Coming up at the end of February, I’ll be launching two cool books for Patrons. These books will be available here on the site as well as FREE in their blog format as usual.
The first book will be an adventure set in the Patron-created world of Wandrossa. While it’s still in the works (and doesn’t have a title yet), it’s a mystery involving fey and aberrations in the Ninth Kingdom of Enombath. I expect this book to have between 15-20 pages.
The second book will be a medium-sized creature code titled Creaturepedia: Monsters of the Ninth Kingdom Vol 1. This collection will include a number of original monsters created for the setting. I’m projecting that this one will be a bit larger with 30-40 pages.
What monsters will be in the Creaturepedia?
So far, here are the monsters that you can expect. Note that many of the names are placeholders:
- Ethereal Haunter
- Blood Beast
- Sanguine Ape
- Cutlery Golem
- Phoenix Dragon
- Cordycep Spore Cloud
- The Eternal Guard of Enombath
- Yaunthom Drake
- Medusa NPCs and Variants
- Animated Stone Statues
- Blackleaf Trees
- Killer Rabbit
- Giant Ant Lions
- Dimensional Shifter
- Deer/Moose Humanoids
- Bug People (uses pheromones to seduce humanoids)
- Elemental Breathing Pack Dogs
- Gem Elementals
- Harbinger Monster
- Leshen/Tiny Forest Savages
- Huge Dire Wolves
- Threstals (Skeletal Pegasi)
- Corrupted Creature Template
- Squirrel King
- Puff Ball Swarm
- Huge Owls
- Swamp Zombies
- Evil Trees
- Stone Monkeys
- New Fey
I’ll be statting up these monsters over the course of the next week or so. So far, these are only CR 0 – 4 creatures. But I’ll probably add in another round of higher CR monsters, too.
Here is a monster request from Patron Gilyth:
People always fear getting lost in the forest, so how about a Will O’ Wisp type creature that causes people to get stuck inside the forest; so rather than leading people to their deaths it causes creatures inside the forest to get turned around and find themselves lost and always returning to the same spot where they met the creature (whether they know they met it or not)
Expanding on this idea, the creature could be some sort of lonely fey trapping people in the forest
Ooo, neat. A will-o’-wisp that’s just an a-hole fey. Haha! I think I can swing that. I have a good idea for how its mechanics can work, too.
Malvetoil (Blackleaf Will-o’-Wisp)
Tiny fey, chaotic evil
Armor Class 17
Hit Points 25 (10d4)
Speed 0 ft., fly 30 ft. (hover)
Abilities Str 1 (-5), Dex 25 (+7), Con 10 (+0), Int 12 (+1), Wis 16 (+3), Cha 17 (+3)
Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, paralyzed, poisoned, prone, unconscious
Senses darkvision 120 ft., passive Perception 13
Languages elvish, sylvan
Challenge 2 (450 XP)
Illumination. The malvetoil sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Magical Essence. A creature that touches the malvetoil or hits it with a melee attack while within 5 feet of it takes 5 (1d4 + 3) force damage. In addition, the creature must make a DC 13 Charisma saving throw. On a failed save, the creature’s Dexterity score is reduced by 1. If this trait reduces the creature’s Dexterity to 1, it dies and becomes a tree.
Song of the Trees. Each creature that starts its turn within 30 feet of the malvetoil and can hear it must make a DC 13 Wisdom saving throw. On a failed save, the creature contracts the Curse of the Lost. The cursed target automatically fails all Wisdom (Survival) checks made to navigate, track, and forage while within 1 mile of the malvetoil. In addition, the creature cannot recognize or read maps.
While a creature remains cursed, it becomes frustrated and distraught and can’t comfortably rest until it finds its way out. If a cursed creature attempts to take a short or long rest it must make a DC 13 Wisdom saving throw. On a failed save, the creature cannot rest and must continue traveling, even if it means taking a level of exhaustion. On a successful saving throw, the creature can rest as normal but has nightmares of being lost forever in the wilderness. If a cursed creature dies from taking too many levels of exhaustion, the wilderness absorbs it. 1d4 days later a tree grows in the spot where the creature died with its screaming face in the wood.
The curse lasts until removed by the remove curse spell or other magic, or if the creature moves more than 1 mile away from the malvetoil that cursed it.
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) force damage and the creature must make a DC 13 Charisma saving throw, and the target must make a DC 13 Charisma saving throw. On a failed save, the creature’s Dexterity score is reduced by 1. If this trait reduces the creature’s Dexterity to 1, it dies and becomes a tree.
Help us build a world!
This is just one of many monsters to be made this month that will be a part of Creaturepedia: Monsters of the Ninth Kingdom Vol 1.
If you would like to suggest a creature for the Creaturepedia, be sure to head over to my Patron page. It’s $3 to join and not only do you get to become a world-builder and help create Wandrossa, but you also get requests and the majority of the monthly PDFs that come through the site.
Art by Shutterstock.