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What Lurks Beyond the Crags of Lyrm

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Table Of Contents
3 Overview of Lyrm
3.1 The Wildlife
3.2 The forests Credits
3.3 The Grassland All Artwork © 2019 Sethe Howell. All rights reserved.
3.4 The Crags
4 Alarm Bug
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
5 Enmity-O'-the-Wisp Forgotten Realms, Ravenloft, Eberron, the dragon
6 Flicker Cat ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of
7 Frelish Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of
8 Glowmaggot the Coast and/or other authors. Such material is used with
9 Goja permission under the Community Content Agreement for
Dungeon Masters Guild.
10 Gropha All other original material in this work is copyright 2019 by
Sethe Howell and published under the Community Content
11 Hedgehound Agreement for Dungeon Masters Guild.
12 Masked Beast
13 Masked Bird
14 Orcui
15 Red Mold
16 Rock Leech
17 Screamer Toad
18 Shriar Queen
19 Shriar
20 Tevioth
21 Tree Sludge
22 Vezur
23 Yhnyll

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Overview of Lyrm

L
yrm is a small region off to the far northeast. Therefore, various fungi and decomposers devour the tree
It’s surrounded on all sides by tall, sharp crags. while it’s still standing. It makes for an eerie image: smooth,
The southern mountains are the steepest and bone white pillars mixed with those plagued by rot and
tallest, effectively cutting Lyrm off from the detritus. Add this to the distinct, almost constant whistling
lands below. As the cliffs round up to the north, the wind makes as it blows through the cracks in the canopy
they become much shorter. Lyrm’s climate is and spaces between the trees, and right there is a rather
teters between just right and chilly all year strange world.
round. Winds, clouds and precipitation get trapped within the
bowl-like landscape, hence why foggy weather is pretty The Grassland
common. When it’s not foggy, the sun’s rays hit every part of What isn’t forest or mountain in Lyrm is a wide expanse of
Lyrm except for the unusual forests. grassland. The grass here ranges from shades from pale lime
There aren’t any large, reliable bodies of water other than green to shades of tan and brown. The only shelter in these
underground aquifers. However, the many of Lyrm’s flora has parts are the patches of even taller grass and the rare,
very long, sturdy roots that go all the way down to these lonesome trees dotted around the environment. These trees
aquifers and bring drinkable water to the surface to store in are stray seeds blown in from Lyrm’s forests, and while the
large bulbs. The water is perfectly safe and drinkable, stray saplings never last very long, a few manage to grow tall.
although with unique flavors dependent on the plant. The The branches all grow in the direction of the nearest other
plants provide water that animals, and the animals seeking tree, almost as if in longing. Any lost animals will use these
out these plants end up spreading their pollen and seeds. It’s them like signposts to the closest forest, and they are also
a win-win. great natural compasses and landmarks.
The Wildlife The grasslands have the widest variety of water-storing
plants. The bulbs that hold water can be picked and carried
The native animals of Lyrm are to be treated with respect and like waterskins, some durable enough to last through several
caution. Only a few Lyrmian beasts have been documented, journeys. Many of these plants even double as flowers,
but from what little is known it is clear that Lyrm is full of dotting colors to otherwise dusty brown landscape. As water
unusual, even alien-like predators. Each creature has to take travels up the roots of these unusual plants, it picks up the
advantage of its unique environment and quirks. Even most plant’s various essences and effects. These range from just
of the herbivores and scavengers should be acknowledged plain odd to beneficial. There are flowers that are extremely
with care by explorers and adventurers. poisonous, but the precise amount of poison seeps into their
water so it becomes almost akin to medicine. While a
The forests minority of Lyrm’s plants are deadly, it proves that in Lyrm
The forests are perhaps the most fascinating and strange even the simple act of picking flowers is a risk to be taken.
part of Lyrm all of which are at the feet of the mountains. The Crags
Most of the trees themselves are tall, smooth-barked and
bearing few branches up until the canopy. There, the The surface of Lyrm’s lower mountains will are a strange
branches twist and tangle together, creating a dense rooftop, combination of the grasslands and the forests. There are
just loose enough for rainwater to pass through. This branchy many species of fungi coating the rocks, similar the fungi all
rooftop almost completely shades the forest floor, only over the forests. While the ground may look as soft as a
allowing small rays of sunlight to pass through. Due to the carpet of moss, the sharp stone beneath should not be
dominating nature of these trees, there are very little other forgotten. There are also many of those water-storing flowers,
plants in the understory, aside from the ones bearing water- though with dwindling less diversity and frequency.
filled bulbs. Instead of shrubbery or grasses, what thrives are The further up the mountains one goes, the colder and
various kinds of molds and fungi, which thrive in the constant more perilous it gets. Plant life is rare, only the water-bulb
darkness. A lot of this fungi is harmless to both touch and to plants hang along tough, rather hard to reach vines instead of
ingest (doesn’t mean they are particularly filling or taste freely from flowers and shrubbery. The slopes are steep and
good), however, eating everything in sight is about as wise unforgiving, a single misstep can send one careening to their
and chugging many unknown potions at once and guzzling death. It helps little that the most violent of Lyrm’s winds
random mushrooms out of the jungle. Still not a good idea. conjure up there. The flightless creatures resort to
Owing to the incredibly dense layer of branches shielding the descending to a safer height or hiding out the storm in the
forest, one could easily say that the forest looks like a big many naturally occurring caves once a storm hits.
dome or even some sort of castle with many pillars. Hairlike
leaves grow on top of this layer, swaying like grass. The trees
grow unlike any other plant, almost like spores. The wind
carries their seeds, allowing trees to grow along the outskirts
of the trees.Slowly, but surely the forest is always expanding.
When the trees die, they cannot fall for they are being held up
by their tangled up branches.

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Alarm Bug
Alarm bugs are small, hard-shelled insects that can traverse
any of the biomes in Lyrm. They can withstand all manner of
temperatures and easily climb along slick or difficult terrain.
With the use of their mandibles and claws to grind and pick
at food, they’ll eat anything from plant matter to rotting
carcasses. They don’t look like much, their only defense
appearing to be a shell and the bright red spot on their head
used as a warning sign to other species. It’s true, their
physical defense is indeed lacking. However, these bugs can
be extremely dangerous when agitated, but not from the bug
itself.
Alarm. When an alarm bug lifts its shell, its tiny wings
make a shrill, but deafeningly loud sound easily heard across
wide expanses. Afterwards they will dash in short, rapid
bursts to the nearest place of respite. Lyrm is a very quiet
region. A noise like this is sure to alert any predators and lure
them towards the source of the sound. Assuming the
summoned predator and their initial threat have fought, they
Alarm Bug will emerge from their hiding spot to nibble on whatever
Tiny beast, unaligned
remains from the battle.
Small Groups. Alarm bugs are not very social insects,
Armor Class 9 sometimes appearing in humble groupings of 1d4+1. This is
Hit Points 3(1d4 + 3) only by coincidence as they only gather when eating from the
Speed 10ft., climb 15ft. same food source, and even then there is little interaction.
Another possibility is if they recently hatched from the same
clutch of eggs and are grouped together for the sake of
STR DEX CON INT WIS CHA protection. Either way, if they are found together, then one
5 (-3) 12 (+1) 15 (+2) 1 (−5) 10 (+0) 3(-2) must tread lightly. One shriek from an alarm bug will cause a
chain reaction of Alarms from all the others.
Senses darkvision 100ft., passive Perception 10
Languages ---
Challenge 1/8 (25 XP)
Summoned Beasts
The deafingly loud Alarm can attract a myriad of
Spider Climb. The alarm bug can climb difficult
eager beasts from long distances, dependent on
surfaces, including upside down on ceilings,
the area. Roll from the corresponding table below
without needing to make an ability check.
to see what appears. The summoned beast joins
Warning. The alarm bug will start make a series of the encounter within 2 (1d8) turns.
ticking sounds when creatures larger than Tiny
come within 15 feet of it. The ticking stops when
the creature moves away.
Alarm. If a creature larger than Tiny or an attack
lands within 5 feet of the alarm bug, then all d6 Forest Beast d6 Upper Mountain Beast
creatures within 30ft. of it must succeed on a DC 1-3 Hedgehound pack 1-3 Shriar swarm
10 Consitution saving throw or be deafened for
one turn. This ability will chain off other alarm bugs 4 Flicker cat 4-5 Flicker cat
that are within the Alarm radius. See Summoned 5 Yhnyll 6 Masked beast
Beasts for more details. This ability can only be
used once per encounter. 6 Masked beast
Burst. As a bonus action, the alarm bug can move in
20ft. in any direction. Oppurtunity attacks d6 Lower Mountain Beast d6 Grassland Beast
prompted by this movement will have
disadvantage. 1-2 Hedgehound pack 1-2 Frelish
3-4 Shriar swarm 3-4 Hedgehound pack
Actions
5 Flicker cat 5 Shriar swarm
Nibble Melee Weapon Attack: +1 to hit, reach 5ft.,
one target. Hit: 1 (1d2) piercing damage. 6 Masked beast 6 Flicker cat

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Enmity-O'-the-Wisp
The enmity-o’-the-wisp looks like a huge, feathery ball of light
with a trailing tail and a face full of holes. The
wing-like appendages appear to be more for
steering rather than actual flight, as this
creature can freely float through the air
and through solid objects. There has only
been one sighted in all of Lyrm and it is a
wandering being of pure malice. The
purpose, motivations and even origins
of this ephemeral creature are a
total mystery to Lyrm's strangers
and natives alike.
Opposed to Life. To face this
wisp alone is to seal one’s fate.
The holes in its body are used like
a vacuum, sucking the life force
from any creature and using it
to fuel their own spells.
Magical Versatility. The
enmity-o’-the-wisp will rob the
magical prowesses of its
victims. It can freely cast the
stolen spells without the need of
any components.

Enmity-O'-the-Wisp Incorporeal Movement. The wisp can move through


other creatures and objects as if they were difficult
Huge undead, chaotic evil
terrain. It takes 10 (3d10) force damage if it ends its
Armor Class 17 turn inside an object.
Hit Points 130 (15d12 + 50) Variable Illumination. The wisp sheds bright light in a 5-
Speed 0ft., fly 50ft. (hover) to 20-foot radius and dim light for an additional
number of feet equal to the chosen radius. wisp can
alter the radius as a bonus action.
STR DEX CON INT WIS CHA
Consume Magic and Life. As a bonus action, the wisp
1 (-5) 25 (+7) 15 (+3) 9 (-1) 20 (+5) 16 (+3) can target one creature it can see within 10 feet of it
that has 0 hit points and is still alive. The target must
Damage Resistances Acid, Cold, Fire, Thunder; succeed on a DC 10 Constitution saving throw against
Bludgeoning, Slashing and Piercing from Non- this magic or have their last used spell stolen. If the
Magical attacks target has no spells, then a death saving throw failures
Damage Immunities Lightning, Necrotic, Poison will be added to the target's counter. If the target dies,
Condition Immunities Exhaustion, Frightened, Grappled, the wisp regains 15(6d6) hit points and the languages
Paralyzed, Poisoned, Prone, Restrained, of said target
Unconscious,
Senses passive Perception 15 Actions
Languages The languages it knew in life, and the
Chromatic Zap. Melee Spell Attack: +5 to hit, reach 5ft.,
languages it stole from its victims
one creature. Hit: 20 (4d10) damage of the wisp's
Challenge 8 (3,900 XP)
choice: fire, lightning, acid, thunder, necrotic or cold.
Ephemeral. The enmity-o’-the-wisp can’t wear or carry
anything.

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Flicker Cat
The elusive flicker cats are ghostly pale panthers with blurred
tiger stripes. A flicker cat makes its home in Lyrm’s tangled
canopies or within dens and caves among the mountains.
When on the prowl, they’re found lurking along the borders
between the mountains and forest, but one would be lucky to
find a flicker cat in the first place.
Hunting Methods. Flicker cats prefer to attack targets
who are alone. Flicker cats are strong and bulky enough - just
short of being saber cat-sized - to take on a small group of
creatures if they’re careful. However, that’s only when
desperate or caught out of their comfort zone. Their main
method of hunting is in patiently stalking unexpecting prey.
They wait until their prey is alone or weakened before
striking. A favorite target of flicker cats is a scouting
hedgehound, for they make the mistake of splitting their
numbers. Flicker cats are as strong as they are precise,
knowing the perfect spot to bite through armor and spikes
alike.
Behaviors. While most are not afraid to flee a fight if
necessary, once their territory is on the line, it’s a different
story. Flicker cats are not social, the only instances of a flicker
cat being friendly with another is during a mating session or
if a mother is interacting with her cubs.
Illusory Fade. What makes flicker cats special is their use
of illusory magic. Similar to how cuttlefish rapidly undulate
between colors, flicker cats will blink and flicker through
their stripes. They rapidly alternate between opaque and
transparent in a permanent Blur effect. This effect alone
makes them a strange and difficult opponent to strike, and on
top of that they can turn fully invisible.

Flicker Cat Pounce. If the flicker cat moves at least 20 feet toward
a creature and then hits it with a claw attack on the
Large beast, unaligned
same turn, that target must succeed on a DC 13
Armor Class 14 Strength saving throw or be knocked prone.
Hit Points 50 (7d10+14) Prey On the Weak. The flicker cat will automatically
Speed 45ft. target creatures with debuffs or are below 10 hp and
still concious.
STR DEX CON INT WIS CHA Fade Slash. If the flicker cat lands a natural 19 or higher
with Claw, then it can use a bonus action to turn
16 (+3) 19 (+4) 15 (+3) 5 (-3) 14 (+2) 9(-1) invisible.

Skills Perception +4, Stealth +8 Actions


Senses darkvision 120ft, passive Perception 12
Invisibility. The flicker cat will use its stripes to become
Languages ---
invisible until it attacks its concentration ends (as if
Challenge 3 (700 XP)
concentrating on a spell).
Keen Smell. The flicker cat has advantage on Wisdom Flicker. The flicker cat's fur will rapidly blink in and out
(Perception) checks that rely on smell. of sight, playing tricks on the eyes. Attacks against it
will have disadvantage for 2 turns.
Precise Strike. Attacks from the flicker cat do not
activate abilities or effects that usually activate upon Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one
touch. target. Hit: 12 (2d6 + 6) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit: 10 (2d10) slashing damage.

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Frelish
Frelish are mean, carnivorous lizards that live in holes and
dens throughout the lower mountains and the grasslands.
These reptiles often go for small prey, not keen on provoking
anything their size or larger. This bodes well because frelish
are incredibly flexible and slippery, able to slink into holes
where most predators can’t follow and where prey animals
like orcuis dwell.
Behavior. Frelish are semi-social. If multiple frelish are
after a similar target or goal, they will work together. In
groups they will boldly attack larger opponents. It’s the
aftermath that’s problematic, as frelish do not enjoy sharing
the spoils of a successful hunt.
Blind, Yet Cunning. Frelish lack eyes, but have a keen
sense of smell and the growths along their snout allow them
to track creatures down with heatsense. The crown atop their
head doubles as a sensory organ that detects vibration and a
means of camouflage, as the flora in Lyrm have a similar fan-
like shape. Naturally, the frelish constantly swivel their heads
to make them look even more like flowers swaying with the
breeze.

Frelish Keen Smell and Hearing. The frelish has advantage on


Wisdom (Perception) checks that rely on smell and
Medium beast, unaligned
hearing.
Armor Class 14
Grassland Camoflauge. The frelish has advantage on
Hit Points 17 (3d10 + 3)
Dexterity (Stealth) checks when in a Lyrmian grassland.
Speed 40ft., burrow 20ft.
Warren Hunter. The frelish can move through spaces
that only creatures size Small should be able to move
STR DEX CON INT WIS CHA through without hinderance, and spaces that only
8 (-1) 17 (+3) 12 (+1) 3 (-3) 12 (+1) 4 (-3) creatures size Tiny should be able to move through at
halved speed.
Skills Perception +5, Stealth +3
Senses blindsight 60ft., passive Perception 11
Actions
Languages --- Venonmous Bite. Melee Weapon Attack: +3 to hit,
Challenge 1/2 (100 XP) reach 5ft., one target. Hit: 6 (1d4 + 4) piercing
damage, and the target must make a DC 11
Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much on a
successful one.

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Glowmaggot
These tiny worm-like beings are found wherever there is
either red mold or an abundance of death or disease. They
are essentially weightless so they float around aimlessly until
they find something to eat. Similar to maggots, they will eat
dead plants and animals alike, but particularly thrive around
disease and red mold, or substances like it.
Medicinal Usage. Glowmaggots will skillfully nibble away
at any sickness or disease while leaving what’s living and
healthy untouched. They can also be used as a cure for the
red mold and are primarily what keep it from getting too out
of hand. However, they only get rid of what’s harmful and
cannot heal back what was lost. Meaning once the worms are
finished, an open injury will be left for their client to deal
with.

Glowmaggot Cluster Bioluminescence. The glowmaggots shed a dim light in


Tiny swarm of tiny beasts, unaligned a 5ft. radius.
Armor Class 10 Enhanced Healing. Healing spells casted within 5ft. of
Hit Points 3 (1d4 + 1) the glowmaggots have advantage and an healing extra
Speed 5ft., fly 15ft. (hover) dice.

STR DEX CON INT WIS CHA


Actions
Devour Disease. The glowmaggots will latch onto the
1 (-5) 3 (-4) 5 (-3) 1 (-5) 10 (+0) 1(-5) site of non-magical molds, diseases, poisons and
infection for 1 hour. After that, the creature will be
Condition Immunities charmed, diseased, frightened, cured, however the cluster leaves behind an open
grappled, paralyzed, petrified, poisoned, prone, wound. The target suffers 1d8 damage from blood
restrained, stunned loss, and the glowmaggots gain 4 (2d4) hit points
Senses truesight 60ft, passive Perception 12 which can add to their total.
Languages ---
Challenge 0 (10 XP)

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Goja
Gojas are an herbivorous species of insect that look like
beetles hunched on two legs. They are found all over Lyrm,
but their adaptability can make them extremely invasive to
other regions. While their shells can be used for physical
defense, that’s not their main purpose. Rather, the chitin is
extremely catalytic and fertile for botanic life. If a goja walks
into a new environment, their shell will very soon bear the
grasses and shrubs of that area. This allows the goja to blend
right in. Similar to turtles, gojas hunker down with their
limbs and neck close to their bodies. The fuzzy antennae
double as a sensory organ and a way to shield their eyes once
they’ve camouflaged. When a goja’s temporary garden is no
longer useful, they’ll molt it away and wander somewhere
new.
Companionship. A key trait to gojas is their unusual
cooperativeness and knack for taking advantage of what’s
available. They can team up with one another using the
stringy feelers as a means to give short range, complex
communication signals. However, gojas are not ones to leave
any potential allies out of the picture, including different
species. For example, they will follow the Mimic birds for
their ability to ward off predators. In exchange, gojas let the
mimic birds eat off the free and easy food (insects, buds, etc.)
that come with their garden of a shell, and help conceal their
eggs. Gojas also gift lustrous metal to the vezur deer to gain
their trust and protection. The most extreme cases of gojas
befriending other species are when a small pack of them
Goja manage to kidnap a cub of a larger predator - like a
Small beast, unaligned
hedgehound or flicker cat - and try to raise it as their own.
Sometimes it goes well, sometimes it doesn’t.
Armor Class 13 Fast Learners. A goja’s claws are used for digging,
Hit Points 12(2d10 + 2) foraging, and climbing, but with a little teaching and
Speed 25ft. observing a goja could easily find its way around tools. Yet
with intelligence comes dastardly curiosity. If the wizard’s
trinket gets stolen, instead of blaming the rogue, perhaps
STR DEX CON INT WIS CHA inspect that curious mound of grass closer.
4 (-3) 10 (+0) 10 (+0) 14 (+2) 15 (+2) 12 (+1)

Skills Stealth +5, Survival +3, Nature +2


Senses darkvision 120ft., passive Perception 12
Languages Can be taught languages, but cannot
speak them
Challenge 1/4 (50 XP)

Adaptive Camoflauge. After being in a single type of


land for 1 day, the goja's shell will start to bear
traits of said environment. This gives it advantage
on Dexterity (Stealth) checks when in its adapted
area.
Protected. The goja's allies gain advantage against
any creature who attacks it for 1 turn.

Actions
Claw. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target. Hit: 2 (1d6 + 1) slashing damage.
Kick. Melee Weapon Attack: +1 to hit, reach 5ft.,
one target. Hit: 3 (1d6 + 2) bludgeoning damage.

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Gropha
Grophas are short, alert, insectoid creatures that stand on
two legs and have three huge eyes. They are omnivorous
opportunists that eat just about anything edible they come
across. They live just about anywhere in Lyrm, bullying and
eating smaller or weaker animals, but run for the hills at the
first sign of danger. Owing to their overly alert natre, they
always take careful note of where creatures are in the
environment. Grophas also have a really good spatial sense
and sense of direction to go along with this.
Tricksy Runners. Running the way they do keeps their
only real defense attackers. Clever with where they move,
they tend to to lure their pursuers into the lair of more
threatening beasts or into slower creatures, such as a warren
of orcuis or vezur. This trait has led grophas to become rather
feared or hated by most prey animals, but readily followed by
predators.

Gropha Slippery. The gropha has advantage against grappling


checks.
Small beast, unaligned
Rush. Attacks of oppurtunity have disadvantage on the
Armor Class 15
gropha, but when the gropha is dashing, it does not
Hit Points 7(2d8 + 1)
provoke attacks of oppurtunity.
Speed 60ft.
Close Shave (Recharge 3 days) The gropha will quickly
shed its entire shell and use it as a decoy to escape,
STR DEX CON INT WIS CHA allowing it to survive a non-magical attack that would
4 (-3) 17 (+3) 10 (+0) 10 (+0) 12 (+1) 7 (-2) otherwise reduce its hit points to 0.
Attention To Surroundings. A gropha cannot lose track
Skills Acrobatics +5, Nature +5 of its direction and has advantage on nature, survival
Senses darkvision 120ft., passive Perception 12 and investigation checks.
Languages ---
Challenge 1/8 (25 XP) Actions
Kick. Melee Weapon Attack: +2 to hit, reach 5ft., one
target. Hit: 4 (1d8 + 1) slashing damage.

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Hedgehound
Hedgehounds are voracious hunters that usually establish
themselves in Lyrm’s grasslands, but will scout out almost
anywhere for food - this includes forests and the lower parts
of mountains. Their short fur comes in shades of brown and
tan, matching the swaying grasses of their home. They keep
these colors all year round. The females and males are nigh
identical save for a small size difference, males being
slightly bigger.
Quills. Their most distinguishing features are the
quills that cover their body. The spines are similar to
a porcupine’s - they can snap off and get lodged into
their opponent. It’s already hard to brute force
away a creature covered in spikes, in a group this
makes them deadly. Moreover, the quills lined
along their tail are much looser. This allows them to
fling the spines a good distance by whipping their
tails in the direction of their target. Depending on how
well the hedgehounds have eaten, their spines will
regenerate almost instantaneously or within a few hours.
Packs. Alone, a hedgehound isn’t much, but once in groups
of 1d6+2 (minimum of 4), they become viciously aggressive
and attack nearly anything. Once they start their assault, it
won’t end until one side falls. Hedgehounds have an
underdeveloped sense of smell compared to other canines.
Instead of sniffing out prey, they’ll spread themselves out as
individuals or in groups of two. The more covered ground, the
higher chance of spotting something. So while it may appear
that there is just one, there are always others nearby.

Hedgehound Quilled Hide. A creature that touches the hedgehound


or hits it with a melee attack while within 5 feet of it
Medium beast, unaligned
takes 3 (1d6) piercing damage.
Armor Class 15 Rip To Shreds. If at least 2 hegdehounds use bite
Hit Points 11(2d8 + 2) against a single target, then the target must succeed a
Speed 60ft. DC 12 Strength or Dexterity saving throw or be
grappled. Both hedgehounds can use Thrash as a bonus
attack.
STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 4 (-3) Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
Senses passive Perception 12 target. Hit: 7 (2d4 + 2) piercing damage.
Languages ---
Challenge 1 (200 XP) Thrash. Target must make a DC 13 Strength saving
throw or be knocked prone and take 9 (2d6+3)
Keen Hearing. The hedgehound has advantage on slashing damage, half as much on a successful save.
Wisdom (Perception) checks that rely on hearing or Can only be used if target is grappled.
smell. Fling Quills Ranged Weapon Attack: +2 to hit, reach
20ft., one target. Hit: 4 (1d4 + 3) piercing damage.
Pack Tactics. The hedgehound has advantage on attack
rolls against a creature if at least one of the
hedgehound's allies is within 5 feet of the creature and
the ally isn't incapacitated.

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Masked Beast
Masked beasts are rare monsters with lower bodies that lack
hind legs, instead having a long tail. Their upper body boasts
strong arms, a deceptively large mouth, and their nose ends
in a distractingly large crest. Masked beasts are few in
number is because they are the apexes, preying on almost
anything that moves to feed their huge, almost insatiable
appetite. Usually or generally hunting atop the high
mountains of Lyrm, if food gets scarce they won’t hesitate to
travel as low as the forests in search of dinner.
Smoldering Flesh. An enraged masked beast can ignite a
fire within their own body, which can be devastating given
that they like to constrict their opponents before ripping them
to shreds. This comes at a price, as overusing this ability will
cause harm to the beast itself and will only make it hungrier.

Masked Beast Heated Body. A creature that touches the beast or hits
it with a melee attack while within 5 feet of it takes 7
Large beast, unaligned
(2d8) fire damage.
Armor Class 15 Devour. As a bonus action, the beast can target one
Hit Points 100 (13d10 + 30) creature it can see within 10 feet of it that is prone.
Speed 40ft. The target must succeed on a DC 15 Strength saving
throw against it or take 15 (3d10+5) piercing damage.
If the target dies, the beast regains 10 (2d10+5) hit
STR DEX CON INT WIS CHA points.
18 (+4) 16 (+3) 14 (+2) 5 (-3) 15 (+2) 2(-4) Charging Grab. If the masked beast moves at least 20
feet toward a creature and then hits it with a hungry
Skills Athletics +5 maw or slam attack on the same turn, that target must
Condition Immunities grappled, poisoned succeed on a DC 15 Strength saving throw or be
Senses darkvision 60ft, passive Perception 12 grappled.
Languages ---
Challenge 6 (2,300 XP) Actions
Multiattack. The masked beast makes two attacks: one
Keen Smell. The masked beast has advantage on with its slam and one with its hungry maw.
Wisdom (Perception) checks that rely on smell.
Hungry Maw. Melee Weapon Attack: +8 to hit, reach
Out for Blood. The masked beast has advantage on 5ft., one target. Hit: 12 (2d6 + 5) piercing damage.
locating creatures who have less than half of their hit
points. Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage.
Frightful Presence. Each creature within 60 feet of and
aware of the beast must make a DC 15 saving throw or Tail Sweep. Targets within 10 feet of the masked beast
become frightened for 1 minute. A creature can repeat must succeed a DC 13 Dexterity saving throw or be
the saving throw at the end of each of its turns, ending knocked prone and take 10 (2d10) bludgeoning
the effect on a success. If a creature's saving throw is damage, half as much on a successful one.
successful or the effect ends it, the creature is immune Flame Roar (2 charges). Ranged Spell Attack: +5 to hit,
to the beast's and to a masked bird's Frightful Presence reach 30ft. cone, multiple targets. Hit: 12 (4d8) fire
for 24 hours. damage. The masked beast can exceed the number of
charges, but at the cost of 7 (2d6 + 4) hit points each
time.

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Masked Bird
Masked birds are a small avian species with colorful sets of
wings designed for impressing (or startling) mates, but most
of all, imitating the apex masked beasts. As masked beasts
are rather rare to begin with, most sightings are actually only
these birds. They tend to live apart from one another in the
forests and mountains, but will migrate to and from in flocks.
They have a wide diet, ranging from plants and seeds to
carcasses. To obtain the latter, they will frighten predators
from their own kills.
Mimicry. When in danger, these birds will spread their
wings up and above their head and dramatically fan out
their tails. This act makes them look almost thrice their
original size and matches the crest of the masked
beasts well enough to scare other creatures away. The
birds even sound like the beasts they copy, and can use a
tiny amount of fire magic themselves. This magic is
more to summon small sparks to add onto their disguise,
though it can be used for limited self defense should their
provoker see through them.

Masked Bird Frightful Presence. Each creature of the bird's choice


that is within 60 feet of and aware of it must make a
Medium beast, unaligned
DC 15 saving throw or become frightened for 1
Armor Class 12 minute. A creature can repeat the saving throw at the
Hit Points 19 (3d10 + 3) end of each of its turns, ending the effect on a success.
Speed 20ft., fly 50 ft. If a creature's saving throw is successful or the effect
ends it, the creature is immune to the bird's and to a
masked beast's Frightful Presence for 24 hours.
STR DEX CON INT WIS CHA Creatures who succeed find out the masked bird is not
a real masked beast, but a fake.
7 (-2) 10 (+0) 12 (+1) 8 (-1) 15 (+2) 15(+2)
Actions
Skills Deception +5
Senses darkvision 120ft, passive Perception 12 Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one
Languages --- target. Hit: 9 (2d6 + 2) piercing damage.
Challenge 2 (450 XP) Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 7 (2d4 + 2) slashing damage.
Keen Sight and Smell. The masked bird has advantage
on Wisdom (Perception) checks that rely on sight and Sparks. Ranged Spell Attack: +2 to hit, reach 20ft., one
smell. targets. Hit: 4 (2d4+3) fire damage..

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Orcui
Orcuis are short, relatively harmless creatures with a rows of
eyes that go all the way around their head. This allows them
to see in all directions simultaneously, making orcuis pretty
hard to sneak up on. They are are preyed on by many of
predators, so they need their great vision to stand much
chance against them. These herbivorous creatures dwell
within burrows of grasslands and forests. They breed quickly
and live in large groups, almost never wandering the wilds
alone.

Orcui Skills Perception +5


Senses darkvision 60ft., passive Perception 16
Tiny beast, unaligned
Languages ---
Armor Class 11 Challenge 0 (10 XP)
Hit Points 3(1d4 + 1)
Speed 35ft., burrow 10ft. Keen Sight. Orcuis have advantage with Wisdom
(Perception) checks.

STR DEX CON INT WIS CHA Actions


1 (-5) 11 (+0) 10 (+0) 2 (-4) 10 (+0) 2 (-4) Bite. Melee Weapon Attack: +1 to hit, reach 5ft., one
target. Hit: 1 (1d4) piercing damage.

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Red Mold
Red mold isn’t so much a single entity as it is a colony of tiny
ones. Red mold is almost never found alone in its own clump,
but rather growing on a living creature. Red mold is attracted
to magic, so it likes to accumulate on vezur antlers, in flicker
cat fur, a tevioth’s throat, etc.
Symbiotic. Red mold will slowly eat away at a creature,
reforming the lost parts as it goes. For example, if an animal
were to lose their arm to red mold, they would find that they
now have an arm made of red mold. The new limb is stronger,
regenerates, doesn’t feel pain or tire, and the host is still in
full control of it. This forms a dependency between the host
and the mold. The host needs it, unless they want a gaping
wound prone to infection and a missing limb, and the mold
needs the host for sustenance. In this form, it’s also much
more likely to spread and infect other creatures. While the
perks of having red mold function as a prosthetic are present,
there is also the downside that it is still eating the host alive.
As it grows it will require more and more sustenance, quickly
whittling down the creature’s lifespan.
Spread. Red mold spreads by touch and is more likely to
latch onto animals that have an affinity with magic. It seldom
preys on non-living or undead beings.

Red Mold Stage 3: Lasts 3 (1d6) days or until the red mold is
destroyed. The red mold has replaced the entire host's
Tiny plant, unaligned
hand and down of their wrist. Every 48 hours, the
Damage Immunities Cold, Fire, Force, Lightning, creature takes 1d4 damage to their hit point total. 3
Necrotic, Poisoned, Psychic, Thunder; Bludgeoning, days into this stage, the creature loses 1d2 of their
Piercing and Slashing from non-magical objects, base Constitution stat. The creature is able to detect
Damage Vulnerabillities Acid magic through their red mold hand. Like stage two, the
Condition Immunities blinded, charmed, deafened, host can cause Spread upon contact.
exhaustion, frightened, grappled, poisoned, prone, Stage 4: Lasts 4 (2d6) days or until the red mold is
restrained, stunned and unconcious destroyed. The red mold has replaced the hosts's entire
arm. Every 24 hours, the host takes 1d4 damage to
Susceptible. Acid and glowmaggots will destroy the red their hit point total. Every 48 hours, the creature loses
mold. 1d2 of their base Constitution stat. The creature gains
resistance to cold, fire, force, lightning, necrotic,
Spread. When disturbed, creatures within a 5 feet of poison. Any double resistances become immunities.
the mold must succeed a DC 8 Constitution saving Previous buffs and Spread applies.
throw. If the creature is magical, has casted any magic
within the last 24 hours or is wearing magical items, Stage 5: Lasts 2 (1d4) days or until the red mold is
then it changes to a DC 12 Constitution saving throw. destroyed. The red mold is slowly climbing up the
On a failure, the creature becomes infected (See host's shoulder, neck, and spreading to their chest. If
Infection.) Constructs and nonmagical undead are the host could feel anymore, they'd note the incessant
immune to this. gnawing on bone and organ. Every 24 hours, the host
loses 1d4 of their base Constitution stat. They are now
Infection: immune to exhaustion, poisoned, other diseases and
Stage 1: Lasts 2 (1d4) days or until the red mold is can identify magic through their red mold limb.
destroyed. The creature will find that they have a Previous buffs and Spread applies.
sizeable clump of red mold on their wrist. Every 24 Stage 6: Lasts until the host dies, or until the red mold
hours, they will take 2d4 damage. is destroyed. The red mold has caught up to the major
Stage 2: Lasts 3 (1d6) days or until the red mold is organs and the creature's skull. Every hour, the host
destroyed. The clump of red mold will have replaced must make a DC 20 Constitution saving throw or have
some of the host's fingers by this point. Every 48 their hit points reduced to 0. Every death save is an
hours, the creature takes 1d4 damage to their hit point automatic failure until the red mold is destroyed.
total. Physical contact and attacks made with that hand Previous buffs and Spread applies.
can now activate the red mold's Spread to other
creatures.

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Rock Leech
Rock leeches are short, slow-moving beings that cling onto
rocks and stones in the mountains. They look like leeches
with rocky textured skin, many small feet and a googly-eyed
false head for a tail. Their paws are sticky, allowing them to
easily hang onto walls, ceilings, and other hard to reach
places. Throughout the day, they will lap up moss and lichens
from the surfaces boulders and retreat up walls or in caves to
hide at night. Rock leeches are normally very docile, their
first action in an attack is to lay still and let their decoy fool
their attacker before fleeing to some hard to reach crevice. If
that doesn’t work they will latch onto their attacker,
potentially doing serious damage by rapidly sucking the
blood out of any already open wounds.

Rock Leech Spider Climb. The leech can climb difficult surfaces,
including upside down on ceilings, without needing to
Small beast, unaligned
make an ability check.
Armor Class 13 Decoy. Attacking creatures must succeed a DC 15
Hit Points 12 (3d8) Wisdom saving throw or attack the decoy head instead
Speed 25ft., climb 25ft. of the real one. On a success, the will strike the true
head and not be fooled by the decoy for the rest of the
encounter. After the decoy gets hit, the rock leech can
STR DEX CON INT WIS CHA use a bonus action to move 25 feet in any direction.
8 (-1) 5 (-3) 12 (+1) 1 (-5) 12 (+1) 10 (+0) Damage the decoy head takes does not deduct from
the rock leech's hit points.
Damage Vulnerabilities Slashing
Skills Stealth +3, Deception +3 Actions
Senses darkvision 60ft., passive Perception 11 Drain. Melee Weapon Attack: +1 to hit, reach 5ft., one
Languages --- target. Hit: 4 (1d4 + 2) piercing damage, and the target
Challenge 1/2 (100 XP) must make a DC 11 Constitution saving throw, having
6 (2d6) hit points drained on a failed save, or half as
Camoflauge. The leech has advantage on Dexterity much on a successful one.
(Stealth) checks when on a rocky surface.

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Screamer Toad
Screamer toads are startling creatures that live around the
edges and cliffs of mountains. Even though they are called
toads, they do not need water nearly as much as most
amphibians do and thrive in dry landscapes. They seem to
have no problem with being out in the
open, despite their small size and
lack of any obvious fighting
ability, other than their huge
bite. Screamer toads are not
social per se, but don’t mind
being around one another either.
Howl. If a screamer toad is found
alone, it will do its signature move,
a howl so forceful it will blast away
the threat. This would be a lot less
dire if screamer toads didn’t prefer
homes along the cliffside.
Mimicry. The vocal cords of these
toads are extremely complex, enough
to copy sounds they hear almost
perfectly. They mix their acquired
sounds with the usual croak when
trying to impress one another and
determine which frog has the best
collection of voices.

Screamer Toad Languages ---


Challenge
Tiny beast, unaligned

Armor Class 11 Mimic. Screamer toads have advantage on Charisma


Hit Points 6(2d4 + 2) (Deception) checks that involve copying sounds
Speed 20ft. they've heard.
Challenge 1/4 (100)
Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +1 to hit, reach 5ft., one
target. Hit: 6 (2d6) piercing damage.
5 (-3) 13 (+1) 10 (+0) 2 (-4) 10 (+0) 13 (+1)
Howl. Ranged Spell Attack: reach 15ft. cone, multiple
Conidtion Immunities Poisoned targets. Targets must succeed a DC12 Dexterity saving
Skills Deception +3 throw or be pushed 15 feet.
Senses darkvision 30ft., passive Perception 13

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Shriar Queen
Shriar broodmothers, or shriar queens, are
huge, tyrannical presences in the mountains.
There is usually only one queen in Lyrm at a
time. If there are more than one, they live far
from one another. This is because
queens are extremely hostile
towards one another. If they or their
swarms met, it could mean the
collapse of both colonies.
Metamorphosis. While it’s not
known
what
prompts
the large
metamorphosis,
it's known that
when a new queen
is needed in the
colony, the
females of a
certain age begin undergoing the lengthy process. It starts
with the development of large fangs and a sharper beak.
What comes next is a drastic change in behavior, namely a
spike in aggression. The potential queens will rip and tear at
one another until there is only one standing. The survivor’s
crest develops into the complex organ used to command all
the others, and her shriars fly off in search of food to grant to
their new queen. Lastly, she grows rapidly in size - hence the
need for hoards of food - and she becomes the broodmother.
Commanding Leader. Through a complicated series of
internal pipes and ridges in their large crest, queens can
“sing” commands at their underlings. This is how they keep
control over them, even overriding their tendency to chase
after certain scents.

Shriar Queen Actions


Huge beast, unaligned Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one
target. Hit: 15 (2d10 + 4) piercing damage.
Armor Class 16
Hit Points 110 (13d10 + 35) Talons. Melee Weapon Attack: +7 to hit, reach 5ft., one
Speed 40ft., fly 80ft. target. Hit: 12 (2d8 + 4) slashing damage.
Shriar's Call. The shriar queen lets loose a terrible howl,
STR DEX CON INT WIS CHA to which all creatures (other than shriars) within a 60
foot radius must succeed a DC10 Wisdom saving
15 (+2) 18 (+4) 14 (+2) 3 (-3) 15 (+2) 7 (-2) throw, on a failure the creature will be targetted by all
shriar swarms within that radius for 1 turn.
Senses darkvision 120ft., passive Perception 15
Shriar's Song. The shriar queen can issue brief
Languages ---
commands to her underlings, such as ordering them to
Challenge 7 (2,900)
move to a certain place, call off an attack, etc. Her
commands will bypass the charmed and frightened
Keen Smell and Hearing. The shriar queen has advantage conditions.
on Wisdom (Perception) checks that rely on smell and
hearing. Reactions
Dive. If the shriar queen flies at least 20 feet toward a Shriar's Weep (Recharge 3 turns.) As a reaction to being
creature and then hits it with its talons on the same hit, the shriar queen summons a shriar swarm to come
turn, that target must succeed on a DC 15 Strength to her defense.
saving throw or be knocked prone and take an extra 10
(2d6+4) damage.

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Shriar
Shriars are tiny, crested, bat-like monsters known to
overwhelm their opponents with sheer numbers. While
males tend to have much smaller crests than the females do,
the male to female ratio is about 5:1. This is because of the
process involved in becoming the shriar broodmother.
A Cloud of Bats. Shriars fly in coordinated swarms at
night, soaring from their mountain nests to terrorize the
grasslands and sparser sections of the forests. They
collectively rend the flesh off targets while they are still
standing, or carry live prey back home if they are looking to
feed their broodmother. When shriars aren’t hungry or
following orders, it’s almost as if they are completely different
animals. They travel alone or in much smaller groups, and
are almost completely docile. Most predatory species will
take advantage of this secondary nature to grab a free snack,
but one should still be wary of their claws.
Marked. The upward facing claw on their talons snaps off
easily, allowing shriars to discard them beneath their victim’s
flesh. The detached piece gives off a very powerful scent that
repels other animals. They aren’t scared off by the scent itself,
but rather by what it entails. A swarm of hungry shriars will
track down and chase that odor across long expanses. The
claws take a few days to grow back.

Swarm of Shriars Carry Away. If a Latch is successful, then the swarm can
use a bonus action to carry their target 10 feet up into
Medium warm of tiny beasts, unaligned
the air. Once their hit points fall below half, then they
Armor Class 12 will be forced to drop their victim. If they successfully
Hit Points 22 (5d8) fly away with their target, then the swarm will take
Speed 5ft., fly 30ft. them to the shriar queen.
Marked. Once a target has been marked, then the shriar
swarm will pick them as their primary target for 2
STR DEX CON INT WIS CHA turns. If the marked target is within 120 feet of the
5 (-3) 15 (+2) 10 (+0) 3 (-3) 12 (+1) 4 (-3) swarm, the swarm will give chase.

Damage Resistances bludgeoning, piercing, slashing Actions


Condition Immunities grappled, paralyzed, prone, Talons. Melee Weapon Attack: +4 to hit, reach 0ft., one
restrained, stunned target. Hit: 5 (2d4) piercing damage, or 2 (1d4) if the
Senses darkvision 120ft., passive Perception 11 swarm has half of its hit points or fewer. Target must
Languages --- make a DC 10 Constitution saving throw or be Marked
Challenge 2 (450 XP) (see above.)

Keen Smell. The shriar queen has advantage on Wisdom Latch. If half or more of the swarm's hit points remain,
(Perception) checks that rely on smell. the chosen target must succeed a Dexterity or
Strength saving throw, or be grappled.
Swarm. The swarm can occupy another creature's space
and vice versa, and the swarm can move through any
opening large enough for a Tiny shriar. The swarm can't
regain hit points or gain temporary hit points.

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Tevioth
Tevioths are large herbivores that dwell in Lyrm’s mountains.
They are adept in climbing even the most perilous of surfaces
with the added assistance of the extra arms sticking out of
their shoulders, which are also used for digging and self
defense. Every so often tevioths will descend from their
mountainous home into the lower regions to indulge on the
wider variety and number of vegetation. Their wide,
square teeth can crunch through solid rock and
metal with ease, making those hard to reach
weeds tucked away between the crevices easy
meals.
Behavior. In terms of temperament, tevioths
are extremely neutral. Even when there
are predators around, a tevioth will barely
acknowledge the potential threat
until provoked or alarmed. This
stoic apathy often scares
creatures into leaving them
alone. Surely, if a creature
doesn’t pay their predator any
mind, they must have something
devastating up their sleeve, right? Tevioths are usually
solitary creatures, unless they’ve found themselves a mate.
Tevioth couples mate for life, defending each other and
their young until they’re old enough to fend for
themselves. The younger of their kind are much
more reckless and daring, making them more
dangerous and unpredictable than the
adults.
Magic. Tevioths have underdeveloped ice
magic that manifests in their frosty breath. They will
usually mix puffs of ice with other physical strikes instead of
a full-on breath attack, as that leaves them unable to any cast
magic for a while.

Tevioth Ice Enhancement. The tevioth can use a bonus action to


coat its hooves or claws in ice, having them deal an
Large beast, unaligned
extra 6 (3d4) cold damage.
Armor Class 14
Hit Points 42 (5d12 + 10) Actions
Speed 50ft. Multiattack. The Tevioth makes a swipe with its claws
and a kick with hits hooves.
STR DEX CON INT WIS CHA Hooves. Melee Weapon Attack: +6 to hit, reach 5ft.,
19 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (+0) one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one
Damage Resistances cold, force target. Hit: 22 (4d8 + 4) slashing damage.
Skills Athletics +5, Acrobatics +5 Plume of Frost. The Tevitoh exhales a cold gas in a 15
Senses passive Perception 14 foot cone. Each creature in that area must succeed on a
Languages --- DC 13 Constitution saving throw, taking 15 (2d12+2)
Challenge 3 (700 XP) cold damage on a failed save, or half as much damage
on a successful one. The tevioth can use this again
Vulnerable to Fire. Excessive heat or fire damage will after a short rest.
disable the tevioth's cold magic.
Strong Jawed The tevioth can crunch through rock,
Reactions
brick and metal with ease. Back Kick. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage to a
creature who attacks the Tevioth from behind.

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Tree Sludge
Tree sludges are a breed of ooze found in Lyrm. Unlike
certain other oozes, tree sludges are not hunters, but
scavengers and opportunistic predators. They can dissolve
flesh, bone and wood with ease, but metal and stone would
only be wiped clean. As their name suggests, tree sludges are
only native to Lyrm’s forests.
Mimicry. Tree sludges use their many shapeless tendrils to
spread and worm their way through dead trees. The parts of
the sludge that’s exposed will become rigid and
indistinguishable from ordinary tree branches. Any creature
unlucky enough to walk by or climb that tree will be in for a
surprise.
Puppeteer. Tree sludges can parasitically connect
themselves to a creature they’ve killed. Because these oozes
are almost helpless in terms of movement on their own, they
puppeteer their host as a means of getting around and finding
a new tree to feast on. Often times the tree sludges’ hosts are
gojas. This is because gojas are social enough to surely have
a friend - a meal - nearby, and their botanical shells make it
easy for the tree sludge to be inconspicuous.

Tree Sludge Spider Climb. The jelly can climb difficult surfaces,
including upside down on ceilings, without needing to
Medium ooze, unaligned
make an ability check.
Armor Class 8 Puppet The sludge can use its bonus action to slither
Hit Points 29(5d8 + 9) inside and control a creature who's hit points are at or
Speed 5ft., climb 15ft. below 0, and is size Small, Medium or Large. Others
can attempt to pull the sludge away with a DC13
Strength saving throw.
STR DEX CON INT WIS CHA
If the target is still alive, they suffer a death saving
12 (+1) 6 (-2) 16 (+3) 1 (-5) 10 (+0) 2 (-4) throw failure for each time th tree sludge attempts this.
If the target dies, then the sludge can enter and
Skills Stealth +3 possess the body of the deceased creature. The body
Damage Resistances bludgeoning, piercing will have half the maximum hit points it did and the
Conidtion Immunities blinded, charmed, deafened, same physical stats from when it was alive, won't be
exhaustion, frightened, prone able to cast magic and can move at full speed.
Senses blindsense 60ft.(blind beyond this radius),
passive Perception 8 Actions
Languages ---
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5ft.,
Challenge 2 (450 XP)
one target. Hit: 10 (3d6+1) bludgeoning damage.
Amorphous. The sludge can move through a space as Suffocate. A target that's unaware of the sludge must
narrow as 1 inch wide without squeezing. succeed a DC 15 Strength or Dexterity saving throw.
On a success, nothing happens. On a failure, the target
False Appearance. While the sludge remains motionless, takes 15 (5d6) damage and is grappled. The sludge
it is indistinguishable from tree branches or roots. entangles around the targets face, suffocating them as
it deals damage. The target takes an extra 6 (3d4) at
the start of each turn the sludge is still suffocating
them.

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Vezur
Tall and wiry are the vezur of Lyrm. Forest dwelling, mostly
herbivorous, travelling in herds and prideful of their
headpieces, they are quite similar to common elk. Instead of
grazing like most ungulates do, they use a sharp proboscis to
suck the sap out of trees. A desperate vezur isn’t afraid to use
that sharp appendage in a fight, even going against its
herbivorous manner to suck the life out of a foe. As their only
source of sustenance is from trees, vezur live exclusively in
Lyrm’s forests, though can sometimes be found wandering
about the bases of mountains.
Hoarders. The magnetic orbs suspended in the center of a
vezur’s antlers have magical properties that allow them to
attract and repel metals at will. Vezur will peruse the
mountains to collect anything that glimmers. Shards, rocks,
ores, even daggers and coins if they can find them. The
finicky, but more practical, females will pick up only a few
items to sling about in a potential fight. On the other end,
males take their hoarding habits to the extreme. They will go
so far as to steal treasures from each other and team up with
gojas. Similar to how a peacock with the prettiest feathers
gets the peahen, and the elk with the strongest antlers gets
the doe, the vezur with the most impressive hoard atop their
head gets the mate.

Vezur Actions
Large beast, unaligned Throw. The vezur will throw a piece from its hoard of
metal at a creature. Melee Ranged Attack: +3 to hit,
Armor Class 10 reach 40 ft. Hit: 8 (2d8+1) bludgeoning damage.
Hit Points 26 (4d10 + 4)
Speed 50ft. Disarm. Targets with metal weapons and small metal
equipment (helmet, gauntlets, etc.) within 25 feet of
the vezur must succeed a Strength saving throw, or
STR DEX CON INT WIS CHA have those items removed. They will be added to the
11 (+0) 16 (+3) 12 (+1) 5 (-3) 10 (+0) 6(-2) vezur's collection, and if it stole a weapon, then the
weapon will deal the amount of damage it normally
Senses passive Perception 12 deals, plus an extra dice from when Thrown.
Languages --- Hooves. Melee Weapon Attack: +4 to hit, reach 5ft.,
Challenge 2 (450 XP) one target. Hit: 6 (2d6) bludgeoning damage.
Drain. Melee Weapon Attack: +2 to hit, reach 5ft., one
Keen Hearing. The vezur has advantage on Wisdom target. Hit: 10 (2d10) piercing damage, half of which is
(Perception) checks that rely on hearing. drained and added to the vezur's hit points.
Eye for Treasure. Vezur have an advantage for searching
for items that gleam, glitter or shine.

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5/13/2019 The Homebrewery - NaturalCrit
Instead of using desire to lure their targets around, they
Yhnyll will create illusory palaces constructed from the fears and
These tall, cruel and thankfully elusive beings are perhaps dread of their victims. Leading around unlucky targets with
some of Lyrm’s strangest and most alien. They are lithe, have promises of freedom and respite, they only bring more harm
arms along every side of their body, large eyes, and a and psychological terror. If the Yhnylls are hungry, they will
dislocating jaw on the back of their heads.. or is that the kill and split the victim between each other. Otherwise they’ll
front? Slow moving but intelligent, they use their lures and leave them as they are, mentally broken and traumatized.
magic to draw prey in, rather than find it themselves. They
live exclusively in the forests, traversing the lands through
teleportation.
Temptation. Illusion magic is their specialty on top of
seeing into their targets minds. They search for what their
prey wants most: riches, a lover, a place to rest, the dad who
left 15 years ago claiming he was only out to grab some
health potions, only to never come back, causing you to grow
up in the dark, urchin-background’d fiend you are, anything.
With illusions they will create said object of desire to lure
their victim nearer and nearer until it’s too late. When a
Yhnyll is resting, instead of finding a place to lay low, it will
use illusions to appear as a mundane object, be it a tree, a
rock, etc. Most animals have probably passed by a Yhnyll at
least once in their life, whether or not they knew it is
something different.
Fun House. It’s not common that Yhnylls find one another
in the wild, but when they do, they will combine their illusory
magic to torment other beings. Yhnylls don’t need to eat
often, so why not have a little fun with what would otherwise
be food?

Yhnyll Teleport. (Recharge 1 turn) The yhnyll magically


Medium abberration, neutral evil teleports, along with any equipment it is wearing or
carrying, up to 60 feet. into an unoccupied space it can
Armor Class 8 see.
Hit Points 73 (7d8 + 42)
Speed 0ft. Nightmare. A chosen target within 60 feet of the yhnyll
must succeed a DC 12 Wisdom saving throw or be
frightened and take 15 (3d10) psychic damage, taking
STR DEX CON INT WIS CHA half as much damage on a success. The target can
reroll the save at the start of each turn, a success
10 (+0) 5 (-3) 10 (+0) 18 (+4) 18 (+4) 13(+1)
stopping frightened condition and ending the
nightmare. The target will witness its worst fears during
Damage Immunities Psychic this attack.
Condition Immunities Charmed, frightened, prone
Senses truesight 120ft., passive Perception 18 Lure. One target within 60 feet of the yhnyll must
Languages the languages of its targets succeed a DC15 Wisdom saving throw or be charmed
Challenge 5 (1,800 XP) and unable to resist approaching lure. The target can
reroll the save at the start of each turn, a success
breaking the spell. During this attack, the target will see
Mind Sense. The yhnyll cannot be surprised.
their greatest desires.
Die Another Day. Sometimes yhnylls just want a bit of a
twisted fun. If the yhnyll had no intention of killing its Reactions
target, only tormenting it, then the final blow, no Huge Maw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
matter how much damage it dealt, will leave the target one target. Hit: 22 (4d8 + 4) piercing damage, and the
concious with 1 hit point. The yhnyll then gets a bonus target must succeed a DC Dexterity or Strength saving
Teleport action. throw, or be grappled. This activates when a creature
ends their turn within 5 feet of the yhnyll.
Actions

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