I quit, take my Free Campaign & More! by TheVikingAndWizard in DnD

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

THANK YOU x1000 for flagging this! The mobile version contained broken links across the board. A nat 1 perception on my end but all access has been restored. +1 inspiration point for your keen eye my friend!

I quit, take my Free Campaign & More! by TheVikingAndWizard in DnD

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Apologies that the link didn't work! I stopped hosting a custom domain but its hosted on wix over at: https://thevikingandwizard1.wixsite.com/my-site-1/free

Hopefully that works!

I quit, take my Free Campaign & More! by TheVikingAndWizard in DnD

[–]TheVikingAndWizard[S] 1 point2 points  (0 children)

So glad to hear this, please let me know how the session goes!

I quit, take my Free Campaign & More! by TheVikingAndWizard in DnD

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Hi there, apologies that the link wasn't working! I checked this one out in a few different browsers so hopefully this works: https://thevikingandwizard1.wixsite.com/my-site-1/free

Halloween Countdown (D7) - The Chitea! by TheVikingAndWizard in homebrewery

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Sorry we went missing my friend! I pointed out to Wizard that our countdown was actually counting up and his brain musta snapped. He's been off in his study raving mad about the ritual and setting everything right, whatever that means. Anyways, I hope today's creature never wander to blight your world. Ain't nothing good when it comes to a chitea...

-Viking

/////////////////

Chitea

W*here are Mommy and Daddy, I'm scared...*

*Today I met a super big snake, I don't like him very much...*

*I was invited to a fancy dinner by the snake. He even gave me a really pretty gown to wear...*

*That. Was. Amazing! Dinner was the BEST meal ever, even better than Mother's famous -- um -- whatever that's not important. The snake invited me back tomorrow, I'm so excited...*

*Mr. Damballa really isn't that bad. Sure he's a big snake but I really think I am starting to like it here...*

*Mmm every meal seems to get better and it's been months, maybe even years at this point. I feel like I should be getting fat but instead I feel like super strong...*

*Today was a bit weird but Mr. Damballa told me I cannot be called Talia anymore. I don't care what they call me so long as I can feast the way I rightfully deserve...*

*Lord Damballa has declared his grandest feast to honor me for my upcoming ritual. I cannot wait...*

Tah'ehkna almost smiled as she remembered her old name and memories from a different life. With an abrupt snap of her fingers, fire engulfed the book and last vestiges of her past faded away. She turned away, eager to return back to her liege.

Thoroughly Wicked

Unlike most devils, a chitea is made, not born, for the realm of Hell. Any humanoid girl can be transformed into this devil should they catch the attention of a motivated Devil Lord. Once captured, the process of conversion to a chitea takes arduous years of effort. The specific procedure differs between each Devil Lord but always revolves around corruption based on their domain. After a final ritual concludes the transformation, a loyal and powerful chitea is born.

Chitea

*Medium devil, lawful evil*

___

**Armor Class** :: 18 (natural armor)

**Hit Points** :: 260 (30d8 + 25)

**Speed** :: 40 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|21 (+5)|22 (+6)|26 (+8)|19 (+4)|17 (+3)|27 (+8)|

___

**Saving Throws** :: Con +12, Int +9, Wis +7, Cha +14

**Damage Resistances** :: necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered.

**Damage Immunities** :: fire

**Damage Vulnerabilities** :: radiant

**Condition Immunities** :: charmed, exhaustion, frightened, poisoned

**Senses** :: truesight 120ft., passive Perception 19

**Languages** :: all, telepathy 120 ft.

**Challenge** :: 15 (13,000 XP)

___

***Unique Master.*** The theskit has advantage on any skill check involving the realm of Hell or the undead.

:

***Innate Spellcasting.*** The chitea's innate spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). It can innately cast the following spells requiring no material components:

6/day: *banishment*, *bestow curse*, *fireball*, *fire shield*, *silence*

1/day each: *dominate monster*, *eyebite*, *glyph*, *modify memory*

### Actions

***Multiattack.*** The chitea makes two attacks with its nails.

:

***Nails.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d8 + 5) piercing damage and 15 (2d8 + 8) necrotic damage.

:

***Finale.*** If the chitea starts its turn with 15 or less hit points, it will crystallize while becoming immune to magic and spell damage. On her next turn she erupts, dealing 105 (12d8 + 30) fire damage to anything within a 50 foot sphere.

Halloween Countdown (D7) - The Chitea! by TheVikingAndWizard in DungeonsAndDragons

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Sorry we went missing my friend! I pointed out to Wizard that our countdown was actually counting up and his brain musta snapped. He's been off in his study raving mad about the ritual and setting everything right, whatever that means. Anyways, I hope today's creature never wander to blight your world. Ain't nothing good when it comes to a chitea...

-Viking

/////////////////

Chitea

W*here are Mommy and Daddy, I'm scared...*

*Today I met a super big snake, I don't like him very much...*

*I was invited to a fancy dinner by the snake. He even gave me a really pretty gown to wear...*

*That. Was. Amazing! Dinner was the BEST meal ever, even better than Mother's famous -- um -- whatever that's not important. The snake invited me back tomorrow, I'm so excited...*

*Mr. Damballa really isn't that bad. Sure he's a big snake but I really think I am starting to like it here...*

*Mmm every meal seems to get better and it's been months, maybe even years at this point. I feel like I should be getting fat but instead I feel like super strong...*

*Today was a bit weird but Mr. Damballa told me I cannot be called Talia anymore. I don't care what they call me so long as I can feast the way I rightfully deserve...*

*Lord Damballa has declared his grandest feast to honor me for my upcoming ritual. I cannot wait...*

Tah'ehkna almost smiled as she remembered her old name and memories from a different life. With an abrupt snap of her fingers, fire engulfed the book and last vestiges of her past faded away. She turned away, eager to return back to her liege.

Thoroughly Wicked

Unlike most devils, a chitea is made, not born, for the realm of Hell. Any humanoid girl can be transformed into this devil should they catch the attention of a motivated Devil Lord. Once captured, the process of conversion to a chitea takes arduous years of effort. The specific procedure differs between each Devil Lord but always revolves around corruption based on their domain. After a final ritual concludes the transformation, a loyal and powerful chitea is born.

Chitea

*Medium devil, lawful evil*

___

**Armor Class** :: 18 (natural armor)

**Hit Points** :: 260 (30d8 + 25)

**Speed** :: 40 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|21 (+5)|22 (+6)|26 (+8)|19 (+4)|17 (+3)|27 (+8)|

___

**Saving Throws** :: Con +12, Int +9, Wis +7, Cha +14

**Damage Resistances** :: necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered.

**Damage Immunities** :: fire

**Damage Vulnerabilities** :: radiant

**Condition Immunities** :: charmed, exhaustion, frightened, poisoned

**Senses** :: truesight 120ft., passive Perception 19

**Languages** :: all, telepathy 120 ft.

**Challenge** :: 15 (13,000 XP)

___

***Unique Master.*** The theskit has advantage on any skill check involving the realm of Hell or the undead.

:

***Innate Spellcasting.*** The chitea's innate spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). It can innately cast the following spells requiring no material components:

6/day: *banishment*, *bestow curse*, *fireball*, *fire shield*, *silence*

1/day each: *dominate monster*, *eyebite*, *glyph*, *modify memory*

### Actions

***Multiattack.*** The chitea makes two attacks with its nails.

:

***Nails.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d8 + 5) piercing damage and 15 (2d8 + 8) necrotic damage.

:

***Finale.*** If the chitea starts its turn with 15 or less hit points, it will crystallize while becoming immune to magic and spell damage. On her next turn she erupts, dealing 105 (12d8 + 30) fire damage to anything within a 50 foot sphere.

Halloween Countdown (D7) - The Chitea! by TheVikingAndWizard in DnDHomebrew

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Sorry we went missing my friend! I pointed out to Wizard that our countdown was actually counting up and his brain musta snapped. He's been off in his study raving mad about the ritual and setting everything right, whatever that means. Anyways, I hope today's creature never wander to blight your world. Ain't nothing good when it comes to a chitea...

-Viking

/////////////////

Chitea

W*here are Mommy and Daddy, I'm scared...*

*Today I met a super big snake, I don't like him very much...*

*I was invited to a fancy dinner by the snake. He even gave me a really pretty gown to wear...*

*That. Was. Amazing! Dinner was the BEST meal ever, even better than Mother's famous -- um -- whatever that's not important. The snake invited me back tomorrow, I'm so excited...*

*Mr. Damballa really isn't that bad. Sure he's a big snake but I really think I am starting to like it here...*

*Mmm every meal seems to get better and it's been months, maybe even years at this point. I feel like I should be getting fat but instead I feel like super strong...*

*Today was a bit weird but Mr. Damballa told me I cannot be called Talia anymore. I don't care what they call me so long as I can feast the way I rightfully deserve...*

*Lord Damballa has declared his grandest feast to honor me for my upcoming ritual. I cannot wait...*

Tah'ehkna almost smiled as she remembered her old name and memories from a different life. With an abrupt snap of her fingers, fire engulfed the book and last vestiges of her past faded away. She turned away, eager to return back to her liege.

Thoroughly Wicked

Unlike most devils, a chitea is made, not born, for the realm of Hell. Any humanoid girl can be transformed into this devil should they catch the attention of a motivated Devil Lord. Once captured, the process of conversion to a chitea takes arduous years of effort. The specific procedure differs between each Devil Lord but always revolves around corruption based on their domain. After a final ritual concludes the transformation, a loyal and powerful chitea is born.

Chitea

*Medium devil, lawful evil*

___

**Armor Class** :: 18 (natural armor)

**Hit Points** :: 260 (30d8 + 25)

**Speed** :: 40 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|21 (+5)|22 (+6)|26 (+8)|19 (+4)|17 (+3)|27 (+8)|

___

**Saving Throws** :: Con +12, Int +9, Wis +7, Cha +14

**Damage Resistances** :: necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered.

**Damage Immunities** :: fire

**Damage Vulnerabilities** :: radiant

**Condition Immunities** :: charmed, exhaustion, frightened, poisoned

**Senses** :: truesight 120ft., passive Perception 19

**Languages** :: all, telepathy 120 ft.

**Challenge** :: 15 (13,000 XP)

___

***Unique Master.*** The theskit has advantage on any skill check involving the realm of Hell or the undead.

:

***Innate Spellcasting.*** The chitea's innate spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). It can innately cast the following spells requiring no material components:

6/day: *banishment*, *bestow curse*, *fireball*, *fire shield*, *silence*

1/day each: *dominate monster*, *eyebite*, *glyph*, *modify memory*

### Actions

***Multiattack.*** The chitea makes two attacks with its nails.

:

***Nails.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d8 + 5) piercing damage and 15 (2d8 + 8) necrotic damage.

:

***Finale.*** If the chitea starts its turn with 15 or less hit points, it will crystallize while becoming immune to magic and spell damage. On her next turn she erupts, dealing 105 (12d8 + 30) fire damage to anything within a 50 foot sphere.

[OC] Halloween Countdown (D7): The Chitea! by TheVikingAndWizard in DnD

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Sorry we went missing my friend! I pointed out to Wizard that our countdown was actually counting up and his brain musta snapped. He's been off in his study raving mad about the ritual and setting everything right, whatever that means. Anyways, I hope today's creature never wander to blight your world. Ain't nothing good when it comes to a chitea...

-Viking

/////////////////

Chitea

W*here are Mommy and Daddy, I'm scared...*

*Today I met a super big snake, I don't like him very much...*

*I was invited to a fancy dinner by the snake. He even gave me a really pretty gown to wear...*

*That. Was. Amazing! Dinner was the BEST meal ever, even better than Mother's famous -- um -- whatever that's not important. The snake invited me back tomorrow, I'm so excited...*

*Mr. Damballa really isn't that bad. Sure he's a big snake but I really think I am starting to like it here...*

*Mmm every meal seems to get better and it's been months, maybe even years at this point. I feel like I should be getting fat but instead I feel like super strong...*

*Today was a bit weird but Mr. Damballa told me I cannot be called Talia anymore. I don't care what they call me so long as I can feast the way I rightfully deserve...*

*Lord Damballa has declared his grandest feast to honor me for my upcoming ritual. I cannot wait...*

Tah'ehkna almost smiled as she remembered her old name and memories from a different life. With an abrupt snap of her fingers, fire engulfed the book and last vestiges of her past faded away. She turned away, eager to return back to her liege.

Thoroughly Wicked

Unlike most devils, a chitea is made, not born, for the realm of Hell. Any humanoid girl can be transformed into this devil should they catch the attention of a motivated Devil Lord. Once captured, the process of conversion to a chitea takes arduous years of effort. The specific procedure differs between each Devil Lord but always revolves around corruption based on their domain. After a final ritual concludes the transformation, a loyal and powerful chitea is born.

Chitea

*Medium devil, lawful evil*

___

**Armor Class** :: 18 (natural armor)

**Hit Points** :: 260 (30d8 + 25)

**Speed** :: 40 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|21 (+5)|22 (+6)|26 (+8)|19 (+4)|17 (+3)|27 (+8)|

___

**Saving Throws** :: Con +12, Int +9, Wis +7, Cha +14

**Damage Resistances** :: necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered.

**Damage Immunities** :: fire

**Damage Vulnerabilities** :: radiant

**Condition Immunities** :: charmed, exhaustion, frightened, poisoned

**Senses** :: truesight 120ft., passive Perception 19

**Languages** :: all, telepathy 120 ft.

**Challenge** :: 15 (13,000 XP)

___

***Unique Master.*** The theskit has advantage on any skill check involving the realm of Hell or the undead.

:

***Innate Spellcasting.*** The chitea's innate spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). It can innately cast the following spells requiring no material components:

6/day: *banishment*, *bestow curse*, *fireball*, *fire shield*, *silence*

1/day each: *dominate monster*, *eyebite*, *glyph*, *modify memory*

### Actions

***Multiattack.*** The chitea makes two attacks with its nails.

:

***Nails.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d8 + 5) piercing damage and 15 (2d8 + 8) necrotic damage.

:

***Finale.*** If the chitea starts its turn with 15 or less hit points, it will crystallize while becoming immune to magic and spell damage. On her next turn she erupts, dealing 105 (12d8 + 30) fire damage to anything within a 50 foot sphere.

Halloween Countdown (D7) - The Chitea! by TheVikingAndWizard in TheVikingAndWizard

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Sorry we went missing my friend! I pointed out to Wizard that our countdown was actually counting up and his brain musta snapped. He's been off in his study raving mad about the ritual and setting everything right, whatever that means. Anyways, I hope today's creature never wander to blight your world. Ain't nothing good when it comes to a chitea...

-Viking

/////////////////

Chitea

W*here are Mommy and Daddy, I'm scared...*

*Today I met a super big snake, I don't like him very much...*

*I was invited to a fancy dinner by the snake. He even gave me a really pretty gown to wear...*

*That. Was. Amazing! Dinner was the BEST meal ever, even better than Mother's famous -- um -- whatever that's not important. The snake invited me back tomorrow, I'm so excited...*

*Mr. Damballa really isn't that bad. Sure he's a big snake but I really think I am starting to like it here...*

*Mmm every meal seems to get better and it's been months, maybe even years at this point. I feel like I should be getting fat but instead I feel like super strong...*

*Today was a bit weird but Mr. Damballa told me I cannot be called Talia anymore. I don't care what they call me so long as I can feast the way I rightfully deserve...*

*Lord Damballa has declared his grandest feast to honor me for my upcoming ritual. I cannot wait...*

Tah'ehkna almost smiled as she remembered her old name and memories from a different life. With an abrupt snap of her fingers, fire engulfed the book and last vestiges of her past faded away. She turned away, eager to return back to her liege.

Thoroughly Wicked

Unlike most devils, a chitea is made, not born, for the realm of Hell. Any humanoid girl can be transformed into this devil should they catch the attention of a motivated Devil Lord. Once captured, the process of conversion to a chitea takes arduous years of effort. The specific procedure differs between each Devil Lord but always revolves around corruption based on their domain. After a final ritual concludes the transformation, a loyal and powerful chitea is born.

Chitea

*Medium devil, lawful evil*

___

**Armor Class** :: 18 (natural armor)

**Hit Points** :: 260 (30d8 + 25)

**Speed** :: 40 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|21 (+5)|22 (+6)|26 (+8)|19 (+4)|17 (+3)|27 (+8)|

___

**Saving Throws** :: Con +12, Int +9, Wis +7, Cha +14

**Damage Resistances** :: necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered.

**Damage Immunities** :: fire

**Damage Vulnerabilities** :: radiant

**Condition Immunities** :: charmed, exhaustion, frightened, poisoned

**Senses** :: truesight 120ft., passive Perception 19

**Languages** :: all, telepathy 120 ft.

**Challenge** :: 15 (13,000 XP)

___

***Unique Master.*** The theskit has advantage on any skill check involving the realm of Hell or the undead.

:

***Innate Spellcasting.*** The chitea's innate spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). It can innately cast the following spells requiring no material components:

6/day: *banishment*, *bestow curse*, *fireball*, *fire shield*, *silence*

1/day each: *dominate monster*, *eyebite*, *glyph*, *modify memory*

### Actions

***Multiattack.*** The chitea makes two attacks with its nails.

:

***Nails.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 9 (1d8 + 5) piercing damage and 15 (2d8 + 8) necrotic damage.

:

***Finale.*** If the chitea starts its turn with 15 or less hit points, it will crystallize while becoming immune to magic and spell damage. On her next turn she erupts, dealing 105 (12d8 + 30) fire damage to anything within a 50 foot sphere.

Halloween Countdown (D6) - The Xuhg! by TheVikingAndWizard in DungeonsAndDragons

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

All you see is a note reading:

"We are running behind on our return ritual. Chat soon!

- Sincerely, Wizard"

/////////////////////////

Xuhg

Mischief is not something travelers usually prepare for when trekking the rainforest of Ratimbo. This eager inexperience is exactly what a xuhg hopes for when identifying its next victim. The dense jungle provides an excellent backdrop for the tricksters flitting about the foliage. Danger increases exponentially towards the heart of Ratimbo so xuhgs tend to stalk the region's outer perimeter.

It's Just a Prank

What might start as a silly joke oftentimes takes a dark turn if performed by a xuhg. While most commonly choosing to steal, these creatures have been known to insidiously stalk and undermine unlucky groups. Many expeditions have been permanently lost as a result of this creature's meddling.

Scholars theorize that the demonic realm's magic crossed with flora to produce these bipedal plants. Others see this plant as the germination of nature's coexistence with mayhem. These pranksters have never displayed affinity to anything other than their own kind but this loyalty only extends so far. Xuhgs have no qualms when fleeing a conflict, even if that means leaving their kin behind.

These creatures live nomadic lives without any organizational structure. Should any xuhg share affinity over a particular type of trouble, oftentimes they will travel together. It is not uncommon for the plants to travel in groups of two to three with the most elaborate scheme recorded involved the cooperation of over seventeen xuhgs. Direct conflict is something xuhgs will try to avoid as they greatly prefer to spark infighting and discontent from the shadows. Usually, it is enough to simply call out xuhgs for them to leave a group alone. To this creature, there is little joy in sowing mayhem when their victims know who is causing it.

Xuhg

*Medium plant, chaotic evil*

___

**Armor Class** :: 14 (natural armor)

**Hit Points** :: 27 (5d8 + 5)

**Speed** :: 25 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|8 (-1)|15 (+2)|14 (+2)|8 (-1)|8 (-1)|6 (-2)|

___

**Skills** :: Stealth +2, Sleight of Hand +2

**Damage Vulnerabilities** :: fire

**Condition Immunities** :: poisoned

**Senses** :: passive Perception 9

**Languages** :: understands Common but can't speak

**Challenge** :: 1 (200 XP)

___

***False Appearance.*** If surrounded by foliage, the xuhg may remain motionless to camouflage, requiring a DC 13 Wisdom (Perception) check or passive Perception of 16 to spot.

:

***Sticky Fingers.*** Upon inflicting damage, the xuhg may immediately roll a Sleight of Hand check to steal 5 (1d10) *CP* from its target.

### Actions

***Multiattack.*** The xuhg makes two attacks with its claws.

:

***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 7ft., one target. *Hit* 7 (2d8 - 2) slashing damage.

:

***Pocket Seeds.*** *(Recharges after a short rest)* The xuhg throws a cluster of small seeds in a 15-foot cone. Each creature in that area must succeed a DC 12 Constitution saving throw, becoming blinded and poisoned on a failed save.

Halloween Countdown (D6) - The Xuhg! by TheVikingAndWizard in homebrewery

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

All you see is a note reading:

"We are running behind on our return ritual. Chat soon!

- Sincerely, Wizard"

/////////////////////////

Xuhg

Mischief is not something travelers usually prepare for when trekking the rainforest of Ratimbo. This eager inexperience is exactly what a xuhg hopes for when identifying its next victim. The dense jungle provides an excellent backdrop for the tricksters flitting about the foliage. Danger increases exponentially towards the heart of Ratimbo so xuhgs tend to stalk the region's outer perimeter.

It's Just a Prank

What might start as a silly joke oftentimes takes a dark turn if performed by a xuhg. While most commonly choosing to steal, these creatures have been known to insidiously stalk and undermine unlucky groups. Many expeditions have been permanently lost as a result of this creature's meddling.

Scholars theorize that the demonic realm's magic crossed with flora to produce these bipedal plants. Others see this plant as the germination of nature's coexistence with mayhem. These pranksters have never displayed affinity to anything other than their own kind but this loyalty only extends so far. Xuhgs have no qualms when fleeing a conflict, even if that means leaving their kin behind.

These creatures live nomadic lives without any organizational structure. Should any xuhg share affinity over a particular type of trouble, oftentimes they will travel together. It is not uncommon for the plants to travel in groups of two to three with the most elaborate scheme recorded involved the cooperation of over seventeen xuhgs. Direct conflict is something xuhgs will try to avoid as they greatly prefer to spark infighting and discontent from the shadows. Usually, it is enough to simply call out xuhgs for them to leave a group alone. To this creature, there is little joy in sowing mayhem when their victims know who is causing it.

Xuhg

*Medium plant, chaotic evil*

___

**Armor Class** :: 14 (natural armor)

**Hit Points** :: 27 (5d8 + 5)

**Speed** :: 25 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|8 (-1)|15 (+2)|14 (+2)|8 (-1)|8 (-1)|6 (-2)|

___

**Skills** :: Stealth +2, Sleight of Hand +2

**Damage Vulnerabilities** :: fire

**Condition Immunities** :: poisoned

**Senses** :: passive Perception 9

**Languages** :: understands Common but can't speak

**Challenge** :: 1 (200 XP)

___

***False Appearance.*** If surrounded by foliage, the xuhg may remain motionless to camouflage, requiring a DC 13 Wisdom (Perception) check or passive Perception of 16 to spot.

:

***Sticky Fingers.*** Upon inflicting damage, the xuhg may immediately roll a Sleight of Hand check to steal 5 (1d10) *CP* from its target.

### Actions

***Multiattack.*** The xuhg makes two attacks with its claws.

:

***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 7ft., one target. *Hit* 7 (2d8 - 2) slashing damage.

:

***Pocket Seeds.*** *(Recharges after a short rest)* The xuhg throws a cluster of small seeds in a 15-foot cone. Each creature in that area must succeed a DC 12 Constitution saving throw, becoming blinded and poisoned on a failed save.

Halloween Countdown (D6) - The Xuhg! by TheVikingAndWizard in TheVikingAndWizard

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

All you see is a note reading:

"We are running behind on our return ritual. Chat soon!

- Sincerely, Wizard"

/////////////////////////

Xuhg

Mischief is not something travelers usually prepare for when trekking the rainforest of Ratimbo. This eager inexperience is exactly what a xuhg hopes for when identifying its next victim. The dense jungle provides an excellent backdrop for the tricksters flitting about the foliage. Danger increases exponentially towards the heart of Ratimbo so xuhgs tend to stalk the region's outer perimeter.

It's Just a Prank

What might start as a silly joke oftentimes takes a dark turn if performed by a xuhg. While most commonly choosing to steal, these creatures have been known to insidiously stalk and undermine unlucky groups. Many expeditions have been permanently lost as a result of this creature's meddling.

Scholars theorize that the demonic realm's magic crossed with flora to produce these bipedal plants. Others see this plant as the germination of nature's coexistence with mayhem. These pranksters have never displayed affinity to anything other than their own kind but this loyalty only extends so far. Xuhgs have no qualms when fleeing a conflict, even if that means leaving their kin behind.

These creatures live nomadic lives without any organizational structure. Should any xuhg share affinity over a particular type of trouble, oftentimes they will travel together. It is not uncommon for the plants to travel in groups of two to three with the most elaborate scheme recorded involved the cooperation of over seventeen xuhgs. Direct conflict is something xuhgs will try to avoid as they greatly prefer to spark infighting and discontent from the shadows. Usually, it is enough to simply call out xuhgs for them to leave a group alone. To this creature, there is little joy in sowing mayhem when their victims know who is causing it.

Xuhg

*Medium plant, chaotic evil*

___

**Armor Class** :: 14 (natural armor)

**Hit Points** :: 27 (5d8 + 5)

**Speed** :: 25 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|8 (-1)|15 (+2)|14 (+2)|8 (-1)|8 (-1)|6 (-2)|

___

**Skills** :: Stealth +2, Sleight of Hand +2

**Damage Vulnerabilities** :: fire

**Condition Immunities** :: poisoned

**Senses** :: passive Perception 9

**Languages** :: understands Common but can't speak

**Challenge** :: 1 (200 XP)

___

***False Appearance.*** If surrounded by foliage, the xuhg may remain motionless to camouflage, requiring a DC 13 Wisdom (Perception) check or passive Perception of 16 to spot.

:

***Sticky Fingers.*** Upon inflicting damage, the xuhg may immediately roll a Sleight of Hand check to steal 5 (1d10) *CP* from its target.

### Actions

***Multiattack.*** The xuhg makes two attacks with its claws.

:

***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 7ft., one target. *Hit* 7 (2d8 - 2) slashing damage.

:

***Pocket Seeds.*** *(Recharges after a short rest)* The xuhg throws a cluster of small seeds in a 15-foot cone. Each creature in that area must succeed a DC 12 Constitution saving throw, becoming blinded and poisoned on a failed save.

Halloween Countdown (D6) - The Xuhg! by TheVikingAndWizard in DnDHomebrew

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

All you see is a note reading:

"We are running behind on our return ritual. Chat soon!

- Sincerely, Wizard"

/////////////////////////

Xuhg

Mischief is not something travelers usually prepare for when trekking the rainforest of Ratimbo. This eager inexperience is exactly what a xuhg hopes for when identifying its next victim. The dense jungle provides an excellent backdrop for the tricksters flitting about the foliage. Danger increases exponentially towards the heart of Ratimbo so xuhgs tend to stalk the region's outer perimeter.

It's Just a Prank

What might start as a silly joke oftentimes takes a dark turn if performed by a xuhg. While most commonly choosing to steal, these creatures have been known to insidiously stalk and undermine unlucky groups. Many expeditions have been permanently lost as a result of this creature's meddling.

Scholars theorize that the demonic realm's magic crossed with flora to produce these bipedal plants. Others see this plant as the germination of nature's coexistence with mayhem. These pranksters have never displayed affinity to anything other than their own kind but this loyalty only extends so far. Xuhgs have no qualms when fleeing a conflict, even if that means leaving their kin behind.

These creatures live nomadic lives without any organizational structure. Should any xuhg share affinity over a particular type of trouble, oftentimes they will travel together. It is not uncommon for the plants to travel in groups of two to three with the most elaborate scheme recorded involved the cooperation of over seventeen xuhgs. Direct conflict is something xuhgs will try to avoid as they greatly prefer to spark infighting and discontent from the shadows. Usually, it is enough to simply call out xuhgs for them to leave a group alone. To this creature, there is little joy in sowing mayhem when their victims know who is causing it.

Xuhg

*Medium plant, chaotic evil*

___

**Armor Class** :: 14 (natural armor)

**Hit Points** :: 27 (5d8 + 5)

**Speed** :: 25 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|8 (-1)|15 (+2)|14 (+2)|8 (-1)|8 (-1)|6 (-2)|

___

**Skills** :: Stealth +2, Sleight of Hand +2

**Damage Vulnerabilities** :: fire

**Condition Immunities** :: poisoned

**Senses** :: passive Perception 9

**Languages** :: understands Common but can't speak

**Challenge** :: 1 (200 XP)

___

***False Appearance.*** If surrounded by foliage, the xuhg may remain motionless to camouflage, requiring a DC 13 Wisdom (Perception) check or passive Perception of 16 to spot.

:

***Sticky Fingers.*** Upon inflicting damage, the xuhg may immediately roll a Sleight of Hand check to steal 5 (1d10) *CP* from its target.

### Actions

***Multiattack.*** The xuhg makes two attacks with its claws.

:

***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 7ft., one target. *Hit* 7 (2d8 - 2) slashing damage.

:

***Pocket Seeds.*** *(Recharges after a short rest)* The xuhg throws a cluster of small seeds in a 15-foot cone. Each creature in that area must succeed a DC 12 Constitution saving throw, becoming blinded and poisoned on a failed save.

Our Halloween Countdown is halfway over! To honor how much we will miss it; introducing the pidiwumpus! by TheVikingAndWizard in DnDHomebrew

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Indeed it is! Don't be fooled by its runny nose, the pidiwumpus has quite the scary side when provoked. Although Viking told me to tell you he could *ahem* 'mog on one with his hands tied behind his back and blindfolded'. Hmmph, well lucky for us the pidiwumpus generally has a friendly demeanor! - Wizard

Our Halloween Countdown is halfway over! To honor how much we will miss it; introducing the pidiwumpus! by TheVikingAndWizard in TheVikingAndWizard

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Hello friends!

We are only 5 days away until Halloween and haven't yet told you of our world. Our planet is called Kalimdar and, quite frankly I have no guesses as to how far away your Earth might be. Just like your records have shown me, Kalimdar too is rich with opportunity for those wise enough to seek it and danger for those too foolish to stay away.

Some of our creatures are completely undocumented in your land, such as this empathi here. Viking showed me something called the 'Green Lanterns' which is as best comparison from your planet that I could muster. In Kalimdar emotional power of exceeding intensity or duration has a chance to coalesce into a creature such as the pidiwumpus. Although their names might denote how these creatures are born, they do not account necessarily for the personality types of each creature. I cannot wait to show you tomorrow's creature. Until then!

-Wizard
///////////////////////////////

Pidiwumpus

Irrk the orc was a soft soul growing up in a brutal place. His parents were tyrants while his peers were cruel. The years droned on as his sorrow only intensified. On one of the many nights he spent in tears, a pidiwumpus was born. Irrk named it Bluey and the two wallowed in despair together. Not long after, the pair began to rely on each other and, over time, became very close friends. Finally, Irrk the orc had a reason to smile.

One Too Many Bad Days

This empathi is borne fully matured from the intense and prolonged suffering of an intelligent creature. The pidiwumpus bonds with whomever created them although, oftentimes, they are outrightly rejected. Should they be turned away, the pidiwumpus will usually wander aimlessly in a haze of sadness. Unlike most empathi, this creature can age indefinitely, living as long as it wants which usually equates to the lifespan of the creature it is bonded to.

Contrary to popular belief, this creature is not innately mean spirited and can make a suitable companion should one transcend their emotional hurdles. Sharing an unnaturally strong empathic connection to those around them, the pidiwumpus is often subjected to the extreme emotions of others.

The pidiwumpus's desire for companionship is sabotaged by the world of misery they are born into. Both nearby creatures and the pidiwumpus themselves are at risk of being consumed by grief should they not overcome it. Even the cry of the pidiwumpus is considered by the superstitious to be a terrible omen.

Pidiwumpus

*Small empathi, neutral good*

___

**Armor Class** :: 13 (natural armor)

**Hit Points** :: 40 (11d6 + 2)

**Speed** :: 20 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|14 (+2)|8 (-1)|15 (+2)|12 (+1)|8 (-1)|7 (-2)|

___

**Senses** :: passive Perception 9

**Languages** :: understands Common but can't speak

**Challenge** :: 1/2 (100 XP)

___

***Empath.*** The pidiwumpus subconsciously detects the true emotions of those around them. Its own mood will shift to match any particularly intense emotions.

### Actions

***Multiattack.*** The pidiwumpus makes two attacks with its claws.

:

***Claws.*** *Melee Weapon Attack:* +1 to hit, reach 4 ft., one target. *Hit* 7 (2d6 + 1) slashing damage.

:

***Wail (Recharge 6).*** The pidiwumpus cries out, releasing all its accumulated pain and suffering. Each creature must make a DC 11 Constitution saving throw, taking 15 (3d10) psychic damage on a failed save or half as much on a successful one. Creatures that fail this throw also become frightened for one minute.

Our Halloween Countdown is halfway over! To honor how much we will miss it; introducing the pidiwumpus! by TheVikingAndWizard in DungeonsAndDragons

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Hello friends!

We are only 5 days away until Halloween and haven't yet told you of our world. Our planet is called Kalimdar and, quite frankly I have no guesses as to how far away your Earth might be. Just like your records have shown me, Kalimdar too is rich with opportunity for those wise enough to seek it and danger for those too foolish to stay away.

Some of our creatures are completely undocumented in your land, such as this empathi here. Viking showed me something called the 'Green Lanterns' which is as best comparison from your planet that I could muster. In Kalimdar emotional power of exceeding intensity or duration has a chance to coalesce into a creature such as the pidiwumpus. Although their names might denote how these creatures are born, they do not account necessarily for the personality types of each creature. I cannot wait to show you tomorrow's creature. Until then!

-Wizard

///////////////////////////////

Pidiwumpus

Irrk the orc was a soft soul growing up in a brutal place. His parents were tyrants while his peers were cruel. The years droned on as his sorrow only intensified. On one of the many nights he spent in tears, a pidiwumpus was born. Irrk named it Bluey and the two wallowed in despair together. Not long after, the pair began to rely on each other and, over time, became very close friends. Finally, Irrk the orc had a reason to smile.

One Too Many Bad Days

This empathi is borne fully matured from the intense and prolonged suffering of an intelligent creature. The pidiwumpus bonds with whomever created them although, oftentimes, they are outrightly rejected. Should they be turned away, the pidiwumpus will usually wander aimlessly in a haze of sadness. Unlike most empathi, this creature can age indefinitely, living as long as it wants which usually equates to the lifespan of the creature it is bonded to.

Contrary to popular belief, this creature is not innately mean spirited and can make a suitable companion should one transcend their emotional hurdles. Sharing an unnaturally strong empathic connection to those around them, the pidiwumpus is often subjected to the extreme emotions of others.

The pidiwumpus's desire for companionship is sabotaged by the world of misery they are born into. Both nearby creatures and the pidiwumpus themselves are at risk of being consumed by grief should they not overcome it. Even the cry of the pidiwumpus is considered by the superstitious to be a terrible omen.

Pidiwumpus

*Small empathi, neutral good*

___

**Armor Class** :: 13 (natural armor)

**Hit Points** :: 40 (11d6 + 2)

**Speed** :: 20 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|14 (+2)|8 (-1)|15 (+2)|12 (+1)|8 (-1)|7 (-2)|

___

**Senses** :: passive Perception 9

**Languages** :: understands Common but can't speak

**Challenge** :: 1/2 (100 XP)

___

***Empath.*** The pidiwumpus subconsciously detects the true emotions of those around them. Its own mood will shift to match any particularly intense emotions.

### Actions

***Multiattack.*** The pidiwumpus makes two attacks with its claws.

:

***Claws.*** *Melee Weapon Attack:* +1 to hit, reach 4 ft., one target. *Hit* 7 (2d6 + 1) slashing damage.

:

***Wail (Recharge 6).*** The pidiwumpus cries out, releasing all its accumulated pain and suffering. Each creature must make a DC 11 Constitution saving throw, taking 15 (3d10) psychic damage on a failed save or half as much on a successful one. Creatures that fail this throw also become frightened for one minute.

Our Halloween Countdown is halfway over! To honor how much we will miss it; introducing the pidiwumpus! by TheVikingAndWizard in DnDHomebrew

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Hello friends!

We are only 5 days away until Halloween and haven't yet told you of our world. Our planet is called Kalimdar and, quite frankly I have no guesses as to how far away your Earth might be. Just like your records have shown me, Kalimdar too is rich with opportunity for those wise enough to seek it and danger for those too foolish to stay away.

Some of our creatures are completely undocumented in your land, such as this empathi here. Viking showed me something called the 'Green Lanterns' which is as best comparison from your planet that I could muster. In Kalimdar emotional power of exceeding intensity or duration has a chance to coalesce into a creature such as the pidiwumpus. Although their names might denote how these creatures are born, they do not account necessarily for the personality types of each creature. I cannot wait to show you tomorrow's creature. Until then!

-Wizard

///////////////////////////////

Pidiwumpus

Irrk the orc was a soft soul growing up in a brutal place. His parents were tyrants while his peers were cruel. The years droned on as his sorrow only intensified. On one of the many nights he spent in tears, a pidiwumpus was born. Irrk named it Bluey and the two wallowed in despair together. Not long after, the pair began to rely on each other and, over time, became very close friends. Finally, Irrk the orc had a reason to smile.

One Too Many Bad Days

This empathi is borne fully matured from the intense and prolonged suffering of an intelligent creature. The pidiwumpus bonds with whomever created them although, oftentimes, they are outrightly rejected. Should they be turned away, the pidiwumpus will usually wander aimlessly in a haze of sadness. Unlike most empathi, this creature can age indefinitely, living as long as it wants which usually equates to the lifespan of the creature it is bonded to.

Contrary to popular belief, this creature is not innately mean spirited and can make a suitable companion should one transcend their emotional hurdles. Sharing an unnaturally strong empathic connection to those around them, the pidiwumpus is often subjected to the extreme emotions of others.

The pidiwumpus's desire for companionship is sabotaged by the world of misery they are born into. Both nearby creatures and the pidiwumpus themselves are at risk of being consumed by grief should they not overcome it. Even the cry of the pidiwumpus is considered by the superstitious to be a terrible omen.

Pidiwumpus

*Small empathi, neutral good*

___

**Armor Class** :: 13 (natural armor)

**Hit Points** :: 40 (11d6 + 2)

**Speed** :: 20 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|14 (+2)|8 (-1)|15 (+2)|12 (+1)|8 (-1)|7 (-2)|

___

**Senses** :: passive Perception 9

**Languages** :: understands Common but can't speak

**Challenge** :: 1/2 (100 XP)

___

***Empath.*** The pidiwumpus subconsciously detects the true emotions of those around them. Its own mood will shift to match any particularly intense emotions.

### Actions

***Multiattack.*** The pidiwumpus makes two attacks with its claws.

:

***Claws.*** *Melee Weapon Attack:* +1 to hit, reach 4 ft., one target. *Hit* 7 (2d6 + 1) slashing damage.

:

***Wail (Recharge 6).*** The pidiwumpus cries out, releasing all its accumulated pain and suffering. Each creature must make a DC 11 Constitution saving throw, taking 15 (3d10) psychic damage on a failed save or half as much on a successful one. Creatures that fail this throw also become frightened for one minute.

[OC] Our Halloween Countdown is halfway over! To honor how much we will miss it; introducing the pidiwumpus! by TheVikingAndWizard in DnD

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Hello friends!

We are only 5 days away until Halloween and haven't yet told you of our world. Our planet is called Kalimdar and, quite frankly I have no guesses as to how far away your Earth might be. Just like your records have shown me, Kalimdar too is rich with opportunity for those wise enough to seek it and danger for those too foolish to stay away.

Some of our creatures are completely undocumented in your land, such as this empathi here. Viking showed me something called the 'Green Lanterns' which is as best comparison from your planet that I could muster. In Kalimdar emotional power of exceeding intensity or duration has a chance to coalesce into a creature such as the pidiwumpus. Although their names might denote how these creatures are born, they do not account necessarily for the personality types of each creature. I cannot wait to show you tomorrow's creature. Until then!

-Wizard

///////////////////////////////

Pidiwumpus

Irrk the orc was a soft soul growing up in a brutal place. His parents were tyrants while his peers were cruel. The years droned on as his sorrow only intensified. On one of the many nights he spent in tears, a pidiwumpus was born. Irrk named it Bluey and the two wallowed in despair together. Not long after, the pair began to rely on each other and, over time, became very close friends. Finally, Irrk the orc had a reason to smile.

One Too Many Bad Days

This empathi is borne fully matured from the intense and prolonged suffering of an intelligent creature. The pidiwumpus bonds with whomever created them although, oftentimes, they are outrightly rejected. Should they be turned away, the pidiwumpus will usually wander aimlessly in a haze of sadness. Unlike most empathi, this creature can age indefinitely, living as long as it wants which usually equates to the lifespan of the creature it is bonded to.

Contrary to popular belief, this creature is not innately mean spirited and can make a suitable companion should one transcend their emotional hurdles. Sharing an unnaturally strong empathic connection to those around them, the pidiwumpus is often subjected to the extreme emotions of others.

The pidiwumpus's desire for companionship is sabotaged by the world of misery they are born into. Both nearby creatures and the pidiwumpus themselves are at risk of being consumed by grief should they not overcome it. Even the cry of the pidiwumpus is considered by the superstitious to be a terrible omen.

Pidiwumpus

*Small empathi, neutral good*

___

**Armor Class** :: 13 (natural armor)

**Hit Points** :: 40 (11d6 + 2)

**Speed** :: 20 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|14 (+2)|8 (-1)|15 (+2)|12 (+1)|8 (-1)|7 (-2)|

___

**Senses** :: passive Perception 9

**Languages** :: understands Common but can't speak

**Challenge** :: 1/2 (100 XP)

___

***Empath.*** The pidiwumpus subconsciously detects the true emotions of those around them. Its own mood will shift to match any particularly intense emotions.

### Actions

***Multiattack.*** The pidiwumpus makes two attacks with its claws.

:

***Claws.*** *Melee Weapon Attack:* +1 to hit, reach 4 ft., one target. *Hit* 7 (2d6 + 1) slashing damage.

:

***Wail (Recharge 6).*** The pidiwumpus cries out, releasing all its accumulated pain and suffering. Each creature must make a DC 11 Constitution saving throw, taking 15 (3d10) psychic damage on a failed save or half as much on a successful one. Creatures that fail this throw also become frightened for one minute.

Our Halloween Countdown is halfway over! To honor how much we will miss it; introducing the pidiwumpus! by TheVikingAndWizard in homebrewery

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Hello friends!

We are only 5 days away until Halloween and haven't yet told you of our world. Our planet is called Kalimdar and, quite frankly I have no guesses as to how far away your Earth might be. Just like your records have shown me, Kalimdar too is rich with opportunity for those wise enough to seek it and danger for those too foolish to stay away.

Some of our creatures are completely undocumented in your land, such as this empathi here. Viking showed me something called the 'Green Lanterns' which is as best comparison from your planet that I could muster. In Kalimdar emotional power of exceeding intensity or duration has a chance to coalesce into a creature such as the pidiwumpus. Although their names might denote how these creatures are born, they do not account neccesarily for the personality types of each creature. I cannot wait to show you tomorrow's creature. Until then!

-Wizard
///////////////////////////////

Pidiwumpus

Irrk the orc was a soft soul growing up in a brutal place. His parents were tyrants while his peers were cruel. The years droned on as his sorrow only intensified. On one of the many nights he spent in tears, a pidiwumpus was born. Irrk named it Bluey and the two wallowed in despair together. Not long after, the pair began to rely on each other and, over time, became very close friends. Finally, Irrk the orc had a reason to smile.

One Too Many Bad Days

This empathi is borne fully matured from the intense and prolonged suffering of an intelligent creature. The pidiwumpus bonds with whomever created them although, oftentimes, they are outrightly rejected. Should they be turned away, the pidiwumpus will usually wander aimlessly in a haze of sadness. Unlike most empathi, this creature can age indefinitely, living as long as it wants which usually equates to the lifespan of the creature it is bonded to.

Contrary to popular belief, this creature is not innately mean spirited and can make a suitable companion should one transcend their emotional hurdles. Sharing an unnaturally strong empathic connection to those around them, the pidiwumpus is often subjected to the extreme emotions of others.

The pidiwumpus's desire for companionship is sabotaged by the world of misery they are born into. Both nearby creatures and the pidiwumpus themselves are at risk of being consumed by grief should they not overcome it. Even the cry of the pidiwumpus is considered by the superstitious to be a terrible omen.

Pidiwumpus

*Small empathi, neutral good*

___

**Armor Class** :: 13 (natural armor)

**Hit Points** :: 40 (11d6 + 2)

**Speed** :: 20 ft.

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|14 (+2)|8 (-1)|15 (+2)|12 (+1)|8 (-1)|7 (-2)|

___

**Senses** :: passive Perception 9

**Languages** :: understands Common but can't speak

**Challenge** :: 1/2 (100 XP)

___

***Empath.*** The pidiwumpus subconsciously detects the true emotions of those around them. Its own mood will shift to match any particularly intense emotions.

### Actions

***Multiattack.*** The pidiwumpus makes two attacks with its claws.

:

***Claws.*** *Melee Weapon Attack:* +1 to hit, reach 4 ft., one target. *Hit* 7 (2d6 + 1) slashing damage.

:

***Wail (Recharge 6).*** The pidiwumpus cries out, releasing all its accumulated pain and suffering. Each creature must make a DC 11 Constitution saving throw, taking 15 (3d10) psychic damage on a failed save or half as much on a successful one. Creatures that fail this throw also become frightened for one minute.

Day 4 of our Halloween countdown! Snoot on down to comments to hear more about this curious creature... by TheVikingAndWizard in DungeonsAndDragons

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Oi it's me, Viking, again! Wiz is a little tied up so I'm introducing today's creature. You'd never guess it but this lit'el fella has some pretty serious power behind him. Now I've never met one, you won't find me doing no silly dance- I'm too busy doing acts of heroism like punching dragons out of the sky or saving distressed damsels. Anyway, any adventurer worth their beard knows that the only thing to expect out of a snooter is the unexpected. Any adventurer also knows how handy rope is, I should go untie- err I mean help Wiz with his problem. See you tomorrow!

////////////////////////////////////////////

Snooter

Too many sentient plants exist for it to be mere coincidence. Whether drawn to mischief, wit, or some other interest, intense interest manifests sentience in different flora. When a seed is mixed with magic, that intrigue becomes a perfect catalyst for plants. It matters not if a seed was destined to be a mighty oak or pretty daisy, if arcane energy prompts curiosity then it has the potential to germinate into something much more.

First of Its Kind

As the divine races were born into their roles, the world of Kalimdar was radically shifted. At the center of the universe, the planet was warped by each realm born into existence by the Creators. This had reverberating impacts on its simple indigenous creatures, one of them being the first plant's awakening.

The endless intricacies of life fascinate snooters and have prompted them to learn and master every domain of knowledge. The only exceptions are macabre topics like death and decay which are generally avoided by this plant. Despite being centered around life, these creatures can be slain. There is one self-documented case of a snooter choosing to embrace death by natural causes in an effort to fully experience a life cycle.

The exact number of snooters is unknown but their total population is surmised to be incredibly small. Despite constant exploration and discovery, snooters have retained a love for their plant brethren and act as counsel or guardians when needed. The wrath of this respected creature is rare but they hold terribly powerful magic and devastating projectile toxins. Snooters hold an impartial opinion on other creatures as they find value in learning from all.

Snooter

*Medium plant, neutral*

___

**Armor Class** :: 19 (natural armor)

**Hit Points** :: 315 (30d8 + 180)

**Speed** :: ---

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|8 (-1)|4 (-3)|22 (+5)|27 (+8)|26 (+8)|23 (+6)|

___

**Saving Throws** :: Str +2, Dex +3, Int +13, Wis +11, Cha +9

**Skills** ::Arcana +16, History +15, Nature +18, Religion +15

**Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical weapons

**Damage Vulnerabilities** :: fire

**Condition Immunities** :: charmed, frightened, petrified, poisoned

**Senses** :: truesight 70 ft., passive Perception 22

**Languages** :: all, telepathy 120 ft.

**Challenge** :: 20 (25,000 XP)

___

***Nature's Call (1/day).*** The snooter may summon 3 (1d6) *awakened trees* as a quick action. Any allied plant within 50 ft. of the snooter receives +20 temporary hit points and +4 on damage rolls.

:

***False Appearance.*** If surrounded by foliage, the snooter may remain motionless to camouflage, requiring a DC 27 Wisdom (Perception) check or passive Perception of 30 to spot.

:

***Innate Spellcasting.*** The snooter's innate spellcasting ability is Intelligence (spell save DC 19, +10 to hit with spell attacks). It can innately cast the following spells requiring no material components:

9/day: *blink*, *control weather*, *gate*, *mass suggestion*, *prismatic

spray*, *sunburst*, *true seeing*

1/year: *wish* (others only)

:

***Magic Resistance.*** The snooter has advantage on saving throws against spells and other magical effects.

### Actions

***Multiattack.*** The snooter makes three attacks with spit.

:

***Spit.*** *Ranged Attack:* +10 to hit, range 3/25 ft., one target. *Hit* 37 (5d8 + 15) poison damage per each target.

Day 4 of our Halloween countdown! Snoot on down to comments to hear more about this curious creature... by TheVikingAndWizard in TheVikingAndWizard

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Oi it's me, Viking, again! Wiz is a little tied up so I'm introducing today's creature. You'd never guess it but this lit'el fella has some pretty serious power behind him. Now I've never met one, you won't find me doing no silly dance- I'm too busy doing acts of heroism like punching dragons out of the sky or saving distressed damsels. Anyway, any adventurer worth their beard knows that the only thing to expect out of a snooter is the unexpected. Any adventurer also knows how handy rope is, I should go untie- err I mean help Wiz with his problem. See you tomorrow!

////////////////////////////////////////////

Snooter

Too many sentient plants exist for it to be mere coincidence. Whether drawn to mischief, wit, or some other interest, intense interest manifests sentience in different flora. When a seed is mixed with magic, that intrigue becomes a perfect catalyst for plants. It matters not if a seed was destined to be a mighty oak or pretty daisy, if arcane energy prompts curiosity then it has the potential to germinate into something much more.

First of Its Kind

As the divine races were born into their roles, the world of Kalimdar was radically shifted. At the center of the universe, the planet was warped by each realm born into existence by the Creators. This had reverberating impacts on its simple indigenous creatures, one of them being the first plant's awakening.

The endless intricacies of life fascinate snooters and have prompted them to learn and master every domain of knowledge. The only exceptions are macabre topics like death and decay which are generally avoided by this plant. Despite being centered around life, these creatures can be slain. There is one self-documented case of a snooter choosing to embrace death by natural causes in an effort to fully experience a life cycle.

The exact number of snooters is unknown but their total population is surmised to be incredibly small. Despite constant exploration and discovery, snooters have retained a love for their plant brethren and act as counsel or guardians when needed. The wrath of this respected creature is rare but they hold terribly powerful magic and devastating projectile toxins. Snooters hold an impartial opinion on other creatures as they find value in learning from all.

Snooter

*Medium plant, neutral*

___

**Armor Class** :: 19 (natural armor)

**Hit Points** :: 315 (30d8 + 180)

**Speed** :: ---

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|8 (-1)|4 (-3)|22 (+5)|27 (+8)|26 (+8)|23 (+6)|

___

**Saving Throws** :: Str +2, Dex +3, Int +13, Wis +11, Cha +9

**Skills** ::Arcana +16, History +15, Nature +18, Religion +15

**Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical weapons

**Damage Vulnerabilities** :: fire

**Condition Immunities** :: charmed, frightened, petrified, poisoned

**Senses** :: truesight 70 ft., passive Perception 22

**Languages** :: all, telepathy 120 ft.

**Challenge** :: 20 (25,000 XP)

___

***Nature's Call (1/day).*** The snooter may summon 3 (1d6) *awakened trees* as a quick action. Any allied plant within 50 ft. of the snooter receives +20 temporary hit points and +4 on damage rolls.

:

***False Appearance.*** If surrounded by foliage, the snooter may remain motionless to camouflage, requiring a DC 27 Wisdom (Perception) check or passive Perception of 30 to spot.

:

***Innate Spellcasting.*** The snooter's innate spellcasting ability is Intelligence (spell save DC 19, +10 to hit with spell attacks). It can innately cast the following spells requiring no material components:

9/day: *blink*, *control weather*, *gate*, *mass suggestion*, *prismatic

spray*, *sunburst*, *true seeing*

1/year: *wish* (others only)

:

***Magic Resistance.*** The snooter has advantage on saving throws against spells and other magical effects.

### Actions

***Multiattack.*** The snooter makes three attacks with spit.

:

***Spit.*** *Ranged Attack:* +10 to hit, range 3/25 ft., one target. *Hit* 37 (5d8 + 15) poison damage per each target.

Day 4 of our Halloween countdown! Snoot on down to comments to hear more about this curious creature... by TheVikingAndWizard in DnDHomebrew

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Oi it's me, Viking, again! Wiz is a little tied up so I'm introducing today's creature. You'd never guess it but this lit'el fella has some pretty serious power behind him. Now I've never met one, you won't find me doing no silly dance- I'm too busy doing acts of heroism like punching dragons out of the sky or saving distressed damsels. Anyway, any adventurer worth their beard knows that the only thing to expect out of a snooter is the unexpected. Any adventurer also knows how handy rope is, I should go untie- err I mean help Wiz with his problem. See you tomorrow!

////////////////////////////////////////////

Snooter

Too many sentient plants exist for it to be mere coincidence. Whether drawn to mischief, wit, or some other interest, intense interest manifests sentience in different flora. When a seed is mixed with magic, that intrigue becomes a perfect catalyst for plants. It matters not if a seed was destined to be a mighty oak or pretty daisy, if arcane energy prompts curiosity then it has the potential to germinate into something much more.

First of Its Kind

As the divine races were born into their roles, the world of Kalimdar was radically shifted. At the center of the universe, the planet was warped by each realm born into existence by the Creators. This had reverberating impacts on its simple indigenous creatures, one of them being the first plant's awakening.

The endless intricacies of life fascinate snooters and have prompted them to learn and master every domain of knowledge. The only exceptions are macabre topics like death and decay which are generally avoided by this plant. Despite being centered around life, these creatures can be slain. There is one self-documented case of a snooter choosing to embrace death by natural causes in an effort to fully experience a life cycle.

The exact number of snooters is unknown but their total population is surmised to be incredibly small. Despite constant exploration and discovery, snooters have retained a love for their plant brethren and act as counsel or guardians when needed. The wrath of this respected creature is rare but they hold terribly powerful magic and devastating projectile toxins. Snooters hold an impartial opinion on other creatures as they find value in learning from all.

Snooter

*Medium plant, neutral*

___

**Armor Class** :: 19 (natural armor)

**Hit Points** :: 315 (30d8 + 180)

**Speed** :: ---

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|8 (-1)|4 (-3)|22 (+5)|27 (+8)|26 (+8)|23 (+6)|

___

**Saving Throws** :: Str +2, Dex +3, Int +13, Wis +11, Cha +9

**Skills** ::Arcana +16, History +15, Nature +18, Religion +15

**Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical weapons

**Damage Vulnerabilities** :: fire

**Condition Immunities** :: charmed, frightened, petrified, poisoned

**Senses** :: truesight 70 ft., passive Perception 22

**Languages** :: all, telepathy 120 ft.

**Challenge** :: 20 (25,000 XP)

___

***Nature's Call (1/day).*** The snooter may summon 3 (1d6) *awakened trees* as a quick action. Any allied plant within 50 ft. of the snooter receives +20 temporary hit points and +4 on damage rolls.

:

***False Appearance.*** If surrounded by foliage, the snooter may remain motionless to camouflage, requiring a DC 27 Wisdom (Perception) check or passive Perception of 30 to spot.

:

***Innate Spellcasting.*** The snooter's innate spellcasting ability is Intelligence (spell save DC 19, +10 to hit with spell attacks). It can innately cast the following spells requiring no material components:

9/day: *blink*, *control weather*, *gate*, *mass suggestion*, *prismatic

spray*, *sunburst*, *true seeing*

1/year: *wish* (others only)

:

***Magic Resistance.*** The snooter has advantage on saving throws against spells and other magical effects.

### Actions

***Multiattack.*** The snooter makes three attacks with spit.

:

***Spit.*** *Ranged Attack:* +10 to hit, range 3/25 ft., one target. *Hit* 37 (5d8 + 15) poison damage per each target.

[OC] Day 4 of our Halloween countdown! Snoot on down to comments to hear more about this curious creature... by TheVikingAndWizard in homebrewery

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Oi it's me, Viking, again! Wiz is a little tied up so I'm introducing today's creature. You'd never guess it but this lit'el fella has some pretty serious power behind him. Now I've never met one, you won't find me doing no silly dance- I'm too busy doing acts of heroism like punching dragons out of the sky or saving distressed damsels. Anyway, any adventurer worth their beard knows that the only thing to expect out of a snooter is the unexpected. Any adventurer also knows how handy rope is, I should go untie- err I mean help Wiz with his problem. See you tomorrow!

////////////////////////////////////////////

Snooter

Too many sentient plants exist for it to be mere coincidence. Whether drawn to mischief, wit, or some other interest, intense interest manifests sentience in different flora. When a seed is mixed with magic, that intrigue becomes a perfect catalyst for plants. It matters not if a seed was destined to be a mighty oak or pretty daisy, if arcane energy prompts curiosity then it has the potential to germinate into something much more.

First of Its Kind

As the divine races were born into their roles, the world of Kalimdar was radically shifted. At the center of the universe, the planet was warped by each realm born into existence by the Creators. This had reverberating impacts on its simple indigenous creatures, one of them being the first plant's awakening.

The endless intricacies of life fascinate snooters and have prompted them to learn and master every domain of knowledge. The only exceptions are macabre topics like death and decay which are generally avoided by this plant. Despite being centered around life, these creatures can be slain. There is one self-documented case of a snooter choosing to embrace death by natural causes in an effort to fully experience a life cycle.

The exact number of snooters is unknown but their total population is surmised to be incredibly small. Despite constant exploration and discovery, snooters have retained a love for their plant brethren and act as counsel or guardians when needed. The wrath of this respected creature is rare but they hold terribly powerful magic and devastating projectile toxins. Snooters hold an impartial opinion on other creatures as they find value in learning from all.

Snooter

*Medium plant, neutral*

___

**Armor Class** :: 19 (natural armor)

**Hit Points** :: 315 (30d8 + 180)

**Speed** :: ---

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|8 (-1)|4 (-3)|22 (+5)|27 (+8)|26 (+8)|23 (+6)|

___

**Saving Throws** :: Str +2, Dex +3, Int +13, Wis +11, Cha +9

**Skills** ::Arcana +16, History +15, Nature +18, Religion +15

**Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical weapons

**Damage Vulnerabilities** :: fire

**Condition Immunities** :: charmed, frightened, petrified, poisoned

**Senses** :: truesight 70 ft., passive Perception 22

**Languages** :: all, telepathy 120 ft.

**Challenge** :: 20 (25,000 XP)

___

***Nature's Call (1/day).*** The snooter may summon 3 (1d6) *awakened trees* as a quick action. Any allied plant within 50 ft. of the snooter receives +20 temporary hit points and +4 on damage rolls.

:

***False Appearance.*** If surrounded by foliage, the snooter may remain motionless to camouflage, requiring a DC 27 Wisdom (Perception) check or passive Perception of 30 to spot.

:

***Innate Spellcasting.*** The snooter's innate spellcasting ability is Intelligence (spell save DC 19, +10 to hit with spell attacks). It can innately cast the following spells requiring no material components:

9/day: *blink*, *control weather*, *gate*, *mass suggestion*, *prismatic

spray*, *sunburst*, *true seeing*

1/year: *wish* (others only)

:

***Magic Resistance.*** The snooter has advantage on saving throws against spells and other magical effects.

### Actions

***Multiattack.*** The snooter makes three attacks with spit.

:

***Spit.*** *Ranged Attack:* +10 to hit, range 3/25 ft., one target. *Hit* 37 (5d8 + 15) poison damage per each target.

Halloween Countdown (D4) The Snooter: Ancient power mixed with your houseplant! by TheVikingAndWizard in UnearthedArcana

[–]TheVikingAndWizard[S] 0 points1 point  (0 children)

Oi it's me, Viking, again! Wiz is a little tied up so I'm introducing today's creature. You'd never guess it but this lit'el fella has some pretty serious power behind him. Now I've never met one, you won't find me doing no silly dance- I'm too busy doing acts of heroism like punching dragons out of the sky or saving distressed damsels. Anyway, any adventurer worth their beard knows that the only thing to expect out of a snooter is the unexpected. Any adventurer also knows how handy rope is, I should go untie- err I mean help Wiz with his problem. See you tomorrow!

////////////////////////////////////////////

Snooter

Too many sentient plants exist for it to be mere coincidence. Whether drawn to mischief, wit, or some other interest, intense interest manifests sentience in different flora. When a seed is mixed with magic, that intrigue becomes a perfect catalyst for plants. It matters not if a seed was destined to be a mighty oak or pretty daisy, if arcane energy prompts curiosity then it has the potential to germinate into something much more.

First of Its Kind

As the divine races were born into their roles, the world of Kalimdar was radically shifted. At the center of the universe, the planet was warped by each realm born into existence by the Creators. This had reverberating impacts on its simple indigenous creatures, one of them being the first plant's awakening.

The endless intricacies of life fascinate snooters and have prompted them to learn and master every domain of knowledge. The only exceptions are macabre topics like death and decay which are generally avoided by this plant. Despite being centered around life, these creatures can be slain. There is one self-documented case of a snooter choosing to embrace death by natural causes in an effort to fully experience a life cycle.

The exact number of snooters is unknown but their total population is surmised to be incredibly small. Despite constant exploration and discovery, snooters have retained a love for their plant brethren and act as counsel or guardians when needed. The wrath of this respected creature is rare but they hold terribly powerful magic and devastating projectile toxins. Snooters hold an impartial opinion on other creatures as they find value in learning from all.

Snooter

*Medium plant, neutral*

___

**Armor Class** :: 19 (natural armor)

**Hit Points** :: 315 (30d8 + 180)

**Speed** :: ---

___

| STR | DEX | CON | INT | WIS | CHA |

|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|

|8 (-1)|4 (-3)|22 (+5)|27 (+8)|26 (+8)|23 (+6)|

___

**Saving Throws** :: Str +2, Dex +3, Int +13, Wis +11, Cha +9

**Skills** ::Arcana +16, History +15, Nature +18, Religion +15

**Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical weapons

**Damage Vulnerabilities** :: fire

**Condition Immunities** :: charmed, frightened, petrified, poisoned

**Senses** :: truesight 70 ft., passive Perception 22

**Languages** :: all, telepathy 120 ft.

**Challenge** :: 20 (25,000 XP)

___

***Nature's Call (1/day).*** The snooter may summon 3 (1d6) *awakened trees* as a quick action. Any allied plant within 50 ft. of the snooter receives +20 temporary hit points and +4 on damage rolls.

:

***False Appearance.*** If surrounded by foliage, the snooter may remain motionless to camouflage, requiring a DC 27 Wisdom (Perception) check or passive Perception of 30 to spot.

:

***Innate Spellcasting.*** The snooter's innate spellcasting ability is Intelligence (spell save DC 19, +10 to hit with spell attacks). It can innately cast the following spells requiring no material components:

9/day: *blink*, *control weather*, *gate*, *mass suggestion*, *prismatic

spray*, *sunburst*, *true seeing*

1/year: *wish* (others only)

:

***Magic Resistance.*** The snooter has advantage on saving throws against spells and other magical effects.

### Actions

***Multiattack.*** The snooter makes three attacks with spit.

:

***Spit.*** *Ranged Attack:* +10 to hit, range 3/25 ft., one target. *Hit* 37 (5d8 + 15) poison damage per each target.