You are on page 1of 3

Chapter 3: Monsters Ma Da

Meduim undead, neutral evil

MA DA Armor Class 12 (natural armor)


Hit Points 22 (4d8 + 4)
Ma Da, vengeful spirits of the watery depths, they are Speed 30ft., swim 40ft.
the tormented souls of those who met a watery grave and
STR DEX CON INT WIS CHA
found no peace in death. These malevolent entities appear
10 (+0) 12 (+1) 12 (+1) 6 (-2) 8 (-1) 6 (-2)
as bloated, corpse-like figures with hair entwined with
water plants. Their childlike visage hides their sinister Skills Stealth +3
nature, for they exist to perpetuate their tragic fate. Senses darkvision 60 ft., passive Perception 9
Having perished in agony, Ma Da cannot find solace until Languages Understands Common but cannot speak
they ensnare another to take their place. They haunt lakes Challenge 1 (100 XP)
and rivers, lurking beneath the surface, waiting to drag
unsuspecting victims into their watery grasp. Those who Drowning Grasp. The Ma Da’s touch is chilling adn
fall victim to a Ma Da's drowning embrace may find deadly. When the Ma Da makes a successful melee
themselves condemned to share in the Ma Da's eternal attack with its claw against a creature, the target must
torment, rising as one of these vengeful spirits after 24 succeed on a DC 11 Constitution saving throw or take an
hours. additional 7 (2d6) cold damage, and its speed is reduced
by 10 feet until the end of its next turn. If the target is
While many consider these tales as mere cautionary
reduced to 0 hit points by this cold damage, it falls
stories to keep the unwary away from treacherous waters,
unconscious and begins to drown if it cannot breath
the dangers of Ma Da are all too real in the shadowy
underwater. Instantly failing one death save.
depths of both the feywilds and the lands around
Hrafnheim. Waterborne Amusher. The Ma Da has advantage on
Stealth checks made in water
Undead Nature. The Ma Da doesn’t require air, food, or
sleep.
Vengeful Drowning. When a Ma Da successfully
drowns a creature, the spirit of the victim becomes
tainted by the Ma Da's malevolence. After 24 hours, the
drowned creature rises as a Ma Da itself, cursed to roam
the waters seeking vengeance.

Actions
Multiattack. The Ma Da makes two attacks one with is
Clawe, and one with its Bite
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) slashing damage.
Drowned Embrace (Recharge 5–6). The Ma Da
reaches out to grapple a creature it can see within 5 feet
of it. The target must succeed on a DC 11 Strenght
saving throw or be grappled (escape DC 11). While
grappled, the creature is pulled underwater if it’s not
already submerged and begins to frown if it cannot
breath underwater. The drowning creature can survive
like this for a number of rounds equal to its Constitution
modifier. The Ma Da can grapple only one creature at a
time.
Ma Vú Dài Ma Vú Dài
Meduim Fey, chaotic neutral
Emerging from the enchanting realms of the Feywild, the
Ma Vú Dài, known as the Long-Breasted Fey, is a Armor Class 12 (natural armor)
captivating enigma whose presence weaves through the Hit Points 66 (12d8 + 12)
dense thickets and moonlit glens.
Speed 30ft., fly 40ft.
From a distance, she appears as an ethereal
embodiment of beauty, her form that of a mesmerizing STR DEX CON INT WIS CHA
woman with long, ebony hair cascading like midnight. 10 (+0) 16 (+3) 12 (+1) 14 (+2) 11 (+0) 16 (+3)
Draped in an elegant, flowing white robe, with her visage
Skills Perception +2, Stealth +4
shrouded by a veil of hair, she exudes an otherworldly
Damage Resistance Psychic
allure. However, this captivating exterior conceals a
Condition Immunities Charmed, Frightened
profound deception.
Senses darkvision 60 ft., passive Perception 12
Drawn too near, her enchanting facade dissipates, Languages Sylvan, Common
revealing her true and unsettling form. Her elongated Challenge 3 (700 XP)
breasts and eerie countenance evoke an unsettling, almost
ghostly aspect. Hovering above the forest floor, her feet Glamour. The Ma Vú Dài can appear as an enchanting
engage in a spectral waltz. This uncanny transformation woman when viewed from a distance. Her appearance
serves as a stark reminder of the deceptive nature of the grants her advantage on Charisma (Deception) checks
to pass as a beautiful creature. When a creature
Feywild, where enchantment and eeriness are forever
approaches within 60 feet of her, her true form is
entwined. revealed.
Rarely does she seek to claim the lives of her victims. Innate Spellcasting. The Ma Vú Dài's innate
Instead, she employs a peculiar and mystifying ritual. She spellcasting ability is Charisma (spell save DC 13, +5 to
force-feeds them her spectral breast milk, a process hit with spell attacks). She can innately cast the following
through which she siphons a portion of their life force, spells, requiring no material components:
preserving it for herself. Some succumb to this eerie At will: Minor Illusion
feeding, slipping into unconsciousness, only to awaken 3/day each: Charm Person, Misty Step
with the taste of earth in their mouths, a vivid and 1/day each: Sleep, Disguise Self
bewildering experience. Ethereal Step. As a bonus action, the Ma Vú Dài can
The Ma Vú Dài's motives remain enigmatic, her actions move to and from the Feywilds to the Material Plane.
less sinister than they first appear. Her unusual communion She remains on the other plane for up to 1 minute, or
until she uses this ability again.
grants fleeting glimpses into the arcane tapestry of the
Feywilds. Those who encounter her serve as both a Actions
warning and an invitation, beckoning travelers to tread with
care in the mystical forests where beauty and eeriness Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
harmonize in an intricate dance. target. Hit: 4 (1d6 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Spectral Breastfeeding. Melee Spell Attack: +5 to hit,
reach 5 ft., one creature. Hit: 10 (3d6) psychic damage,
and the target must succeed on a DC 13 Wisdom saving
throw or fall unconscious for 1d4 hours. If the target falls
unconscious, it awakens with a mouthful of dirt, prone,
and with its hit point maximum reduced by the amount of
psychic damage taken. This reduction lasts until the
creature finishes a long rest. If the hit point maximum is
reduced to 0, the creature dies, and its soul becomes
bound to the Ma Vú Dài.

1
Thần Trùng: Harbingers
● 1/day each: Soul Drain, Gaseous Form
Shadow Step. The Thần Trùng can use a bonus action
to magically step into the Shadowfell from the Material
of the Shadowfell Plane, or vice versa. While on the Shadowfell, the Thần
Trùng has advantage on Dexterity (Stealth) checks made
From the eerie depths of the Shadowfell emerges the Thần to hide in dim light or darkness. This ability allows the
Trùng, spectral entities that haunt the twilight realm Thần Trùng to move between the Shadowfell and
Material Plane, as well as travel between shadows in the
between life and death. These malevolent beings are Material Plane.
drawn to the moments of transition, lurking near fresh
graves to prey upon the souls of the newly departed. In Soul Drain. The Thần Trùng targets one creature it can
see within 30 feet of it. The target must make a DC 16
their insatiable quest for knowledge and power, the Thần Wisdom saving throw. On a failed save, the target takes
Trùng relentlessly torture the spirits of the deceased, 22 (4d10) psychic damage, and the Thần Trùng learns
extracting secrets about their living relatives. information about the target's living relatives, as per the
Once armed with this sinister information, Thần Trùng Speak with Dead spell. On a successful save, the target
enact a dreadful curse, marking the living relatives as their takes half damage, and the Thần Trùng learns no
information. If the target fails the saving throw by 5 or
next targets. The curse invariably leads to a grim sequence more and dies from the soul drain, it is transformed into a
of events, as one by one, the cursed family members fall (roll 1d4) ghost(1), banshee(2), or specter(3,4) under the
prey to various wretched fates. Thần Trùng's control, becoming hostile to the creature's
Thần Trùng often appear as ominous black birds, their living relatives. If there are no living relatives or the Thần
feathers as dark as the deepest shadows of the Trùng chooses not to transform the spirit, the spirit is
utterly destroyed.
Shadowfell. Blood-red beaks, a stark contrast to their
obsidian plumage, serve as a haunting reminder of their Legendary Resistance (2/Day). If the Thần Trùng fails a
malevolence. In some accounts, their avian heads meld saving throw, it can choose to succeed instead.
seamlessly into eerily human bodies, a grotesque fusion of
two worlds.
Actions
Within the Shadowfell, where the line between life and Multiattack. The Thần Trùng makes two attacks: one
death is tenuous, the Thần Trùng play a sinister role in with its Shadow Claw and one with its Beak.
shaping the fate of souls. Their actions not only torment the Shadow Claw.. Melee Weapon Attack: +8 to hit, reach 5
living but also contribute to the spectral population, as ft., one target. Hit: 17 (2d10 + 4) slashing damage plus 7
tortured spirits are reborn as vengeful ghosts, banshees, (2d6) necrotic damage. The target must succeed on a
and specters under their shadowy influence. These cursed DC 16 Constitution saving throw or have its maximum hit
points reduced by an amount equal to the necrotic
souls, forever bound to the Thần Trùng, become damage taken. This reduction lasts until the target
instruments of death and despair. finishes a long rest.
The Thần Trùng's presence serves as a foreboding Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one
omen in the Shadowfell, where death's grip on the living is target. Hit: 14 (2d6 + 4) piercing damage damage. If the
ever-present, and malevolent spirits seek to extend their target is a spirit that has died within the 24 hours, or a
influence beyond the grave. PC at 0hp it must make a DC 16 Wisdom saving throw or
be forced to share information about its living relatives
Thần Trùng with the Thần Trùng.
Large Undead (Shadow, chaotic evil Blighting Gaze (Recharge 5-6). The Thần Trùng targets
one creature it can see within 60 feet of it and is aware of
Armor Class 16 (natural armor) it. The target must succeed on a DC 16 Constitution
saving throw or take 35 (10d6) necrotic damage and be
Hit Points 150 (15d10 + 75)
paralyzed for 1 minute. The paralyzed target can repeat
Speed 40ft., fly 60ft. the saving throw at the end of each of its turns, ending
the effect on itself on a success.
STR DEX CON INT WIS CHA
Deathly Call. The Thần Trùng emits a mournful wail.
18 (+4) 16 (+3) 20 (+5) 14 (+2) 14 (+2) 18 (+4)
Each creature of the Thần Trùng's choice that is within
Saving Throws Wis +6, Cha +8 120 feet of it and can hear it must make a DC 16
Wisdom saving throw or be frightened for 1 minute. A
Skills Perception +6, Stealth +7
creature can repeat the saving throw at the end of each
Damage Immunities Necrotic, Poison of its turns, ending the effect on itself on a success. If a
Condition Immunities Exhaustion, Poisoned creature's saving throw is successful or the effect ends
Senses truesight 60 ft., darkvision 120 ft., passive Perception 23 for it, the creature is immune to the Thần Trùng's Deathly
Languages Common, Abyssal Call for the next 24 hours.
Challenge 9 (5,000 XP) Summon Shadowspawn (1/Day). Once per day, the
Thần Trùng can invoke the power of the Shadowfell to
Innate Spellcasting. The Thần Trùng's innate summon 1d4 shadowspawn, in a manner akin to the
spellcasting ability is Charisma (spell save DC 16). It can *Summon Shadowspawn* spell. These shadowy entities
innately cast the following spells, requiring no material materialize under the Thần Trùng's complete control and
components: follow its commands, acting on its initiative in the
● At will: Chill Touch, Minor Illusion, Mage Hand ongoing battle.
● 3/day each: Inflict Wounds, Detect Thoughts,
Shadow Step

You might also like