tier 4

The weather today: A dry rockstorm

Tonight's moon: Waning gibbous

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
  • Controlled by a bigger bad
  • Possessed by an evil
  • Protecting territory
  • Enthralled by a magic item
  • Guarding treasure

Loot Suggestions

Mundane
A dagger in the shape of a scimitar
Modest
2d100 copper pieces
Great
A child’s toy chest

Containing a collection of exquisitely-carved wooden dolls representing the family of a long passed monarch.

Value: 4,500 gold pieces to the right collector.

Magic Item
Robe of Stars

Wondrous item, very rare (requires attunement)

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Spell Scroll
Sunbeam

6th-level evocation Casting Time: 1 actionRange: Self (60-foot line)Components: V, S, M (a magnifying glass)Duration: Concentration, up to 1 minute A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded […]

In case you want to terrify your players...

Tarrasque

  • Gargantuan monstrosity (titan), unaligned

    Armor Class 25 (natural armor)
    Hit Points 676 (33d20 + 330)
    Speed 40ft

    STRDEXCONINTWISCHA
    30 (+10)11 (+0)30 (+10)3 (-4)11 (+0)11 (+0)

    Saving Throws Int +5, Wis +9, Cha +9
    Damage Immunities fire, poison; bludegoning, piercing, and slashing from nonmagical attacks
    Condition Immunities charmed, frightened, paralyzed, poisoned
    Senses blindsight 120ft., passive Perception 10
    Languages –
    Challenge 30 (155,000 XP)

    Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
    Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects.
    Reflective Carapace. Any time the tarrasque is targeted by a magic missle spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
    Siege Monster. The tarrasque deals double damage to objects and structures.

    Actions

    Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.
    Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can’t bite another target.
    Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
    Horns. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.
    Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
    Frightful Presence. Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the tarrasque’s Frightful Presence for the next 24 hours.
    Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque’s turns.
    If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

    Legendary Actions

    The tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tarrasque regains spent legendary actions at the start of its turn.

    Attack. The tarrasque makes one claw attack or tail attack.
    Move. The tarrasque moves up to half its speed.
    Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow.

    created by Wizards of the Coast

Motive
  • Possessed by an evil

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