d10 + 14) 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1) 22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)

Tyrannosaurus Rex 3,900XP Triceratops 1,800XP


SENSES SKILLS SENSES
Passive Perception 14 Perception +4 Passive Perception 10
ACTIONS SPECIAL TRAITS

Multiattack. The tyrannosaurus makes two attacks: Trampling Charge. If the triceratops moves at least
one with its bite and one with its tail. It can’t make 20 feet straight toward a creature and then hits it
both attacks against the same target. with a gore attack on the same turn, that target
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., must succeed on a DC 13 Strength saving throw
one target. Hit: 33 (4d12 + 7) piercing damage. or be knocked prone. If the target is prone, the
If the target is a Medium or smaller creature, it is triceratops can make one stomp attack against it
grappled (escape DC 17). Until this grapple ends, as a bonus action.
the target is restrained, and the tyrannosaurus can’t ACTIONS
bite another target.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Stomp. Melee Weapon Attack: +9 to hit,
reach 5 ft., one prone creature. Hit: 22 (3d10 + 6)
bludgeoning damage.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
13 natural armor 136 (13d12 + 52) 50 ft. 13 natural armor 95 (10d12 + 30) 50 ft.
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