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Sages are made from correctly admisnistered infection. when done wrong it turns people into infected monsters.

The waters that surround Exilli's shoers are dark and deeply calm, if you listen while under the water you can hear the whispers of the abyss. Exilis resides just on the edge of the abyss. swim too deep and you will be lost forever.

Sight Rot
This painful infection causes bleeding from the eyes and eventually blinds the victim.
A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a −1 penalty to Attack rolls and Ability Checks that rely on sight. At the end of each Long Rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is Blinded until its sight is restored by magic such as Lesser Restoration or heal.
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an Herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a Long Rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.

Torrent Rot
A dangerous infection caused by drowned creatures. when infection starts teh creature will feel heavy and water logged to start off, as hours pass thier movement speed will be reduced by 10 feet and thier body will be bloated, after 24 hours wounds will start openeing up on the body and water will start leaking out uncontrollably, you regain your moment but now you will take an extra 5 damage from all sources and weild any weapon at -2 to hit, can be cured with heal or lesser restoration, Dry root can be mixed into any common potion for instant cure as well. this sickness is contagous people coming into contact will need to make a DC14 con save or become infected.

Entity's Presence
A creature can suffer this status if the come into direct sight or contact with an outer entity and it takes notice of them. the creature suffers disadvantage on all checks, half moment speed and is frightened of creatures it dosent know for the next 12 hours.

Livion Virus
A terrible horrible virus that is only curable if caught early enough
Upon infection the target has 1 D12 days +3 to get rid of it or become part of the garden
in the first few days you are unable to eat and when you do you throw it back up in a black spew that wriggles and writhes on its own, you will starve but still be unable to eat. disadvantage on Con saves.
Futher days later you are unable to contrl your body at times. before your turn roll a D20, on an Odd number the DM decides your turn.
in your last days your skin will start to fall off reviling a red fleshy exoskeleton as you slowly start to morph into a livion hornet.

Only a few places can cure the virus, proffessor Stem, Tier 2 sages, and some beholders.

Insight Mechanics
Characters have thier total inteligence equal thier Insight score, if proficent in Insight they get a permanent bonus to this score equal too the normal bonus.
-1: Level 0 Your character instantly gets infected with the livion virus
-7 or less: Level 1 Your character cannot comprehend any celestial being but they will still interact with you they are completely invisible to you.. you are very subsetible to the livion virus but immuned to any pcy damage from celestial beings.
-11 or less: Level 2 your charcater has difficulty wrapping thier heed around the celestial beings. you gain resistance to pcy damage from celestial beings but weakness to Virus and dessies take an extra damage from attackes from Livion creatures
-14 or less: Level 3 you are normal, you can see the celistial beings and are normally resistant to the virus.
-22 or less: Level 4 you are enlightened, you have a weakness to the pcy damage from celistial beings and have disadvantage against frightened or stun checks against them, you are resistant to the livion virus and immune to most other sickness. you start to see things that others can't
-29 or less: level 5 you are truly acceded. you understand what the celistials are saying and can see them all. you are immuned to all sickness and gain advantage with all spell attacks and insight checks but will fail all wisdom checks you make.
30: Level infinity you become an Orphan

John: 10+4 15 Level 4: Weakness to pcy dmg from Orphans, disadvantage against fright, advantage on sickness saves, Entities appear transparent and other items.
Lekelgo: 11 Level 2: Resistance to pcy damage. disadvantage on sickness saves, extra 2,3,4,5,6 Necrotic damage from Livion creatures
Vicnemem: 14+3 17 Level 4: Weakness to pcy dmg from Orphans, disadvantage against fright, advantage on sickness saves, Entities appear transparent and other items.
Robert: 10+4+5 19 Level 4: Weakness to pcy dmg from Orphans, disadvantage against fright, advantage on sickness saves, Entities appear transparent and other items. Proficiency Bonus
Tao: 9+3+1 13 Level 3: no effect, Proficiency Bonus
Zonatar: 8-1 7 Level 1: Auto sickness if hit by it, Immunity to pcy damage,

Temporary Insight bonus Points:
Certain events can add temporary insight points, these points go away after a few hours.
Seeing a lots get converted +2
Slaying a lost or drowned creature +1
Seeing a drowned Beholder +4
Seeing an Orphan +4

Permanent Insight bonus:
Certiant events can permanent increase your intelligence score.
Slaying an orphan +1
Seeing an outer entity +2
Entering the town of Paract +3
Entering the city of Seiko +1
Slaying one of the turned crew members +1
first entering the land of exilis.

Decrease Insight bonus:
Orphans and Drowned beholders have the ability to drain your int score with special attacks.

Skidir, Kraken Dragon of the abyss
AC 22 Natual armour Languages Understands Abyssal, Celestial, Infernal, And Primordial But Can't Speak, Telepathy 120 Ft.
HP546 + 546 Damage Immunities Lightning; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Speed40ft Swim 60ft
StatsStr +10 Dex +0 Con +9 Int +10 Wis +4 Cha +6
Attack
PassiveSenses Truesight 120 Ft. 14 Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
Abilities
Condition Immunities Frightened, Paralyzed
Multiattack The kraken makes three tentacle attacks, each of which it can replace with one use of Fling
Bite Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone
Tentacle Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: (3d6 + 10) bludgeoning damage. The target is grappled (escape dc 18) Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target
Fling One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Legendary Actions Kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kraken regains spent legendary actions at the start of their turn. Tentacle Attack or Fling.The kraken makes one tentacle attack or uses its Fling. Lightning Storm (Costs 2 Actions).The kraken uses Lightning Storm. Ink Cloud (Costs 3 Actions).While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.

Challenge 23 (50,000 XP) Amphibious. The kraken can breathe air and water. Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Siege Monster. The kraken deals double damage to objects and structures. Actions

The Sky Crawler Uru (ooo-roo)
AC 00 Natural Armour
HP00
Speed
Stats
Attack
Passive
Abilities

an Outer entity from a plain of pure suffering and endless sky. its the only thing the resides in this plain anything else that enters is merely an unwelcome guest.

The Sleeper Syn-Sigalian (See-e-an Sig-alien)
AC 00 Natural Armour
HP 00
Speed
Stats
Attack
Passive
Abilities

An outer Entity from a plain of true silence. the sleeper is always asleep so it can see all in its nightmare realm, it can drag other creatures into this realm it sees may provide further insight to its every expanding knowledge.

The Sea's Eye Norgrous (Norg-o-rus)
AC 16 Natual Amrour
HP52 + 52
Speed
Stats
Attack
Passive
Abilities
The Havester Nyala (Nah-ah-la)
AC 00 Natual Amrour
HP 00
Speed
Stats
Attack
Passive
Abilities
The Havester Nyala (Nah-ah-la)
AC 00 Natual Amrour
HP 00
Speed
Stats
Attack
Passive
Abilities

Daughter of Stem

The Havester Nyala (Nah-ah-la)
AC 00 Natual Amrour
HP 00
Speed
Stats
Attack
Passive
Abilities

Lumen Monk

Orphaned Bemin
AC 00 Natual Amrour
HP 130 + 130
Speed
StatsStr +5
Dex +5
Con +3
Int +7
Wis -2
Cha -2
AttackClaw: 2 D6 +5 , +7 to hit Bite: 2 D4 +5 , +7 to hit , Must succeed a DC 15 dex save or be eaten, take 1 d4 phycic damage every turn, if hit with a bludgeoning attack spew the target back up.
Passive
Abilities
Multi Attack As a bonus action Bemin can attempt a bite if it hit with his claw attack.
Souless Roar: Creatures make a Con DC16 save against being deafend and take and extra 1 D8 Force damage on a fail.
Birth Bemin spews up 1 d4 giant eggs, the eggs hatch into Infertile beings, Players must make a DC 12 Wis save or be frightened, Spawn have 10HP
Spawn Grappel

Judging Jorgan Kraken Maws:
A creature that has had its name forcibly forgotten by many sailors, for saying its name may present its rage upon your ship. a creature of waterlogged skin and covered in hideous gaping mouths filled with human teeth. it holds no morals and no quarter, it will sink any ship that it is commanded to sink.

Unspekable maws
HP 150 + 100

Str 17 +3
Dex 16 +2
Con 16 +2
Int 20 +5
wis 9 -1
Cha 7 -2

Claw swipe
+6 hit
3 D10 +3
10ft range
Bluginoning

Bite
+6 hit
2 D10
Piercing

Souless scream
Creatures make a wis DC18 save against being frightened.

Lumens
1 D10 x10 (x Payer Level) Quest Modifier 1 D4 (x1.0, x1.5, x1.0, x2.5)

Weapon Materials:
Roll d4 three times (4 or less, 6 or less, 8 or less, more then 9)

Tier 1, Ebony, Mage Stone
Tier 2, Ivory, Dragon Stone
Tier 3, Iron, Mythrial
Tier 4, Steel, Titaniam

Roll D4 for type (1 = Core, 2 = Hilt/Handle/String, 3 = Blade/Head, 4 = Mod/ReRoll)

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