Friday, June 28, 2024

Werekobold, Dungeons and Dragons lore


In the distant land of Murghôm, dragon princes rule over the population. It would be a foolish army that marched on that region, as the dragons enjoy their comfortable situation there and wish it to continue for as long as possible. But not all dragons feel the same way. It seems there is one or perhaps some who loathe the situation with every scale on their body. The tranquility many enjoy in this realm is not universal, as undercurrents of discord simmer among certain factions. These dragons, perhaps driven by envy or a deeper, darker ambition, look upon the peace with contempt, plotting and scheming to reshape Murghôm to their liking.
I don't know exactly who is responsible for the subject of today's video. Still, I do wonder if the source of the mysterious plague that forced the dragons to leave the great mountain ranges and arrive in Murghôm is the same as the very strange and powerful new form of Draconic Lycanthropy starting to spread more and more each month. This plague, seemingly crafted with precision and forethought, hints at a mastermind with extensive knowledge of draconic biology and dark magic. Its effects are as terrifying as they are mystifying, casting a shadow over the land and its inhabitants.
It would seem that some dragon—and I feel in my bones that this must be the work of a powerful black dragon—has discovered a way to inflict a lycanthropic curse on its own Kobold minions. This draconic architect of calamity has not only managed to harness the lycanthropic curse but has also refined it, targeting beings with a specific resonance to draconic essence. The curse afflicts Kobolds, Spellscales, Dragonborn, and Draconians, twisting them into more formidable, loyal servants. Even some Sorcerers of various races, whose magics draw upon the ancient power of dragonkind, have fallen victim to this curse.
However, true dragons, including those who spend a significant amount of time in humanoid form, are not vulnerable to the curse for whatever reason. This peculiar immunity suggests that the curse was designed with a certain selectivity, perhaps to preserve the purity of true draconic bloodlines or safeguard against potential dragon-born adversaries. This is the best clue that the curse's origin is draconic; its selective nature hints at deep-seated intentions that may reshape our understanding of dragon politics. Time, I am sure, will reveal its source eventually.
I have written letters to the Elves of Narbeth, who dwell within the Great Wild Wood of Shalhoond, seeking their insights. With their long-standing ties to mystical forces and ancient lore, the elves might have a better idea of what is going on there, or perhaps they sense the unsettling changes that this curse brings. But as of now, I have yet to receive a reply.
This situation paints a grim picture of a land where not even the mighty dragon lords can shield themselves from the creeping tendrils of dark magic. As this new form of Draconic Lycanthropy takes hold, spreading its curse with alarming speed and ferocity, the very fabric of order in Murghôm is threatened. Those afflicted gain terrifying powers, turning into beings that blend the ferocity of their draconic heritage with the ruthless cunning of the kobold. The implications of such transformations are vast and deeply concerning, as they suggest a level of premeditation and malice that could herald a new era of darkness for Murghôm and perhaps beyond.
The emergence of this draconic lycanthropy is a chilling development in the annals of magical diseases known throughout the realms. The curse, insidiously selective, must have required intricate knowledge and malevolent intent harbored by its creator; this is why I deeply suspect a Black dragon as its origin, as it is well known among scholars of dragonkind that the Black Dragons are compulsively cruel and taken to murdering even their own minions, so, performing vile and torturous experiments on them is nothing short of commonplace I am sorry to say. The draconic essence that binds the races susceptible to this affliction also ties them to the ancient and majestic lineage of dragons—a lineage now marred by an affliction that transforms its bearers into monstrous hybrids of their former selves.
It was some months ago that I happened to hear of a visiting scholar from the distant land of Mulhorand, far to the East of Candlekeep and the Sword Coast; I hurried to find a member of the Avowed and attain permission to read the text the scholar had submitted for entrance payment and was delighted at first to learn it was detailing events occurring in the Dragon Princedoms of Murghom, but, as I read it, my delight faded extremely quickly. The journal diligently related the sorry fate of a Dragonborn Eldritch Knight known as Srask Kartharen.
When a player character Dragonborn like Srask Kartharen is inflicted with the Were-Kobold curse, their physiology and abilities undergo several significant changes, reflecting the draconic nature of the curse. The transformation abilities include gaining the capacity to morph into a hybrid form, which blends their inherent dragonborn features with those of a kobold. 
In this hybrid form, the Dragonborn can, through an action, polymorph into a draconic Kobold hybrid, retaining their size and racial abilities while gaining the natural armor and attack capabilities typical of a Were-Kobold. The natural armor in this form elevates their armor class to fifteen, and they appear considerably more feral, with thicker, more pronounced scales and spines, often with a prominent dorsal and spine ridge. Regarding offensive capabilities, the Dragonborn gains a much more formidable bite attack, using proficiency and strength bonus to Hit and inflicting 1d6 plus their strength bonus in piercing damage. They also gain a brutal claw attack that has the same hit bonus but does 1d8 plus their strength bonus in slashing damage. I have heard further rumors since I read the scholar's journal that some who are bitten directly by a cursed Urd, a winged kobold sub-breed, may also sprout wings in their hybrid form, but the wings are fairly useless, only really good for slowing a fall enough for it not to kill on impact.
The curse also brings behavioral and physical changes, including subtle features reminiscent of a kobold, such as slightly sharper teeth and longer claws, even in their normal form. Furthermore, they gain the Pack Tactics trait in regular and hybrid form, providing an advantage on attack rolls against a creature if at least one of their allies is within five feet of the creature and the ally isn’t incapacitated. They also gain an enhanced sense of smell, giving them an advantage on Wisdom (Perception) checks that rely on smell.
However, the Dragonborn remains deeply afflicted by the draconic curse, only able to spread the were-kobold curse to other draconic humanoids or those with dragon essence or blood, such as certain sorcerers or warlocks with long-term pacts with dragons. The curse’s resilience to cures is notable; only a wish spell or similarly powerful magic can lift it, highlighting its deep integration with the Dragonborn’s draconic heritage.
The psychological effects of the curse are profound as the Dragonborn grapples with the duality of their nature, torn between their noble heritage and the survivalist instincts of a kobold. This internal conflict can lead to significant social stigma if their condition is revealed, especially among other Dragonborn who may see this affliction as a mark of dishonor or corruption. The curse may also enhance the Dragonborn’s deference towards dragons, particularly evil ones, compelling them to serve these mighty creatures with increased fervor.
The example of Srask Kartharen vividly illustrates the transformative and tumultuous journey of a Dragonborn afflicted by the Were-Kobold curse. The Dungeon Master overseeing such a narrative should portray the transformation as a physical and psychological metamorphosis, emphasizing the struggle to control the new abilities and impulses, particularly under stress or in the presence of dragons. Over time, the character might learn to harness these abilities while wrestling with the implications of their altered state, potentially making their curse a central plot point that influences their interactions, alliances, and personal growth throughout the campaign.
The Were-Kobolds, born from the dark experiments, are tragic victims in this situation, really; no matter what your opinion of the creatures, I wouldn't wish their fate on anyone. These creatures retain deference to dragons but manifest a heightened ferocity and cunning, making them far more formidable than their unafflicted kin. The stat block for a Were-Kobold shows them as small humanoids with a lawful evil alignment. They have a natural armor class of and an average of 27 Hit points. They are nimble with a speed of thirty feet and possess a balanced mix of abilities, including a strength of 10, dexterity of 16, and a constitution of 14, coupled with lower intelligence, wisdom, and charisma scores.
Their capabilities in stealth and perception are enhanced, with a +7 in stealth and +2 in perception, with a natural proficiency in common and draconic languages. The shapechanger trait allows them to morph into a draconic hybrid or revert to their more feeble-appearing true Kobold form but maintain their armor class across both forms. They have an acute sense of smell, which gives them advantages in perception based on smell, and their pack tactics give them a strategic edge in combat. The draconic affliction Lycanthropy means this curse only applies to victims with draconic heritage or strong degrees of Draconic essence. For the scholars of the curse, I do apologize for using the word Lycanthropy a lot; I know that it specifically refers to werewolves rather than were kobolds, but in the realms, it is more common practice to call them Skinwalkers, Nightwalkers, or simply were beasts.
In combat, Were-Kobolds are tactical and vicious. They can execute a multi-attack in their draconic hybrid form using their bite and claws, I won't bore you with all the game mechanics for now.
Understanding the full scope of this draconic lycanthropy, from its origins to its effects on individuals like Srask and the broader implications for the communities it touches, is crucial for all scholars between here and the dragon princedoms, as well as far to the east in the lands of Kara-Tur or deep to the south in Zakhara. This is a potentially world-changing event, and I am sure those dragons of good nature will greatly appreciate our help in providing as much investigation and accurate reporting of it as we can manage. I know many have grown accustomed to a world where the dragons have lived in forced social distancing from each other for so many centuries, thanks to the Dragonrage Mythal, but I must stress that that time is over; the dragons are once more showing signs of unity and that unity is being contested viciously by other factions within Dragonkind, whatever form that takes in the end, I say it is only in our long term best interests to recognize that not all dragons are the same, they can work with us and we must work with them; otherwise I am sure we will end up buried under their new empire, rather than being a valued part of it.
The curse's profound impact on the ecological and social structures of Murghôm cannot be overstated. Kobolds' once hidden and dispersed communities have found themselves thrust into the spotlight of draconic politics, their affliction making them pawns in a much larger game of power. Spellscales and Dragonborn, typically proud of their heritage, face existential questions and fears about their place in the world as their essence becomes a liability against an unseen, accursed threat.
The politics of Murghôm are in turmoil as alliances shift and ancient pacts are questioned. Dragons, once the undisputed rulers, find their authority challenged not just by external threats but from within their ranks now, as the cursed beings might be used as soldiers or assassins against rival factions. This instability is a fertile ground for intrigue and betrayal as power-hungry dragons and their minions maneuver for advantage. In this ever-increasing hotbed of hostility, increasingly desperate and reckless tactics are likely to be employed, with disastrous long-term repercussions.
Meanwhile, the broader realm watches with wary eyes. Neighboring lands prepare for the possibility that the curse could spread beyond the borders of Murghôm, threatening to destabilize the region. Trade routes are closely monitored, and travelers are scrutinized for any signs of the affliction, leading to tensions and xenophobia against dragon-kin species; already, the ancient nations of the east were very wary of the Dragonborn now displaced there from the world of Abeir; this is just going to make them more isolationist and militant, traits that saw them survive on a world dominated by dragons and elemental lords were starting to relax a bit. Still, now, I fear they will not seek help from other races due to the hostility and suspicion they face just getting worse and worse.
As the accounts of Srask Kartharen and others like him begin to reach me here at Candlekeep through journals delivered by scholars seeking entrance to the great Library from all over the Realms, it becomes increasingly concerning how fast and far such a curse can spread. I am curious about how powerful this curse must be in infecting species that are normally quite resistant to such magic. For Srask, the curse must be both a horrible burden and a supreme test of his will and character. I wonder if any of us could imagine what it must be like facing not just the inflicted transformation but also the imposed mental control which makes him feel compulsive subservience to dragons, which I am quite aware many Dragonborn loathe for their historical and contemporary mistreatment of the Dragonborn race.
For the Dungeon Masters guiding such narratives, the Were-Kobold curse offers a rich vein of story potential. It can serve as the central theme of a campaign or as a complex background for character development. Encounters can be designed to challenge the players physically and force them into moral quandaries where the right choice is as elusive as the cure for the curse.
Campaigns may explore the origins of the curse in greater depth, leading players on quests to ancient ruins, forbidden libraries, and into the dragons' lairs. They might seek alliances with the Elves of Narbeth or other magical beings who could hold the key to understanding or curing the draconic lycanthropy. Along the way, they would uncover secrets about the true nature of the curse, its creator, and perhaps even ways to weaponize it against their enemies, adding layers of moral complexity to their adventures.
As the narrative deepens, the characters' actions could have lasting impacts on the world around them. Their decisions might determine the fate of Srask and countless others afflicted by the curse. Will they find a way to reverse the curse, or will they see the draconic lycanthropes as necessary warriors in the coming battles? The struggle against the Were-Kobold curse could very well define the future of Murghôm and potentially all lands that fall under the shadow of dragons.
The emergence of the Were-Kobold curse in the land of Murghôm serves as a dark mirror reflecting the fears and ambitions of a society grappling with change and the unknown. It challenges the characters to look beyond their prejudices and fears, find strength in unity, and confront the darkness around them and within themselves. The saga of those touched by this curse, like Srask Kartharen, becomes a testament to the enduring spirit that even in the face of monstrous transformation, the core of one's identity can prevail, offering hope and a path forward in a world that seems increasingly mired in shadows and turmoil.
My name is AJ Pickett, I hope you enjoyed this little bit of homebrew fun and find use for it in your own game worlds, the game stats for the Were-Kobold Template and the Stats for Srask Kartharen are included in this article both on my Patreon page and in the exclusive channel members and Patrons section on my Discord Server, link to join the server is in the video description below. Thanks for listening, and as always, I will be back with more for you very soon.

Tuesday, June 25, 2024

Tlincalli and Giant False Scorpions Dungeons and Dragons Lore


As you travel across the Anuarach desert and meet the Bedine people, sharing cups of tea around a little fire in the cold and clear desert nights, you hear a lot of legends and stories about giant spiders fighting giant scorpions, and I've seen some terrible examples of both, but the Calim Desert and the large caves near Menzoberranzan have the most monstrous scorpions in Faerun.
Scorpions are considered part of the Arachnid family on Earth, but on Toril they are not considered a part of Spiderkind, and consider that this includes the Driders - which includes the many living around Menzoberranzan; Chitine, Bebilith, Aranea - which includes the many living in the Calim desert; Ettercaps, Neogi, Spellgaunts, Myrlochar and the Choldrith, plus a few more intelligent and non-intelligent spider things, the Scorpions and the half humanoid, half scorpion Tlincalli are not included, even though there are a few arachnids in the list which should be considered Scorpions, But more on those in a moment.
The Tlincallis are still a huge problem in the nation of Amn, not that far from Candlekeep as the crow flies. In 1374 DR, some 125 years ago now, an army of Tlincallis surged out of the Underdark beneath Amn and attacked the Sailor's City, which in Amn is now known as Muranndin, the kingdom of Ogres, Orcs, and Giants. A lot has been going on in that region and not a great many know to steer well clear of Muranndin, but, humans and elves certainly should, halflings doubly so, considering we are a culinary delicacy among those races. More on that later, the important part is that, not too far from the prosperous city of Athkatla, over the Small Teeth mountain pass, is a kingdom of monsters and all around that region can be found an alarming number of Tlincallis, the Scorpion people, who are highly unpleasant.
The Tlincallis, or scorpion folk, are a chimeric blend of human and arachnid. Their upper bodies resemble those of humans, while their lower halves are those of enormous scorpions, complete with formidable stingers. These creatures, clad in natural chitinous armor, roam the arid deserts, hunting during the twilight hours and finding refuge from the extreme temperatures by burying themselves in loose sand or seeking shelter in ruins or shallow caves.
Tlincallis are nomadic by nature, lingering only as long as the hunting in an area remains fruitful. Their campsites are transient, chosen for proximity to resources and safety for their young. When it is time to lay eggs, the females deposit them in warm, concealed locations, often among stands of cacti. These eggs are encased in hard shells coated with a paralytic poison, a defense mechanism ensuring that most predators are incapacitated if they attempt to breach them.
These creatures are pragmatic hunters, consuming whatever they catch, be it desert wildlife or unfortunate caravans crossing their path. However, when they have young to feed, they exhibit a chilling behavior. Capturing prey alive, they paralyze and bind them with their spiked chains, reserving these captives for their offspring. As night falls, the young Tlincallis emerge from their lairs to feed, a gruesome initiation into their predatory existence.
Among the Tlincallis, there exists a profound respect for skilled hunters. They are keenly aware of their standing in the food chain and will either serve, avoid, or confront superior hunters, such as blue dragons, based on a calculated assessment of risk and reward. This pragmatic approach underscores their survivalist culture, one where strength and cunning are paramount.
Despite their prowess, Tlincallis rarely engage in complex crafting or city-building. Their tools and weapons are rudimentary, forged from scavenged materials. However, their spiked chains and natural weapons are more than sufficient for their needs, a mark of their adaptability and resourcefulness.
For those venturing into the realms where Tlincallis roam, understanding their capabilities is crucial. These large monstrosities boast a natural armor class of 15, a reflection of their hardy chitinous exoskeletons. They have 85 hit points, indicating their resilience, and a speed of 40 feet, which speaks to their agility in their harsh desert environment.
Their physical prowess is further evidenced by their Strength and Constitution scores, both at 16, granting them a formidable +3 modifier. Dexterity, though slightly lower at 13, still provides a +1 modifier, ensuring they are not easily caught off guard. Their mental faculties are less pronounced, with an Intelligence of 8, but their Wisdom at 12 and Charisma at 8 point to a keen survival instinct and a lack of social grace.
In terms of skills, they excel in Perception, Stealth, and Survival, each with a +4 modifier, allowing them to be both elusive predators and adept trackers. Their darkvision extends to 60 feet, enabling them to hunt effectively under the cover of darkness, and their passive perception of 14 ensures they are rarely surprised.
Linguistically, they communicate in their own tongue, Tlincalli, a language as harsh and guttural as the desert winds. Their challenge rating of 5, with an experience point value of 1,800, marks them as formidable opponents for adventurers.
A Tlincalli's multi-attack in combat allows it to strike with its longsword or spiked chain and its venomous sting. The longsword attack, with a +6 to hit and dealing 1d8+3 slashing damage (or 1d10+3 if wielded two-handed), demonstrates their proficiency with simple yet effective weaponry. With a +6 to hit, the spiked chain reaches up to 10 feet, dealing 1d6+3 piercing damage and potentially grappling and restraining foes with a DC 11 escape difficulty.
Their sting, however, is their most fearsome weapon. It is a significant threat with a +6 to hit and dealing 1d6+3 piercing damage plus 4d6 poison damage. The accompanying DC 14 Constitution saving throw to avoid being poisoned—and possibly paralyzed—adds a chilling dimension to their attacks. The ability for the target to repeat the saving throw at the end of each turn provides a glimmer of hope for those ensnared by this deadly appendage.
One cold morning, as I journeyed along the mountain pass road headed to Athkatla, I witnessed firsthand the deadly efficiency of these creatures. Snow had begun to fall, a harbinger of the heavy snows that would soon close the pass for the season. The caravan captain, believing it safe to make the passage before the worst weather set in, had pushed forward with a string of wagons laden with goods.
As we neared a narrow stretch of the pass, the Tlincallis struck. They emerged from shallow pits filled with warm oil, an adaptation that baffled me at the time but now speaks to their cunning in overcoming the cold mountain habitat. Used to the more tropical temperatures of the Underdark and the distant land of Maztica, they had taken to wearing furs, blending eerily with the snow-dusted landscape.
The attack was swift and brutal. The Tlincallis, wrapped in furs and armed with their spiked chains, descended upon the caravan with deadly precision. They moved with startling agility, their chitinous legs propelling them easily over the snow-covered ground. The caravan guards caught off guard, fought valiantly but were quickly overwhelmed by the sheer ferocity of the scorpion folk.
I watched as the Tlincallis used their stingers to paralyze the guards, their bodies crumpling into the snow as the venom took hold. Those who managed to resist the initial onslaught found themselves ensnared by the spiked chains, their struggles futile against the relentless grip of their captors. Realizing the dire situation, the caravan captain ordered a retreat, but it was too late.
The Tlincallis were not interested in slaughter alone. They sought captives for their young, and as the snow continued to fall, they began binding the paralyzed and wounded to the rocky outcroppings and sparse trees along the pass. The sight was both horrific and mesmerizing, a display of the cold efficiency of these desert-dwelling hunters.
As the caravan remnants fled back down the pass, I remained hidden, observing the Tlincallis as they secured their captives and retreated to their oil-filled pits. The snow, now falling heavily, began to cover the tracks of their attack, leaving behind only the eerie silence of the mountains and the distant, muffled cries of those left behind.
One or more blue dragons in the Small Teeth mountain range may be orchestrating this invasion of Scorpion folk. The blue dragon or dragons might have innovated this warm oil method and the use of furs to help keep the Tlincalli active above the Underdark, even in winter months in the mountains. If this is the case, it could be a disaster for the whole region, even worse than a monster city ruled by the very devious and ambitious Ogre mages of Muranndin. The machinations of a blue dragon are not to be underestimated, as their cunning and ambition know no bounds. If these creatures are under such a powerful influence, the threat to Athkatla and the surrounding lands is more dire than previously imagined.
Oh yes, before I end this entry in my journal, I should also talk about the Uropygus and the Solifugid, two relatives of the Giant Scorpions who often get included in the category of Spiderkind.
Uropygus, also known as Giant Whip Scorpions, Giant Pedipalps, Monstrous Uropygids, or occasionally Giant Vinegaroons, are formidable creatures found primarily in the Underdark, particularly near Drow cities like Menzoberranzan. They are the largest type of pedipalpi, with segmented bodies covered in spiny, bone-armored exoskeletons. Their appearance is intimidating, with long, spindly legs and a scorpion-like tail that ends in a stinger resembling a scorpion. The Uropygus is often nicknamed the Giant Vinegaroon due to its ability to spray a yellow, sultry, and acrid gas up to three times a day, affecting those within a 20-foot radius with uncontrollable spasms and tremors. Their eyes are small but sharp, capable of seeing in total darkness, aiding them in their nocturnal hunts and survival in the depths of the Underdark.
Solifugids, also known as False Spiders, Camel Spiders, or Sun Spiders, are intriguing arachnids with unique adaptations that set them apart from traditional spiders. Their segmented bodies, covered in fur ranging from brown to yellowish hues, provide camouflage in their desert habitats. Their eyes gleam either glossy green-black or red, adding to their fearsome appearance. Unlike typical spiders, solifugids lack developed pincers but possess hooked beaks and ten powerful legs. Their foremost legs are equipped with muscular forejoints and hooked clamps, allowing them to maintain a strong grip on their prey. Solifugids are known for their agility and speed, capable of moving swiftly across desert sands or rocky terrain. They have an immunity to most forms of poison and can see in areas of total darkness, giving them a significant advantage in hunting.
Uropygus and Solifugids are carnivorous creatures, feeding on various prey. Solifugids avoid consuming other solifugids, finding their flesh abhorrent. Each species has adapted to different habitats: large solifugids prefer hot desert climates like those found in Calimshan and Anauroch, emerging at night when temperatures are cooler. Huge solifugids roam temperate wastelands such as the Shaar and Raurin deserts, often ambushing prey in gullies or rocky outcrops. Giant solifugids inhabit the underground regions of temperate climates, particularly within the Underdark, where they are formidable predators.
Full stat blocks for the 5th edition can be found on my Patreon page; the Tlincalli stats are already part of the 5th edition; you can find them in Mordenkainen Presents: Monsters of the Multiverse, on page 243. 
My name is AJ Pickett, also known as Picaroon Highhand, the Lorekeeper in these journals. Thanks for listening, and as always, I will be back with more for you very soon.

Tuesday, June 18, 2024

Oceanus Dragon, Dungeons & Dragons Lore


As I sailed across the storm-tossed and bitterly cold Trackless Sea to the islands of Ruathym, I was reminded of another vast but very different, fantastic expanse of water, like nothing to be found anywhere on the world of Toril.
The River Oceanus flows from the plane of Thalasia, the fourth realm of Blessed Elysium and somehow forms a path across several upper planes before ending, so to speak, on the plane of Aquallor, which is also known as Ossa by the locals. In truth, there are many portals within the depths of Aquallor's endless ocean that lead directly back to Thalasia, so the flow of the River Oceanus is a vast loop, topped up eternally by just as many portals to the plane of Elemental water. Within Oceanus there are thousands of unique aquatic ecosystems and populations of creatures found nowhere else, and while I have many to talk about today, the most impressive of the creatures to be found there are the mighty Oceanus Dragons.
You can find specific creatures in this video by using the time stamps in the video description, and make sure captions are enabled so you can see how their names are spelled if you need to go to the Forgotten Realms Wikipedia page to find more information on each one.
My first introduction to the vast river Oceanus was a chance encounter with a spectacular vessel that cruised along the steep sea cliff on which Candlekeep looms and I was at the window of my study, enjoying a break from my writing, watching Macrotaxil, my pseudodragon friend, hunting spring swallows, without much luck, but his flying sure was impressive. I saw a flash of rainbow light reflecting off a sail that looked like a giant dragonfly wing and a hull of smooth pearl shell cutting through the waves with barely a ripple in its wake. I dropped everything and reached for a scroll immediately, tossing papers from my shelves and unfurling them, quickly judging the distance and reading the spell that vanished from the page.
With one step and a cloud of fog, I emerged just above the deck of an otherworldly sailing vessel. I immediately tumbled across it to crash heavily into some netting and a stack of crates and cages full of crabs, crayfish, shrimp and other sea creatures that these explorers had been collecting. Thankfully, nothing on me or among their treasures had been broken, and I accepted the hand of one of the crew as I got to my feet.
I was looking into the eyes of an Eladrin of the type called the Noviere, native to the endless seas of Ossa in Arborea and cousins to the celestial elves of Arvandor. She was thin and graceful, with light greenish skin, dark blue hair, and eyes that reminded me of the most impressive pearl I had ever seen. She was just under five feet tall and wore a simple garment that fit her tightly, along with a shawl made of the feathers of sea birds. Her grip was quite strong, and I noticed she had delicate webbed fingers, and her skin glowed very softly. It was hard to notice in the sunlight, but she would have been quite spectacular to see under the waves.
As it turned out, I was more than welcome and soon had the rapt attention of the ten Noviere onboard, who were indeed on a mission of exploration and peppered me with a thousand questions that I was, of course, more than happy to answer. They fed me delicious raw fish and a selection of seaweed salads, steamed clams, and some very salty beverages that didn't much agree with me but were safe for most to drink. They are quite sociable for Eladrin, and I ended up staying with them for a few months without any sign of overstepping my welcome; in fact, by the end, I felt quite a part of the crew and had seen some of the most remarkable places in the multiverse. The voyage of the Gwelshoon was led by elder Tybara, who informed me he was over 400 years old, though to me, he looked no older than his mid-40s. With the Noviere, you can tell their age more by the delicate blue freckles that accumulate over the centuries rather than by looking for grey hair and wrinkles, which they generally don't get. Some of the respect they showed me was because, to them, I looked very old.
It was thanks to the naturally divine abilities of the Noviere that I was able to breathe water while I was with them and they gave me a pearl that allowed me to withstand the ordeal of diving down into extremely deep water, though for them, they transformed effortlessly into golden dolphins composed of nothing but water and magic. It was sheer good fortune that I had spotted them when I had, as normally they keep their presence hidden if ever on the prime material plane. I can thank some pesky Sahuagin for the fact I saw them at all, as they dropped the enchantment briefly to bamboozle the aquatic raiders using illusions and enchantment magic, avoiding any bloodshed altogether.
After crossing back to the celestial dimensions just south of Flamsterd island in the Moonshaes, we visited several outer planes of existence. Unfortunately, the details of those are sworn to secrecy.
Our journey took an unexpected turn when we entered the plane of Brux, the twilit second layer of the Beastlands. Here, the sun hung eternally on the horizon, casting a perpetual twilight over the land. The trees grew slanted, pointing towards the dim, red orb of the sun, while a half-moon hung low on the opposite side of the sky. The mist and fog that perpetually shrouded the ground gave the place an eerie, otherworldly beauty.
Brux, known for its abundance of creeks and streams, eventually leads its waters into the River Oceanus. It was a serene and hauntingly beautiful place, filled with the sounds of nature and the rustling of leaves. The Noviere Eladrin, ever graceful and calm, navigated our vessel through these waters with an ease that belied the danger lurking beneath the surface.
The serenity of our voyage was shattered when the Song Sharks, sleek and agile creatures known for their melodious calls, suddenly dove beneath the waves. Following them were the Nereids, ethereal aquatic fey, their nearly transparent bodies darting gracefully through the water. Their sudden disappearance beneath our ship was the first sign of trouble.
A massive shadow loomed from the depths, a dark mass rising rapidly towards the surface. The water around us began to churn, and a plume of sea creatures—fish and turtles with fin-like wings—burst forth, desperately escaping the approaching behemoth.
Then, with a thunderous roar, the head of a titanic Oceanus Dragon broke the surface. Selvelsalon, a creature of unimaginable size and power, towered over our vessel. His body, resembling a giant winged eel, shimmered with a mother-of-pearl brilliance. The translucent dorsal fin and brilliantly colored wings caught the dim light of Brux, creating a dazzling spectacle that would have been breathtaking if it weren't so terrifying.
The force of his emergence sent a towering wave crashing against the side of our ship, rocking it violently and sending a cascade of water raining down upon us. The Noviere Eladrin clung to the rigging and each other, their usually composed expressions replaced with ones of fear and awe. For a moment, we were all small, insignificant specks compared to the awesome dragon before us.
Selvelsalon, his head five times the size of our ship, swept a gaze over us with great blue eyes. As his nostrils flared, releasing a plume of steam, the sound that followed was surprisingly gentle—a chuckle, almost. It was as if our stunned expressions amused the great dragon.
"Travelers from far and wide," his voice boomed, resonating through the water and air alike, "what brings you to the domain of Selvelsalon?"
We explained our mission of exploration and our desire to learn and experience the wonders of the multiverse. Selvelsalon listened, his expression inscrutable. Then, he spoke of the Library of All Knowledge, a legendary repository of wisdom and lore located within the realms of Brux.
"The Library you seek is indeed within these lands," he said, "but access to it comes at a cost. To enter its hallowed halls, one must relinquish their mortal form forever. Only then can the knowledge within be fully grasped."
His words were a revelation, a tantalizing yet daunting prospect. The Library of All Knowledge was a place I had only heard whispers of, a repository of infinite wisdom and secrets. The thought of gaining access to such a place was thrilling and terrifying.
As the weight of his words settled over us, Selvelsalon offered a final piece of advice. "Seek not just the answers, but the journey towards them. Knowledge is a treasure, but wisdom is the path to understanding."
With that, the mighty dragon submerged once more into the Oceanus depths, leaving us much to ponder as we continued our journey through the mist-shrouded plane of Brux. 
Selvelsalon is an Ancient Oceanus Dragon, a gargantuan being of immense power and benevolence. His sheer size is awe-inspiring, towering over our vessel like a living mountain of scales and muscle. His natural armor is incredibly tough, granting him an Armor Class of 20, making him nearly impervious to all but the mightiest attacks. With a vast pool of vitality, he boasts 411 hit points, ensuring he can endure even the fiercest of battles.

His physical prowess is unparalleled. Selvelsalon's strength is legendary, with a Strength score of 29 (+9), allowing him to crush foes with ease. While his agility might not be as notable, with a Dexterity of 10 (+0), his resilience and fortitude are exceptional, reflected in a Constitution of 27 (+8). His intellect and wisdom, scores of 16 (+3) and 17 (+3) respectively, speak to his centuries of experience and his natural role as a guardian and sage. His Charisma, also a 16 (+3), ensures he commands respect and attention wherever he goes.

In combat, Selvelsalon is a force of nature. He is capable of both flight and underwater movement, with a flying speed of 80 feet and a swimming speed of 90 feet, in addition to a ground speed of 20 feet. This versatility allows him to dominate in various environments, whether patrolling the river's depths or soaring above the waves.

Selvelsalon's senses are equally impressive. He has blindsight up to 60 feet and darkvision up to 120 feet, making it nearly impossible to surprise him. His passive perception is a keen 21, further emphasizing his role as an ever-watchful protector. His ability to communicate is enhanced by his knowledge of multiple languages: Aquan, Celestial, and Draconic.
One of the most remarkable aspects of Selvelsalon is his spellcasting prowess. His innate spellcasting ability, driven by his Charisma (DC 19), allows him to cast several spells without the need for material components. At will, he can detect good and evil, focusing solely on detecting evil. Thrice daily, he can control water, use blinding smite, and water breathing. Once per day, he can control winds, dispel good and evil, and cast divine word.
In battle, Selvelsalon employs a variety of devastating attacks. He can use his frightful presence to instill fear in his foes, forcing them to succeed on a DC 19 Wisdom saving throw or become frightened. His multiattack allows him to use his frightful presence and follow up with a powerful bite and two claw attacks. His bite attack, with a +17 to hit and a reach of 15 feet, deals 20 (2d10 + 9) piercing damage. Each claw attack, also with a +17 to hit and a reach of 10 feet, delivers 16 (2d6 + 9) slashing damage. His tail attack, reaching 20 feet, deals 18 (2d8 + 9) bludgeoning damage.
One of Selvelsalon's most fearsome abilities is his breath weapon, which can take one of two forms and recharges on a roll of 5-6. His lightning breath, a 120-foot line that is 10 feet wide, requires a DC 24 Dexterity saving throw, dealing 112 (25d8) lightning damage on a failed save, or half as much on a successful one. Alternatively, his tranquility gas breath, a 90-foot cone, forces those within it to make a DC 24 Charisma saving throw or become charmed, unwilling to harm any creature.
Selvelsalon also possesses legendary actions, allowing him to take up to three actions at the end of another creature's turn. These include making a Wisdom (Perception) check with Detect, a tail attack, or a Waterborn Fury, which costs two actions. Waterborn Fury involves a tail attack that deals an additional 13 (3d8) lightning damage and grapples the target if it hits.
Despite his formidable battle capabilities, Selvelsalon prefers to end conflicts swiftly and peacefully. His tranquilizing breath weapon and spell-like abilities are his primary tools for neutralizing threats. However, he will not hesitate to engage in direct combat when facing particularly resilient or evil foes. His innate ability to smite evil once per day allows him to deal an extra 90 (20d8) radiant damage to an evil-aligned target, making him a formidable opponent to any malign force.
Selvelsalon's dedication to protecting the River Oceanus and its travelers is unyielding. His lair, often a hidden cave along a riverbank or submerged underwater, serves as his base of operations. Despite the comfort of his lair, he spends little time there, constantly patrolling his domain to aid good-aligned beings and thwart evil.
His longevity and wisdom have made him a respected figure among the denizens of the Upper Planes, and many celebrate his role as a guardian of the River Oceanus.
A mile underwater, Selvelsalon's lair is an immense, cavernous complex beneath the waves. This vast underwater palace is a wonder, carved from ancient rock and coral and adorned with bioluminescent flora that bathes the halls in soft, otherworldly light. The lair is not just a home to Selvelsalon but also to a unique species of fey, who have made this magical place their sanctuary.
These fey, known as the Asrai, are shy, delicate, and elusive faeries native to the deep waters of the Beastlands, particularly in the River Oceanus, and known as Sjöra on Ysgard. The Asrai appear as delicate, humanoid-shaped faeries that stand around 1 to 4.5 inches (2.5 to 11 centimeters) tall. They have long golden hair that constantly grows, often reaching down to their buttocks or calves. Rarely wearing clothing, they prefer to use their hair to cover their modesty, with their hair twisting and flexing in unconscious reaction to their feelings.
The Asrai are highly intelligent but extremely shy and fearful, often refraining from speaking to avoid being tricked into captivity. Despite their reclusive nature, they possess a unique magical ability: when a group swims in a weaving, darting water dance, they create the effects of a hypnotic pattern. This dance not only captivates observers but also charms fish, which then refuse to attack the Asrai. Their bodies are highly sensitive to true sunlight, which can be fatal, although artificial sunlight has no effect on them. Upon death, they dissolve into small pools of water.
The Asrai are also known for their peaceful nature, never attacking out of malice or vengeance but only to defend themselves. They carry no weapons, relying instead on their magic and teeth if needed. While most Asrai do not wield weapons, those inhabiting Arborea are known to use small bows made of springy willow and braided water, with arrows smeared in fish guts that can potentially infect their targets with disease.
Living as wanderers, the Asrai travel their watery homes in schools, much like fish. Their society is structured with leaders called "pilots," who guide their yearly migration from warmer waters to cooler ones. Competition to become a pilot's apprentice can be intense. The Asrai love pearls and other shiny, lustrous valuables, though their small size means they typically possess only one or two small items of great beauty.
The Asrai are a vegetarian species that feeds on algae and water plants such as kelp. They come up to feed only at night, making them strictly nocturnal. While they inhabit fresh and saltwater bodies, they typically reside in freshwater and feel sluggish after transitioning from one type of water to another. In their freshwater homes, they live in shadowy places such as caves, logs, or under riverbanks.
On the Outer Planes, Asrai can be found in bodies of water in the Beastlands, Ysgard, and Arborea. The largest school in the Outer Planes resides in the River Oceanus, though they rarely surface except on nights when the algae bloom. They also have loose ties to the Seelie Court, though they seldom show themselves there. The Asrai speak their own language and the languages of various aquatic creatures, including fish, mermaids, and sea elves. Those in Arborea also know the languages of nature spirits, such as dryads and oreads.
The Asrai maintain relationships with nymphs, sirines, selkies, and various aquatic animals and are often welcomed by these creatures and sea elves within the Seelie Court. The Asrai of Arborea often coordinate with the plane's nature spirits to punish anyone who infringes on Arborean waters. In the River Oceanus, they sometimes act as companions, guides, or translators for the balaena.
Despite their peaceful nature, Asrai are sometimes targeted by evil fisherfolk who capture them to sell to creatures of the Lower Planes that consider them delicacies. A captured Asrai can fetch a price of 200 to 300 gold pieces. They also serve deities such as Deep Sashelas, Erevan Ilesere, and Hanali Celanil.
Ancient legends speak of the Asrai once serving as guides across the River Oceanus, but they have long since abandoned this duty. There are rumors of Asrai inhabiting the Elemental Plane of Water, the aqueducts and sewers of Sigil, and even the Prime Material Plane. However, their elusiveness makes these rumors hard to confirm. Some tales even mention an Asrai queen hidden within the Seelie Court, residing in a bottomless well or a spring of pure, ever-flowing water.
My name is AJ Pickett, thanks for listening to this tale, as always, I will be back with more for you, very soon.

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Selvelsalon Gargantuan Dragon, Neutral
Armor Class 22 (natural armor)
Hit Points 420 (30d20 + 120)
Speed 40 ft., fly 80 ft., swim 60 ft.
STR 28 (+9) | DEX 12 (+1) | CON 26 (+8) | INT 22 (+6) | WIS 18 (+4) | CHA 24 (+7)
Saving Throws Dex +8, Con +15, Wis +11, Cha +14
Skills Arcana +13, History +13, Insight +11, Perception +18
Damage Resistances Cold, Lightning, Psychic
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28
Languages Common, Draconic, Elvish, Sylvan
Challenge 23 (50,000 XP)
Amphibious. Selvelsalon can breathe air and water.
Legendary Resistance (3/Day). If Selvelsalon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Selvelsalon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Selvelsalon's weapon attacks are magical.
Regeneration. Selvelsalon regains 20 hit points at the start of his turn if he has at least 1 hit point.
Actions
Multiattack. Selvelsalon can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 9) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of Selvelsalon's choice within 120 feet of him and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Selvelsalon is within line of sight, ending the effect on itself on a success.
Breath Weapon (Recharge 5-6). Selvelsalon exhales a torrent of magical water in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the save are pushed 30 feet away from Selvelsalon and knocked prone.
Legendary Actions
Selvelsalon 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. Selvelsalon regains spent legendary actions at the start of his turn.
Detect. Selvelsalon makes a Wisdom (Perception) check.
Tail Attack. Selvelsalon makes a tail attack.
Wing Attack (Costs 2 Actions). Selvelsalon beats his wings. Each creature within 15 feet of him must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Selvelsalon can then fly up to half his flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), Selvelsalon takes a lair action to cause one of the following effects; Selvelsalon can't use the same effect two rounds in a row:
Water Surge. A surge of water fills a 20-foot radius sphere centered on a point Selvelsalon can see within 120 feet of him. Each creature in that area must succeed on a DC 22 Strength saving throw or be knocked prone.
Illuminating Flora. Bioluminescent flora in the lair flare brightly. Each creature of Selvelsalon's choice within 60 feet of a chosen point in the lair must succeed on a DC 22 Constitution saving throw or be blinded until the end of its next turn.
Magical Currents. Selvelsalon can create strong underwater currents in a 60-foot radius sphere centered on a point he can see within 120 feet of him. Each creature in that area must succeed on a DC 22 Strength saving throw or be moved 30 feet in a direction of Selvelsalon's choice.
Asrai Defense. A school of Asrai (water sprites) appear to defend their home. Each creature of Selvelsalon's choice within 30 feet of a chosen point in the lair must succeed on a DC 22 Wisdom saving throw or be charmed by the Asrai for 1 minute. A charmed target is incapacitated and has a speed of 0. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting
Selvelsalon is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation, Shape Water
1st level (4 slots): Detect Magic, Fog Cloud, Shield
2nd level (3 slots): Detect Thoughts, Misty Step
3rd level (3 slots): Counterspell, Dispel Magic, Water Breathing
4th level (3 slots): Control Water, Ice Storm
5th level (2 slots): Cone of Cold, Scrying
6th level (1 slot): Chain Lightning
7th level (1 slot): Teleport
8th level (1 slot): Mind Blank
Tactics
Selvelsalon uses his spells strategically to control the battlefield and protect himself. He begins by using Control Water to manipulate the environment and Fog Cloud to obscure himself. In combat, he favors Ice Storm and Cone of Cold for crowd control and damage. If threatened, he uses Misty Step and Teleport for repositioning. He uses Mind Blank to protect against mental attacks and Counterspell to disrupt enemy spellcasters. His breath weapon and physical attacks are used to deal with immediate threats, while his legendary actions and lair actions provide constant pressure on his enemies.
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Noviere Eladrin
Medium Fey (Eladrin), Chaotic Good
Armor Class 16 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft., swim 60 ft.
STR 12 (+1) | DEX 18 (+4) | CON 18 (+4) | INT 14 (+2) | WIS 16 (+3) | CHA 20 (+5)
Saving Throws Dex +8, Con +8, Wis +7, Cha +9
Skills Arcana +6, Insight +7, Perception +7, Persuasion +9
Damage Resistances Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Elvish, Sylvan, Aquan
Challenge 7 (2,900 XP)
Amphibious. The Noviere can breathe air and water.
Fey Step. As a bonus action, the Noviere can magically teleport up to 30 feet to an unoccupied space it can see. When it uses this ability, the Noviere can choose one of the following effects:
Soothing Waters. The Noviere and up to two creatures within 10 feet of the destination regain 7 (2d6) hit points.
Veil of Mists. The Noviere becomes invisible until the start of its next turn.
Innate Spellcasting. The Noviere's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: minor illusion, shape water
3/day each: charm person, invisibility, mirror image
1/day each: major image, hallucinatory terrain, water breathing
Magic Resistance. The Noviere has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Noviere's weapon attacks are magical.
Actions
Multiattack. The Noviere makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 4) piercing damage.
Aquatic Charm (Recharge 5-6). The Noviere targets one creature it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target is incapacitated and has a speed of 0. The effect ends if the target takes damage or another creature uses an action to shake the target out of its stupor.
Lair Actions
On initiative count 20 (losing initiative ties), the Noviere takes a lair action to cause one of the following effects; the Noviere can’t use the same effect two rounds in a row:
Illusory Currents. The Noviere creates a powerful illusion in the water, making the area within 60 feet heavily obscured for 1 minute.
Healing Waters. The Noviere and any number of creatures of its choice within 30 feet regain 10 (3d6) hit points.
Beguiling Presence. The Noviere casts charm person on up to three creatures within 30 feet. The spell's save DC is 17.
Tactics
The Noviere Eladrin uses its Fey Step to heal allies or become invisible, and it relies on its innate spellcasting to create illusions and charm enemies. It stays mobile in water, using its swim speed and spells like mirror image for defense. The Noviere aims to charm or incapacitate foes with Aquatic Charm and charm person, creating strategic advantages with major image and hallucinatory terrain. It supports allies with its healing abilities and maintains control of the battlefield using its lair actions, blending illusions and charm magic to protect its aquatic home.
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Asrai
Tiny Fey, Neutral
Armor Class 15
Hit Points 22 (5d4 + 10)
Speed 10 ft., swim 40 ft.
STR 2 (-4) | DEX 18 (+4) | CON 14 (+2) | INT 12 (+1) | WIS 16 (+3) | CHA 18 (+4)
Saving Throws Dex +7, Wis +6, Cha +7
Skills Perception +6, Stealth +10
Damage Resistances Cold, Psychic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Elvish, Sylvan, Aquan
Challenge 3 (700 XP)
Amphibious. The Asrai can breathe air and water.
Hypnotic Dance. When a group of Asrai (at least three) swim in a weaving, darting dance, they create the effects of hypnotic pattern. Each creature in a 30-foot cube must succeed on a DC 14 Wisdom saving throw or become charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. This effect ends if the dancing Asrai stop dancing or are incapacitated.
Sunlight Sensitivity. While in sunlight, the Asrai has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Water Dependent. An Asrai that remains out of water for more than 1 hour begins to suffocate and dies if it cannot return to water within 5 minutes.
Actions
Multiattack. The Asrai makes two attacks with its teeth.
Teeth. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Water Dance (Recharge 5-6). The Asrai dances in the water, creating the effect of hypnotic pattern in a 30-foot radius centered on the Asrai. Each creature in that area must succeed on a DC 14 Wisdom saving throw or become charmed for the duration. While charmed, the creature is incapacitated and has a speed of 0. This effect ends if the Asrai stops dancing or is incapacitated.
Legendary Actions
The Asrai can take 1 legendary action, 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. The Asrai regains spent legendary actions at the start of its turn.
Detect. The Asrai makes a Wisdom (Perception) check.
Hypnotic Dance. The Asrai uses its Hypnotic Dance ability.
Lair Actions
On initiative count 20 (losing initiative ties), an Asrai takes a lair action to cause one of the following effects; the Asrai can’t use the same effect two rounds in a row:
Calm Waters. The waters in a 30-foot radius around the Asrai become difficult terrain for 1 minute.
Illuminating Algae. Bioluminescent algae in the water flare brightly. Each creature of the Asrai's choice within 30 feet must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn.
Underwater Gust. A strong underwater current sweeps through the area. Each creature within 30 feet of the Asrai must succeed on a DC 14 Strength saving throw or be moved 20 feet in a direction of the Asrai's choice.
Tactics
When defending their home, the Asrai use their Hypnotic Dance to incapacitate intruders, allowing Selvelsalon to deal with them more easily. They stay within the waters of the lair, utilizing their superior swimming speed and underwater agility to avoid direct combat, striking with their teeth only when absolutely necessary. They rely on their natural stealth to remain hidden and ambush unwary foes. The Asrai use their Water Dance ability strategically to control and incapacitate groups of enemies, focusing on disrupting spellcasters and ranged attackers.
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Further Information can be found at
https://forgottenrealms.fandom.com/wiki/Oceanus
https://forgottenrealms.fandom.com/wiki/Oceanus_dragon
https://forgottenrealms.fandom.com/wiki/Asrai
https://forgottenrealms.fandom.com/wiki/Nereid
https://forgottenrealms.fandom.com/wiki/Noviere

Wednesday, June 12, 2024

Agathinon, shapeshifter Angel of Dungeons and Dragons


I had not traveled all the way to the tortured lands at the northeastern extent of the Anauroch desert for nothing, on my arrival at last at the rocky shores of the Moonshae isles, I was reminded of the words of Elminster when he said, "These isles, so placid and pastoral on the surface, proved to be nests of tension and conflict", most of my experience of this was through frequent letters and sometimes more urgent magical means of communication with my peers in the city of Caer Callidryrr who, like me, practice a more adventurous scholarly lifestyle and perhaps love their reputations a little too much.
Much of the Moonshaes landscape is occupied by moorland, a rolling grassland dotted with many lakes, ponds and I must warn you to steer very clear of the swamps there, let your nose be your guide.. what did the old mage say? 'if ye smell sulfur hanging heavy in the air, get thee gone from there', the swamps of the Moonshaes are some of the most dangerous in all of Faerun, particularly the Fens of Fallon on the island of Gwynneth, but, I had arrived at the island of Alaron, a much more hospitable place fairly bustling with the first bulk of the spring trade fleet arriving and offloading goods from all across the Realms. 
Caer Callidyrr, the Alabaster City at the head of Whitefish Bay has a sprawling port with an impressive capacity and thousands of people working there at all hours of the day and night, hauling rolls of cloth, barrels of oil and wine, stout and heavily guarded cases of spices and rare woods, a lot of horses, lots of furs, ingots of metal. However, I saw a lot of high-quality steel being loaded onto heavy galleons destined for Waterdeep, a particularly formidable-looking war wizard watching the loading with an eagle eye for any trouble. The people of the island are an interesting mix of the tall, fair-skinned, and pale-eyed northern sea folk who are called the Illuskans or simply Northlanders, and the darker-skinned and dark-haired Ffolk who are a mix of Tethyrian and Talfir cultures, I'd like to say the different cultures make a happy blend that enriches all but to be honest, the place can get pretty rowdy at times, the Northlanders don't give enough respect to the rich druidic traditions of the Ffolk people, and I think the Ffolk on their part are a little too slow to thank the Northlanders for their more militant skills and knack for hunting down dangerous monsters. If they don't end up killing each other, I am sure that a powerful culture blessed with the best of both will eventually emerge, but for now, things can be a little tense.
As was usual, it was raining heavily, which cut down the coal-tainted mists a fair bit, but still, the Moonshaes are not known for their pleasant weather; it's the main reason I don't often visit, much like the city of doors, only the locals seem not to mind the constant cold and damp, I quite dislike it. My precious cargo was nothing like the goods being loaded off the other sailing vessels; the little caravel was to stop overnight and set sail again with the tide. I'd paid very well, so perhaps the captain would purchase something to take home and sell in Baldur's Gate; that was his business; mine was further around the north side of the bay in a little mining town called White Rock where I was to meet with some Northlander clerics from the bordering kingdom of Gnarhelm.
I can't reveal what occured next, but the end result was that we managed to free a trapped Agathinon, an angel of Celestia, who had been imprisoned by very powerful magic for something like three thousand years. I can also say that the famous white marble stone found in the Fairheight mountain range is thanks to this celestial being trapped there for so long.
He was tall, close to seven feet, lean, muscular, physically perfect really, with skin like finely colored opal and eyes that glowed with warm golden light; he wore a spotlessly white, finely made kilt of pleated cloth and fine jewelry, sandals on his feet, a well-made belt, but carried no weapons or other things, he didn't need them. Most who deal with the Agathinons never see them in their true celestial form; they look quite elvish and have fine features and pointed ears. When on missions to the prime material plane, they always take on a disguise and can appear as almost anything, from a gemstone to a traveling half-orc monk, a magical sword to a goldfish; you would never know if it were not for the magical aura they always radiate.
Although he had just been freed from thousands of years of captivity, he regarded me with a stoic and calm expression, he appeared utterly without fear and if the tremendous ordeal had caused him torturous mental anguish, he showed no sign of it at all, like he was just... ready for duty. It was astounding.
While the Agathinon's name means familiar, they are not like summoned imps and quasits of course, they can be found at home in the upper planes, particularly the sixth layer of Mount Celestia, called Jovar, and the celestial ziggurat city, The Heavenly city, the seventh layer of Celestia, called Yesteria, so pure and bright an ordinary human is nearly blinded by it, like a Drow elf who has never seen the sun before.
As the rain continued to fall in a steady drizzle, I stood before Karchell, the agathinon angel, his radiant form a stark contrast to the dreary surroundings of the Moonshae Isles. He looked at me with those warm, golden eyes, and I couldn't help but feel a deep sense of awe and respect.
"Karchell," I began, my voice carrying a mix of curiosity and reverence, "I am Picaroon the Lorekeeper, Sage of Candlekeep and master of the Highhand Spire. Your presence here is a testament to the ancient magics that bind this land."
He inclined his head slightly, acknowledging my introduction. "I am Karchell," he replied, his voice like a melody that resonated through the very air. "Once a servant of Mystryl, the goddess of magic."
His mention of Mystryl brought a flicker of nostalgia to his eyes, and his expression softened. "She was a beacon of magic and wisdom, and it was an honor to serve in her battalion of agathia. Our natures, so intertwined with her own, made our service a joy, a constant pleasure to be in her presence and to carry out her will."
As he spoke, the shadows around us seemed to deepen, and a palpable wave of sorrow crossed his face. His shimmering skin dimmed, and his eyes closed for a brief moment. "I can feel it," he whispered, his voice trembling with emotion. "The fall of Netheril... the death of Mystryl."
I could see the weight of millennia pressing upon him, yet his resolve remained steadfast. "But I remain committed to the cause of good," he continued, his voice regaining its strength. "Her memory, her teachings, and her magic will live on through my actions."
Straightening, Karchell's opalescent skin brightened once more, and his golden eyes met mine with unwavering determination. "Though she is gone, her light endures. I will continue to serve the good, to fight against evil, and to honor her legacy in every way I can."
As Karchell’s words echoed through the air, I felt a surge of purpose within me. I had freed a being of immense power and purity, yet my inquisitive nature as the Lorekeeper compelled me to delve deeper. The rain, now a mere backdrop to this extraordinary moment, seemed to fade into insignificance.
“Karchell,” I said, my curiosity burning brighter than the celestial light before me, “your dedication to Mystryl and the cause of good is beyond commendable. But as a Sage of Candlekeep, I am driven by an insatiable quest for knowledge. There are questions I must ask, for the sake of history and the understanding of our world.”
Karchell’s golden eyes remained fixed on mine, unwavering and patient. “Speak, Picaroon the Lorekeeper. I shall answer as best as I can.”
I nodded, choosing my words carefully. “The fall of Netheril and the death of Mystryl are events shrouded in mystery and sorrow. As one who served her so closely, can you shed light on the circumstances leading to her demise? What was the true nature of her power, and how did it resonate with the magic of Netheril?”
A hint of sadness touched Karchell’s features, but he did not flinch from the inquiry. “Mystryl’s power was the very essence of magic itself, a wellspring of arcane energy that sustained the Weave. Her fall was precipitated by the hubris of the Netherese archwizards, who sought to harness power beyond their understanding. Karsus, in his folly, attempted to usurp her mantle, casting a spell that disrupted the Weave and led to Mystryl’s sacrifice to save it.”
He paused, his gaze distant as if seeing the events unfold once more. “Her death was not in vain, for from her sacrifice rose Mystra, her successor, who mended the Weave and restored balance. Yet the echoes of that cataclysm still reverberate through time, a cautionary tale of the perils of unchecked ambition.”
I absorbed his words; these were events I knew about from only the most rare sources, so hearing it firsthand from an angel who was there settled the matter for me at last. “And what of you, Karchell? How did you come to be imprisoned here, in the Moonshae Isles? What forces conspired to trap a celestial being of your stature?”
His expression darkened, his opalescent skin dimming slightly. “I was bound by dark magic, cast by those who feared the light I represented. My mission to the Material Plane was to aid in the defense against an incursion of fiendish forces, but betrayal led to my captivity. For millennia, I languished in stasis, unable to fulfill my purpose, until you and your companions freed me.”
A spark of determination flickered in his eyes. “Now, I am free once more to continue my service to the cause of good. But the scars of my imprisonment remain, a reminder of the constant battle between light and darkness.”
I marveled at his resilience, the strength that radiated from him even after such an ordeal. “Your story is a testament to the enduring nature of true goodness, Karchell. But tell me, in your long existence, what have you learned about the nature of the multiverse? What secrets have you uncovered that might aid us in our own struggles against the encroaching darkness?”
Karchell considered my question, his golden eyes gleaming with ancient wisdom. “The multiverse is a vast and intricate tapestry, Picaroon. Every thread, every action, and every choice contributes to the greater whole. The balance of good and evil is ever in flux, shaped by the deeds of mortals and immortals alike.”
He stepped closer, the rain shimmering around him like a halo. “One of the greatest secrets I have learned is the power of unity. When beings of different natures and realms come together with a common purpose, they can achieve wonders beyond their individual capabilities. The celestial realms, the Feywild, the Shadowfell—all are interconnected, and understanding these connections is key to wielding true power.”
I felt a profound sense of enlightenment as his words sank in. “Thank you, Karchell. Your insights are invaluable, and I shall carry them with me in my quest for knowledge and understanding.”
Karchell smiled a serene and radiant expression. “Go forth with my blessing, Picaroon the Lorekeeper. Continue to seek the truth, to unravel the mysteries of our existence. And remember, the light of goodness is always with you, guiding your path.”
With that, Karchell began to fade, his form dissolving into the ethereal light that had brought him forth. The rain resumed its steady fall, but now it seemed to carry a hint of warmth, a reminder of the celestial presence that had graced the Moonshae Isles. No doubt, for miles around, people slept more peacefully that night, their dreams of love, friendship, family, and shared comforts; the forest creatures were settled, the wind eased, and the light of Selune, seen now and then through the clouds, was cold but sweet to my eyes. My face was a little warm and my eyes slightly red, as though I had been walking the desert sands of Anuaroch again in the bright and unrelenting sunlight, but I felt good, refreshed somehow, a thirst for something I did not know I needed so badly, had finally been satisfied.
As I made my way back to Caer Callidyrr, my mind buzzed, it was then that I decided to compose a new Journal, a grand tour of the realms, so finally go to as many places as I could and give a first hand accounting, a survey and guide with newfound knowledge and purpose. The encounter with Karchell had not only enriched my understanding of the past but also strengthened my resolve to continue my journey. The secrets of the Forgotten Realms awaited, and I was determined to uncover them, guided by the light of goodness that now seemed a little brighter.
Agathia are good-natured spiritual messengers and also warriors of the Upper Planes, when in the prime material plane they always assume another form and as an inanimate object, they can grant any good person the ability to cast clerical magic and the ability to turn the undead. Evil beings of all kinds are harmed by touching an Agathinon, like touching a live wire; it is painful and repulsive to them.
OK, where do the Agathia fit into the angelic ranks? Well, they sit above the Deva angels, and bellow the Planatar angels.
In 5th edition, the agathinon is a stellar example of a celestial warrior, embodying the might and benevolence of the Upper Planes. These celestial beings are fascinating, both in their abilities and their unwavering dedication to the cause of good. Imagine them as the elite troops of the celestial armies, constantly on the front lines in the eternal battle against evil.
Now, these creatures are medium celestials with a lawful good alignment, making them steadfast allies in any fight against darkness. Their Armor Class stands at 19, thanks to their natural armor, so they are quite tough to hit, reflecting their divine resilience. With 170 hit points, they can endure a lot in battle, taking on hordes of enemies without flinching.
When it comes to movement, the agathinon isn’t the fastest flyer out there with a speed of 60 feet, but it’s definitely enough to get them into the thick of things quickly and efficiently. They are quite strong, with a Strength score of 20, so they hit hard. Their Dexterity and Constitution are also impressive at 18 and 22 respectively, making them nimble and resilient. They boast a high Wisdom and Charisma, both at 20, showcasing their divine insight and presence. Their Intelligence is 18, so don’t expect to outsmart these celestial beings easily.
They excel in saving throws for Constitution, Wisdom, and Charisma, all with a +10 bonus, so good luck trying to land a debilitating spell on them. They also have excellent Insight and Perception skills, each with a +10 bonus, making them incredibly perceptive and hard to deceive.
Agathinon are resistant to radiant damage and the typical bludgeoning, piercing, and slashing from nonmagical attacks. They are immune to being charmed, exhaustion, and frightened, which makes sense given their divine nature. With darkvision extending out to 120 feet and a passive Perception of 20, not much escapes their notice.
These celestials speak all languages and have telepathy out to 120 feet, making communication seamless, no matter who—or what—they are dealing with.
Their attacks are enhanced with angelic might, making all their weapon strikes magical and adding an extra 4d8 radiant damage. They also possess divine awareness, meaning they can instantly detect lies, a handy ability when dealing with deceitful mortals and cunning fiends.
The agathinon’s spellcasting is innate, powered by their Charisma with a spell save DC of 18. They can cast detect evil and good and cure wounds (at 5th level) at will. This means they can heal significant injuries on the fly. They can also cast dispel evil and good and flame strike three times per day each, bringing both protective and offensive magic to bear in battle. Additionally, they can cast commune and raise dead once per day each, allowing them to communicate with higher powers and bring fallen allies back to life.
Magic resistance gives them advantage on saving throws against spells and other magical effects, making them particularly tough to bring down with magical assaults.
One of their most versatile abilities is their shape-shifting. The agathinon can polymorph into a humanoid, beast, or even an object, as long as the new form's challenge rating is equal to or less than their own. This makes them incredibly adaptable, able to blend in or surprise their enemies with unexpected forms. When they shape-shift, they retain their mental stats and abilities, but their physical attributes and AC change to match their new form.
In battle, they can turn undead as an action, which involves using their Channel Divinity to present their holy symbol and send undead creatures fleeing. If you're running an undead-heavy campaign, this ability can turn the tide in your players' favor.
They can also become ethereal at will, allowing them to slip through the Ethereal Plane, which can be a game-changer in the right scenario. Imagine them slipping through walls or avoiding attacks entirely by phasing out of reality.
When it comes to direct combat, the agathinon makes two melee attacks per turn. Their preferred weapon is a mace, striking with a +10 to hit and dealing 1d6 + 5 bludgeoning damage, plus an additional 4d8 radiant damage. This combination of physical and radiant damage makes them deadly to a wide range of foes.
They also have a healing touch, usable three times per day, which allows them to restore 30 hit points to a creature and cure any curse, disease, poison, blindness, or deafness. This makes them invaluable as healers and support in the heat of battle.
The agathinon is a celestial powerhouse, blending the roles of a frontline fighter, healer, and divine emissary. They are resilient, versatile, and their very presence inspires hope and courage in those they aid. If you’re looking to introduce a celestial ally or adversary in your campaign, the agathinon is a superb choice, embodying the might and mercy of the celestial realms.
So, next time you're planning an encounter and want to throw something truly divine at your players, consider the agathinon. Meanwhile, my name is AJ Pickett, thank you for listening and as always, I will be back with more for you, very soon.

Tuesday, June 11, 2024

Ecology of Giant Snakes for Dungeons and Dragons


As I journeyed out of the deserts of the Anuaroch and later sailed on a modest merchant caravel to the islands of the Moonshaes, I just happened to have the misfortune to encounter not one but two giant spitting snakes; the first of them was a dark scaled horror that took out one of our mules as we stopped during the heat of mid-day by a stand of palm trees, we had no idea it was there thanks to the thing almost merging with the rough trunks of the Palm trees, it ignored me and the Bedine traders I was traveling with, we just saw a flash of movement, a quick jet of venom lanced out and hit the mule right in the face and the moment it stumbled, it was all over, the snake was latched on and hauled it into the palms so fast, there was nothing we could do but try to calm the horses we were on and then gather up what bags and gear had flown free of the poor mule in its sudden and violent demise.
If you have ever read Elminster's Ecologies, he describes a very important point about the diversity of life in the forgotten realms, and I quote..
"A rabbit isn't always a rabbit. A rabbit from one region doesn't necessarily behave like a rabbit from another, even though they may look alike. I discovered a rabbit in the Hullack Forest that sleeps on its back, its feet straight in the air. A species from Harrowdale can rotate its eyes in opposite directions. I have heard of a rabbit from Brynwood that not only whistles like a canary, but can be taught an impressive repertoire of tunes. A hippogriff from the Dragonspire Mountains may be docile, even passive, while his cousin from Ring's Reach may quickly take offense. It is often impossible to make these distinctions from casual observations. As in the case of the excitable hippogriff, experience can be a cruel teacher.  The physical form of an animal can also vary dramatically from region to region. The pseudodragon presents a striking example; they always tend to have the same mannerisms and attitudes, but their appearance differs from region to region."
Giant snakes in the realms are apex predators but not always interested in eating humanoids, or, as is the case of the rough scaled Boa of the Stonelands, they have a very specific diet for Goblins. Still, snakes are true carnivores, if need be, they will eat any meat they can get, and they are very good at getting it.
On Earth, the closest thing there has ever been to the giant snakes of planet Toril are the Titanoboas; like most giant snakes (aside from the Giant Coral Snakes of the Forgotten Realms), they have the same number of vertebrae as their much smaller cousins so fossil samples of the huge vertebra can tell a lot about the true size of the creatures when they were alive, so, ading in some details from the few skulls found in South America, we know the Titanoboas reached up to 47 feet or 14.3 meters long with a body just over 4 feet wide and weighed in excess of 1700 pounds or 770 kilograms and the fact that a number of these fossils were of a similar size means that its highly likely this was a regular size for the species, and some no doubt were freakishly large in that population, I would wager good gold coin on it. As for the giant snakes of the Forgotten Realms, this is also a fairly standard size; as I mentioned, some, like the Giant Coral Snake, can be even longer, leading to them often being mistaken for Sea Serpents, which are quite a different species altogether.
Within the large variety of Giant snakes to be found, they can be broadly divided into the Giant Constrictor snakes, the poisonous snakes, the Sea snakes, the Spitting snakes and the Amphisbaena, which is unique to Toril with nothing like it ever existing on Earth, more on them in a moment. 
Giant snakes differ from the largest of their smaller cousins, the Boa Constrictors in that they have a larger number of fangs in their mouths and they are not as firmly connected to the Jawbone, also, they are not nearly as reliant on the ambient temperature being as tropical as that found during the middle and late Paleocene or in South American jungles and such, an average temperature of 32–33 °C (90–91 °F) and plenty of rainfall is mainly what allows them to grow to such a large size, with all the snakes getting smaller and smaller as the temperature decreases further from the tropics. Giant snakes of Toril don't have that same limitation; you can find 40-foot-long poisonous snakes hunting mountain goats even in high alpine zones of many mountain ranges across Faerun and Kara-tur.
If the size of the giant snakes is not scary enough, they can hunt and eat prey between 14% and 50% of their own mass. However, they can go weeks and sometimes a couple of months without food after such a large meal. Their metabolism is much faster than that of their smaller cousins, who can last longer between feasts.
Reproduction varies, even within the same species; giant snakes are almost always solitary until the hottest months of the year, during which times the females will lay down pheromone trails for males to follow, though often a female will pick a good spot where the wind can carry her pheromones for many miles and wait there, with males moving in on her location, this is often how unexpected encounters happen, males on the move outside of their usual hunting territory and looking for an opportunistic meal of whatever game they happen to find in their path, and all too often, that prey is humanoid. 
The absolute experts on Giant Snake ecology are the Yuan-ti, as you might expect, and I have read some rather eye opening details about how many males may arrive at the female's location at the same time, where they all swarm into a huge mating ball of coiled snakes of enormous size, up to 12 males have been observed coiling around one female, each individual 30 to 40 feet long and as thick as an oak tree trunk, solid muscle the lot of them, the heat from this mating swarm can be felt from a distance and can be lethal to some of the snakes involved as they can remain in this breeding ball for up to two to four weeks, a disturbing scratching sound is caused by the male's breeding spurs which they try to dig into the female while aggressively pressing their cloacal regions hard against her body. 
I won't go into further detail, but trust me when I say, the Yuan-ti most certainly do, at length, with a great number of illustrations, most of which are both outrageously fanciful and completely depraved. I will spare you the memories I am now haunted by.
Females are usually larger and stronger than males, probably for this very reason, and they most certainly choose the mate they consider the largest and strongest of the males; selecting for size is the reason their species maintains such huge proportions, even in environments that don't otherwise have the right conditions where this adaptation occurs spontaneously. Once mating is done, the female gestates for around eight months before giving birth to live young; they do not lay eggs. Litters consist of ten to twenty offspring, sometimes less, sometimes more, and the whole process is quite taxing on the female, who loses a significant amount of body weight. 
The newly birthed snakes are called Neonates and are born ready to hunt and kill. They need no parental care, and some of their first meals are likely to be among their siblings. They grow quickly to around ten feet long and reach sexual maturity well before they reach their full adult size, and it takes several years for them to get to over thirty feet long; the aquatic Giant Coral snakes are the fastest growing, while those that inhabit alpine regions are quite slow by comparison, due to the metabolic cost of maintaining their body heat in such cold environments. The black crested mountain viper of Ulgarth are spectacular looking, extremely dangerous mountain apex predators with a mane of lustrous, black feathers that grow from a cobra-like hood, this layer of feathers helps keep them warm of course, it also makes their head a very valuable and rare trophy that is highly prized by Cloud Giants. There is also a few of them all the way into the great Yehimal Mountains where they are, perhaps not feared, but certainly given a lot of respect by the equally dangerous Yak Folk.
To give you some idea of how dangerous they truly are, one of their primary prey species are Griffons. Enough said.
Giant spitting snakes are found in land-based and aquatic species, they have a poisonous bite and are all capable of projecting their spittle at creatures up to 30 feet or just over 9 meters from them with a high degree of speed and accuracy, this venom will both poison and blind a victim, making them easy for the snake to maim further and then consume without a lot of risk to itself. The venom of the Giant Coral Snakes is a bit more fearsome, their bite is +5 to hit and inflicts 4 to 11 points of piercing damage and the target must contend with a massive injection of venom with a saving throw difficulty of 12 against their Constitution, failing to withstand the effect will result in the target becoming instantly stunned until their next turn, then the secondary effect of the venom kicks in and the target begins to hallucinate, the nature of which depends very much on the mind of the victim, but it has an effect similar to short-term madness and will last up to ten minutes, which would be harrowing enough even without the fact a giant snake is also about to eat you.
Above all else, Giant snakes are efficient killers; they are very stealthy and patient but also relentless and completely merciless predators with just enough intelligence to serve their needs.
All giant snakes have a highly acute sense of taste, which doubles as a sense of smell, granting them a scent-based blind sense with a range of ten feet. Many of them can see body heat thanks to sensitive pits on their head and while the constrictor snakes may not have a poisonous bite, they still inflict 6 to 16 points of piercing damage with their fangs; how they kill is with their densely muscled body though, constricting is +6 to hit, inflicts 6 to 20 points of bludgeoning damage, and the target is grappled, of course, with an escape difficulty of 16. Until this grapple is broken, the victim is restrained and very likely to get crushed to death quite quickly without help from an ally.  The constrictors are some of the most long-lived of the giant snakes, with some reaching 60 years, while most other species rarely live past 40 years, and some only live for 10, often dying during mating or fighting among rivals, both males and females will fight to the death during mating season, but otherwise, Giant snakes stay well clear of each other.
Giant Sea Snakes have a membrane that seals their nostrils tightly, allowing them to dive to great depths and they can remain underwater for hours, they are one of the only Giant snake breeds to have both a poisonous bite and the ability to crush victims and small boats using a constriction attack. Technically though, they are the same general type as the snakes known as Vipers.
We encountered a variety of giant spitting snakes near the Moonshae islands. This one was not interested in eating any mules, that's for sure. We managed to deter it using fire, a risky venture on a wooden caravel, but it saved the lives of the captain and all but one of the crew.
Now, finally, the truly exotic Amphisbaena is a species of double-headed Giant snake. Still, they have a head at either end of their body and a unique method of grabbing one head with the other and rolling their body like a hoop, which sounds silly but doubles their speed to 60 feet per round. In combat, amphisbaenae could use both heads to snap at opponents simultaneously. This enabled the monster to attack and defend at the same time.
Now, one can't talk about snakes without talking about the different types of venom, it is essentially a highly toxic saliva containing zootoxins.. Venom or Zootoxin is delivered into the body actively via a bite, sting, or similar action, while Poison is passively delivered by being eaten, inhaled, or absorbed through the skin, and Toxugens are actively transferred to the external surface of another animal via some delivery mechanism... So, a cobra that bites you will deliver venom with the bite, but if it spits it, we call it poison. I know it's pedantic, but it is also precise terminology.
Venoms are often complex mixtures of toxins such as Necrotoxins, common among Vipers, these work mostly by proteass that rip apart the peptide bonds of amino acids, so, they dissolve tissue basically, causing mass cell death, a bit like being injected with acid. Neurotoxins are less common in Giant snakes, but they primarily affect the nervous system of animals; Dendrotoxins are a class of presynaptic neurotoxins produced by mamba snakes that block particular subtypes of voltage-gated potassium channels in neurons causing convulsions or very painful tension paralysis which can cause muscles to tear free from the bone and lungs and heart to shut down, causing death. Myotoxins are found in Rattlesnake venom and a few lizard venoms that can cause severe muscle necrosis; they are very fast acting, often causing instant paralysis and death through the victim being unable to breathe by themselves as their muscles just won't cause their lungs to take in air. Finally, the Giant snakes you will find in Grasslands and Savannahs, such as the gold-headed Giant snakes of the Shaar, which are known to be particularly violent and loud, when disturbed they let off one hell of an ear-piercing hiss that shrieks like a lantanese steam golem, their powerful bite inflicts both deep piercing wounds and secondary bludgeoning damage from the sheer force of it, the venom contains Cytoxins, which cause severe hemorrhages, profuse bleeding and swelling, its some of the most lethal venom to humanoids, very painful, causing limbs to become stiff and extended, unable to be relaxed and bent because of the internal bleeding and coagulation in joints and muscles. If not treated carefully and quickly, necrosis is widespread, very gross and quite lethal, I would say this is the most fearsome venom, hands down, its a horrible way to die.
Aside from being captured and transported to exotic markets, many humanoid societies make use of Giant Snakes, the Priests of Sseth were known to construct special shields by treating the shed skin of giant snakes and wrapping them around a core of ironwood. The meat of many giant snakes makes pretty good spiced jerky that you sometimes find in salt packed barrels of strange, oily green wood in the ports along the Dragon coast and Vilhon reach, I was shocked when I found out these are produced by rural marsh villages in Halrua, but, sure enough, they are.
I think that just about covers the subject of Giant Snakes of Faerun at least, I'm no expert on if the creatures can be trained or any way domesticated, but I certainly know there is a good trade in live specimens among the churchs of Malar and that's usually where the kind of people who put them in dungeons to act as lethal deterants get them from.
My name is AJ Pickett, thanks for listening and as always, I will be back with more for you, very soon.


Friday, June 7, 2024

Elemental locus Dungeons and Dragons lore


There is an area in the far north of the Anauroch desert where the Bedine tribe's people very rarely venture; its also shunned by all but one or two young and adventurous Blue Dragons, the occasional Lamia or Sphinx and packs of very fast and aggressive Axe beaks, at least, I've seen them on the outskirts, but there is a wide area featuring some rather spectacular landscapes left behind by the mighty excavations of the fallen Netherese Empire, one or two such locations are unmistakable even from some great, and safe distance, and that is where I advise you to stay.
When the Netherese performed some of the most epic feats of magic, the fabled spell, in this case, being known as Proctiv's move mountain, the amount of magical energy channeled into a very small area was extremely large, to put it in perspective, the magical energy suffusing the air, rocks and many unfortunate living plants and animals was higher than you would find carefully contained and confined within the swords, shields, amulets and such which are considered high powered magical items by today's standards, the weave is not able to sustain this sort of concentration without causing other areas to become dangerously devoid of natural magical energy, which is why there are many areas, still, quite blank and devoid of its normal flow, the ley lines and such fade away. The lands become barren, robbed of their spark and vitality. Where the concentration was most severe, what often remains are areas so disrupted that normal magical flow has become permanently chaotic; we call these areas of Wild Magic, but, in some cases, it is a lot more complicated than that, and I don't think Proctiv fully understood the long term consequence of his Move Mountain spell.
Then again, I suspect this epic spell may have been slightly different every time he cast it due to the extremely rare nature of the components required. You are familiar with Proctiv, perhaps not by name anymore. Still, you will have heard of his spell called Stone Shape, which he created 3606 years ago, followed by Move Earth, Glassteel, Transmute Rock to Mud, then Transmute Water to Dust, which I have not seen cast for quite some time, I think it may be out of fashion or not currently being taught to anyone. Still, that spell always did bother me, and then the very useful spell called Dig which he first demonstrated 3547 years ago. Proctiv is also credited with some spells involving more cosmic concerns, but, as you can see, he was very focused on Elemental Earth in his magical experiments; he was of the class of wizards called Variators, those whose magic is used to transform things, energies and states of being, as well as interdimensional conjurations.
This includes the summoning of elementals.
As I have talked about this before, I will try to be brief and recap what elemental energy is.
It is alive; very simply, elemental creatures do not have a set and fixed portion of energy called a soul; they are made of as much energy as they have consumed and are currently composed of. We refer to elemental spirits because this energy is not as reliant on very specialized matter in which to contain it, they don't need a nervous system, muscles and all that organic stuff that we do; in their home dimension, these spirits flow freely through raw elemental substance, such as solid rock, as though they were luminous fish swimming an endless ocean, to us, they are nearly impossible to detect and their spirit ecology within all that solid matter is largely a mystery. 
Why are some elemental creatures so organic looking, with such regular and identifiable physical forms, and others are much more crystalline and just rocks and minerals animated into motion by some internal force? Well, their ecology is just as diverse as those of organic beings from the prime material plane, even though it is so poorly understood, the evidence speaks for itself in what we can observe, though its highly likely we are only witnessing the tip of the iceberg and many more types of elemental spirit don't have the ability to animate and move around in raw physical matter, so we never get to see them. 
The elemental spirits consume each other largely by a test of willpower, as far as we know, with the dominant spirit entity consuming and combining with the other into a larger spirit form, so within every elemental lord are millions of lesser elemental spirits it has consumed over time. The Strong willforce required to maintain this cohesion is also what gives rise to the emergent intelligence and ego of the elemental lords, the less elemental spirit energy there is within what we would call an individual entity, the less intelligent it is, and it can't maintain control over large amounts of raw matter to create physical forms, so they tend to be smaller, or very unstable, they use this matter like a vehicle to contain and move around it's energy outside of it's home dimension.
When Proctiv summoned that much elemental power in such a confined region, the result was the creation of an elemental Locus; in later castings of the spell that creates the floating enclaves, the elemental energy was more carefully handled, but initially, he forced it into coherent forms that levitated the sheered off mountain tops and flipped them over to levitate up into the sky, but in a few cases, things did not go according to plan. It's even worse these days; after Mytra banned the casting of such high-level magic, every first attempt at casting Proctiv's Move Mountain will automatically fail and most likely create another Elemental Locus, hence why nobody is foolish enough to try it, and as I said, those components for the spell are ridiculously rare and difficult to get your hands on, so, it may be impossible to cast it the same way nowadays.
According to the Tome of Beasts from Kobold Press, Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature—the land itself comes to life, and they are fiercely protective of any ecological networks contained and supported within their gargantuan formt, tolerating no interference in the natural order and violently destroying anything putting it at risk. This is slightly strange behavior for an elemental, but, unlike most other elementals this powerful, they are bound to an area of land or ocean no larger than 100 square miles. If they leave this region, they lose the ability to invest a fraction of their elemental power into spawning new elementals. If it remains outside the region, it automatically teleports back to the center of this area after 24 hours, regardless of distance. 
While within that location, the Loci can magically create up to 2-12 mephits or 1 Elemental with a challenge rating of 5 or lower. The Elementals arrive at the start of the locus’s next turn, acting as allies of the locus and obeying its spoken commands. Actually I have seen this happen and the Mephits seem to start out as some sort of internal disturbance and then pour out through the sounds the monster utters. 
The locus can create elementals that match the terrain they are currently inhabiting, so in the desert they create mephits best suited to hot, dry, sandy or rocky conditions such as steam or dust Mephits, but there are other options, as long as they fit the restrictions the Locus has on raw materials surrounding it and comprising its own massive form. 
The created  Elementals remain for 1 hour, until the locus dies, or until the locus dismisses them as a bonus action. The locus can have any number of Elementals under its control at one time, provided the combined total Challenge Rating of the Elementals is no higher than 8.
If the elemental locus dies, it returns to life in 1 to 12 months, regaining all its hit points and becoming active again. The new body appears in a space of the locus’s choice within its bound land. Only a wish spell can prevent this trait from functioning.
Killing one is much easier said than done however.
An elemental Locus has an armor class of 16 and at least 290 Hit Points with immunity to acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks and resistance to bludgeoning, piercing and slashing damage, they can't be  charmed, exhaustion, frightened, paralyzed, petrified, poisoned or knocked unconscious and the have Magical Resistance with Advantage on all saving throws against spells and other magical effects.
Given the size and power of them, all Elemental Loci are able to move freely through difficult terrain at their normal speed of 25 feet per round, they also have a trait called Seige Monster because the Elemental Locus always deal double damage to objects and structures in it's path.
Thankfully, it can't maintain an excursion from the territory it inhabits and will always be forced to teleport back there after 24 hours, no matter how far it has ventured or been somehow transported... a fact some evil wizard is going to exploit at some point, what a perfect safeguard, summon a massive elemental that safely removes itself after a set time? Yes, that is something which could devastate an entire city and leave behind nothing but horror and confusion. In combat, the rampaging Loci will perform three slam attacks each round, or exchange any of those attacks to instead spawn more mephits or elementals, the slams have a reach of 15 feet are +15 to hit and inflict 31 points of damage on organic, living targets who need to make DC 18 strength saving throws each time they are hit or be knocked prone. It can just as easily bring down a whole building on top of a crowd of people however, its not a stupid creature and will make full use of their abilities. About the only weakness they have is their lumbering speed of 25 feet per round and their dismal dexterity, which is compensated somewhat by their ability to use Tremorsense, and their high passive perception of 16, making them very hard to sneak up on, but much easier to attack from the air.
Thus far I have only seen the Elemental Loci who dwell in the sheered off mountain areas, but I suppose any dominant elemental type is possible. I shudder to think what a titanic living mass of water or air could do, and a fire elemental of that size is best not thought about at all.
On the world of Midgard, the Sorcerers of Kush have been trying to capture and enslave Elemental Loci located there, thankfully they have had no luck even after decades of research and repeated failed attempts, yet despite the inevitable distastrous results, they keep trying and are even growing bolder in their attempts, despite all evidence to the contrary, they seem to believe they are getting better at it each time. I certainly hope not.
My name is AJ Pickett, thanks for listening, and as always, I will be back with more for you, very soon.