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Tempest Lore Volume 2
Tempest Lore Volume 2
Spacetime Prism
Wondrous item, very rare
Worg Charm This green prism resembles an Ioun Stone at first glance.
Wondrous item, very rare (requires attunement) further inspection reveals a dot of pure black at the crystal's
This rough-hewn trinket holds the shape of a canine paw center that reveals no contour or flaw from any angle.
and hangs from a cord necklace. The wearer's hair seems to As an action, you may crush the prism in your hand and
grow an extra inch, and their voice deepens menacingly. throw it up to 30 feet away. After a brief delay, the crushed
While attuned to the Worg Charm, your unarmed attacks crystal erupts into a 10-foot-wide sphere of frozen spacetime.
deal an additional 1d4 Slashing damage, and you add 1 to all Creatures within the sphere must succeed on a DC 18
attack and damage rolls made using Strength. Dexterity saving throw or be trapped inside it.
Curse. If you are attuned to the Worg Charm during a full Creatures and objects trapped within the sphere do not
moon, you must succeed on a DC 15 Wisdom save or fall experience the passage of time. Creatures that enter the
victim to its curse and transform into a Wereworg. sphere are immediately subject to its effects. Any effect that
As a Wereworg, you add 1 to your AC, add 2 to your dispels magic can destroy the sphere.
Strength, and add 10 to your base speed, but your personality
changes to that of a feral Worg, evil and interested only in
preying on creatures weaker than yourself.
This transformation lasts until dawn. You revert if targeted
by a Remove Curse spell, and can remove the Charm
immediately.
If you succeed on the Wisdom save three times in a row,
you defeat the curse and can use an action to transform into a
Wereworg once every 7 days (or at will during a full moon).
After overcoming the curse, you retain your personality while
transformed, and can revert at will. Ghost's Skin
Armor, legendary (requires attunement)
This suit of unnatural fibres shimmers and bends light that
passes through it. While wearing this armor, you receive no
bonus to your AC, but are permanently under the effect of the
Greater Invisibility spell.
Spells
Spawn Aberrants
3rd-level Conjuration
Cursed Quiver Casting Time: 1 action
3rd-level transmutation Range: 30 feet
Casting Time: 1 action Components: S, V, M (the scale of a dead Aberrant)
Range: Touch Duration: Concentration, up to 1 hour
Components: S, V, M (the ashes of a cremated elf) You broadcast a psionic signal to the Far Reaches, calling
Duration: Concentration, up to 1 hour forth a number of Aberrant warrior-strain creatures to your
You touch a quiver containing arrows or bolts. When a aid. You may summon 4 Acid Hurlers, 2 Hunter-Killers, or a
target is hit by a ranged weapon attack using a piece of Glaive Shrike (statistics in the appendix below). The
ammunition drawn from the quiver, the target takes an extra creatures burrow up from the ground (or simply manifest in
1d4 Necrotic damage. In addition, a creature that takes an explosion of sludge if there is no suitable ground) near the
damage from this spell subtracts 1 from all damage rolls it target location, and act at your initiative for the spell's
makes for the next minute. This effect stacks up to 3 times. duration. They are slaved to your mental command until the
The spell’s magic ends on the piece of ammunition when it spell ends.
hits or misses, and the spell ends when twelve pieces of When the spell ends, you may cast it again to maintain
ammunition have been drawn from the quiver. control over any Aberrants you have summoned. Otherwise,
At Higher Levels. When you cast this spell using a spell the Aberrants simply keel over and die due to a fatal lack of
slot of 4th level or higher, the number of pieces of psychic stimulus.
ammunition you can affect with this spell increases by two for At Higher Levels. When you cast this spell using a spell
each slot level above 3rd. slot of 4th level or higher, you may summon an additional
Acid Hurler for each level above 3rd. For every two levels
above 3rd, you may summon an additional Hunter-Killer. For
every three levels above 3rd, you may summon an additional
Glaive Shrike.
Solo
7th-level enchantment
Casting Time: 1 action
Range: 20 feet Spawn Brontolith
Components: S, V, M (a guitar pick fashioned from jade) 8th-level Conjuration
Duration: Concentration, up to 1 minute Casting Time: 1 action
After a brief moment to psyche yourself up, you let loose Range: 80 feet
with a blast of heart-pounding music from whatever Components: S, V, M (a phial of Aberrant ichor)
instrument you happen to be carrying (or an air guitar, if Duration: Concentration, up to 4 hours
that's your thing. Don't worry, it's magic). Creatures in range You send a mental probe into the Far Reaches and entice
must succeed on a Wisdom saving throw or be enthralled by an Aberrant Brontolith to this plane with promises of fresh
your performance, doing nothing on their turns besides destruction. The monster punches a hole into this reality
dancing and cheering you on. through stubborn force of will, and will obey you so long as
Creatures immune to being Charmed automatically pass there are buildings to topple and fresh prey to slaughter.
their saving throw unless you successfully contest it with a Spawn Brontolith functions identically to Spawn Aberrants
Charisma (Performance) check. When the spell ends, above, summoning a single Brontolith (see appendix).
affected creatures may not even realize something was amiss, However, when the spell ends, the massive beast does not
regarding you amiably unless they took damage in the die. It may treat you favorably if you directed it to especially
meantime. violent ends. More likely, it will simply attempt to eat you.
Appendix: Aberrant Summons
Acid Hurler
Small aberration, unaligned Hunter-Killer
Medium aberration, unaligned
Armor Class 12 (natural armor)
Hit Points 8(2d8 - 1) Armor Class 14 (natural armor)
Speed 15 ft., burrow 5ft. Hit Points 18 (4d8)
Speed 25 ft., burrow 5ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 8 (-1) 2 (-4) 4 (-3) 2 (-4)
12 (+1) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 2 (-4)
Condition Immunities blinded
Senses tremorsense 60 ft (blind beyond this radius) Condition Immunities None
Languages -- Senses passive Perception 11, tremorsense 60 ft
Challenge 1/4 (50 XP) Languages --
Challenge 1/2 (100 XP)
Lurker Strain. The Acid Hurler's aberrant biology
renders it undetectable while underground. Swarm Tactics. The Hunter-Killer has advantage on
attack rolls against a creature if at least one other
Centrifugal Hooks. When Acid Hurler takes the Dash Hunter-Killer targeted that creature with its
action, it curls into a ball and begins rolling, adding Serrated Spines since its last turn.
5 to its base speed until it takes an action other
than Dash. While rolling, it may use its Burst action
as a bonus action. Actions
Serrated Spines. Ranged weapon attack: +4 to hit,
Actions range 30/120 ft., one target. Hit: 10 (2d6 + 3)
Burst. The Acid Hurler emerges (if it was Piercing damage.
undergound) and kills itself by exploding in a geyser Vestigial Claws. Melee weapon attack: +1 to hit,
of bright green bile. All creatures in a 5-foot radius reach 5 ft., one target. Hit: 4 (1d4 + 1) Slashing
must make a DC 16 Dexterity save or take 2d8 damage.
Acid damage, taking half as much on a successful
save. This deals double damage to structures and
objects.
Death Throes. Acid Hurlers use their Burst
automatically when reduced to 0 hit points;
however, the DC and damage are halved and a
successful save negates the damage.
Glaive Shrike Brontolith
Medium aberration, unaligned Huge aberration, unaligned
Armor Class 13 (natural armor) Armor Class 15 (natural armor)
Hit Points 56 (8d8 + 16) Hit Points 132 (12d12 + 48)
Speed fly 60ft. Speed 50ft., Burrow 15ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 2 (-4) 10 (0) 2 (-4) 24 (+7) 8 (-1) 18 (+4) 2 (-4) 10 (0) 2 (-4)
Flyby. The Glaive Shrike doesn't provoke an Magic Resistance. The Brontolith has advantage on
opportunity attack when it flies out of an enemy's saving throws against spells and other magical
reach. effects.
Siege Monster. The Brontolith deals double damage
Actions to objects and structures.
Glaive Worm. Ranged weapon attack: +5 to hit,
range 75/150 ft., one creature. Hit: 16 (3d6 + 4) Stony Appearance. While the Brontolith is partially
Piercing damage. On a hit, the Glaive Worm burrowed and remains motionless, it appears to be
bounces and targets a different creature. a set of rocky outcroppings, and can only be
discovered with a DC 18 Wisdom (Perception)
Glaive Worm (1st bounce). Ranged weapon attack: check.
+4 to hit, range 10 ft., one creature. Hit: 11 (2d6 +
3) Piercing damage. On a hit, the Glaive Worm Actions
bounces and targets a third creature. Demolishing Tusks. Melee weapon attack: +8 to hit,
Glaive Worm (2nd bounce). Ranged weapon attack: reach 10 ft., one target. Hit: 33 (4d12 + 7) Slashing
+3 to hit, range 10 ft., one creature. Hit: 8 (1d6 + damage.
2) Piercing damage.
Stomp. Melee weapon attack: +8 to hit, reach 10 ft.,
one prone creature. Hit: 42 (5d12 + 7)
Bludgeoning damage.