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Creature Crucible 27–Of Faith of Followers 2

Table of Contents
The Annansi 3

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Annansi Warrior 3
Annansi Soldier 4
Annansi Shaman 5

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Church of Bane 6
Dread Master 6
Banic Manticore 7
Centurian of Bane 8
Fist of Bane Monk 9
Fist of Bane Templar 10
Church of Lanthandar
Dawn Caller Goliath
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11
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Sentinel of Lanthandar 12
Followers of Magic 13
Arcane Disciples 13
Followers of Dark Pacts 14
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Ember Mage 14
Ocular Adept 15
Designer’s Notes 16
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Creature Crucible 27–Of Faith of Followers 3

Church of Korotiku Senses blindsight 10 ft., darkvision 60 ft.,,


passive Perception 13
Languages. common, sylvan
Challenge 1 (200 XP)
The Annansi Spider Climb. The annansi can climb difficult
surfaces, including upside down on ceilings,
The annansi are a drider like race of

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without needing to make an ability check.
creatures. They have the lower half of a Web Sense. While in contact with a web, the
large spider but the upper half of a man, annansi knows the exact location of any other
with one exception their heads are that of creature in contact with the same web.

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spiders. Rumors have it that the Annansi Web Walker. The spider ignores movement
were created from experiments done by the restrictions caused by webbing.
aranea or perhaps the noghri to be a warlike
race.
ACTIONS:
Despite being very drider like the Bite. Melee Weapon Attack: +3 to hit, reach 5
Annansi are not affected by daylight and ft., one creature. Hit: 4 (1d6+1) piercing
often dwell in jungles or under the ground. damage, and the target must make a DC 11
In either environment they tend to build Constitution saving throw, taking 7 (2d6)
poison damage on a failed save, or half as

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elaborate traps using their webbing.
The annansi live in a caste system
with priests being on top of the cast followed
by warriors and then worker annansi.
much damage on a successful one. If the
poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1
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The annansi worship an obscure hour, even after regaining hit points, and is
deity known as Korotiku a type of trickster paralyzed while poisoned in this way.
deity. Korotiku created them in jest to mock, Web (Recharge 5–6). Ranged Weapon Attack:
Lloth when she was a demon prince. But +3 to hit, range 30/60 ft., one creature. Hit:
over time Korotiku has become quite fond of The creature is restrained by webbing. As an
them, and has tasked them to weave the action, the restrained creature can make a DC
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story of time. 11 Strength check, escaping from the webbing


on a success. The effect also ends if the
webbing is destroyed. The webbing has AC
10, 5 hp, vulnerability to fire damage, and
Annansi Worker immunity to bludgeoning, poison, and psychic
Medium Monstrosity (spider), typically true damage.
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Neutral
Armor Class: 14 (Natural armor),
Hit Points: 26 (4d8+16)
Speed 30 ft.,
STR DEX CON INT WIS CHA
14 14 14 10 12 10
(+2) (+2) (+2) (+0) (+1) (+0)
Skills. Athletics +4, Perception +3,
Damage Resistances: Poison
Creature Crucible 27–Of Faith of Followers 4

Bite. Melee Weapon Attack: +5 to hit,


Annansi Soldier reach 5 ft., one creature. Hit: 11 (2d6+4)
Large Monstrosity (spider), typically true piercing damage, and the target must
Neutral make a DC 13 Constitution saving throw,
Armor Class: 16 (Natural armor), taking 11 (3d6) poison damage on a
Hit Points: 51 (6d10+18) failed save, or half as much damage on a
Speed 30 ft., successful one. If the poison damage

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STR DEX CON INT WIS CHA reduces the target to 0 hit points, the
18 14 16 12 12 10 target is stable but poisoned for 1 hour,
(+4) (+2) (+3) (+1) (+1) (+0) even after regaining hit points, and is

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Skills. Athletics +7, Perception +4, paralyzed while poisoned in this way.
Survival +4, Spear. Melee/ranged weapon attack: +5
Damage Resistances: Poison to hit, reach 5 ft., range: 20/60, One
Senses blindsight 10 ft., darkvision 60 target. Hit: 11 (2d6+4) piercing damage
ft.,, passive Perception 14 or 13 (2d8+4) if used with two hands.
Languages. common, sylvan Web (Recharge 5–6). Ranged Weapon
Challenge 4 (1,100 XP) Attack: +5 to hit, range 30/60 ft., one
Spider Climb. The annansi can climb creature. Hit: The creature is restrained

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difficult surfaces, including upside down
on ceilings, without needing to make an
ability check.
by webbing. As an action, the restrained
creature can make a DC 13 Strength
check, escaping from the webbing on a
success. The effect also ends if the
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Web Sense. While in contact with a web,
webbing is destroyed. The webbing has
the annansi knows the exact location of
AC 10, 5 hp, vulnerability to fire damage,
any other creature in contact with the
and immunity to bludgeoning, poison,
same web.
and psychic damage.
Web Walker. The spider ignores
movement restrictions caused by
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webbing.
Formation Tactics. The soldier has
advantage on saving throws against
being charmed, frightened, grappled, or
restrained while it is within 5 feet of at
least one ally.
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ACTIONS:
Multiattack. The soldier can make two
spear attacks. It can substitute one of
these attacks with a bite attack.
Creature Crucible 27–Of Faith of Followers 5

Web (Recharge 5–6). Ranged Weapon Attack:


Annansi Shaman +5 to hit, range 30/60 ft., one creature. Hit:
Large Monstrosity (spider), typically true The creature is restrained by webbing. As an
Neutral action, the restrained creature can make a DC
Armor Class: 16 (Natural armor), 13 Strength check, escaping from the webbing
Hit Points: 51 (6d10+18) on a success. The effect also ends if the
Speed 30 ft., webbing is destroyed. The webbing has AC

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STR DEX CON INT WIS CHA 10, 5 hp, vulnerability to fire damage, and
14 14 16 12 18 10 immunity to bludgeoning, poison, and psychic
(+2) (+2) (+3) (+1) (+4) (+0) damage.

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Skills. Perception +7, Religion +4, Spellcasting.
Damage Resistances: Poison The shaman is an 8th-level spellcaster. Its
Senses blindsight 10 ft., darkvision 60 ft.,, spellcasting ability is Charisma (spell save DC
passive Perception 17 15, +6 to hit with spell attacks). It has the
Languages. common, sylvan following cleric spells prepared:
Challenge 6 (2,300 XP) Cantrips (at will): Guidance, Mending, Spare
Spider Climb. The annansi can climb difficult the Dying,
surfaces, including upside down on ceilings, 1st level (4 slots): Bane, Healing Word,

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without needing to make an ability check.
Web Sense. While in contact with a web, the
annansi knows the exact location of any other
Sanctuary
2nd Level (3 slots): Hold Person, Spiritual
weapon
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creature in contact with the same web.
Web Walker. The spider ignores movement
restrictions caused by webbing.
Speak With Spiders. The shaman can
communicate simple concepts to any spider
when it speaks sylvan
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ACTIONS:
Multiattack. The Shaman can make two club
attacks. It can substitute one of these attacks
with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 11 (2d6+4) piercing
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damage, and the target must make a DC 13


Constitution saving throw, taking 11 (3d6)
poison damage on a failed save, or half as
much damage on a successful one. If the
poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
Club. Melee attack: +6 to hit, reach 5 ft., One
target. Hit: 7 (2d4+2) bludgeoning damage
Creature Crucible 27–Of Faith of Followers 6

Church of Bane Indomitable (2/Day). The dreadmaster


can reroll a saving throw it fails. It must use
the new roll.

Bane’s Dread ACTIONS:


Multiattack. The Dreadmaster can make
Masters two maul attacks.

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Maul. Melee Weapon Attack: +6 to hit,
Dread Masters are a sect inside the
reach 5 ft., one target. Hit: 10 (2d6+3)
church of Bane. They are the most fervent
bludgeoning damage.
of his followers and inspire dread wherever
Holy Green Fire. The dreadmaster targets

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they go. They are terrible tyrants that wish
one creature it can see within 60 feet of it.
to rule over Faerûn in positions of power
The target must make a DC 15 Wisdom
just as their dark god would like to become
saving throw. On a failed save, the target
the most powerful deity on the prime
takes 12 (2d8+3) necrotic damage, and it
material plane.
is blinded until the start of the
They use their powers given to them
dreadmaster's next turn. On a successful
by their Bane to equally inspire fear and
save, the target takes half as much
create loyalty among the followers of bane.
damage and isn't blinded.

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The Dreadmasters often have cults that
spontaneously arise around them due to the
force of their personality and the
wickedness of the fear they install.
Inspire Fear. Provided the Dreadmaster
isn't incapacitated, any enemy that starts
its turn within 20 feet of the dreadmaster
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and can hear the dreadmaster must
succeed on a DC 15 Wisdom saving throw
or become frightened until the end the start
of its next turn. If a creature's saving throw
is successful, the creature is immune to
the dreadmaster's inspire fear ability for the
Dread Master
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next 24 hours.
Medium Humanoid (usually human), Innate Spellcasting. The dreadmaster
usually lawful good can casts one of the following spells, using
Armor Class: 18 (plate armor) Wisdom as the spellcasting ability (spell
Hit Points: 67 (9d8+27) save DC 15):
Speed 30 ft., At will: Light, thaumaturgy
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STR DEX CON INT WIS CHA 3/day each: Bane, Command, Cause Fear,
16 10 14(+ 10 17 15 2/day each: Blindness/Deafness,
(+3) (+0) 2) (+0) (+3) (+2) Bonus Action:
Skills. Perception +6, Religion +3, Tyrant's Orders. As a bonus action, the
Condition Immunity: Fear, dreadmaster commands an ally within 30
Senses passive Perception 16 feet of it to make one attack against a
Languages. Common, creature the dreadmaster attacked this
Challenge 5 (1,800 XP) round.
Creature Crucible 27–Of Faith of Followers 7

Banic Manticore Tail Spike Regrowth. The manticore has


twenty-four tail spikes. Used spikes regrow
when the manticore finishes a long rest
Banic Manticore have been Smite (3/day). If the Manticore hits a
subjected to a magic ritual that infuses them good-aligned creature with a melee
with cruelty and hate. These foul creatures weapon attack, it can choose to deal an
are fiercely dedicated to the dark tyrant.

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extra 13 (3d8 ) necrotic damage.
After being subjected to the ritual of Pounce. If the Manticore moves at least
transformation, the Banic Manticore’s main 20 feet straight toward a creature and then
and claws become jet black, and they are hits it with a claw attack on the same turn,

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branded with the symbol of Bane on their that target must succeed on a DC 15
forehead. Their very body is infused with Strength saving throw or be knocked
negative energy causing grass to die prone. If the target is prone, the lion can
whenever they step on it. make one bite attack against it as a bonus
action.
Withering Touch. Plant creatures that
make contact with the manticore or who
are attacked by the manticore take an

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ACTIONS:
Multiattack. The manticore makes three
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attacks: one with its bite and two with its
claws or three with its tail spikes.
Bite. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 8 (1d8+4)
piercing damage.
Claw. Melee Weapon Attack: +7 to hit,
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reach 5 ft., one target. Hit: 7 (1d6+4)


Banic Manticore slashing damage.
Large Monstrosity, Lawful Evil Tail Spike. Ranged Weapon Attack: +7 to
Armor Class: 15 (natural armor), hit, range 100/200 ft., one target. Hit: 8
Hit Points: 95 (10d10+40) (1d8+4) piercing damage.
Speed 30 ft., fly 50 ft Frightful Presence. Each creature of the
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STR DEX CON INT WIS CHA manticore's choice that is within 30 feet of
19 16 18 10 12 10 the griffon and aware of it must succeed on
(+4) (+3) (+4) (+0) (+1) (+0) a DC 12 Wisdom saving throw or become
Skills. Perception +4, Religion +3, frightened for 1 minute. A creature can
Senses darkvision 60 ft., passive repeat the saving throw at the end of each
Perception 14 of its turns, ending the effect on itself on a
Languages. common, success. If a creature's saving throw is
successful or the effect ends for it, the
Challenge 4 (1,100 XP)
creature is immune to the Manticore's
Frightful Presence for the next 24 hours.

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