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• The high priest of an anabagua village has just died of
The Blight, and it is necessary for a new high priest
to be named. Because of the secretive nature of
the deaths of the anabagua elders, however, the
party is contacted in private by an anabagua
ambassador who has heard of the party’s
exploits. He explains that the ritual
site where the new high priest has
been chosen has been haunted
by zemi, objects such as
statues and weapons with
the spirits of the dead stuck
inside of them. They explain
that the sudden dying off of
the anabagua elders has left
their spirits restless, and he
wants the party to either destroy
Boina
Ataba Alignment: Lawful Neutral
Symbol: A volcano spewing lava
Alignment: Lawful Good
Portfolio: Sun, Volcanos, Wolákani
Symbol: A wave in the ocean
Boina is the goddess of both the sun and volcanos, as well
Portfolio: Creation, Grief, Oceans, Water, Vengeance as the patron goddess of the wolákani, who she helped
Ataba is the mother of the original two gods, Guacando create along with Yokaho. She is often credited with being
and Yokaho. Her domains used to be focused on the the goddess who created the archipelago of Boricubos in
movement of the tides, the power of the seas, and the the first place, using the power of volcanos in order to
creation of sea-creatures to fill the vast oceans. Ever create the land upon which people walk today. Due to
Yokaho
Alignment: Neutral Good
Symbol: Three palm trees
Portfolio: Brotherhood, Harvest, Jungles, Land, Plants
Yokaho is a god that is focused solely on his duties
Maroyal maintaining the land and everything on it. He is a
quiet god that keeps to himself for the most part
Alignment: Chaotic Neutral and was caught completely off guard by his mother’s
Symbol: A crescent moon declaration of war on his chosen mortals. He claims
Portfolio: Moon, Strength, Tsunamis that when he went to battle with his twin brother, he
did not mean to kill him, however an errant blow left
Mayoral is the goddess of both the moon and his brother dead instead of incapacitated. Many of his
tsunamis. She has been a source of constant agony for followers believe him and see him rallying his favored
the people of Boricubos with her natural disasters, races as a means of self-defense against his mother,
but always makes sure that whenever a tsunami hits who herself believes herself in the right for wanting to
the archipelago, there are few if any deaths. She is a punish him for killing Guacando.
goddess who believes in strength above all else, and
frequently tells her followers that she only beats them Most of Yokaho’s temples are located by the borders
down so that they could rise back even stronger than of Boricubos’ jungles, with wild animals strangely
before. She has been strangely neutral in the war in never causing any trouble for those traveling to and
the heavens, despite her connection to the ocean and from these holy places. Some temples are located even
rumored romance with Guacando. further into the jungle, with these being seen as even
more special to the god. The anabaguas have been
praying to him more often as of late to aid them in a
pandemic that is spreading amongst their people only
known as the Blight.
Anabagua
The anabagua people are the cultivators of the land here
in Boricubos. It would be fair to state that we are the land
The Beauty of the Land
incarnate and that all other races owe their existence to The anabaguas take pride in their dominance over
our continued wellbeing over the years. After all, who is the jungles of Boricubos, often seeing themselves as
it that replants the forests when the others take for food superior to the other races because of their positions
and lumber? After all, who is it that taught the people of as leaders of the land and growth on the archipelago.
the land to properly treat the soil in order to avoid the They tend to hide this haughtiness well around
land from becoming barren? It was us, the true inheritors others, disguising it as knowing better for the people
of the land who were here before all else, and who shall of Boricubos due to their long lives and well known
be here after all others have left this world. Nature will tradition of saving the other races during times of
always prevail over the destructive forces of civilization crisis, such as during hurricanes or volcanic eruptions.
and we are just the harbingers of that message. Though they cannot physically affect the earth like the
wolákani or divert waters like the hurákani, they know
–Anabagua Druid the secrets of the archipelagos better than anyone else,
Before all the races on Boricubos came to be, there including the magically protected sanctuaries that
were the anabaguas, plant-like humanoids who are also stay pristine in any conditions.
known as the “Eldest” because of their unique position But what the anabaguas are most proud of is being
as the archipelago’s original inhabitants, created by the first race created by the gods to populate Boricubos,
the gods to watch over not only the archipelago of a fact that they never fail to mention if it becomes even
Boricubos, but also the people who would be sent to tangentially relevant. In the rare interactions mortals
populate it in future years. In the Boricubosan creation have with the gods, it is usually a divinity speaking with
story, it was the anabaguas themselves who were given one of the anabaguas, which only cements the idea that
seeds presented by the gods in order to plant the other the anabagua people are, in fact, special. Because of their
races that now populate the archipelago, all save for status as Eldest, the coquían, iguaca, and taínem often
the hurákani and the wolákani, who arose from the consult them before jumping headfirst into decisions
elements naturally many centuries later. Because they regarding any important matters. Though with the
are the Eldest, many of Boricubos’ other races often gods currently divided and at war, this position has
look to them as spiritual leaders and see what advice become tenuous, with less and less people coming to
the anabaguas give before acting. the anabaguas for advice.
Wildspeech
At 1st level, as an action you gain the ability to talk to beasts
and elementals as if you shared a common language. This
ability lasts for 10 minutes. Once during this time, if you
make a Charisma (Persuasion) ability check against a beast
or an elemental, you can choose to gain advantage on the
Proficiencies
The Shaman Class Armor: Light, medium, shields
Weapons: Simple weapons, longbows
The shaman is a mystic first and foremost, in tune with Saving Throws: Constitution, Wisdom
nature and the spirits of the world; though they form Skills: Choose two from Animal Handling, Arcana,
temporary pacts with some spirits in exchange for power Insight, Medicine, Nature, Perception, Persuasion,
and understanding, they also dedicate themselves to a Religion, and Survival
singular concept that certain other spirits are drawn to, Tools: Herbalism kit
serving as a guardian to the shaman in times of need
and when they have no other allies. As allies of the Equipment
natural world, shamans are protectors of nature, where You start with the following equipment, in addition to
spirits live in the land, the trees, the rivers, and more, the equipment granted by your background:
taking their duties very seriously to act as mediators • (a) a shield or (b) any simple weapon
between those who would use nature and the spirits by
proxy and those who would abuse it. • (a) a shortbow with 20 arrows or (b) any simple
melee weapon
The people of Boricubos utilize shamans as behiques
that focus on the spirit world, specifically to fight • leather armor, an explorer’s pack, and an herbalism kit
against evil spirits, undead, and zemi which have gone
out of control.
Table 1: Shaman
Prof. Spirit Spells
Level Features
Bonus Boons 1st 2nd 3rd 4th 5th
1st +2 Animist Spirit Pact — — — — — —
2nd +2 Spellcasting, Spirit Boons 2 2 — — — —
3rd +2 Spirit Guardian 2 3 — — — —
4th +2 Ability Score Improvement 2 3 — — — —
5th +3 — 3 4 2 — — —
6th +3 Animist Spirit Pact Feature 3 4 2 — — —
7th +3 Spirit Guardian Feature 3 4 3 — — —
8th +3 Ability Score Improvement 3 4 3 — — —
9th +4 — 4 4 3 2 — —
10th +4 Animist Spirit Pact Feature 4 4 3 2 — —
11th +4 Spirit Guardian Feature 4 4 3 3 — —
12th +4 Ability Score Improvement 4 4 3 3 — —
13th +5 — 5 4 3 3 1 —
14th +5 Animist Spirit Pact Feature 5 4 3 3 2 —
15th +5 Spirit Guardian Feature 5 4 3 3 2 —
16th +5 Ability Score Improvement 5 4 3 3 2 —
17th +6 — 6 4 3 3 3 1
18th +6 Spirit Guardian Feature 6 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 3 3 3 2
20th +6 Spirit Master 6 4 3 3 3 2
Minor Possession
You can use your action to touch a willing humanoid
and perceive through its senses until the end of your
next turn. As long as the creature is on the same
plane of existence as you, you can use your action
on subsequent turns to maintain this connection,
extending the duration until the end of your next turn.
While perceiving through the other creature’s senses,
you benefit from any special senses possessed by that
creature, and you are blinded and deafened to your
own surroundings.
Fortune
As an action, you bring pleasant thoughts to a creature’s Misfortune
mind filling it with encouragement. That creature has As an action you cause doubt to creep into the mind of a
advantage on its next d20 roll made within the next turn. creature within 30 feet. That creature has disadvantage
Creatures immune to being charmed are immune to this on its next d20 roll made within the next turn. Creatures
effect. Once this ability has been used on a creature, it immune to being charmed are immune to this effect.
cannot be used on it again for another 24 hours. Once this ability has been used on a creature, it cannot
be used on it again for another 24 hours.
Furious Spirit
As an action you can send a spirit of fury into a creature Mystic Senses
within 30 feet. The creature gains advantage on all attack You can cast detect magic at will, without expending a
rolls but all attack rolls against them have advantage spell slot.
as well. An unwilling creature gets a Wisdom saving
throw to negate this effect. Nature Scent
Prerequisites: 5th level
Invoke Disaster Whenever you come within 30 feet of a beast or plant
Prerequisite: 17th level creature you are aware of its location.
You can call upon powerful spirits to cast earthquake,
storm of vengeance, or tsunami. Once you use this ability, Ominous Chant
you cannot use it again until you complete a long rest. Prerequisites: Fortune or Misfortune Spirit Boon
Whenever a creature is affected by your Fortune or
Misfortune Spirit Boon, you can chant to keep the effect
Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Hide 10 red shells 12+Dex modifier — — 12 lbs.
Hardened Leather 50 red shells 13+Dex modifier — — 20 lbs.
14+Dex modifier
Soft Coral 50 red shells — Disadvantage 30 lbs.
(max 2)
15+Dex modifier
Hardened Coral 750 red shells — Disadvantage 40 lbs.
(max 2)
Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Palm Wood 30 red shells 14 — Disadvantage 40 lbs.
Tabonuco Wood 75 red shells 16 13 Disadvantage 45 lbs.
Hardened Bone 200 red shells 17 15 Disadvantage 5 0lbs.
Stone 1,500 red shells 18 15 Disadvantage 65 lbs.
Shield
Armor Cost Armor Class (AC) Strength Stealth Weight
Palm Wood 10 red shells +2 — — 4 lbs.
Dauntless Machete
Weapon (shortsword), rare (requires attunement)
Although the handle of this +1 shortsword is well worn,
its blade still appears as sharp as the day it way forged,
and the whole piece is stained a sickly green. While you
hold the dauntless machete, you move through naturally
occurring difficult terrain (such as undergrowth, loose
sand, or slippery ice) at normal speed and without taking
damage or suffering any other impairment. In addition,
as an action you can move one-half your speed through
Crimson Helix naturally occurring difficult terrain, converting it into
cleared terrain rather than difficult terrain for 1 minute,
Weapon (spear), very rare after which the squares return to their previous state.
A spiraling red blade runs around the upper shaft of If the terrain is magically manipulated, such as with
this +2 spear, its characteristic hue the result of a thin entangle, plant growth, or wall of thorns, you can clear
coating of coagulated blood exuded by the lacerating one 5-foot square as an action, and do not take damage
weapon which is a favorite in gladiatorial arenas due or risk becoming grappled, restrained, or otherwise
to its thrilling visuals. When wielded in combat, the impaired while doing so. Additionally, when using the
crimson helix violently spins its spiraling blade, tearing dauntless machete to attack beasts, you have advantage
into exposed flesh. On a critical hit, or on any hit to your attack rolls.
against a creature with no natural armor bonus to AC Epic Attunement. You have advantage on attack rolls
and wearing light or no armor, the target takes 1d8 with the dauntless machete against plant creatures, and
additional damage from bleeding. The gashes caused as a bonus action when you hit a plant creature you
by a crimson helix are cursed and cannot heal naturally. can deal an extra 4d6 slashing damage. You cannot use
Magical healing has only half the normal effect on this bonus action again until you complete a long rest.
damage dealt by a crimson helix (though other damage Finally, you may spend an action hacking away at any
can be cured normally) unless the curse is removed plant or vegetation affected by a non-instantaneous
with remove curse or a similar effect. A regenerate plant-affecting spell, affecting it as dispel magic cast as
spell functions normally and removes this curse, and a 3rd-level spell and using your Strength score as your
creatures with the regeneration ability are immune. spellcasting ability score where applicable.
Lava Collar
Wondrous item, rare (requires attunement)
While wearing this necklace you can walk on lava,
hovering just above it as if using water walk to stride
over water. You take no damage from the nearness of
that lava and do not treat it as difficult terrain. As a
bonus action, you can gain resistance to fire damage for
10 minutes, after which this power can’t be activated
again until the next dawn.
Adaro Chief
Medium monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 210 (28d8+84)
Speed 10 ft., swim 50 ft.
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 16 (+3) 10 (+0) 15 (+2) 16 (+3)
Saving Throws Con +7, Str + 10
Skills Perception +6, Stealth +7
Senses blindsense 30 ft., darkvision 60 ft.; passive
Perception 16
Languages Aquan, Common
Challenge 10 (5,900 XP)
Martial Advantage. Once per turn, the adaro can deal
an extra 7 (2d6) damage to a creature it hits with a
weapon attack if that creature is within 5 feet of an
ally of the adaro that isn’t incapacitated.
Challenge 3 (700 XP) Rain Frenzy. Adaros revere storms, and their lust for
Rain Frenzy. Adaros revere storms, and their lust for blood is amplified exponentially while it is raining.
blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy
While fighting in the rain or during other stormy weather, adaros have advantage on Strength saving
weather, adaros have advantage on Strength saving throws and saving throws against being frightened.
throws and saving throws against being frightened. In such conditions, at the start of its turn, the adaros
In such conditions, at the start of its turn, the adaros can gain advantage on all melee weapon attack rolls
can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have
during that turn, but attack rolls against it have advantage until the start of its next turn. An adaro
advantage until the start of its next turn. An adaro gains this benefit even if it is underwater, but only
gains this benefit even if it is underwater, but only as long as it remains within one turn away from the
as long as it remains within one turn away from the water’s surface.
water’s surface. Speak with Sharks. An adaro can communicate
Speak with Sharks. An adaro can communicate telepathically with sharks to a distance of 100 feet.
telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts,
This communication is limited to simple concepts, such as “come,” “defend,” or “attack.”
such as “come,” “defend,” or “attack.” Water Breathing. The adaro can only breathe underwater.
Water Breathing. The adaro can only breathe underwater.
Benthonir
Medium monstrosity, neutral
Armor Class 13
Hit Points 71 (11d8 + 22)
Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 9 (-1) 10 (+0) 10 (+0)
Drake, Coral
Medium dragon, neutral evil
Armor Class 16 (natural armor)
Hit Points 178 (21d8+84)
Speed 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 18 (+4) 10 (+0) 13 (+1) 10 (+0)
Saving Throws Con +7, Dex +5, Str +7
Damage Resistance cold
Skills Athletics +7, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Aquan, Common, Draconic
Challenge 8 (3,900 XP)
Innate Spellcasting. The drake’s spell casting ability is
Wisdom (spell save DC 12). It can innately cast the
following spells, requiring no material components:
3/day each: blur
Water Breathing. The drake can only breathe underwater.
Lava Drake
Large dragon, neutral evil
Armor Class 16 (natural armor)
Hit Points 199 (21d10+84)
Speed 30 ft., burrow 30 ft., fly 60 ft., swim 60 ft.
STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 18 (+4) 9 (-1) 12 (+1) 11 (+0)
Saving Throws Con +8, Dex +8, Str +11
Damage Immunities fire
Damage Vulnerabilities cold
Skills Athletics +11, Perception +5, Stealth +7
Senses darkvision 60 ft., passive Perception 15
Languages Draconic
Challenge 9 (5,000 XP)
Lava Burrow. The drake can only use its burrow speed damage from the shower of scalding rock; a successful
within lava or magma. DC 16 Dexterity save halves the damage.
Bonus Actions Breath Weapon (Recharge 5–6). Coral drakes nurture
Speed Surge (3/day). A drake can draw on its draconic their offspring in specialized throat sacks. They can
heritage for a boost of strength and speed that allows pressurize these sacks to spew forth a 15-ft. cone of its
it to double its movement speeds that round. spawn. Any creatures in this area must succeed a DC
16 Dexterity saving throw or take 25 (8d6) piercing
Actions damage from thousands of tiny bites, or half as much
Multiattack. The drake makes one bite attack, one tail damage on a successful one. In addition, all creatures
attack, and two claw attacks. in the area must succeed a DC 16 Constitution saving
throw or be stunned for 1 round.
Bite. Melee Weapon Attack. +7 to hit, 10 ft. reach, one
target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack. +7 to hit, 10 ft. reach, one
target. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack. +7 to hit, 10 ft. reach, one
target. Hit: 10 (1d6 + 7) bludgeoning damage.
Magma Shake. Whenever the drake exits from being
submerged in molten rock (either magma or lava), it
can shake its body, flicking a fine spray of scalding
molten rock in every direction. All creatures within
a 30-foot radius of the lava drake take 30 (12d4) fire
Drake, Mist
Large dragon, neutral evil
Armor Class 15 (natural armor)
Hit Points 136 (16d10+48)
Speed 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 10 (+0)
Saving Throws Con +6, Dex +5, Str +7
Skills Athletics +7, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 5 (1,800 XP)
Fog Vision. The drake can see through fog or mist as if
it were not there.
Innate Spellcasting. The drake’s spell casting ability is
Wisdom (spell save DC 12). It can innately cast the
following spells, requiring no material components:
3/day: fog cloud
Misty Camouflage. While in fog or mist, the drake’s
Stealth bonus is +8. Additionally, while in or adjacent
to an area of fog or mist, the drake can use the Stealth
skill even while being observed.
Bonus Actions
Speed Surge (3/day). A drake can draw on its draconic
heritage for a boost of strength and speed that allows
it to double its movement speeds that round.
ISBN-13: 978-1-955320-04-7
Price: $29.99
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