The weather today: Rainy
Tonight's moon: Waxing gibbous
Landscape and flora
Creatures and Threats
Common Fauna in the Area
Monsters and others
Possible Monster Motives
- Protecting their home
- Enthralled by a magic item
- Guarding treasure
- Controlled by a bigger bad
- Guarding a secret
A silver pendant with the sigil of a solar disk
Value: 2d6 silver
1d20 gold pieces
“The Four Eyes of Macwindle Foe”
This original copy of the history of renowned archmage Macwindle Foe has a great deal of information within it on the area’s monsters, magic areas, and natural resources.
To the right collector, it could be worth 2500 gp. (Your party members probably won’t know that and might settle for 200 gp.)
Sphere of Annihilation
Wondrous item, legendary
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage.
The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.
If you attempt to control a sphere that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.
If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.
|01-50||The sphere is destroyed.|
|51-85||The sphere moves through the portal or into the extradimensional space.|
|86-00||A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.|
1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you fallsRange: 60 feetComponents: V, M (a small feather or piece of down)Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the […]
In case you want to terrify your players...
Large celestial, lawful good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft.
STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)
Saving Throws Con +12, Wis +11, Cha +12
Skills Perception +11
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)
Angelic Weapons. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
Multiattack. The planetar makes two melee attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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- Protecting their young
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