Rise of the Runelords
All monsters, companions and magic items from the Rise of the Runelords conversion made by @DorgaJohn (https://dmdorga.itch.io/nimble-rise-of-the-runelords-complete)
- Bite.1d4+1.
On hit: DC 9 STR save or become Poisoned (magical healing ends).

Whenever an attack misses you, deal 1 psychic damage in return.
- •Stab.
1d6 (follows minion rules)
- •Torch.
1d4 fire damage (or Throw, range 6) On hit: Burning. A burning creature takes 1 damage at the start of each of their turns. A burning creature can spend an action to douse the burning and end it.

When you deal damage to another creature, or if another creature hits you with a melee attack, it must succeed on a DC 10 STR save. It becomes Poisoned for 24 hours on a failure.
- Bite.1d6+3

Whenever an attack misses you, deal 1 psychic damage in return.
The warchanters allies within Reach 6 deal an extra 1damage on attacks.
- Stab.1d6+3.
(or Shoot, Range 8)

If you move at least 4 spaces in a straight line, attack with advantage.
- Hooves.1d8+2.
On crit: Prone.

When damaged, decrement the damage die then summon 1 minion. (d6 small » d4 tiny » dead).
- Gnaw.
1d8
When you attack an Incapacitated hero it must make a DC 10 WIL save or be cursed. If the curse isn't removed within 1 day, the hero's head will rip off and become another vargouille.
- Bite (2x).1d4+5.
On crit: Incapacitated for 1 round.
The first time this dies, reset to 1 HP instead. You can also occupy the same space as another creature, and while you do so the other creature is Poisoned.
- Peck Swarm.4d4+2.
When below half HP, 2d4+1.
If a creature Poisoned by you isn't cured within 24 hours they become a wererat themselves and the GM gains control of them.
- •Bite.1d8+3.
On hit: DC 11 or Poisoned (magical healing ends).
- •Claw.1d8+3

If you move at least 4 spaces in a straight line, attack with advantage once.
- Gore.2d8+4.
If attack is made with advantage, deal an extra 1d6 damage.
The first time this dies, reset to 1 HP instead.
- Sickening Claws.1d4+10.
On damage: Dazed. On crit: Incapacitated for 1 round.
You have advantage on DEX saves, but your speed is slowed by 2 spaces.
- Stab.2d8+4

- Savage (2x).1d8+2.
On crit: Incapacitated until the end of their next turn.
- •Dashing Flurry.
Move 8, then punches twice for 1d4+2 damage. On crit: Dazed.
- •Shortbow.
Move 4, 1d6+2 damage (Range 12).
At 32 HP, Tsuto's Dashing Flurry damage increases to 1d6+2.
Tsuto is dying! 18 more damage and he dies! When Tsuto uses Dashing Flurry or Shortbow, he can throw one more punch or shoot one more arrow at disadvantage.

Whenever an attack misses you, deal 1 psychic damage in return.
Can force adjacent allied goblins to Interpose for him (1/round).
- •Cleave.2d6+4
- •Shoot.1d8+2.(8ft ft)
(Range 16)
He uses a longbow of animosity (1d4)

You have advantage on attacks against any creature that doesn't have all its hit points.
- •Bite.2d8+6.
On hit: Grappled (Escape DC 11).
- •Worry.
(A Grappled creature) DC 11 STR save or 2d8+6 damage and Incapacitated until end of your next turn. Half on save.

- •Tentacle (2x).1d8+4.
(Reach 3) On hit: Grappled (Escape DC 11).
- •Sting.2d8+3.
(A Grappled creature) Poisoned (magical healing ends).

Whenever an attack misses you, deal 1 psychic damage in return.
- •Fiery Strike.3d8.
(or Bolt, Range 8).
- •Entangle.
(Range 6) DC 11 DEX or target becomes Restrained.
Wis+ Saves.
- •Draining Slam.1d8+4 necrotic damage.
On hit: You regain hit points equal to half the damage you deal.
- •Shapechange.
You polymorph into a Small or Medium humanoid you have seen. Your stats stay the same.
Dex+ Wil+
Whenever an attack misses you, deal 1 psychic damage in return.
- Short Sword Flurry.
Move 6. 3d6 damage, up to 2 adjacent creatures.
When Ripnugget is reduced to 22 HP, Stickfoot always Interposes for him.
Creatures of your choice within 4 spaces must succeed on a DC 11 WIL save at the start of their turn or it becomes Frightened until the end of their turn.
- •Returning Dagger.
Move 8, 2d4+3 (or Throw, Range 6).
- •Poisonous Claws.
2d6+2, Poisoned (magical healing ends)
- •Psychic Screech.
(1 use) All enemies within reach 4 suffer 3d6 damage (ignoring armor) DC 11 WIL or become Frightened for 1 round.
At 34 HP, Psychic Screech recharges.
Erylium is dying! 25 more damage and she's dead! Until then creatures who start within her fear aura take 2 psychic damage at the start of their turn.

You unleash a terrifying howl. Each enemy that starts it's turn within 6 spaces must succeed on a DC 11 WIL save or it becomes Frightened until the end of their next turn.
- Bite.2d8+6.
If the target is Frightened, attack with advantage. On hit: Crit.

Whenever an attack misses you, deal 1 psychic damage in return.
- •Slice (3x).1d6+2
- •Acid Breath.
(1 use) DC 11 DEX save or 3d6 in a 5 space long, 1 space wide line, half on save.
STR+ Save
- Sticky Tongue.
Reach 4, 3d6 damage. On hit: pulled adjacent to Stickfoot.
When Ripnugget is reduced to 22 HP, Stickfoot always Interposes for him.
On death, explode in high pressure water burst. DC 11 DEX save for each creature in 1 space or knocked Prone.
- Acid Spray.
(Cone 3) 2d4 each creature.
If you miss, your next attack is at disadvantage as your heads bicker.
- Bash and Crush (2x).2d6.
On hit: Prone.
The first time this dies, reset to 1 HP instead.
- •Bite.2d8+9.
On hit: DC 12 STR save or Incapacitated until the end of your next turn.
- •Screech.
Each enemy within 6 spaces. DC 12 WIL save or Dazed and Slowed.
DEX+
Creatures within 3 spaces take 2 necrotic damage at the end of their turns.
- •Greatsword.
Move 6, then 3d4+4 damage
- •Demonic Fire.
(Range 8) DC 12 WIL save or 3d8 damage. Half on save.
- •Necrotic Blast.
(1 use) Each creature in Reach 3. DC 12 WIL save or 3d6 necrotic damage and falls Prone. Half on save.
At 50 HP Nualia's Necrotic Blast recharges.
Nualia is dying! 30 more damage and she dies. Until then, the damage of her Corrupting Aura is doubled.
Malfeshnekor is vulnerable to radiant damage. If Malfeshnekor is crit with radiant damage, he loses his medium armor for 1 round.
Malfeshnekor has resistance to fire damage.
- •Pouncing Strike.
Move 10, then 2d10+4 damage. On crit: Prone.
- •Disappear.
Malfeshnekor turns Invisible until he attacks again.
I'm your friend! At 65 HP, Malfeshnekor tries to charm all enemies. Each enemy withing Reach 4 makes a DC 12 WIL save or is Charmed by Malfeshnekor. If he attacks a Charmed enemy, on a hit it crits.
Does not die at 0 HP. Only fire, radiant, or a crit while at 0 HP can kill it.
- •Claws.1d4+6.
(Reach 2). On crit: Prone.
- •Bite.1d4+12.
(A Prone creature).
- •Gore (2x).1d10+7.
If you moved at least 2 spaces straight towards target, knock target Prone.
- •Trample.2d10+7.
(A Prone creature) Target must half on save. make DC 13 DEX save to only take half damage.
You have advantage on your first attack but disadvantage on your second attack.
- •Stab (2x).1d6+9
- •Call Hound.
Summon 1d6 hound minions (d8) within 6 spaces.
STR++
You have sworn vengeance against those who wronged you in life and all who stand in your way! You have advantage on attacks against your sworn enemy and their allies, and when you hit them you crit.
- Fist (2x).1d8+7.
On hit: Frightened.
STR+ WIL+
When crit: DC 13 INT save, or Blinded 1 round.
- •Claws (2x).1d4+6.
On hit: Grappled (escape DC 13).
- •Crushing Hug.
(creature Grappled by both Claws) 3d8 damage.
Does not die at 0 HP. Only fire, radiant, or a crit at 0 HP can kill it.
- •Tentacles (2x).1d8+7.
(Reach 3) On hit: Grappled (Escape DC 13).
- •Bite/Swallow.1d4+15.
On crit: Swallowed
Swallowed. You take 10 damage at the start of your turn. Your attacks cannot miss and ignore armor.
(1/Encounter, Reaction) When struck by a crit, you can teleport to the closest corner.
- Ripping Gaze.
(Reach 8) DC 13 INT save 3d10 damage, half on save.
(1/Encounter, Reaction) When you are struck by an attack, each enemy in Reach 6 makes a DC 13 WIL save or it becomes Charmed by you, causing all hostile intentions to stop.
- Slam.2d8+12
You have advantage on saves against spells and spells have disadvantage on you.
You are immune to lightning damage. If you are hit with lightning damage you heal that much damage.
- Scythe (2x).1d8+7.
If you are bloodied you attack at advantage.
STR++
You have advantage when attacking Bloodied creatures.
- •Scythe (2x).1d4+10.
On crit: +1d8.
- •Iron Boots.2d6+4.
On hit: DC 13 STR save or knocked Prone. Then: (If Prone) 1 Scythe attack.
- •Bite.1d10+8.
Then:
- •Sting.2d4+12.
Poisoned (magical healing ends)
Creatures that start their turn within 4 spaces of you must succeed on a DC 13 STR save or become Poisoned until the end of their turn.
- •War Razor.
Move 6, 2d8+6 (or Throw, Range 4). On hit: Dazed.
- •Call Ghouls.
Summon minions (1/hero, size: d8); they act only when commanded.
- •Slay them!
Command all of your ghoul minions to move up to 6 spaces and attack once each.
At 65 HP, the Skinsaw Man moves faster. He can now make two War Razor attacks on a turn.
The Skinsaw Man is dying. 40 more damage and he dies. Until then, he can now summon 2 ghoul minions/hero and they can now act on their own.
You unleash a terrifying howl. Each enemy that starts it's turn within 6 spaces must succeed on a DC 13 WIL save or it becomes Frightened until end of their next turn.
- Bite.2d8+12.
If the target is Frightened, attack with advantage. On hit: Crit.
- •Sinful Bite.2d4+8.
On crit: Incapacitated for 1 round. Then:
- •Battleaxe.1d10+8
(1/Round, Reaction) When you are hit, you can choose to try and Charm your attacker. When damaged, attackers makes a DC 13 WIL save or it becomes Charmed for 1 Round.
- Flurry Claws (3x).1d4+6.
On hit: Knockback 2. On crit: Dazed.
(1/encounter) you command an ally to make one attack against an enemy.
- Bash (2x).2d8+4.
(or Range 6)
You have advantage on your first attack but disadvantage on your second attack.
- Ogrehook.2d8+4.
On hit with advantage: Crit.
STR++
When damaged, teleport up to 3 spaces. Attacker takes 3 fire damage.
- Fire Rays.
(Range 12) 2d6 fire damage to two targets.
(1/encounter) When Bloodied, you throw a fireball in Range 24. DC 13 DEX save for each creature in a 5x5 area or 6d6 damage, half on success.
- Wrathful Strike (2x).2d8+5.
(Melee or Range 12)
Always attacks at disadvantage.
- •Clobber (2x).1d6+10.
On hit: Prone.
- •Stomp.1d6+25.
(On a Prone creature).
- •Punt.1d12+8.
Knockback a number of spaces equal to the number rolled on the Primary Die. The target lands Prone.
If you are crit, you lose your ability to fly for one round and your speed becomes 1 for that round.
- •Arcane Blast.2d8+4.
To all enemies within reach. (Reach 4)
- •Summon Undead.
Summon 1/hero zombie minions (d6) within 6 spaces.
When damaged, teleport up to 4 spaces. 50% chance to fall prone.
- Arc Lightning.3d12.
(Range 12). Also strikes the next closest creature. On miss: damage self instead.
(1/encounter, Reaction) Ranged attacks have disadvantage on you. If the attack misses, you can throw it back (DC 14 DEX save or 2d10 damage)
- •Crush (2x).1d6+15.
(or Range 8). On hit: Prone
- •Stomp.1d6+30.
(Prone Creature)
When Xanesha is Restraining a creature and is hit with an attack, she can choose to have the grappled creature take the damage for her.
- •Impaler of Thorns.
Move 8, 2d10+8 damage. Then each enemy in Reach 3 must succeed on a DC 14 WIL save or it becomes Frightened until the end of their next turn.
- •Crushing Tail.
Move 8, 2d12+8 damage. On hit: Restrained (escape DC 14).
- •Stupefying Bolt.
(Range 8) 2d10+6 damage. On hit: Dazed and Poisoned until the end of their next turn.
At 100 HP, Xanesha uses magic to boost her defenses. She creates an illusory duplicate, causing attacks to have disadvantage on her.
DIE FOR MY LORD! Xanesha is dying! 80 more damage and she dies. Xanesha radiates an exhausting aura. Each creature that starts within 4 spaces takes 10 radiant damage. At the end of each round Xanesha also takes 10 radiant damage.
- •Ravage (2x).2d10+8.
On hit: Grappled (escape DC 15). Then:
- •Bear Hug.3d10.
(A creature Grappled by both claws)
If you Dazed a creature 3 times, they gain 1 Wound.
- •Draining Strike (3x).2d4+6.
(or Range 8). On hit: Dazed
- •Create Spawn.
Summon 1/hero undead ice elemental minions (d8).
Immune to fire. When an attack misses you, deal 1d6 fire damage to attacker.
- •Rend (2x).2d8+7
- •Fire Breath.
(1/use, Cone 6) DC 15 DEX save or 5d8 fire damage, half on save.
Jaagrath always attacks at advantage, but every attack against his has advantage as well.
- •Ogre Hook.
(Reach 2) Move 8, then 2d4+20. On hit: Prone.
- •Thunderous Stomp.
(1/Round) Move 4. Them each creature in Reach 2 makes a DC 15 STR save. 4d6 or half on save.
- •Spear.
(Range 6) Move 4, then 2d6+10.
ROOAAAAR! At 127 HP Jaagrath lets out a devastating roar. Each creature in Reach 6 makes DC 15 STR save. 4d8 damage and Incapacitated for 1 round on a fail. On a success, they take half damage.
Reckless Abandon! Jaagrath is dying! 100 more damage until he dies. Until then Jaagrath loses Medium armor, but every attack is now at advantage 2 and every attack against him has advantage 2.
(1/Round) When an attack misses or crits Lucrecia, the attacker makes a DC 17 WIL save. On a failure the creature is Charmed by Lucrecia for 1 Round.
- •Keen Dagger.
Move 6, then 2d4+10 (or Range 8). This attack crits on 3 or 4.
- •Charming Bolt.
(Range 8) DC 17 WIL save. On a failure, the creature is Charmed by Lucrecia for 1 Round. On a success, the creature takes 2d10 psychic damage (ignoring armor).
- •Fight for me, my love!
(A Charmed creature) Lucrecia commands one Charmed creature to make a weapon attack or cast a cantrip at a creature of her choice for free.
Defend me, my love!* At 95 HP, Lucrecia can have a Charmed creature Interpose for her.
Kill them, my love! Lucrecia is dying! 80 more damage until she dies. Until then, when she commands a Charmed creature to attack or cast a cantrip, they do so at advantage.
You can move though nonmagical earth and stone without disturbing it.
- •Sundering Strike (3x).1d4+8.
On crit: DC 15 STR save or one piece of nonmagical gear is destroyed. OR:
- •Searing Spew.
(1/use) 3x3 square originating from you. DC 15 or 5d8 fire damage, half on save.
Vulnerable to Fire. When crit or dealt Fire damage: (AoE, Reach 2) 2d12 Ice damage and Dazed.
Roll with advantage against targets that have taken cold damage this round.
- •Ice Lance.
(Reach 16) 1d12+ 6 damage. +1d12 if beyond Reach 8.
- •Frost Axe.1d12+6.
(Cone 3)
Bloodied: Blizzard. (Reaction: at 53 HP, Reach 6) 1d12 Ice damage to all enemies.
When Bloodied, you attack the nearest creature at advantage. You go berserk until you are no longer Bloodied or are destroyed.
- •Slam (2x).2d4+15.
On crit: Dazed.
- •Hasten.
(1/Encounter) Move 6, immune to Opportunity attacks. Then Slam once.
When Bloodied, burst out lethargic slowing magic. DC 15 STR save for each creature in Reach 6 or Dazed and Slowed.
- Forceful Strike (2x).2d10+6.
(Reach 2 or Range 20)
(1/Encounter, Reaction) Ranged attacks have disadvantage on you. If the attack misses you, you can throw it back (DC 15 DEX save or 2d10 damage).
- •Flamestrike.1d12+6 damage.
(Melee or Range 16) +1d12 if beyond Reach 8.
- •Glitterdust.
Give self or an ally advantage on their next attack against an enemy.
(1/Encounter, Reaction) Ranged attacks have disadvantage on you. If the attack misses, you can throw it back (DC 15 DEX save or 2d10 damage).
- •Giant Pick (2x).3d8+5.
On hit: Prone.
- •Rock.2d4+20.
(Range 8)
- •Stomp.1d6+30.
(Prone creature)
Ranged attacks and spells have disadvantage on Barl. Once per round as a reaction, if a spell or ranged attack misses Barl he can throw it back (DC 15 DEX save or 3d8 damage).
- •Maul.
Move 8, then 3d12 damage. On hit: Prone.
- •Spell Blast.
(Range 12) Move 4, then 2d4+11 damage. On hit: Knockback 6.
- •Fireball.
(1 use) Throw a ball of fire that explodes at a point within Range 12. Each creature in a 6x6 area makes a DC 15 DEX save or take 6d8 fire damage, half on save.
At 143 HP Barl's Fireball recharges.
Barl is Dying! 100 more damage and he dies. Until then he can make 2 Maul or 2 Spell Blast attacks each turn.
Creatures that start their turn within 2 spaces take 2 fire damage.
Vulnerable to Ice damage. When Longtooth takes Ice damage he becomes enraged and has advantage on his next attack.
- •Bite.
Move 8 (Reach 2) 2d8+6. On damage, Burning: Take 2 damage at end of turn (spending an action or cold damage ends).
- •Exhausting Steam.
(AoE, Reach 4) DC 15 STR save or 4d4 fire damage and Dazed. Dazed 3 Times = 1 Wound. Half damage on save.
- •Tail.
(Reach 3) 1d6, and knocked back that many spaces.
- •Fire Breath.
(1 use) Fly 10, then (Cone 8) DC 15 DEX save or 6d8 fire damage, half on save.
At 123 HP Longtooth's Fire Breath recharges.
Longtooth is dying! 100 more damage and he dies. Until then Long tooth's Burning Aura doubles in damage and size.
(1/Round, Reaction) When attack missed or Crits you, the attacker makes a DC 15 WIL save or is Charmed by you for 1 Round.
- •Charming Bolt.
(Range 8) DC 16 WIL save or Charmed by you for 1 Round. 5d8 psychic (ignoring armor) on a success.
- •Falchion (2x).3d6+6
Undead allies within Reach 4 have advantage on attacks.
- Runechill Hatchet (3x).2d4+10.
On crit: Frightened for 1 Round
You can burrow through nonmagical earth and stone, leaving the material undisturbed.
- •Slam (2x).4d8.
(Reach 3) On hit: Knockback 4.
- •Ground Smash.
(1 use, Reach 3) Each creature makes a DC 15 STR save or 3d8 damage and Prone, half on success.
As long as you touch a body of water, you can teleport to another body of water you can see.
- •Slime Strike (2x).3d10.
(Melee or Range 12) On hit: Grappled (escape DC 15). Then:
- •Smother.
(A Grappled creature) If both attacks Grappled one creature, you smother them. DC 15 STR save or 6d4 and 1 Wound.
(1/Encounter, Reaction) Ranged attacks have disadvantage on you. If the attack misses, you can throw it back (DC 16 DEX save or 2d10 damage).
- •Spear (2x).2d12+5.
(Reach 2)
- •Summon Spirits.
(1/ encounter) Summon 2/hero spirit minions (d8).
You are immune to Fire. Melee attackers take 5 fire damage.
- •Shining Strike (2x).3d10.
(Melee or Range 12) On crit: Blinded for 1 Round.
- •Maddening Shriek.
Each enemy in Reach 4 makes a DC 16 WIL save or it becomes Confused (GM spends your first action) this turn.
Enemies make a DC 16 WIL save at the start of their turns or become Incapacitated for 1 round. Immune for 24 hours on success.
When a creature cures your Poison, it all bursts out of the body at once. DC 16 STR save or 4d8 damage and gain 1 Wound. Half on success.
- •Bite.2d4+15.
Then DC 16 STR save or Poisoned (magical healing ends). Then:
- •Tentacles.3d6+8.
(Reach 2).
Creatures starting their turn in your space make a DC 16 STR save, or 3d6 damage and they become Grappled (escape DC 16).
- •Slam.3d10.
(Reach 2)
- •Tidal Wave.
(1 use, Cone 6) DC 16 STR save or 5d8 damage and Knockback 6 and Prone. Half on save.
When crit: DC 16 INT save, or suffer 1 Wound.
- •Scarab Swarm.
Summon 2/hero scarab minion (d6) within 6 spaces.
- •Feast.
Command all your scarab minion to move up to 6 spaces and attack once each.
- •Rotting Fist.
Fly 6, then 1d4+10. On hit: Dazed.
Sand Storm. At 150 HP, the Black Monk summons a sand storm. Each creature that starts within 4 spaces makes DC 16 STR save or is Blinded for their turn.
The Black Monk is dying! 100 more damage and he dies. Until then, he summons 3/hero scarab minions when he uses Scarab Swarm.
The first attack against you each turn has disadvantage. When an attack misses you, you become Invisible until you attack again.
- Serrated Dagger (2x).2d4+14.
On crit: 1d10 extra damage.
Ordikon is vulnerable to lightning damage. When he takes lightning damage, he stores it and on his next attack he deals an additional 2d12 lightning damage.
Once per Round, due to Ordikon's metallic skin he can turn a crit into a normal hit.
- •Mithral Strike.
Move 6, then 3d12 (Melee or Range 12). On crit: Dazed.
- •Gravity Pulse.
(1/Round) Teleport 20. Then each creature in Reach 4 makes a DC 16 STR save, taking 3d10 and knocked back 4. Half on save.
- •Cone of Cold Metal.
(1 use) Move 6, then (Cone 12) DC 16 DEX save or 8d8 damage and knocked Prone. Half on save.
At 120 HP Ordikon's Cone of Cold Metal recharges.
The Black Magga warps reality. When a creature tries to Teleport by any means, they make a DC 17 WIL save or become Nauseated (Dazed and Poisoned) for 1 Round.
- •Tentacle.
(Reach 4) Move 6, then 3d12. On hit: Grappled (escape DC 17).
- •Fling.
(A Grappled creature). Throw the Grappled creature at another hero. Both make a DC 17 DEX save or take 3d12 damage and are knocked Prone, half damage on save.
- •Energy Drain.
(A Grappled creature). Drain the Grappled creature of energy. DC 17 STR save or gain 1 Wound, and the Black Magga has advantage on the next Tentacle attack.
Madness Breath. At 150 HP, the Black Magga moves 6 and unleashes a foul-smelling cloud (Cone 10). Each creature in the area makes a DC 17 WIL save or become Confused (the GM spends your next action) this turn.
Each creature that starts their turn in Reach 6 makes a DC 17 STR save or 3d6 damage.
- Enervating Strike.6d8+13.
(Melee or Range 20) On hit: Frightened. On crit: Incapacitated for 1 Round.
Whenever the Scribbler would fail a save or take 20 or more damage, he may sacrifice his Lifebinding Spirit, Scrawl, instead. He spends his next turn moving up to 6 spaces and summoning Scrawl.
Does not die at 0 HP. Only radiant or a crit while at 0 HP can kill him.
- •Fanged Falchion.
Move 10 (immune to Opportunity Attacks), then 3d4+10. On crit: DC 17 STR save or Incapacitated for 1 Round.
- •Dimension Door.
(1/Round) The Scribbler teleports to another location in his lair.
- •Mad Ramblings.
(Range 12) DC 17 WIL save or 4d10 and Confused next turn (GM spends next action). Half on save.
At 172 HP The Scribbler channels necrotic energy. Each creature in Reach 6 makes a DC 17 WIL save, or takes 5d12 damage. Half on save.
Once per round, Jordimandus can turn a crit against him into a normal hit. When a creature in 2 spaces hits him, they take 3 acid damage.
- •Acid Burst.
3d8 damage (Melee or Range 12). On crit: Poisoned for 1 Round.
- •Summon Slimes.
Summon slime minions (3/hero, size: d8); they act only when commanded.
- •Consume Them!
Command all of your slime minions to move up to 6 spaces and attack once each.
At 175 HP, acid burst out from Jordimandus, dealing 4d12 acid damage to each creature in Reach 5. DC 16 DEX save for half.
When Athroxis is at 15 or below HP, she immediately sacrifices herself blowing herself up. Each creature within Reach 4 makes DC 17 DEX save or take 8d6 damage, half on save.
When damaged, teleport up to 4 spaces. Then each creature in 1 space takes 4 lightning damage.
- •Flaming Whirl.
3d10+6 fire damage to all creatures within Reach 2.
- •Arc Lightning.
Move 6, then 3d12 (Range 20). Also strikes next closest creature.
- •Elemental Wave.
(1 use) Teleport 8, then (Cone 12) DC 17 INT save or 8d8 damage (Athroxis chooses damage type for each creature between acid, cold, fire, lightning, poison or thunder). Half on save.
At 145 HP, Athroxis recharges Elemental Wave.
Ranged attacks and spells have disadvantage on Mokmurian. Once per Round as a reaction, if a spell or ranged attack misses Mokmurian can throw it back (DC 17 DEX save or 3d10 damage).
- •Vampiric Club.
(Reach 3) Move 8, then 3d12 damage. On hit: Prone. On crit: Mokmurian heals 2d10.
- •Fire Rays.
(Range 16) Move 4, then 3d6 fire damage to 3 heroes.
- •Fireball.
(1 use) Throw a ball of fire that explodes in Range 12. Each creature in a 7x7 square makes DC 17 DEX save or 8d8 fire damage, or half on save.
At 145 HP, Mokmurian's Fireball recharges.
Meltdown. Mokmurian is dying! 120 more damage and he dies. Until then each creature that starts their turn within 4 spaces of him takes 3 fire damage. When he dies he explodes, and each creature in the area takes 4d6 fire damage.
Others suffer 3 damage for each space they move while within Reach 4.
Vulnerable to Fire and Bludgeoning damage. Arkrhyst is enraged and gains advantage on his next attack.
- •Wall of Ice.
(1 use, Reach 20) Summon a wall of ice 10 spaces in a line.
- •Bite.
Move 4. (Reach 3) 2d10+10. On damage, Frostbite: Can't use Reactions (healing or fire damage ends).
- •Shattering Claws.
Move 8. (Reach 3) 3d10. Any die can be chosen as the primary die against a Hampered target. On crit: deal +30 damage instead of rolling additional dice.
- •Blizzard.
(1 use, AoE, Reach 10) 3d8+20 damage. DC 17 STR save or frozen in place (Restrained). Escape DC 17, or any Fire/Bludgeoning damage.
Brutal Storm. At 160 HP Arkrhyst summons a mighty blizzard. Others are Blind beyond Reach/Range 8 and take 1d8 damage at the end of their turns.
Arkrhyst is dying! 120 more damage and he dies. Brutal Storm intensifies, dealing 2d8 damage.
Cantrips and Tiered spells have disadvantage on Azaven, and Azaven has advantage on saving throws against spells.
- •Paralyzing Touch.
Move 6, then 1d4+14. On hit: Dazed. On crit: Incapacitated for 1 Round.
- •Arc Lightning.
4d12 (Range 12). Also strikes the next closest enemy.
- •Frightful Gaze.
(1/Round, Range 12) Azaven glares at one target. DC 17 WIL save or 3d8 psychic damage (ignores armor) and Frightened 1 Round. Half on save.
Disrupt Life. At 125 HP Azaven teleports 10. Then he unleashes a burst of necrotic energy. Each creature in Reach 5 must succeed on a DC 17 STR save, or take 6d6 damage. Half on save.
Spell attacks have disadvantage on the statue and the statue has advantage on saves against spells.
- •Stone Glaive.
(Reach 3) Move 8, then 3d12+10. On hit: Dazed.
- •Ground Slam.
(Reach 4) Each creature in reach makes a DC 17 STR save or 6d6 damage and fall Prone.
- •Glaive Whirl.
(1/Round) Move 8, then 3d12 damage to all creatures within Reach 3.
Unarmed strikes deal additional damage depending on the amulet's rarity.
Armor or shields with this enchantment gains a bonus to Armor depending on it’s rarity.
Value: 1,000 or 6,000 GP
Weapons with this enchantment deal additional damage depending on it’s rarity.
Value: 400 or 1,000 GP
This amulet grants a +1 bonus to Armor, but only if the wearer doesn’t wear armor. A creature cannot wear more then one amulet of natural armor.
Value: 800 GP
This magical bag gives you an additional 50 inventory slots. The bag itself takes 1 inventory slot, and has an opening that is 2 feet wide. If the bag is turned inside out, all of it’s contents spill onto the floor.
While wearing these bracers, you are proficient with Shortbows and Longbows. Once per encounter, when you hit with an attack using either kind of weapon you may deal an additional 2 damage.
Once per Safe Rest as an action, you can teleport yourself and one other ally to a spot within 500 feet (100 spaces).
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and you fail to teleport.
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless.
While you wear this cloak, Perception checks made to perceive you have Disadvantage, and you have Advantage on Stealth checks.
The same as an elemental weapon, however when it crits it deals an additional 1d6 damage of the same element as the weapon.
This weapon deals an additional 1d4 damage of an elemental type. Elemental damages are acid (corrosive), cold (frost), fire (flame), lightning (shock), and thunder (thunderous).
As an action, you can open the bottle and it creates a 8x8 cloud centered on itself. Creatures standing in the cloud are partially obscured. When you close the bottle the cloud dissipates.
Once per encounter, when you use a cantrip or cast a tiered spell, you can use the Dimensional Compression or Stretch Time Spellshaper abilities for free.
This weapon is a +1 longsword, and deals an additional 1d4 necrotic damage. When you crit a creature with this weapon, it makes a DC 13 STR save or it becomes Incapacitated until the end of it’s next turn.
As an action, you can have the armor change it’s appearance to match any normal clothing or even another armor. However, it still maintains the same weight and stats of the original armor. The glamour lasts until you change the appearance or you remove your armor.
As an action, you can use the hat to transform and disguise yourself to look like another humanoid of your size (1 foot larger or smaller). The hat can also be transformed to match the outfit, such as a cap, a top-hat, a comb, or a hair clip. The disguise lasts for 10 minutes.
Increase your WIL +1 while wearing this headband.
Increase your INT +1 while wearing this headband.
This spear with it’s wide bladed thorn-like head makes horrible screeching as if a wild beast in anger whenever you roll a crit. This spear is a +1 weapon. When you hit a creature, you may unleash an aura of despair affecting each creature within 6 spaces. They must succeed on a DC 13 WIL save, gaining disadvantage on attacks and saves for the next 10 minutes on a failure. Once this feature is used you cannot use it again until you finish a Safe Rest.
Once per encounter, you can have this weapon crit when it rolls the second highest number on it’s die (for example, 3 on a d4 will crit, or 7 on a d8 will crit).
Once per encounter, when you are hit with a crit you can turn it into a normal hit.
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your STR increases by 1, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
While wearing this mask, it grants advantage on saves against being Petrified. While attuned, you may attempt to Petrify a creature within 6 spaces. You can use an action to force a creature to make a DC 14 STR save or it becomes Petrified. Once you use this feature you cannot use it again until you finish a Safe Rest.
This runewell charges collecting the souls of those who die in wrath. It does not have a limit on how many charges it can hold. One who has spent 24 hours in meditation with the runewell can expend a charge for one of the following uses:
- Spend 1 charge to summon a sinspawn.
- Spend 2 charges to gain a temporary buff that lasts one minute. For the next minute you have advantage on attack rolls and attack rolls have disadvantage on you.
Once per Safe Rest, you may hurl a mote of fire as an action at a point in Range 16. It explodes in a 6x6 square. DC 13 DEX save for each creature in the area or 5d6 fire damage, or half on save.
Once per Safe Rest, you can use an action to regain 3 mana points with this pearl.
The wearer of this mask gains advantage Perception checks to track creatures not immune to the Frightened condition. The wearer is also granted a +1 bonus to melee damage rolls except to undead creatures. The wearer can also cast the condemn spell (DC 15) twice per Safe Rest.
Curse. This mask mentally affects the wearer filling their minds with thoughts of murder. Wearing the mask curses you until you are targeted by a 3rd Tier heal spell or similar magic; removing the mask fails to remove the curse. While wearing the mask the creature has disadvantage on Influence checks and WIL saves.
When this weapon is thrown, whether it hits or misses, it returns to your hand.
Value: 400 GP
As an action, you can summon a magic floating shield from the ring. This magical shield counts as an iron shield, but does not require proficiency or a STR requirement. If you defend a Crit attack, the shield is destroyed and cannot be resummoned until the next Safe Rest. A creature cannnot wear more then one ring of force shield.
Value: 7000 GP
While wearing this ring, once per Safe Rest you can cast the fly spell.
This ring grants an additional +1 bonus to Armor and saves. A creature cannot wear more then one ring of protection.
Value: 4000 GP
Once per encounter, you can use an action to have the ring attack an enemy for 2d10 damage and push them 2 spaces.
While you wear these robes you have a +1 to spell save DCs. Once per Safe Rest, you can regain 5 mana points.
This can only be worn by a Mage or Shadowmancer. This is epic enchantment cloth armor. While you wear this armor you have a +2 to spell save DCs and +2 additional damage to your cantrips.
Once per encounter, you can give an enemy disadvantage on a save against a spell you cast.
A runeforged weapon can be any weapon, staff, or wand. Upon it’s creation, you choose which sin it opposes (Envy, Gluttony, Greed, Lust, Pride, Sloth, or Wrath). Attacks against Runelords and their allies associated with this sin always have advantage.
This whip (1d4+DEX Slashing, Light, Reach 2) is a +1 weapon and deals an additional 1d4 psychic damage. When you crit a creature with this weapon, it makes a DC 13 WIL save or is Charmed by you for 1 minute. If it takes any damage from you or an ally of yours, it immediately ends the Charmed condition.
This medallion grants a +1 bonus to saves. Once per safe rest, you can give yourself 2d4+2 Temp HP. However, when a creature is wearing this medallion, a Runelord can scry and spy on them at any time.
Value: 3,500 GP
The wearer of this mask gains advantage on Perception checks to track creatures not immune to the Frightened condition. The wearer also deals 1 additional damage on melee attacks except to undead creatures.
Curse. This mask mentally affects the wearer filling their minds with thoughts of murder. Wearing the mask curses you until you are targeted by a 3rd Tier heal spell or similar magic; removing the mask fails to remove the curse. While wearing the mask the creature has disadvantage on Influence checks and WIL saves.
While you wear this tunic, you gain a +1 armor and advantage on DEX saves. You also have advantage on saves against being Poisoned and gain resistance to poison damage.
When wearing this mask the wearer appears shadowy as their skin color desaturates. You have advantage on Stealth checks, and as an Action you can change your appearance to look like another creature they can observe within 60 feet for 1 hour. This grants you advantage on Influence checks to act like the creature, and on attacks against this creature. You can use this ability again after completing a Safe Rest.
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your WIL increases by 1, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Can Interpose for friends.
Enga has advantage on attacks, but attacks have advantage on her.
- •Spear.
(Melee or Range 5) +3 damage every 4 levels.
- •Thunderstomp.
(1/Encounter) Each creature in Reach 2 takes 2d4 damage. +2 damage and +1 Reach every 5 levels.
RAAAAGE! While Enga is Dying, all her attacks are crits, and all attacks against her are crits.
Can Interpose for friends.
(1/encounter, Reaction) Allow an ally to reroll a single die related to an attack or save.
- •Vicious Mockery.
(Range 12, ignores armor) +2 damage every 5 levels.
- •Look, a Distraction!
(Reach 2) Give an enemy disadvantage on their next attack. +1 Reach every 5 levels.
Kick their Ass! (1/encounter) When Ameiko drops to 0 HP, move 3 then each ally gets advantage on their next attack or skill check.
Can Interpose for friends.
Whenever your allies spends any Hit Dice to recover HP, they heal an additional 5 HP per 5 Levels.
- •Hand Axe.
(Melee or Range 4) +2 damage every 4 levels.
- •Hit that one!
(1/encounter) Command an ally within Reach 6 to make a weapon attack or cast a cantrip for free.
I'm not dead yet! (1/encounter) When Vale drops to 0 HP, move 6 then heal self half hero level, rounded up.
Can Interpose for friends.
(1/encounter) Give an ally advantage on it's next attack. If it hits, it crits.
- •Pierce.
+2 damage every 4 levels.
- •Mark.
You or an ally (whoever attacks first) gains advantage on it's next attack against the target.
I'm Bringing you Down With Me! When Shalelu drops to 0, she moves 6, then makes 1 attack on each enemy at advantage.



