Monster Statblocks - Dark Denizens
Monster Statblocks - Dark Denizens
Adventure Modules
pathways of forgotten trade routes, a
I
Bestiarum’s monthly adventure modules are
unique caravan of outcasts and easy-to-run and convenient for preparing fun
enigmas meanders, peddling and darkly atmospheric game nights with your
wonders and mysteries to those friends. The modules are flexible, allowing you
brave or foolish enough to approach. Their to run them as is, plug them into your own
homebrew campaigns, or you can draw
origins and motives remain obscured,
inspiration from the lore and encounter
shrouded in whispers and hushed tales. Each
designs for your very own stories. The dark
member of this wandering troupe carries horrors of Doaden are myriad and strange,
secrets as vast and deep as the darkened and so too are the many adventures that may
forests they traverse. In their wake, the line be told in these forsaken realms!
between reality and the uncanny blurs, leaving
a trail of awe, temptation, and unease.
CREDITS
Writer/Designer: Alexander H. Dovermann Produced by: Bestiarum Games
Brizt the Caravaneer
This hulking figure appears to be a monstrous
Brizt, the Caravaneer
amalgamation of man and mollusk, replete Gargantuan monstrosity, true neutral
with numerous legs and wooden wheels
Armor Class 20 (natural armor)
aiding its locomotion. Brizt’s huge shell Hit Points 186 (12d20 + 60)
houses a plethora of trinkets and wares, Speed 20 ft.
sparkling with the promise of magic. As STR DEX CON INT WIS CHA
intimidating as its appearance might be, its 22 8 18 16 14 14
(+6) (-1) (+5) (+3) (+2) (+2)
eyes twinkle with a merchant’s cunning,
always on the lookout for the next deal. Skills Persuasion +6, Insight +6
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Brizt’s Bazaar. Brizt's shell houses a mobile Condition Immunities charmed, frightened,
grappled, paralyzed, petrified, prone, restrained,
shop that sells various rare magical items. The
stunned
following mechanics can be used to run the Senses passive Perception 12
shop. Brizt replenishes his stock every week, Languages Common, plus two others (your choice)
Challenge 10 (5,900 XP)
ensuring a rotating selection of items for
potential customers. If the party develop a Magic Resistance. Brizt has advantage on saving
throws against spells and other magical effects.
good rapport with Brizt, they might get special
discounts or first pick on new stock in the Merchant's Cunning. Once per day, if Brizt fails a
Charisma (Persuasion) check, he can choose to reroll
future.
it and must take the second result.
• Random Stock. Roll a d6. The result is
the number of rare magical items available Shell Retreat. When Brizt feels threatened, it can
withdraw into its shell. Brizt’s shell is impervious to
for purchase. You can use a magic item all damage, but while Brizt is withdrawn inside, it
table of your choice or invent specific cannot move or make attacks.
items as you see fit.
Actions
• Haggling. Players can attempt a DC 16
Multiattack. Brizt makes two slam attacks.
Charisma (Persuasion) check to get a 10%
discount on their purchase. If they fail by 5 Slam. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 19 (3d6 + 6) bludgeoning damage.
or more, Brizt becomes insulted and
increases the price by 10%.
• Dangerous Business. If players try to
steal or harm Brizt, he'll try to run, and
retreat into his shell as a last resort.
cards that shift and change with every glance. Saving Throws Int +10, Wis +10, Cha +9
Skills Insight +10, Arcana +10, Perception +10
Senses darkvision 60 ft., passive Perception 20
Fate’s Insight. Araneidae reads a creature’s Languages Common, plus two others (your choice)
fate by drawing a card from her mystic deck, Challenge 12 (8,400 XP)
providing them with a cryptic glimpse of their Spellcasting. Araneidae is an 18th-level spellcaster.
future. The drawn card reveals one of six Her spellcasting ability is Wisdom (spell save DC 18,
+10 to hit with spell attacks). She has the following
potential fates, and the effects last for the next cleric spells prepared:
7 days. A creature can benefit from Fate's
Insight only once per week. Roll a d6: Cantrips (at will): guidance, mending, sacred flame,
thaumaturgy
1. The Dying Star. The next time you are 1st level (4 slots): command, detect magic, identify,
reduced to 0 hit points, you are instead shield of faith
2nd level (3 slots): augury, hold person, spiritual
reduced to 1 hit point. weapon
2. The Void's Whisper. Gain the ability to 3rd level (3 slots): clairvoyance, dispel magic, speak
cast misty step once, without expending a with dead
4th level (3 slots): banishment, divination, guardian
spell slot or requiring material of faith
components. 5th level (3 slots): legend lore, flame strike, scrying
6th level (1 slot): true seeing, word of recall
3. The Bleeding Crown. The next time you 7th level (1 slot): divine word, simulacrum
make an attack and roll 18 or higher, it is a 8th level (1 slot): antimagic field, holy aura
critical hit. 9th level (1 slot): foresight
Actions
Multiattack. The Forbidden Fence makes three
attacks.
Actions
Multiattack. Thubacaine makes two slam attacks.
Reactions
Deflect. When a creature targets Thubacaine with a
ranged or melee weapon attack, he can deflect the
attack with his hammer. He makes a slam attack roll
against the incoming attack or projectile. If his roll is
higher than the attacker's roll, the missile is deflected
and the attack misses.
Actions
Makeshift Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning,
piercing, or slashing damage (type depends on the
tool they wield).