Professional Documents
Culture Documents
Jonos Commission Compendium
Jonos Commission Compendium
Preface
This supplement serves as a compendium of all the patreon
commissions that I’ve released publicly. The pieces within this
compendium are the most up-to-date versions of these
homebrews; reddit posts and individual patreon posts are usually
outdated in comparison.
ON THE COVER
Olena Richards illustrates an artistically rendered landscape
Rogue: Aerialist
As an archetypal Aerialist, you focus on training your agility Sneak Attack dice, you do not add any modifiers, bonuses, or
above all else. Quick and hard to pin down, aerialists excel at nondamaging effects to this damage. You can continue this
taking down groups of enemies. In battle, they jump and weave process against more new targets until you run out of Sneak
from foe to foe, delivering precise and deadly strikes. They are Attack dice, necessary movement, or eligible targets.
also trained in making use of their surroundings—in varied If you have any unspent Sneak Attack dice at the end of this
terrain, they are adept at gaining and exploiting the high ground. process, for every unspent die you can move 5 feet without
These rogues include many professions, including hired killers, provoking opportunity attacks.
treasure hunters, and adventurers.
Aerial Acrobat
Height Advantage Starting at 9th level, you have advantage on all Dexterity
Starting at 3rd level, you learn to exploit your foes by attacking (Acrobatics) checks you make.
from above. When you make an attack against a target that’s 10 or Also, whenever you fall, you can use your reaction to make a
more feet below you, or if you jump from a location that’s 5 or Dexterity (Acrobatics) check. This check has no DC. Instead,
more feet above the target and land within 5 feet of it before before you determine fall damage, you subtract the result from the
immediately making an attack, you can use your Sneak Attack number of feet you fell.
against that target even if you don’t have advantage on the attack
roll, but not if you have disadvantage on it.
Rope Artist
At 13th level, you learn how to use ropes and grappling hooks to
Also, you can use your Dexterity score in place of your
swiftly propel yourself across the battlefield. Whenever you take
Strength score to determine the distance and height you can jump,
the Dash action on your turn and are wielding a rope and
and you can choose to make a Dexterity (Acrobatics) check in
grappling hook in one of your hands, you gain a flying speed
place of any Strength (Athletics) check made to jump or climb.
equal to your walking speed until the end of the turn. Using this
Split-Strike flying speed requires there to be suitable anchor points that are
Also at 3rd level, when you use your Sneak Attack on a creature, above the locations you fly to.
you can choose to roll only a portion of your Sneak Attack dice (a This flying speed is nonmagical, as it is meant to represent
minimum of 1). You can roll your Sneak Attack dice sequentially, using a grappling hook and rope to swing across the battlefield,
rather than all at once, and stop rolling whenever you choose. rather than representing true flight.
After you stop rolling against the target, you can target another
creature within 15 feet of it that you have not yet attacked this
Swift Slayer
Starting at 17th level, you have become adept at taking down
turn. If the new target is not within your weapon’s reach/range,
multiple foes at once. When you use your Split-Strike feature, you
you can move to get in range. This expends your movement, but
add 6d6 to your Sneak Attack dice. However, the maximum
does not provoke opportunity attacks.
number of Sneak Attack dice you can roll against any one target
If the original attack roll would hit the new target, it takes
during your Split-Strike equals the number of dice shown in the
damage equal to the roll of another portion of the Sneak Attack
Sneak Attack column of the Rogue table (or double that amount
dice that you have not yet rolled (a minimum of 1). Other than the
on a critical hit).
Rogue: Chronokeeper When that turn ends, however, you immediately repeat the turn
rather than moving on to the next one. You begin the turn again in
You focus your training on the magical study of chronomancy, the same state you started it before, and the world around you is
and use that time-manipulating magic to make it so things tend to returned to that state as well. You then complete the turn again,
go your way. Rather than learning spells as an Arcane Trickster potentially taking different actions and creating new outcomes.
does, you learn unique arcane techniques that are passed down At the end of the second turn, you choose one of the two turns.
from Chronokeeper to Chronokeeper. Though, in rare cases, The turn you choose fully completes, and all the actions and
particularly prodigious rogues can discover and learn these outcomes of that turn become finalized. The other turn is
techniques without a mentor. discarded, as if it never happened, and only you are aware of what
Rogues that embrace this archetype do so for many different happened during it.
reasons and can come from a variety of backgrounds. Some are Even after you discard it, that turn’s alternate reality remains
spies, explorers, or treasure hunters, while others become hired close at hand. Once during the next minute, you can use a bonus
killers or state-employed assassins. Whatever their profession, action to call upon your alternate self. A clone that shares your
Chronokeepers use their chronomantic magics to allow them to statistics appears at a point you can see within 30 feet of you, and
take actions that others would consider too risky. With their takes an action of your choice. As it is a separate entity from you,
teleportation abilities and allowance to undo failed actions, these it can use Sneak Attack even if you’ve already used that feature
rogues have more leeway than most. this turn. Upon completing the action, it vanishes.
In combat, Chronokeepers are always on the move, and use Once you use this feature, you can’t use it again until
their magic to outwit and outmaneuver their enemies. They can you finish a short or long rest.
get out of a fight just as easily as they get into one, and are
masters of catching their foes off-guard.
Chronoshift
At 3rd level, you can manipulate time in your favor. When you
roll initiative, you mark the current point in time for up to 10
minutes, or until you roll initiative again. Once during the
duration, you can use your bonus action to teleport to the location
you were in when you rolled initiative if that location is
unoccupied and it is no more than 60 feet away from you. After
you teleport, you gain advantage on the next attack roll you make
before the end of the turn.
When you use this bonus action, you can choose to regain a
number of hit points equal to your Intelligence modifier + your
Rogue level. This healing cannot restore you beyond the number
of hit points you had when you rolled initiative.
Once you heal yourself in this way, you can’t do so again until
you finish a long rest.
Hidden in Time
Starting at 9th level, you can leap back to a previous position as
you conceal yourself from enemies. When you take the Hide
action on your turn, you can choose to teleport to an unoccupied
location that you’ve occupied at some point on the current turn
before you make the Dexterity (Stealth) check.
Forethought
At 13th level, you learn to call upon glimpses of the future.
At the start of each of your turns, you can choose to roll a d20.
The next time you would roll a d20 this turn, you use the result of
this roll rather than rolling again.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once), and you regain
all expended uses of it when you finish a short or long rest.
Timesplit
At 17th level, you learn to use your chronomantic
abilities to split your reality into two separate
timelines, and then take the better of the two.
At the start of one of your turns, you can choose
to activate this feature (no action required). After
you do so, you complete your turn as normal.
Angelic Duality
At 1st level, your patron gives you two distinct sets of powers:
one derived from their celestial heritage, and the other from their Also, when you take damage from a creature within 30 feet of
evil nature. Both of these powers are fueled by a pool of d4s. The you, you can use your reaction to magically rebuke them. That
number of dice in the pool equals 1 + your Warlock level. creature takes damage equal to your Charisma modifier + your
Until you run out of warlock spell slots, you draw upon warlock level. The damage type is radiant if you have any
celestial powers. As a bonus action, you can conjure spectral warlock spell slots remaining, otherwise it is necrotic.
wings by spending dice from the pool. The maximum number of Once you rebuke a creature, you can’t do so again until you
dice you can spend at once equals your Charisma modifier finish a short or long rest.
(minimum of one die). Roll the dice you spend, add them
together, and then as part of the same bonus action you can fly up Angelic Form
to a number of feet equal to 5 + five times the total, without At 10th level, your body changes as you rise and fall.
provoking opportunity attacks. Until you run out of warlock spell slots, you have angelic
Once you run out of warlock spell slots, you lose your celestial wings that grant you a flying speed equal to your walking speed.
powers as your darker powers begin to manifest. You can no Once you run out of warlock spell slots, you lose these wings,
longer use the ability described in the paragraph above, and and your eyes become solid-black orbs. Your attack rolls score a
instead gain access to a new ability, described here. As a bonus critical hit on a roll of 19 or 20 on the d20, and you deal 1d6
action, you can attempt to drain the life of one creature you can bonus necrotic damage when you score a critical hit.
see within 60 feet of you, spending dice from the pool. The
maximum number of dice you can spend at once equals your Gift of the Divine
Charisma modifier (minimum of one die). The target must make a Beginning at 14th level, you can perform great displays of divine
Wisdom saving throw against your warlock spell save DC. For power. As an action, you release bolts of energy from your body
each die spent, on a failed save the target takes damage equal to with different effects based on your current state.
the number rolled and has its speed reduced by 5 feet until the If you have any warlock spell slots remaining, you evoke
start of your next turn. On a successful save, a target takes half as healing energy that can restore 10d10 hit points. Choose any
much damage and its speed is not reduced. number of creatures within 30 feet of you. You divide these hit
points among them.
Soul of the Fallen Otherwise, you evoke deathly energy that can deal 10d10
Starting at 6th level, your link to the Fallen makes you resilient to necrotic damage. Choose any number of creatures within 30 feet
certain damage types. Until you run out of warlock spell slots, of you. You divide this damage among them.
you have resistance to radiant damage. Otherwise, you have Once you use this feature, you can’t use it again until you
resistance to necrotic damage. finish a long rest.
Order of Polymancy Broadened Ritualist
The Order of Polymancy belongs to those wizards that refuse to At 6th level, you can add two spells of your choice to your
specialize themselves in any one school of arcane magic, and spellbook. These spells can be from any class spell list, but must
instead research all aspects of the arcane equally or near-equally. be of 3rd level or lower and have the ritual tag. Also, you can now
These wizards, called polymancers, learn a great many spells copy spells that aren’t on the wizard spell list into your spell
from all eight schools of magic, and can even learn rituals that are book, as long as those spells have the ritual tag. These spells are
usually beyond a wizard’s reach. Most polymancers become considered wizard spells for you.
wizards because of their love of magic and their desire to uncover
all of its secrets. Polymancers seek to fill their spellbooks with as Combined Magic
many spells as possible, from as many schools as possible. At 10th level, you gain one bonus 1st level spell slot, bringing
your total to 5, and you learn how to combine two spell slots
Polymancy Savant together to create a spell that splices two schools of magic. When
Beginning when you select this school at 2nd level, the gold and you cast a spell of 1st level or higher, you can expend an
time you must spend to copy a spell that belongs to the school (or additional 1st level spell slot and choose a school of magic other
schools, in case of a tie) that currently has the fewest number of than the spell’s school of magic. The spell gains one of the
associated spells in your spellbook is halved. following effects, based on the school chosen.
Abjuration. After casting the spell, you gain a +3 bonus to AC
Diverse Arcanum and saving throws until the end of your next turn.
At 2nd level, you become well-practiced at adapting your Conjuration. Before or after casting the spell, you can teleport
repertoire of spells to suit your needs. The time you must spend up to 30 feet to an unoccupied space that you can see.
preparing spells is halved, and you can change your list of Divination. You learn of any resistances or immunities of the
prepared spells during a short or long rest. creatures that are affected by the spell.
Also, whenever you cast a spell using a spell slot of 1st level or Enchantment. One creature that is hit by or that fails its save
higher, you can use a strand of that spell’s magic to instill a new against the spell becomes charmed by you until the end of your
spell into your memory. You remove that spell from your list of next turn.
prepared spells, and replace it with another spell from your spell Evocation. You add 2d6 to one of the spell’s damage rolls.
book that’s from the same school. Illusion. After casting the spell, you become invisible until the
Once you replace a spell in this way, you can’t do so again with start of your next turn.
a spell of that spell’s school until you finish a long rest. Necromancy. After casting the spell, you gain 2d6 temporary
hit points.
Transmutation. After casting the spell, you gain a flying speed
equal to your walking speed until the end of your next turn.
Potent Polycaster
Starting at 14th level, whenever you cast a wizard spell of 1st
level or higher using a spell slot, you can choose to have that spell
take effect as if you expended a spell slot of one level higher.
Once you do so, you can’t do so again with a spell of that spell’s
school until you finish a long rest.
Forgebow
Weapon (heavy crossbow/hand crossbow), legendary (requires
attunement)
A Forgebow is a weapon magically forged from obsidian and
pure molten energy that can transform into two distinct forms:
that of a single, massive heavy crossbow, and that of two normal-
sized hand crossbows. You can transform the weapon between its
two forms using your bonus action.
You gain a +2 bonus to attack and damage rolls made with this
magic weapon, which magically conjures ammunition for itself
when its fired. Because of this, loading the weapon does not
require a free hand, unless you choose to use outside ammunition.
While the weapon is in its heavy crossbow form, you can also
use your action to make a special piercing shot with it. Make a
single ranged weapon attack with the crossbow. This attack roll is
made against the ACs of every creature in a 400-foot-long,
1-foot-wide line extending from you in a direction of your choice.
Additional creatures beyond the closest creature in the line are
considered to have half cover against this attack. Each creature hit
takes damage equal to the normal damage dealt by the crossbow.
If you have the Extra Attack feature, the attack deals 1d10 bonus
damage on a hit for every attack you can make with your Attack
action beyond the first.
While the weapon is in its hand crossbows form, you can Art by David Rapoza
perform two-weapon fighting with the crossbows, even though
they’re ranged, and you can move up to 5 feet without provoking
opportunity attacks immediately before you make any attack with
this weapon.
Negotiator’s Lockbox Sentience. A negotiator’s lockbox is a lawful neutral item with
Wondrous item, rare an Intelligence of 20, Wisdom of 18, and Charisma of 17. When
A negotiator’s lockbox is a sentient magical item used to enforce telepathically communicating with its contractees, its only goal is
and interpret contracts, by forcing two parties to offer important to accurately see the contract fulfilled, and its main purpose is to
or valuable items that will not be returned unless a party fulfills decide whether a contractee has successfully fulfilled its contract.
its end of a deal. The lockbox is constructed of sturdy metal, and It does so using both the exact wording of the contract, as well as
is approximately 10 inches long, 6 inches wide, and 6 inches tall. what it believes to be the implied intent of the contract.
To use the lockbox, two creatures must simultaneously touch it,
while stating a contract that they wish the other to fulfill. As part
Twinned Aegis
of this contract, each creature must also present an offering to the Armor (shield), legendary (requires attunement)
lockbox. The offering can be anything or any combination of While holding this iron-reinforced wooden tower shield, you gain
things, as long as its total weight doesn’t exceed 500 pounds. a +1 bonus to AC. This bonus is in addition to the shield’s normal
Each creature must be aware of what the other offers. Once the bonus to AC.
contract has been stated and the offerings identified, the two If you are holding the shield and have another hand free, you
creatures must shake hands or perform an equivalent gesture, at can use your bonus action to split the shield into two halves.
which point the lockbox magically opens and the offerings are While split, the shield provides the same AC bonus as long as you
sucked inside it, stored in an extradimensional space. hold both halves, or a +2 total AC bonus if you hold only one
Until a creature fulfills its end of the contract, its offering half. Each half of the shield can be wielded as a magical weapon,
remains in storage, and the sentience contained within the which you are proficient in as long as you are proficient with
lockbox is able to telepathically communicate with it—an ability shields. You gain a +1 bonus to attack and damage rolls made
that the lockbox uses to resolve disputes about the contract, with this magic weapon. It deals 1d8 bludgeoning damage on a
remind the creature of what it agreed upon, and other such things. hit and has the light property. If you are wielding both halves of
Once a creature fulfills its end of the contract, its offering is the shield and take the Attack action on your turn to attack with
returned to it, teleported to its location regardless of distance. The one of the shields, you can use your bonus action to defend with
lockbox is still able to communicate with each of the contractees the other shield rather than attacking with it. If you do so, you
until both of them fulfill the contract. Also, new contracts cannot gain a +2 bonus to your AC until the start of your next turn.
be made with the lockbox until the previous contract is complete. If the shield is not split, you can use your action to plant the
Outside of fulfilling the contract, the offering cannot be shield in the ground, where it magically stays in place until it is
returned through any means short of a wish spell. If wish is used removed. The shield forms a 3-foot wide, 5-foot tall wall that
to cheat a contract in this way, the other contractee is immediately provides cover for those behind it—three-quarters cover for most
notified, and its offering is returned as well. Many contracts Medium creatures. The shield can be picked up and moved by
created with a negotiator’s lockbox include time limits, and if the you without issue, but if another creature attempts to move the
contract is not fulfilled in time, the contract is considered shield it must succeed on a DC 20 Strength check to do so. Once
complete even though the offerings may not have been returned. the shield is moved from the position it was planted, any creature
In this case, wish is the only means of returning an offering. can move the shield without issue until it is planted again.
Adamantine Golem Art by Igor Kieryluk >>
Adamantine Golem in its area of effect causes the golem to become overcharged in
this way. When the antimagic field is enabled again, the golem
Huge construct, neutral first releases a burst of force. Each creature within 30 feet of it
must make a DC 23 Dexterity saving throw. A creature takes
Armor Class 23 (natural armor)
force damage equal to 1d8 per slot level cast against the golem
Hit Points 270 (20d12 + 140)
on a failed save, or half as much damage on a successful one.
Speed 50 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The golem makes two melee attacks and uses its
28 (+9) 15 (+2) 25 (+7) 8 (-1) 13 (+1) 3 (-4)
stomp once.
Saving Throws Str +17, Wis +9, Cha +4 Punt. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Skills Athletics +17, Intimidation +12, Perception +9 Hit: 18 (2d8 + 9) bludgeoning damage, and the target must
Damage Immunities fire, poison, psychic; bludgeoning, succeed on a DC 23 Strength saving throw or be pushed 10 feet
piercing, and slashing from nonmagical attacks that aren’t away from the golem and knocked prone.
adamantine. Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Condition Immunities charmed, exhaustion, frightened, Hit: 25 (3d10 + 9) bludgeoning damage.
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 19 Stomp. The golem jumps up a few feet into the air before
Languages the languages of its creator stomping back down, releasing a shockwave. An area of ground
Challenge 26 (90,000 XP) extending 10 feet out from the golem becomes difficult terrain,
and each creature within the area must make a DC 23 Dexterity
saving throw. A creature takes 22 (4d10) bludgeoning damage
Critical Resistance. Any critical hit against the golem becomes a
on a failed save, or half as much damage on a successful one. If
normal hit.
the ground the creature was standing on was already difficult
Immutable Form. The golem is immune to any spell or effect terrain before the golem stomped, the damage roll is increased
that would alter its form. to 33 (6d10) for that creature, as the loose rubble further
Magic Resistance. The golem has advantage on saving throws bludgeons it.
against spells and other magical effects.
Legendary Actions
Magic Weapons. The golem's weapon attacks are magical, even
The golem can take 3 legendary actions, choosing from the
within the area of an antimagic field.
options below. Only one legendary action option can be used at
Unstable Antimagic. The golem is surrounded by a 30-foot a time and only at the end of another creature's turn. The
radius area of antimagic, as in the antimagic field spell. At the golem regains spent legendary actions at the start of its turn.
start of each of the golem’s turns, roll a d6. On a 1 or 2, the anti-
Attack. The golem makes one attack.
magic field is disabled until the start of the golem’s next turn
Detect. The golem makes a Wisdom (Perception) check.
While the antimagic field is disabled, the golem’s core
Jumping Strike (Costs 3 Actions). The golem jumps to a point
becomes overcharged when magic is cast upon it. Any spell of
within 15 feet of it without provoking opportunity attacks,
1st level or higher that targets the golem or includes the golem
causing the same effect as its Stomp action at its destination.
Antephage Antephage
Antephages are oversized insect-like creatures that live in Small monstrosity, unaligned
complex colonies that span the hollowed-out trees of dense
jungles. They bear a resemblance to ants or mantids, though they
Armor Class 14 (natural armor)
have eight legs rather than six. Their two front-most legs each end
Hit Points 22 (4d6 + 8)
in sharp, serrated claws that can cut through tree branches or be
Speed 30 ft., fly 15 ft. (hover)
used to defend themselves from predators.
Their most unique feature, however, is the sac of viscous green
STR DEX CON INT WIS CHA
fluid that serves as their abdomen. From their diet, antephages
consume a variety of poisonous plants and animals, which in turn 8 (-1) 15 (+2) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
toxifies the fluid they store in their abdomen. Through its innate
magic, an antephage can cause the fluid in its abdomen to become Damage Immunities poison
lighter than air, letting the antephage float. Antephages use this Condition Immunities poisoned
ability to traverse the forest canopy, as they slowly float from tree Senses darkvision 60 ft., passive Perception 10
to tree in search of food to bring back to the colony. Languages —
Blight Spreader. When threatened, an antephage can trigger a Challenge 1 (200 XP)
chemical reaction in its abdomen that causes it to explode into a
cloud of poisonous mist that carries a deadly disease. Though this
Death Burst. When the antephage dies, it explodes, and each
kills the antephage, it can also serve to kill those that threatened
creature within 5 feet of it must make a DC 14 Constitution
it. While anantephages won’t self destruct in this way if they
think it could be avoided, they prioritize the protection of their saving throw. A creature takes 7 (2d6) poison damage on a
colony over self-preservation. If the colony is threatened, failed save, or half as much damage on a successful one. The
antephages are more than willing to die in its defense. explosion then leaves behind a cloud of disease in a 15-foot-
Sometimes, the mere threat of this explosion is enough to cube for 1 minute. A creature that starts its turn in the cloud or
dissuade attackers. Weak creatures might die from just the initial enters it for the first time on a turn must succeed on a DC 14
poison, and even stronger creatures could succumb to the disease Constitution saving throw or become diseased.
if it is left untreated for too long. An antephage’s bright coloring A diseased creature is poisoned until the disease is cured.
can serve as a warning to predators, whether they be intelligent or Every 24 hours that elapse, the creature must repeat the saving
unintelligent beings. throw, curing itself of the disease on a success or reducing its
Appropriated for War. Many years ago, orcish tribes hit point maximum by 5 (1d10) on a failure. This reduction lasts
discovered that antephages could be raised in captivity. Though until the disease is cured. The creature dies if the disease
their original intent was to farm them for food, as their eggs can reduces its hit point maximum to 0.
be highly nutritious, it was eventually discovered that they could
be used for war as well. Actions
When raised in captivity, antephages consider the tribe that
raised them to be their colony, and therefore deserving of their Multiattack. The antephage makes two claw attacks.
protection. When taken into battle, antephages will seek to protect Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
their colony by suicidally attacking their foes, spreading poison Hit: 5 (1d6 + 2) slashing damage.
and disease that can decimate an army. Some tribes have taken to
launching antephages from catapults, as they can survive the Self-Destruct. The antephage triggers a chemical reaction in its
initial force of being launched, and use their ability to float to abdomen that near-instantly causes it to explode. The
reposition themselves mid-air and better strike their enemies. antephage reduces itself to 0 hit points, and causes its Death
As antephages emerge from their eggs nearly fully grown, Burst to deal additional damage equal to half the number of hit
warmongers can bring clusters of antephage eggs with points it lost from taking this action.
them on their campaigns, and
use them in battle shortly after
they emerge.
Mindlash Greatweaver Leg Slash. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 18 (2d12 + 5) slashing damage.
Mindlash greatweavers are primarily distinguished by their
Web (Recharge 4-6). Ranged Weapon Attack: +9 to hit, range
exceptional intelligence and ability to cast actual spells. While
30/60 ft., one target. Hit: The target is restrained by webbing. As
other greatweavers will poison their prey’s body, mindlash
greatweavers will instead poison their mind. They incite fear and an action, the restrained target can make a DC 15 Strength
chaos by crafting illusions and dominating creatures that are check, bursting the webbing on a success. The webbing can also
unlucky enough to be caught within their webbing. be attacked and destroyed (AC 10; 10 hp; vulnerability to fire
Mindlash greatweavers do not usually kill their prey in a quick damage; immunity to bludgeoning, poison, and psychic
or painless manner. They tend to play with their food, and kill in damage).
exceptionally cruel and painful ways.
Art by Ben Maier >>
Mindlash Greatweaver same web, and can speak with such a creature telepathically
regardless of distance.
Huge monstrosity, chaotic evil
Web Walker. The greatweaver ignores movement restrictions
Armor Class 18 (natural armor) caused by webbing.
Hit Points 209 (22d12 + 66)
Speed 40 ft., climb 40 ft.
Actions
Multiattack. The greatweaver makes four attacks, only one of
STR DEX CON INT WIS CHA
which can be a bite attack.
17 (+3) 20 (+5) 17 (+3) 18 (+4) 15 (+2) 16 (+3)
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Saving Throws Dex +10, Con +8, Int +9, Wis +7 Hit: 14 (2d8 + 5) piercing damage, and the target must make a
Skills Arcana +9, Intimidation +8, Perception +7, Stealth +10 DC 17 Wisdom saving throw. On a failed save, it takes 26 (4d12)
Damage Immunities psychic psychic damage and is frightened of the greatweaver until the
Damage Resistances bludgeoning, piercing, and slashing from end of the greatweaver’s next turn. On a successful save, it
nonmagical attacks takes half as much damage and isn’t frightened. If the psychic
Senses blindsight 10 ft, darkvision 60 ft., passive Perception 17 damage reduces the target to 0 hit points, the target is stable
Languages telepathy 30 ft. but frightened for 1 hour, even after regaining hit points, and is
Challenge 16 (15,000 XP) paralyzed while frightened in this way.
Leg Slash. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Innate Spellcasting. The greatweaver's innate spellcasting target. Hit: 18 (2d12 + 5) slashing damage.
ability is Intelligence (spell save DC 17). It can innately cast the Mindweb (Recharge 5-6). Ranged Weapon Attack: +10 to hit,
following spells, requiring no components: range 30/60 ft., one target. Hit: The target is restrained by
At will: blur, mirror image, phantasmal force, Tasha’s mind whip webbing. As an action, the restrained target can make a DC 15
1/day each: fear, phantasmal killer Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 15; 20 hp;
Magic Resistance. The greatweaver has advantage on saving
vulnerability to fire damage; immunity to bludgeoning, poison,
throws against spells and other magical effects.
and psychic damage).
Spider Climb. The greatweaver can climb difficult surfaces, At the start of each of a restrained target’s turns, it must
including upside down on ceilings, without needing to make an make a DC 17 Wisdom saving throw. On a successful save, it is
ability check. magically charmed by the greatweaver until the end of the turn,
Web Sense. While in contact with a web, the greatweaver knows and the greatweaver can choose to free it from the webbing.
the exact location of any other creature in contact with the On a failed save, the target isn’t charmed. A charmed target is
under the greatweaver’s control and can’t take reactions.
Night Terror psychic damage on a failed save, or half as much damage on a
successful one.
Large fiend, chaotic evil
Unless surprised or paralyzed, a creature can avert its eyes to
avoid the saving throw at the start of its turn. If the creature
Armor Class 15 (natural armor)
does so, it has disadvantage on attack rolls against the night
Hit Points 102 (12d10 + 36)
terror until the start of its next turn. If the creature looks at the
Speed 40 ft.
night terror in the meantime, it must immediately make the
STR DEX CON INT WIS CHA saving throw.
Night Terror
A night terror slips into the bedroom of its next Art by John Thacker
unsuspecting victim, moving swiftly and silently
despite its monstrous size. The fiend perches above
its victim, laying on their chest as its many eyes
stare into their soul. The victim’s eyes open, yet
they cannot move nor scream. As they stare upon
the night terror’s horrifying visage, blood pours
from their eyes and ears as the life drains from their
body. Even in death, the victim’s eyes remain wide open.
A night terror has a vaguely humanoid form, with long,
spindly limbs, a pronounced spine, and pale skin that is
stretched thin over its body. In place of a face, its head contains
a void filled with eyes that move independently and erratically.
A night terror’s form is rarely seen clearly, however, as it is
invisible to all but its victims, and even they only see it when
it attacks in the dead of night.
Relentless Stalker. Though night terrors only attack at night,
they often select their victims long before they plan to strike.
They follow their quarries from the shadows, unseen and
unheard, subtly terrorizing them while carefully hiding their
presence. In the hours or days before a night terror attacks, its
victim might hear disembodied screams, or come across the
bloody entrails of wildlife formed into images or symbols.
Hag-spawn. A night terror is a fiend born from a
corrupted soul that was once trapped within a night
hag’s soul bag. Only the most evil of souls can
become night terrors—creatures of pure hatred and
malice, perhaps even more evil than the hags that
spawned Them. Though native to Hades, night
terrors always seek to enter the material plane so
they might terrorize the living.
Primordial Sap • The tree does not inherit the sap’s Amorphous or Spider
Large ooze, unaligned Climb traits, nor its damage immunities, and it can be
knocked prone, but it otherwise shares the rest of the sap’s
Armor Class 8 in ooze form, 15 (natural armor) when condition immunities, senses, and speed.
inhabiting a tree • The tree has resistance to bludgeoning and piercing damage.
Hit Points 59 (7d10 + 21) Fire Aversion. If the primordial sap takes fire damage, it has
Speed 20 ft. disadvantage on attack rolls and ability checks until the end of
its next turn. If a tree inhabited by the primordial sap takes
STR DEX CON INT WIS CHA
more than 40 fire damage in a single round, the sap is forced
18 (+4) 6 (-2) 17 (+3) 5 (-3) 8 (-1) 2 (-4) out of the tree at the start of its next turn.
Damage Immunities acid, cold, lightning, slashing Spider Climb. The primordial sap can climb difficult surfaces,
Condition Immunities blinded, charmed, deafened, including upside down on ceilings, without needing to make an
exhaustion, frightened, prone ability check.
Senses blindsight 60 ft. (blind beyond this radius), passive Actions
Perception 9
Languages — Multiattack. In ooze form, the primordial sap makes three
Challenge 15 (13,000 XP) pseudopod attacks. In tree form, it makes three slam attacks
and one grasping root attack.
Amorphous. The sap can move through a space as narrow as 1 Pseudopod (Ooze Form Only). Melee Weapon Attack: +9 to hit,
inch wide without squeezing. reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage
plus 7 (2d6) acid damage.
Arboreous Animator. By spending 1 minute spreading its
gelatinous body throughout the inside of a Huge tree, the Slam (Tree Form Only). Melee Weapon Attack: +9 to hit, reach 10
primordial sap can magically animate that tree for as long as it ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.
inhabits the tree and the tree remains intact. While inhabiting a Grasping Root (Tree Form Only). Melee Weapon Attack: +9 to hit,
tree, the primordial sap’s statistics change as follows: reach 10 ft., one creature not grappled by the tree. Hit: The
• Any damage that would be dealt to the sap is instead dealt to target is grappled (escape DC 17). Until the grapple ends, the
the tree, which has 171 (18d12 + 54) hit points and 15 AC. If target takes 18 (4d6 + 4) bludgeoning damage at the start of
the tree is reduced to 0 hit points, it becomes inanimate and each of its turns. The root has AC 15 and can be severed by
is rendered unusable by the sap. The sap is only forced out of dealing 10 slashing/fire damage or more to it at once. Cutting
the tree if the tree is burned or completely destroyed, the root doesn't damage the tree, but ends the grapple.
however, and can otherwise hide inside it indefinitely.
Primordial Sap
Out from the hollow of a tree seeps a primordial sap, a large, Art by Daarken >>
yellowish-green blob of gelatinous goo that hungers for flesh and
blood. Possessing the unique ability to take over trees and grant
them mobility, a primordial sap makes for a frightening foe that is
often mistaken for a blight or awakened tree.
Ambush Predators. Primordial saps spend little time out in the
open—they only leave the safety of their animated trees in order
to feed on their prey, or to migrate to a new tree after their
previous one is damaged or destroyed. When hunting prey, a
primordial sap remains motionless within its tree for long periods
of time, waiting for a suitable target to stray too close.
Once a creature gets within range of its attacks, it lashes
out, slamming it with the branches of its tree and grasping
it with its roots. Its innate magic grants the tree it takes
over immense strength, making it a tougher enemy than
the blights and awakened trees it is often mistaken for.
Back From the Dead. When a primordial sap’s tree
is damaged beyond repair by prey that it underestimated,
it doesn’t leave the tree immediately. It “plays dead” for a
while, waiting for the coast to clear before it finds another
tree and resumes its hunt. If the fight was close, it may track
down the creature that defeated it and attack again. Adventurers
that know of a primordial sap’s weakness to fire,
however, can use this weakness to force it out
of its tree and destroy it for good.
Siphon Devil
Small fiend (devil), lawful evil
Armor Class 14
Art by Lucas Graciano >> Hit Points 27 (6d6 + 6)
Speed 40 ft.