The weather today: Foggy

Tonight's moon: Waning crescent

  • You hear the skittering of rodents
Landscape and flora
Random encounter
  • 3d4 folk running away from a monster listed below

    Use the commoner stats for them.

Creatures and Threats

Possible Monster Motives
  • Controlled by a bigger bad
  • Protecting their young
  • Under a curse
  • Enthralled by a magic item
  • Protecting their home

Loot Suggestions

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

Value: 3d6 gold

A small wallet

1d12 silver pieces

2d6 copper 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.)

Magic Item
Manual of Bodily Health

Wondrous item, very rare

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Spell Scroll
Contact Other Plane

5th-level divination (ritual) Casting Time: 1 minuteRange: SelfComponents: VDuration: 1 minute You mentally contact a demigod, the spirit of a long- dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take […]

In case you want to terrify your players...


  • Gargantuan monstrosity (titan), unaligned

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

    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.


    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

  • Controlled by a bigger bad

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