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Realm of the Haunted Forest

In the forgotten and abandoned forest filled with dark magic, creatures of the old
continue to thrive, as well as some other anomalies.

Armored Dawshet

Dawshets once roamed all over the material plane before


they were hunted down and sold for their prescious armored
hide. Now only a handful of these creatures exist in the most
exotic of places. These creatures are packed with defensive
traits such as the ability to heat up their mucus and exhale it
through their upper most horns, their extremely thick hides,
and their razor sharp scales protruding from their back.

Armored Dawshet
Medium beast, unaligned

Armor Class 14 (natural armor)


Hit Points 22 (4d8 + 4)
Speed 25 ft.

STR

DEX

CON

INT

WIS

CHA

14 (+2) 10 (+0) 12 (+1) 3 (-4) 7 (-2) 5 (-3)


Damage Resistances fire
Senses passive Perception 8
Languages Challenge 2 (450 XP)

Running a Dawshet
Dawshet are herbivores who tend to roam in packs
of 3. They are not aggressive, but they will attack if
provoked. Their primary concern is to get away
from their predators using their sideswipe, but if
cornered they will use their steam spray.

Charge. If the dawshet moves at least 15 feet


straight toward a target and then hits with a ram
attack on the same turn, the target takes an extra 3
(1d6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 12 Strength
saving throw or be knocked prone.

Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Sideswipe. The dawshet moves 25 feet in one
direction without provoking opportunity attacks.
Each creature within 5 feet that the dawshet passes
must succeed on a DC 10 Dexterity saving throw or
take 5 (2d4) slashing damage.
Steam Spray (Recharge 5-6). The dawshet blasts
scalding steam from its horns in a 10-foot cone.
Each creature in that area must make a DC 12
Constitution saving throw, taking 14 (4d6) fire
damage on a failed save, or half as much damage on
a successful one. Being underwater doesn't grant
resistance against this damage.

Artist: Brent Hollowell


http://brenthollowellart.blogspot.com/2013_12_01_archive.html
1

Haunted Forest | /r/alvxadkins

At will: detect thoughts, levitate

Blink Walker

1/day each: crown of madness, phantasmal force

Large aberration, chaotic evil

Actions

Armor Class 15 (natural armor)


Hit Points 130 (20d10 + 20)
Speed 30 ft.

STR

DEX

CON

Multiattack. The blink walker makes two unarmed


strikes.
INT

WIS

CHA

13 (+1) 18 (+4) 12 (+1) 17 (+3) 19 (+4) 17 (+3)


Saving Throws Int +6, Wis +7
Skills Insight +7, Perception +7, Stealth +7
Damage Vulnerabilities psychic
Damage Immunities thunder
Condition Immunities blinded, charmed, deafened,
frightened
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 17
Languages all, telepathy 120 ft.
Challenge 6 (2,3000 XP)

Innate Spellcasting (Psionics). The blink walker's innate


spellcasting ability is Wisdom (spell save DC 15). It can
innately cast the following spells, requiring no
components:

Unnarmed Strike. Melee Weapon Attack: +7 to hit,


reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
damage plus 13 (3d8) psychic damage.
Teleport (Recharge 4-6). The blink walker magically
teleports, along with any equipment it is wearing or
carrying, up to 40 feet in an unoccupied space it can
see. Before or after teleporting, the blink walker can
make one unarmed strike.

Reactions
Ethereal Phaseshift. The blink walker attempts to quickly
phase between the Material Plane and the Ethereal
Plane. It adds 3 to its AC against one attack that would
hit it. If this bonus causes the attack to miss, the attack
phases directly through the blink walker without
dealing damage to it.

Watcher of the Forest

The blink walker is a lean creature standing at a towering 10


feet tall with curling horns jutting from it's head. As it stands
in one place watching you, you see it vibrate rapidly, almost
as if it's phasing in and out of existence. Though they are
blind, the blink walker usually follows its victims,
acknowledging from a distance. If the creature it is following
veers off the dirt path and into the forest, the blink walker
quickly strikes. They can sometimes be persuaded with
magic items or forbidden knowledge to point travelers to the
nearest safe place to sleep.

Artist: Bogdan Rezunenko


https://www.artstation.com/artist/pumpkinpie
Haunted Forest | /r/alvxadkins

Enchanted Cloak
Medium construct, unaligned
Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 45 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

6 (-2) 16 (+3) 15 (+2) 12 (+1) 3 (-4) 1 (-5)


Damage Vulnerabilities fire
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified,
poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 6
Languages Challenge 1 (200 XP)

Antimagic Susceptibility. The cloak is incapacitated


while in the area of an antimagic field. If targeted by
dispel magic, the cloak must succeed on a
Constitution saving throw against the caster's spell
save DC or fall unconscious for 1 minute.

Artist: Bogdan Rezunenko


https://www.artstation.com/artist/pumpkinpie

Enchanted Cloak

Left behind by mad wizards of an ancient civilization, these


cloaks continue to wander the forest, waiting for their
masters to return. They are gifted with false intelligence,
allowing them to cast powerful spells, but that is about as far
as their intelligence goes. Many times, they are mistaken for
food by predators and torn to shreds, only to be left by the
wayside until mended once again by another enchanted
cloak. As they hover over the fallen flora, they search for
sacrifices as their masters of old told them to do in the past.
Unlucky travelers might stumble into one of these violent
rituals and mistake the cloaks as a mass cult, only to realize
there is nothing under the hood, but the remnant of old magic
guiding it to do their bidding.

Haunted Forest | /r/alvxadkins

False Appearance. While the cloak remains


motionless, it is indistinguishable from a normal
cloak.
Innate Spellcasting The cloak is a 1st-level
spellcaster. Its spell-casting ability is Intelligence
(spell save DC 11, +3 to hit with spell attacks). It
can innately cast the following spells, requiring no
components:
Cantrips (at will): fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, magic missile,
shield

Actions
Smother. Melee Weapon Attack: +5 to hit, reach 5
ft., one Medium or smaller creature. Hit: The
creature is grappled (escape DC 6). Until this
grapple ends, the target is restrained, blinded, and
at risk of suffocating, and the cloak can't smother
another target. In addition, as the start of each of
the target's turns, the target takes 5 (2d6-2)
bludgeoning damage.

Fowl Soldier

Medium monstrosity, neutral evil


Armor Class 12
Hit Points 13 (3d8)
Speed 20 ft., fly 30 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0)


Skills Perception +3
Senses passive Perception 13
Languages Auran, Common
Challenge 1/2 (100 XP)

Dive Attack. If the fowl is flying and dives at least 20


feet straight toward a target and then hits it with a
melee weapon attack, the attack deals an extra 3
(1d6) damage to the target.

Actions
Halberd. Melee Weapon Attack: +3 to hit, reach 10
ft., one target. Hit: 5 (1d10 + 1) slashing damage.
Deafening Screech (Recharge 5-6). The foul emits a
horrific screech. Each creature within 15 feet of it
that can hear it and that isn't a fowl must succeed
on a DC 10 Constitution saving throw or take 3
(1d6) thunder damage, become deafened until the
start of the fowl's next turn, and have disadvantage
on its next attack.

Artist: David Gaillet

Fowl Commander
Medium monstrosity, neutral evil
Armor Class 14
Hit Points 58 (9d8 + 18)
Speed 20 ft., fly 50 ft.

Foulest Fowl

Standing tall with ruffled grey feathers and razor sharp


beaks, these soldiers bring horror to the battlefiend. Often
times, they are used as shock troops by their commander
because of their ease of maneuvering from position to
position. In the haunted forest, you'll hear these wretched
creature's wings fluttering as they fly from branch to branch,
finding prey to eat. When they catch a particularly "worthy"
creature, they usually bring the corpse to their nest kingdom
high above in the old oak trees, where they give it to their
commander for praise.
Artist: Maxim Verehin

STR

DEX

CON

INT

WIS

CHA

8 (-1) 18 (+4) 14 (+2) 18 (+4) 15 (+2) 17 (+3)


Senses passive Perception 12
Languages Auran, Common
Challenge 2 (450 XP)

Dive Attack. If the fowl is flying and dives at least 30


feet straight toward a target and then hits it with a
melee weapon attack, the attack deals an extra 3
(1d6) damage to the target.

Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Leadership (Recharges after a Short or Long Rest). For
1 minute, the fowl can utter a special command or
warning whenever a nonhostile creature that it can
see within 30 feet of it makes an attack roll or
saving throw. The creature can add a d4 to its roll
privided it can hear and understand the fowl. A
creature can benefit from only one Leadership die
at a time. This effect ends if the fowl is
incapacitated.

Haunted Forest | /r/alvxadkins

A Blessed Curse

Nightmare Elk
Large aberration, unaligned

Armor Class 12
Hit Points 26 (4d10 + 4)
Speed 0 ft., fly 60 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

16 (+3) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 6 (-2)


Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons that aren't
silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses passive Perception 10
Languages Challenge 2 (450 XP)

Charge. If the elk moves at least 20 feet straight


toward a target and then hits it with a ram attack on
the same turn, the target takes an extra 7 (2d6)
bludgeoning damage. If the target is a creature, it
must succeed on a DC 13 strength saving throw or
be knocked prone.
Death Burst. When the elk dies, it explodes into a
miniature supernova. Each creature within 10 feet
of it must make a DC 12 Dexterity saving throw,
taking 21 (6d6) radiant damage on a failed save, or
half as much damage on a successful one.
Innate Spellcasting (Psionics) The elk's innate
spellcasting ability is Wisdom. The elk can innately
cast the following spells, requiring no components:
2/day each: color spray, fog cloud, protection from
evil and good

Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 14 (4d6) force damage.
Frightful Presence. Each creature of the elk's choice
that is within 60 feet of the elk and aware of it
must succeed on a DC 8 Wisdom saving throw or
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
turns, 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 elk's
Frightful Presence for the next 24 hours.

Haunted Forest | /r/alvxadkins

Many folks have stories of the fabled nightmare elk, and few
are the same. One thing they do have in common, though, is
the superstitition that killing this creature brings years of bad
luck. Though many natives believe seeing this creature brings
an omen of death to the nearby settlements, others believe it
is a blessing and can protect you from the evils that might
lurk within the forest. They're rare, hard to place, and
beautiful beyond all imagination. A nightmare elk will surely
stay in your mind if you do happen to come across one.
Artist: Oana Birtea http://yuuza.deviantart.com/

Savage Hunter
Medium humanoid, neutral evil

Armor Class 16 (studded leather, shield)


Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

22 (+6) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 9 (-1)


Saving Throws Str +9, Dex +5, Con +6
Skills Intimidation +2
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
Challenge 5 (1,800 XP)

Brute. A melee weapon deals one extra die of its


damage when The Savage hits with it (included in
the attack).

Actions
Multiattack. The savage makes three melee attacks
or two ranged attacks.
Heavy Longbow. Ranged Weapon Attack: +5 to hit,
ranged 150/600 ft., one target. Hit: 11 (2d8 + 2)
piercing damage.
Shield Bash. Melee Weapon Attack: +9 to hit, reach
5ft., one target. Hit: 11 (2d4 + 6) bludgeoning
damage. Spiked Spear. Melee or Ranged Weapon
Attack: +9 to hit, reach 5ft. or range 20/60 ft., one
target. Hit: 15 (2d8 + 6) piercing damage.

Reactions
Ready Reflexes. If a creature moves within 5 feet of
the savage, it can make a melee attack.

Artist: Alexey Egorov

Savage Hunter

Naughty children hear old stories of the hunter tracking them


down if they don't do their chores or listen to their parents.
Some tales have origins as to where it came from or even
what it is, but nobody can be for sure. The most popular of
these tales is the hunter was once a beautiful wood elf who
made a pact with a demon, bestowing upon him great
strength beyond all measure, but at the price of causing him
to go mad. The hunter now roams the forest, slowly walking
down the trails, ready to meet unfortunate travelers that are
trying use a shortcut. The hunter takes pride in not backing
down, even to the most savage of beasts or skilled fighters.
Haunted Forest | /r/alvxadkins

Snailfolk

Tiny humanoid, neutral good


Armor Class 12 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 20ft., climb 10 ft.

STR

DEX

CON

INT

WIS

CHA

3 (-4) 12 (+1) 13 (+1) 6 (-2) 13 (+1) 7 (-2)


Skills Nature +0, Stealth +3
Senses darkvision 30 ft., passive Perception 11
Languages Snailfolk
Challenge 0 (10 XP)

Aversion to Salt. If the snailfolk's skin comes into


contact with salt, it takes 1d6 acid damage and has
disadvantage on attack rolls and ability checks until
the end of its next turn.
Pack Tactics. The snailfolk has advantage on an
attack roll against a creature if at least one of the
snailfolk's allies is within 5 feet of the creature and
the ally isn't incapacitated.
Spider Climb. The snailfolk can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.

Actions
Sharpened Twig. Melee or Ranged Weapon Attack:
+3 to hit, reach 5ft. or range 10/30 ft., one target.
Hit: 1 piercing damage.

Snailfolk

These humble creatures tend to stick to the damper parts of


the forest, gathering supplies to decorate their small huts.
Generally, they have small tribes where the priest is their
leader who guides them to safety in troubling times. They are
unable to speak vocally, but have developed a unique form of
sign language that involves moving and twisting their whole
body. It takes a bit of time to learn Snailu's gestures and even
more flexibility. If someone can earn a snailu priest's trust,
the tribe will help them survive in the horrid forest by either
showing them nearby berries, abandoned shelter, or safe
paths to the nearest civilization.

Artist: Luke Mancini

Snailfolk Priest
Tiny humanoid, neutral good

Armor Class 12 (natural armor)


Hit Points 14 (4d4 + 4)
Speed 20 ft., climb 10 ft.

STR

DEX

CON

INT

WIS

CHA

3 (-4) 12 (+1) 13 (+1) 6 (-2) 15 (+2) 10 (+0)


Skills Nature +2, Perception +4, Religion +2,
Survival +4
Senses passive Perception 14
Languages Snailfolk
Challenge 1/4 (50 XP)

Aversion to Salt. If the snailfolk's skin comes into


contact with salt, it takes 1d6 acid damage and has
disadvantage on attack rolls and ability checks until
the end of its next turn.
Pack Tactics. The snailfolk has advantage on an
attack roll against a creature if at least one of the
snailfolk's allies is within 5 feet of the creature and
the ally isn't incapacitated.
Spellcasting. The snailfolk is a 1st-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 12,
+4 to hit with spell attacks). It has the following
druid spells prepared:
Cantrips (at will): guidance, poison spray
1st level (2 slots): healing word

Spider Climb. The snailfolk can climb difficult


surfaces, including upside down on ceilings,
without needing to make an ability check.

Actions
Twig Staff. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit: 1 bludgeoning damage.

Haunted Forest | /r/alvxadkins

2nd level (3 slots): barkskin, gust of wind, hold person,


pass without trace

Tree Strider
Medium fey, neutral evil

3rd level (3 slots): dispel magic, plant growth, speak


with plants

Armor Class 13 (16 with barkskin)


Hit Points 153 (18d8 + 72)
Speed 30 ft.

4th level (3 slots): blight, conjure woodland beings,


freedom of movement, hallucinatory terrain
5th level (2 slots): commune with nature, scrying

STR

DEX

CON

INT

WIS

CHA

8 (-1) 16 (+3) 18 (+4) 20 (+5) 23 (+6) 12 (+1)


Saving Throws Dex +7, Wis +10
Skills Nature +9, Perception +10
Senses truesight 60 ft., passive Perception 20
Languages all, telepathy 60 ft.
Challenge 8 (3,900 XP)

Spellcasting. The strider is a 16th level spellcaster. Its


spellcasting ability is Wisdom (Spell save DC 18, +10
to hit with spell attacks). It has the following druid
spells prepared:
Cantrips (at will): control flames, gust, poison spray,
thorn whip
1st level (4 slots): create or destroy water, detect
magic, entangle, goodberry

6th level (1 slot): sunbeam, wall of thorns, wind walk


7th level (1 slot): fire storm
8th level (1 slot): antipathy/sympathy

Actions
Life Drain. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 42 (8d8 + 6) necrotic damage and the
target must succeed on a DC 18 Constitution saving
throw or have its hit point maximum reduced by an
amount equal to the damage taken. This reduction lasts
until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
Tree Stride (Recharge 5-6). The strider casts tree stride
at 5th level without using a spell slot. Before or after
casting, the strider can make one life drain attack.

Tree Strider

Tree striders are dark fey that prefer flora over fauna. They
believe all creatures are unfit for this plane of existence,
having studied them thoroughly, and wish to transfer the
creature's life force into the plants around them. When
adventurers see a sudden increase in healthy looking plants
all around them, they should be wary because these creatures
will stop at nothing to restore the flora back to full health.

Artist: Peter Mohrbacher


Haunted Forest | /r/alvxadkins

Homebrewing Credits:
homebrewery.natural.crit.com (editing)
GIMP (photo editing)
/r/Alvxadkins (homebrewer)
/r/Phylea (edits)
/r/Masiaoh (edits)
reddit.com/r/unearthedarcana (community
feedback)

Art Credits:
Brent Hollowell (artist p.1)
Boddan Rezunenko (artist p.2 & 3)
David Gaillet (artist p.4)
Maxim Verehin (artist p.4)
Oana Birtea (artist p.5)
Alexey Egorov (artist p.6)
Luke Mancini (artist p.7)
Peter Mohrbacher (artist p.9)

Haunted Forest | /r/alvxadkins

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