Spore Thrall Template
Spore Thrall Template
More powerful spore thralls can be created by applying the Zombie Template (see Zombies in Monstrous Menagerie ) with the following changes.
Type. The spore thrall's type is plant. It does not require air, sustenance, or sleep.
Ability Scores. The spore thrall’s ability scores are reduced to the following, unless they’re already lower: Dex 6 (–2), Int 3 (–4), Wis 8 (–1), Cha 4 (–3).
Saving Throws. The spore thrall loses all saving throw proficiencies.
Speed. Any speed the creature has is reduced by 10, or to 30, whichever is lower.
Skills. The spore thrall loses all skill proficiencies.
Immunities. The spore thrall gains immunity to poison damage, fatigue, and the poisoned condition.
Senses. The spore thrall gains darkvision out to a distance of 60 feet.
Languages. The spore thrall understands the languages it knew in life but can’t speak or take any action requiring vocalization.
Traits. The spore thrall loses all traits, but gains Sporous Resilience
Actions and Abilities. The spore thrall loses all spellcasting abilities and any actions that create magical effects.
Actions. The base creature gains the spore thrall’s Spore Bite attack instead of the zombie’s Bite attack if it has the capacity to bite. The DC for Spore Bite is equal to the base creature’s proficiency bonus + its Strength modifier. It otherwise functions as listed in the Zombie Template .
Spore Thrall
Spore Thrall
Swarm of Sickle Bats
Swarm of Sickle Bats
Eltare’s Malaise
Eltare’s Malaise
Eltare’s malaise can be contracted by breathing in spores or being bitten by a spore thrall. An infected creature is lethargic, prone to oversleeping, and rapidly loses cognitive function. Many recover fully, but the unfortunate die, becoming spore thralls themselves.
A creatures is afflicted for a number of days equal to 1d10 – its Constitution modifier (minimum 1 day). While afflicted, it has disadvantage on initiative rolls, and if it falls asleep it remains unconscious until it takes damage or another creature uses an action to shake or slap it awake. Additionally, at the end of each long rest , its Intelligence decreases by 2 (1d4) as spores grow inside its brain. If the creature’s intelligence is ever reduced to 0, it dies. If a humanoid dies while suffering from this effect, it becomes a spore thrall in 1d4 hours. If a beast, dragon, giant, or monstrosity dies from this effect, it gains the spore thrall template (see spore thrall ). Spells like gentle repose prevent this reanimation.
Once the disease passes, at the end of each long rest a creature recovers 1d4 intelligence until back to their starting value.
Lesser restoration cures the disease and restores 1d4 Intelligence, with any remaining deficit returning as described above. Greater restoration ends the effect and immediately restores all lost Intelligence.
The Forest of Davek'Dran
The Forest of Davek'Dran
Deep in the Underland lies the Forest of Davek’dran: a vast cavern many miles across, filled with thousands of fungi in every color and shape imaginable. Scorers of ondari mushrooms, giant fungi with stalks like tree trunks and undersides that glow with a warm golden light, dominate the view. The sections not obscured by fungus or rockfall reveal perfect angles to its construction, suggesting deepdwarven architecture to those familiar with the craft. The gentle sound of water dripping can be heard echoing through the cavern, and the chittering of bats is a soft constant. An inviting, spongy moss covers the floor of the cavern; however, scattered amongst it are bones and scraps of metal armor, a clear signal this place is not as idyllic and peaceful as it first appears.
This article introduces exploration challenges, magic items, and monster variants that can be used together or individually in your games to add fiendish horror to any. Those who wish to see more of the horrors and wonders the Underland have to offer should consult the Dungeon Delver’s Guide, as well as “Underland Ranchers: The Cuberos” in Gate Pass Gazette #12.
- The Forest of Davek'dran || Soporific Spores (exploration challenge) | Unseen Gateways (exploration challenges | Eltare's Malaise (malady) | Paper Armor (magic item) | Valency's Essays (magic item) | Swarm of Sickle Bats (monster) | Spore Thrall (monster)
Marilith Exemplar
Marilith Exemplar
Gate Pass Gazette Issue #0
Gate Pass Gazette Issue #0
ISSUE #0 (JANUARY 2022)
- Artificer (class) | Bombardier archetype | Machinist archetype | Stitcher archetype
- Constructed (heritage)
- Lycanthrope Synergy Feats
- Jabberwock | Jabberwocky
Giant Hyena
Giant Hyena
Feats for Citified Heroes
Feats for Citified Heroes
From the most sprawling metropolises to brisk market towns, each urban settlement is a living thing. Every city has its own rhythm, a heartbeat that drives the thousands of lives, and with each rhythm comes unique peculiarities that adventurers need to deal with. Far from the remote, sometimes solitary life of the wilds, in the cities there are countless lives that can get in the way, both socially and physically, including the local watch trying to keep the peace—whatever that means for the city in question. Cities are also sources of intrigue, with well-hidden intentions and even more well-hidden knives. It takes a special kind of adventurer to navigate these complications, threats, and opportunities, and the following feats are meant for just such characters.
As always, players should make sure to consult the Narrator before deciding on a feat, as being skilled at crowds and influencing local politics will not be of much use in a campaign that focuses on exploring the wilderness.
Synergy Feats for Extraordinary Heroes
Synergy Feats for Extraordinary Heroes
Finding oneself is often a strange endeavor, and the places these journeys take a hero can reveal uncanny powers and astonishing truths. As always, check with your Narrator to make sure that these feats are appropriate for the story you’re all telling.