Author: Lucien Stals

  • Bra of Fascination

    Wondrous Item, very rare (requires attunement)

    This exquisitely crafted and well-proportioned bra radiates an aura of allure and charm (enchantment school), making it a powerful tool for those who dare to wear it. Designed for universal use, it can be worn by any gender and its effects are not bound by the gender of the target.

    Effect:
    When the wearer of the Bra of Fascination comes within melee range of a creature, that creature must succeed on a DC 20 Charisma saving throw or become charmed by the wearer. The charm effect only functions if the creature can see the bra and the wearer is not obscured from view.

    While charmed, the target is captivated by the bra and regards the wearer as a trusted ally or someone to be admired.

    The charm ends if:

    • The charmed creature takes damage.
    • The wearer and the charmed creature move out of melee range from each other.

    Additional Details:

    • The bra must be worn on top of any other clothes as an outer garment otherwise it is not visible and won’t work, and only functions as an ordinary bra.
    • Only one creature can be charmed at a time.
    • This charm effect does not stack with other charm effects, but the wearer may attempt to charm a new target if the previous charm ends.
    • The Bra of Fascination’s magic does not affect creatures that are immune to being charmed or those that cannot see.
    • The Bra of Fascination’s magic does not affect creatures that have a sufficiently different physiology from humanoids.

    Rarity: Very rare

  • Red Tape

    Warrior bound by red tape, AI Generated Image

    Wonderous item, very rare

    This item is a 4-meter-long red ribbon that can be easily rolled or scrunched. When used in combat, the Red Tape can be thrown as a ranged weapon or used with a touch attack to ensnare a target in its binding grasp.

    • Range: 10 meters (ranged attack)
    • Attack Modifier: Dexterity modifier added to attack rolls

    Effect:
    When the Red Tape hits a target, it immediately wraps around them and imposes the Bureaucratic Condition.

    Bureaucratic Condition:
    While ensnared, the target must complete a specific task or condition to free themselves from the Red Tape. The condition must be something the target can reasonably achieve, though it may be inconvenient, challenging, or time-consuming.

    The condition can be physical, mental, or skill-based, such as:

    • Successfully hugging the nearest bunny rabbit.
    • Completing a Wisdom (History) check to pass a history quiz.
    • Completing a “Weapons/Spells Safety Induction Module” before using their weapon or spells again.

    The DM determines the condition, tailoring it to the target’s capabilities. Suggested Difficulty Class (DC) for resolving the condition is 12-15.

    While affected by the Red Tape:

    • The target’s movement speed is halved, unless the movement directly contributes to resolving the imposed condition.
    • The target has disadvantage on attack rolls and ability checks, unless the action directly pertains to resolving the condition.

    The condition persists until successfully resolved or the Red Tape is removed by external means, such as a successful Strength check (DC 15) to tear it off or a dispel magic spell.

    The Red Tape regains its full functionality at the end of a long rest if it has been torn or dispelled.

    Rarity: Very rare

  • Solar Flare

    Solar Flare

    The brightest light casts the darkest shadows.

    4th-level evocation

    Casting Time: 1 action
    Range: 40 meters
    Components: V, S
    Duration: Instantaneous

    You conjure a radiant mote of pure light and hurl it to a point within range. Upon impact, the mote explodes into a brilliant burst of light.

    Light Effect:
    The explosion fills a 10-meter radius centred on the target point with searing light that counts as sunlight for the purposes of sunlight sensitivity. Creatures within the radius must make a Constitution saving throw or be blinded until the end of your next turn. The burst deals 5d6 radiant damage to all creatures in the area. Creatures with Sunlight Sensitivity take 5d10 radiant damage instead.

    The burst illuminates an additional 10 meters beyond the radius with bright light, providing full visibility in the area.

    The light cannot shine around corners, but it can cast shadows.

    Shadow Effect:
    Objects and creatures within the initial 10-meter radius that block the light cast dark shadows that stretch another 10 meters beyond their edges. These shadows are filled with magical darkness, obscuring vision (even for creatures with darkvision) and dealing 5d6 necrotic damage to creatures that begin their turn within the area.

    The shadows and their effects persist for 1 minute or until dispelled.

    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant and necrotic damage both increase by 1d6 for each slot level above 5th.

    Classes: Cleric, Sorcerer, Wizard

  • Mage Tower

    Mage Tower

    Currently the abode of a wizard trying to make her constructs by using magic items as a power source.

    This tower is built on a lone rocky knoll rising from the boggy marsh.

    A one-shot adventure for 4 level 3 characters.

    Level 1

    (Top right on the map below)

    Room 1

    Room 1 is a large room about 25ft. by 45ft. Stairs lead up to the far end of the room. There’s a closed door in the wall to the left, and the right-hand side of the room is made up of eight jail cells, each 5 feet square.

    The jail cells contain…

    • Cell “H”, 1 Gnoll
    • Cell “G”, 2 Kobolds
    • Cell “F”, empty
    • Cell “E”, 2 Kobolds
    • Cell “D”, empty
    • Cell “C”, 1 Skeleton (Crumpled in the corner but will stand and fight if its cell is opened)
    • Cell “B”, 1 Skeleton (Crumpled in the corner but will stand and fight if its cell is opened)
    • Cell “A”, 1 Orc

    An Imp is busily unlocking cells and calling “Fight! Fight for your lives!”.

    If the party can approach the tower stealthily, the imp will use its first round to fly to cell “H” and open it. If the imp had any kind of warning (remembering the imp is the mage’s familiar, so it’s in communication with her), then the imp will already have open cell “H” and will be moving to cell “G”.

    Each round, the imp will move to the next cell and release the occupants, skipping the empty cells of course. The imp will open as many cells as possible, but if it’s attacked it will fly up the stairs to escape.

    Room 2

    Store Room.

    General supplies are in here. Extra empty bottles, spare clothes, bedding etc. Some weapons taken from prisoners are kept in here as well.

    • 2 battle axes
    • 2 daggers
    • 1 Longsword
    • 1 set chain mail armour
    • 1 set of leather armour

    Room 3

    Store Room.

    Food and wine are stored here.

    • 5 dozen bottles of average-quality wine. (1gp per bottle, 1lb each)
    • 2 dozen bottles of above-average quality wine (3gp per bottle)
    • 1 dozen bottles of some very nice wine (7gp per bottle)
    • 1 dozen portions of perishable rations (last about 1 week).
    • 1 dozen portions of dry rations. (6gp)
    • An assortment of dried mushrooms (2gp, 1lb)

    2 hams hanging from the ceiling:

    • 1 cured ham, quite nice, worth 10gp.
    • 1 dry-cured ham, rare, worth 30gp.

    A small chest has been placed underneath a barrel filled with rocks that weighs 600 lbs. This will require a combined STR of 20 to lift.

    As soon as the barrel is lifted off the small chest, the chest sprouts a dozen small legs with webbed duck feet. The little feet pitter-patter as the chest scurries away to hide behind one of the crates in the room where it peeks out shyly.

    The chest is a Faithful Chest and will be grateful for being released. If treated nicely by a member of the party, and perhaps fed, it will likely bond with the character and follow them, letting them store treasure in it.

    Level 2

    Living Quarters.

    Room 4

    Hallway

    There’s not much to say about this one. It’s a hallway. 1 door and 2 stairs, one going up, one going down.

    Room 5

    Study

    At the end of the room is a desk. Stacks of paper and some quill pens lie about and 2 bottles of ink (8gp each). The notes, written in the mage’s own script, outline experiments to use magical items to power constructs.

    Room 6

    Closet

    Spare wizard robes and casual clothes. Each outfit is worth about 5sp. There are 10 identical wizard robes, slightly worn, and several other casual outfits can be found in this closet. Some hats and shoes are tossed carelessly in here.

    Room 7

    Bedroom.

    A reasonably sparse bedroom (the wizard doesn’t spend much time in here when not sleeping). The bed is large and soft.

    There is a large desk against one wall with a small chest on it. The chest has Arcane Lock cast on it (DC 25 to open). The chest contains:

    • 37cp
    • 13sp
    • 37gp
    • 3pp
    • 4 gems worth 40gp, 35gp, 30gp, and 25gp.

    Room 8

    Closet.

    7 identical sets of “wizard” robes in good condition, worth 1gp each. Some nice casual outfits are here as well.

    2 robes appear to be more formal wizards wear and made from silk and worth 10gp each.

    Level 3

    Room 9

    The whole 3rd floor is taken up by the wizards’ lab. This is where she will be found. Three large work tables contain various magical and alchemical apparatus. There is a ladder that leads up to a trapdoor in the ceiling. A magic circle is engraved on the floor near the middle of the room. A medium humanoid thing that appears to be made of mud, sticks, and moss, stands in the magic circle.

    The mage will attempt to engage the party in conversation and even offer them employment to fetch some magic items for her. If negotiations go badly, she will instruct the Bog Golem to attack. She’ll backup the golem, and probably have her familiar attack as well, but if the fight isn’t going well, she’ll use a scroll of dimension door to exit the scene, taking her spell book with her. The imp will either follow through the dimension door or exit via the window.

    On the tables around the room are diagrams and plans for various animata and golems. There is also a map of the local area.

    Level 4

    Room 10

    The roof is accessible via a trap door in the roof. It opens into a covered section of the roof. There is a plush velvet chair up here where you can sit and relax while taking in the view. A small three-legged drinks table stands next to the chair with a bottle of port and glass next to it. The chair has been enchanted to stay in nice shape despite the weather and has an aura of transmutation magic if detected. The table is a magical construct that will run away from anyone who comes near it, while not dropping the bottle or glass.

  • Bog Golem

    Bog Golem
    Bog Golem, AI generated image

    Bog Golem

    Medium Humanoid, Unaligned

    Armour Class 15 (Natural Armour)

    Hit Points 70 (10d12+10)

    Speed 15 feet

    STRDEXCONINTWISCHA
    16 (+3)14 (+2)12 (+1)10 (+0)12 (+0)6 (+0)

    Senses Passive Perception 5

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Condition Immunities CharmedExhaustionFrightenedParalyzedPetrifiedPoisoned

    Languages Understands the languages of its creator but can’t speak

    Challenge 3

    Proficiency Bonus +3

    Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

    Spike Growth (Recharge 5-6): As a bonus action, the Animata can cast Spike Growth. The effect spreads rapidly out from where the Animata is standing and can’t be cast at range. The Animata is not affected by the spell and can move freely and without taking damage while in the affected area. If the Animata moves, the Spike Growth area remains where it was. The Animata does not need to concentrate to maintain the spell, but it only lasts 1 minute.

    Actions

    Multiattack. This creature can attack twice per round

    Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) bludgeoning damage.

  • Mummy Monk

    Mummy Monk

    Zombie Monk
    Zombie Monk, AI generated image

    Mummy Monk

    Medium Undead, Lawful Evil

    Armour Class 15

    Hit Points 45 (2d8+2)

    Speed 40 feet

    SRTDEXCONINTWISCHA
    10 (+0)16 (+3)15 (+2)6 (-2)13 (+1)5 (-3)

    Senses Darkvision 60 feet, Passive Perception 8

    Damage Vulnerabilities Fire

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Poison, Necrotic

    Condition Immunities CharmedExhaustionFrightenedParalyzedPoisoned

    Languages Common

    Challenge 1 (200xp)

    Proficiency Bonus +2

    Special Abilities. The minotaur can perfectly recall any path it has travelled.

    Actions

    Multiattack. This creature can attack twice per round

    Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) bludgeoning damage.

    Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 +2) piercing damage.


    Monk Mummy

    Medium Undead, Lawful Evil (Death has twisted these once proud souls)


    • Armor Class 15
    • Hit Points 58 (9d8+18)
    • Speed 40 feet

    STRDEXCONINTWISCHA
    10 (+0)16 (+3)15 (+2)6 (-2)13 (+2)12 (+1)

    • Saving Throws Wis +5
    • Damage Vulnerabilities Fire
    • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
    • Damage Immunities Necrotic, Poisoned
    • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
    • Senses Darkvision 60 Ft., passive Perception 10
    • Languages The Languages It Knew In Life
    • Challenge 4 (1100 XP)

    Actions

    Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist, or make two rotting fist attacks.

    Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage plus (3d6)necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be diseased with mummy rot. The disease target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The disease lasts until removed by the lesser restoration spell or other magic.

    Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

    Evasion When the Mummy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

    Deflect Missiles The Mummy can use it’s reaction to deflect or catch the missile when it is hit by a ranged weapon attack. When it does so, the damage it takes from the attack is reduced by 1d10 + 12.

    If the damage is reduced to 0, the mummy can catch the missile if it is small enough to hold in one hand. If it catches a missile in this way, it can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The mummy makes this attack with proficiency, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

    Shadow Step The mummy has the ability to step from one shadow into another. When it is in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The mummy then has advantage on the first melee attack it makes before the end of the turn.

    Ki

    The Monk Mummy can’t channel Ki like it did in life, but it can still perform the following Ki like abilities:

    Flurry of Blows Immediately after it takes the Attack action on it’s turn, the mummy can make two unarmed strikes as a bonus action. This can only be done twice per day.

    Patient Defense The mummy can take the Dodge action as a bonus action on it’s turn. This can only be done twice per day.

    Step of the Wind The mummy can take the Disengage or Dash action as a bonus action on it’s turn, and it’s jump distance is doubled for the turn. This can only be done twice per day.

    Darkness As an action, the mummy can cast Darkness without providing material components. This can only be done once per day.

    Silence As an action, the mummy can cast Silence without providing material components. This can only be done once per day.

  • Kevin the Minotaur

    Kevin the Minotaur
    Kevin the Minotaur, AI-generated image

    Kevin the Minotaur

    Large Monstrosity, Chaotic Evil

    Armour Class 14 (natural armour)

    Hit Points 76 (11d10 + 33)

    Speed 40 ft.


    STRDEXCONINTWISCHA
    18 (+4)12 (+1)16 (+3)6 (-2)14 (+2)10 (+0)

    Skills Perception +7

    Damage Vulnerabilities Fire

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Necrotic, Poison

    Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

    Senses blindsight 60 ft., Passive Perception 17

    Languages Abyssal

    Challenge 4 (700 XP)

    Proficiency Bonus +2

    Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone

    Labyrinthine Recall. The minotaur can perfectly recall any path it has travelled.

    Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

    Actions

    Multiattack. The minotaur mummy can make two attacks per round. It can use its Greataxe twice. Or it can make one Greataxe attack and one of either Dreadful Bellow or Gore attacks.

    Dreadful Bellow. The minotaur mummy targets one creature it can sense within 60 feet of it. If the target can hear the minotaur mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the minotaur mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Bellow or Gaze of all mummies (but not mummy lords) for the next 24 hours.

    Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

    Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

  • Living Statue

    Living Statue

    Living Statue

    Medium Humanoid, Unaligned

    Armour Class 12 (Natural Armour)

    Hit Points 25 (5d8+5)

    Speed 20 feet

    SRTDEXCONINTWISCHA
    16 (+3)12 (+1)12 (+1)8 (-1)6 (-2)12 (+1)

    Senses Passive Perception 2

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Poison

    Condition Immunities Charmed, Poisoned, Exhaustion, Paralysed, Petrified, Frightened.

    Languages —

    Challenge 1/2 (100xp)

    Proficiency Bonus +4

    Actions

    Hammer Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 9 (1d12+3) bludgeoning damage.

  • Giant Zombie Snake

    Giant Zombie Snake

    (AI Generated Image)

    Giant Zombie Snake

    Huge Beast, Chaotic Evil

    Armour Class 12 (Natural Armour)

    Hit Points 70 (10d12 + 10)

    Speed 30ft, Swim 30ft.

    SRTDEXCONINTWISCHA
    19 (+4)14 (+2)12 (+1)3 (-4)10 (+0)3 (-4)

    Senses Passive Perception 2, Darkvision 60ft.

    Damage Immunities Poison

    Condition Immunities Poison

    Languages —

    Challenge 3 (700xp)

    Proficiency Bonus +2

    Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

    Actions

    Multiattack. This creature can attack twice per round

    Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one creature. Hit 11 (2d6 + 4) piercing damage.

    Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

  • Palace Court

    Palace Court

    My sons D&D game is now in a Fey palace for a while. A curious thing about this palace is that depending on which door you go out of, it’s a different season outside. This map is the main courtyard inside the palace. There is no roof over the court (the unshaded part of the map) which is sunken about 1 foot below the level of the surrounding walkway. Regularly spaced columns support a balcony above. There are 4 low shrubberies, about 3 feet high. A central sunken pool collects rainwater and the overflow drains into a cistern below. The floor here is polished stone. The floorplan is based on Burghley House, and the court is inspired by the Court of Lions.

    This map is 300 dpi. It should fit most VTT systems at 27 columns by 33 rows.

    Pencil and pen. Fill in colours done in Photoshop.