CR 19

The weather today: Light wispy clouds

Tonight's moon: Third quarter

Description
Landscape and flora
Random encounter

Creatures and Threats

Common Fauna in the Area
Monsters and others
  • Levels 1-4
  • Levels 5-10
  • Levels 11-16
Possible Monster Motives
  • Guarding treasure
  • Controlled by a bigger bad
  • Enthralled by a magic item
  • Under a curse
  • Protecting their young

Loot Suggestions

Mundane
A gold ring depicting a horned cow’s head with lunar disk

Value: 3d6 gold

Modest
2d100 copper pieces
Great
An ornate saddle

With fine leather work, intricate stitching, silver stirrup covers, and a row of rubies inset, this saddle clearly once belonged to someone wealthy.

Worth 1500 gp

Magic Item
Ring of Spell Storing

Ring, rare (requires attunement)

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Spell Scroll
Eyebite

6th-level necromancy Casting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 1 minute For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of […]

In case you want to terrify your players...

Balor

  • Huge fiend (demon), chaotic evil

    Armor Class 19 (natural armor)
    Hit Points 262 (21d12 + 126)
    Speed 40 ft., fly 80 ft.

    STRDEXCONINTWISCHA
    26 (+8)15 (+2)22 (+6)20 (+5)16 (+3)22 (+6)

    Saving Throws Str +14, Con +12, Wis +9, Cha +12
    Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
    Damage Immunities fire, poison
    Condition Immunities poisoned
    Senses truesight 120 ft., passive Perception 13
    Languages Abyssal, telepathy 120 ft.
    Challenge 19 (22,000 XP)

    Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.
    Fire Aura. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
    Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
    Magic Weapons. The balor’s weapon attacks are magical.

    Actions

    Multiattack. The balor makes two attacks: one with its longsword and one with its whip.
    Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
    Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
    Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

    created by Wizards of the Coast

Motive
  • Protecting their home

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