92575_RAA_BeastsBotanical-Vol2_R1_PROOF
volume two • vilden of the grasslands
anton kromoff • ann marie cochran
volume two • vilden of the grasslands
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beasts & botanicals Vilden of the Grasslands • introduction • In the soft embrace of a land enchanted by the warmth of a seem ingly eternal spring, where the air carries the fragrance of budding blossoms and the sun paints the landscape in warm hues of gold and amber, lies a realm of beauty and wonder. Here, amidst the rolling hills festooned with vibrant wildflowers, roam colossal shaggy crea tures whose footsteps shake the Earth and whose deep bellows can be heard for miles upon miles. These majestic entities, reminiscent of creatures from tales before the birth of gods and kings, traverse the verdant plains with a grace that belies their immense size. With horns that spiral like shadows on crescent moons and fur as soft as the petals of a freshly bloomed rose, they are the gentle giants of this idyllic realm. Across the backs of these gentle titans sit small domed houses of woven grass on plat forms of root and vine, homes inhabited by an avian people known as the Vilden of the Grasslands. Despite the tranquil appearance of the landscape and the creatures that inhabit it, an ever-present sense of anticipation hangs in the air, like a shroud draped over a mirror one moment after death for fear of what comes next—if the whispered lore of hermits and sages are to be believed. The warm winds seem to carry echoes of half-forgotten stories, weaving intricate patterns in the minds of those who dare to listen. As you traverse the neck-high grass, each step sinking you deeper into the rich, red earth beneath your feet, a strange sensation tugs at the edges of your consciousness. It’s as if the very ground upon which you tread is alive with a whispered voice, murmuring secrets that seep into your dreams like tendrils of crimson smoke tinged with blood. Here, amidst the whispers of the grass and the secrets of the soil, where the Great Shaggy Beasts wander and the Vilden shepherd
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over them with watchful eyes and secret songs, you are but a transient visitor in a realm that pulses with ancient wisdom and hidden wonders. As if the ancient land waits for what is coming just beyond the next heartbeat, but you are just a fleeting intruder in a domain older than the gods themselves.
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beasts & botanicals Vilden - Lore Keepers SMALL HUMANOID, NEUTRAL
Armor Class: 13 (natural armor) Hit Points: 27 (6d6 + 6) Speed: 30 ft., fly 25 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 16 (+3) Skills - Perception +4, Performance +5 Sense - Passive Perception 14 Languages - Common, The Secret Language of The Birds Challenge - 3 (700 XP) abilities MEMORY RECALL SONG. As an action, the Vilden Lore Keeper can sing a haunting melody that causes creatures within 30 feet to remember events from the past, even if they were not present for them. Those affected must succeed on a Wisdom Saving Throw DC 13 or become lost in their memories for 1 minute. During this time, they are incapacitated and have disadvantage on Wisdom Saving Throws and ability checks. NIGHTMARE’S LAMENT. As an action, the Vilden Lore Keeper can unleash a mournful melody that causes creatures within 30 feet to relive their worst memories. Those affected must succeed on a Wisdom Saving Throw DC 13 or be trapped in a loop, experiencing their worst memory over and over again for 1 minute. At the end of each of their turns, they can make another Wisdom Saving Throw, ending the effect on a success. INSPIRE COURAGE (RECHARGE 5-6). The Vilden Lore Keeper can use a bonus action to inspire courage in their allies. For the next minute, allies within 30 feet who can hear the Lore Keeper gain advantage on saving throws against being frightened and are immune to the frightened condition.
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VILDEN VISIONS. The Vilden Lore Keeper can make a sound, ranging in volume from a whisper to a scream, within 200 feet of themselves. It can be in the voice of the Vilden Lore Keeper, some one else’s voice, a Shaggy Beast’s bellow, the playing of a banjo, or any other sound they choose. The sound continues for one hour, or until the Vilden Lore Keep stops the effect. The sound can be fixed to an object or triggered by a behavior, like a snap of the finger or rustling of a branch, and will continue as long as the Vilden Lore Keeper is on the same plane of existence as the sound.
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If a creature uses its action to examine the sound, the creature can determine that it is an illusion with a successful Intelligence Check DC 16. If a creature discovers that the sound is projected from the Vilden Lore Keeper, any deceptive effects that it may once have had over the listener are lost. The Vilden Lore Keeper may use this ability at will provided they have more than 5 hit points. actions TALON. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. DESCRIPTION The Vilden Lore Keepers stand 2 to 3 feet tall and resemble sparrows with stormy gray to warm brown plumage and wide inquisitive eyes.
These small avian entities dress in bright scarves and necklaces, woven from the hair of the Great Shaggy Beasts and dyed with powders and oils har-
vested from the vast array of the grassland’s native wild- flowers. The Vilden Lore Keepers also mark their faces and beaks with brightly colored patterns; typically these markings are a com- bination of their
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parents’ and nestmates’ markings to denote family and community groups. The Vilden’s wings feature a three-clawed hand capped with dark talons, located at the tip of the center wing joint. Despite their lack of opposable thumbs, the tiny hands are quite nimble and can be used to manipulate most tools and magical items. ABOUT Nestled within the expanse of the Grasslands, upon the backs of Great Shaggy Beasts, a unique community thrives. The Vilden Lore Keepers are avian humanoids who form an inseparable bond with the towering creatures that tirelessly roam the verdant plains. But their duties extend beyond mere companionship; the small family groups of bird folk diligently clear the crimson slumber ticks from their charges, preventing them from falling into a perpetual rage. They undertake this task with solemn dedication and reverence for the land’s delicate balance. However, behind the rustic exterior of these small creatures lies a profound secret. The Vilden Lorekeepers preserve ancient lore whispered by the dead god whose blood courses beneath the soil of their homelands. Generations of wisdom are passed down through their stories and songs, and within the walls of their domed homes that sit atop platforms on the backs of the Great Shaggy Beasts, they record words of arcane wisdom and forgotten lore. Despite their immense power, the Vilden Lore Keepers are humble and unassuming, choosing to reveal the full scope of their abilities only when necessary. They navigate the intricate dance of life in the Grasslands with grace and wisdom, fiercely defending their commu nity and the secrets they hold dear. Their presence is a testament to the enduring magic of the world and the power of memory, showing what has come before to affect the present and what comes after.
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beasts & botanicals Vilden - Blade Caller SMALL HUMANOID, NEUTRAL
Armor Class: 14 (natural armor) Hit Points: 45 (10d6 + 10) Speed: 30 ft., fly 25 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 16 (+3) Skills - Perception +4, Performance +5 Sense - Passive Perception 14 Languages - Common, The Secret Language of The Birds Challenge - 4 (1,100 XP) abilities BLADE OF GRASS. As an action, the Vilden Blade Caller can con jure a magical weapon in the form of a long, sharp blade of grass. The Blade of Grass remains for 1 hour or until it is dismissed. The Blade of Grass deals 1d4+6 slashing damage and is considered a magical weapon. Upon a critical hit, the target must make a Constitution Saving Throw DC 14. Upon a failed save, the target becomes restrained as their wounds erupt in a webwork of vines and brightly colored flowers that wrap around them. A Strength Check DC 14 is required to break free of the ensnaring vines. FLORAL MANIPULATION. Vilden Blade Callers have the ability to change the colors of flowers and revitalize crops. As an action, a Vilden Grass Blade with 2 or more hit points can touch a plant and cause it to bloom with vibrant colors or rapidly grow, revitalizing it. This ability can affect up to 60 feet of plant life centered on the Vilden Blade Caller and can be used once per short rest. INSPIRE COURAGE (RECHARGE 5-6). The Vilden Blade Caller can use a bonus action to inspire courage in its allies. For the next
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minute, allies within 30 feet who can hear the Blade Caller gain advantage on saving throws against being frightened and are immune to the frightened condition. actions TALON. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage. DAGGER ATTACK. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) slashing damage. DESCRIPTION The Vilden Blade Callers stand 2 to 3 feet tall and resemble spar rows with stormy gray to warm brown plumage and wide inquisitive eyes. These small avian entities dress in bright scarves and necklaces, woven from the hair of the Great Shaggy Beasts and dyed with pow ders and oils harvested from the vast array of the grassland’s native wildflowers. Unlike the Vilden Lore Keepers, Blade Callers tend to only mark their beaks with crimson or orange pigments, unless they are preparing for special rituals or need to travel outside the grass lands. The Vilden’s wings feature a three-clawed hand capped with dark talons, located at the tip of the center wing joint. Despite their lack of opposable thumbs, these tiny hands are quite nimble and can be used to manipulate most tools and magical items. ABOUT Amidst the vast expanse of the Grasslands, where the whispers of the wind dance through the swaying meadows, the Vilden Blade Callers stand sentinel over the Great Shaggy Beasts and the Vilden flocks that call them home. The Vilden Blade Callers’ duty transcends mere protection, as they are the guardians and stewards of the Grasslands, entrusted with safeguarding their hidden truths from those who would disrupt the slowly rotting body and magic-laced bones of the ancient dead god that nurture the emerald fields above. With quiet determination, they repel intruders, their melodies drifting across the plains like gentle warnings to those who dare trespass upon sacred ground.
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Vilden • as a playable species •
“The bones of the world whisper stories of all who prayed to them before their fall. All their hopes, their dreams, and their fears echo quietly through the crim son soil of the Grasslands. From the rotting flesh of that ancient deity, the sea of grass sprang, lush, quiet, and full. As the first flowers bloomed, the Vilden arrived upon the back of Great Shaggy Beasts to guard the rest ing place of a restless god from those who would bend its power to their foul delights.”
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Standing between 2 and 3 feet tall, the Vilden bear a striking resem blance to large sparrows, adorned with plumage ranging from stormy gray to warm brown hues. Their wide, inquisitive eyes hold a depth of wisdom beyond their size, hinting at the ancient knowledge that called their ancestors to the sea of grass. These small bird-like creatures possess wings that feature a three clawed hand, tipped with dark talons set upon the center wing joint. These small hands, surprisingly nimble, allow the Vilden to manipulate various tools and magical items with ease, showcasing their dexterity and resourcefulness. Draped in vibrant scarves and necklaces woven from the hair of the Great Shaggy Beasts of the Grasslands, the Vilden carry themselves with a graceful elegance, and while they seem friendly to all, they are ready at a moment’s notice to protect the secrets of their homes and those whom they consider friends. UNASSUMING OBSERVER Due to their small stature and the general habit of sentient crea tures to dismiss non-threatening-looking bird life, Vilden tend to be ignored in crowded environments or assumed to be harmless unless they openly prove the opposite to be true. GUARDIAN OF SECRETS The Vilden value family and the sacred bond of shared secrets above all else. Vilden would allow themselves to be cast from the mortal coil before betraying a secret to another, and they actively hunt down those who sell such secrets or trade in them for their own gain. VILDEN NAMES Most Vilden have two names during their lifetime. The first is the name given to them upon hatching by their family group. This is known as their Nest Name and can be shared by multiple Vilden, typically serving as a means to identify nestmates who may have traveled far and wide or who may share a family line. The second name, the Vilden gives themselves the day they hear the first whisper of the God Beneath the Blades. This name is either what the strange
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whispers of the Grasslands call the Vilden, or the name the Vilden gives the strange whispers when asked how they should be addressed. These chosen names are known as Given Names. NEST NAME EXAMPLES. Brightclaw, Cloudjumper, Darkeyes, Featherblade, Flitwing, Grassweaver, Razorclaw, Redbird, Sky diver, Talonfoot GIVEN NAME EXAMPLES. Coy, Fair, Flit, Garr, Harm, Henna, Krin, Lin, Po, Quill, Saph, Vear, Win, Zar VILDEN TRAITS Vilden characters gain the following species traits. ABILITY SCORE INCREASE. Your Dexterity and Charisma scores each increase by 1. Your Strength decreases by 1. AGE. Vilden tend to reach maturity at 6 years old and can live to be upwards of 50 to 60 years of age. ALIGNMENT. Vilden are neutral by their very nature, but they tend to form bonds with those who treat them as friends and valued companions, mimicking their behaviors and adopting their morals and beliefs over time. SIZE. Vilden stand between 2 and 3 feet tall and typically weigh between 35 and 55 pounds. They are considered Small.
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SPEED. A Vilden’s base walking speed is 30 feet. FLIGHT. Vilden have a flying speed of 25 feet. In order to be able to fly naturally, a Vilden can’t be wearing medium or heavy armor. UNLOCKING MEMORIES. Once per long rest a Vilden can use an action to sing a haunting melody, invoking the hidden secrets locked in all sentient creatures’ minds. Any creature within 30 feet must succeed on a Wisdom Saving Throw DC 8 + the Vilden’s Charisma Modifier + the Vilden’s Proficiency Bonus or be charmed for 1 minute. Charmed creatures are incapacitated and have disad vantage on Wisdom Saving Throws and ability checks. If the creature successfully saves against the Vilden’s Unlocking Memories ability, they are immune to the Unlocking Memories ability until their next long rest. INSPIRING SONG. Once per short rest, a Vilden can use a bonus action to inspire courage in their allies. For the next minute, allies within 30 feet who can hear the Vilden’s Inspiring Song gain advan tage on saving throws against being frightened and are immune to the frightened condition. THE SECRET LANGUAGE OF THE BIRDS. Vilden can speak to and understand all birds. LANGUAGES. Vilden can speak, read, and write the common language of the land.
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Blade of Grass MELEE WEAPON (DAGGER)
Category: Items Damage: 1d4+3
Damage Type: Slashing Item Rarity: Uncommon Properties: Finesse, Light Weight: .2 lb DESCRIPTION These unassuming daggers are made of woven blades of grass and bits of root found beneath the rich red soil of the Grasslands. ABILITY A VIOLENT SPRING. Upon a critical hit, the target must make a Constitution Saving Throw DC 14. Upon a failed save the target becomes restrained as their wounds erupt in a webwork of vines and brightly colored flowers that wrap around them. A Strength Check DC 14 is required to break free of the ensnaring vines.
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volume two • vilden of the grasslands Great Shaggy Beast GARGANTUAN BEAST, UNALIGNED
Armor Class: 15 (natural armor) Hit Points: 190 (18d12 + 72) Speed: 50 ft
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 19 (+4) 3 (-4) 11 (+0) 6 (-2) Skills - Perception +4, Performance +5 Sense - Passive Perception 15 Languages - Understands Common and the Secret Language of The
Birds, but cannot speak Challenge - 8 (3,900 XP) abilities
NATURALLY PACIFISTIC. The Great Shaggy Beasts are generally peaceful in nature and do not initiate combat unless they take over 20 points of damage in a single combat round or they are reduced to half their hit points or less. TIRELESS ROAM. The Great Shaggy Beasts never sleep. actions HORN. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d10+7) piercing damage. NECROTIC BEAMS. When a Great Shaggy Beast drops to 60 hit points or fewer, it may shoot two beams of raw necrotic energy from its eyes. These beams can be up to 200 feet in length. Any creature caught in the beam must make a Dexterity Saving Throw DC 16 or take 22 (4d10) necrotic damage. Upon a success ful save, the creature takes half as much damage. If a creature is reduced to 0 hit points from this attack, its body explodes into a storm of beautiful brightly colored flowers, and its spirit is cast
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into a strange dimension inhabited by large, golden-horned ram like creatures, who speak in riddles and sing songs of lost worlds and sunken kingdoms. DESCRIPTION The Great Shaggy Beasts of the Grasslands are massive quadrupeds with long spiraling horns, thick shaggy hair, and deep soulful eyes that seem to hint at a quiet wisdom from ages long past. Often, the backs of these massive bovine creatures can be seen supporting platforms crafted from woven grass and carved roots. Atop these platforms sit small domed homes made of reeds and grass, inhabited by small bird-like creatures known as the Vilden, who braid the hair of the Great Shaggy Beasts, keep them free of ticks and fleas, and protect them from those who would do them harm. ABOUT The Great Shaggy Beasts wandered into the Grasslands soon after the first blades began to sprout. These massive creatures were accom panied by the Vilden, who serve as their caretakers and guardians. It is believed that not a single Great Shaggy Beast has died of natural causes in the thousands of years they have wandered the seas of grass, but the few accounts of them being cut down are accompanied by stories of battlefields strewn with blood, broken bones, and brightly colored flowers. The Great Shaggy Beasts are tireless creatures who wander and peacefully consume the ever-growing landscape of the Grasslands. Some sages claim that ancient dwarven swordsmiths used the dis carded shards of these towering creatures’ hooves to forge blades and bolts that could slay a god, but no definitive proof has been presented.
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Blood Eye Tick SMALL BEAST, UNALIGNED
Armor Class: 11 (natural armor) Hit Points: 9 (2d6+2) Speed: 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 1 (-5) 7 (-2) 3 (-4) Sense - Blindsight 20 ft., Passive Perception 11 Languages - Understands all languages but cannot speak Challenge - 1/4 (50 XP) abilities COUNTLESS EYES. After successfully draining blood from a crea ture, all Blood Eye Ticks gain the ability to observe the movements and actions of the creature who was trained for the next 24 hours. This observation is limited to a distance of 100 feet from a Blood Eye Tick and does not grant it any additional senses beyond what it already possesses. BLOOD LATCH. A Blood Eye Tick may latch onto a passive sentient creature, draining them for 2 (1d4) hit points an hour. To remove
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the Blood Eye Tick, the Blood Eye Tick must be reduced to 0 hit points or the creature must succeed on a Strength Check DC 12. The Blood Latch ability remains active until the sentient creature reaches 0 hit points or the Blood Eye Tick is removed. SENTIENT SIGHT. If a Blood Eye Tick is latched onto a sentient creature, that creature gains Blindsight up to 20 feet and access to the Countless Eyes ability, in addition to any senses they may already have. actions BITE. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. DESCRIPTION Blood Eye Ticks are 3-foot arachnid creatures with rounded bodies, small multi-jointed, needle-like legs, and tiny rounded heads with a thick, pincer-like mouth. Upon the bulbous back of these parasitic crea tures is a crimson and black pattern that resembles an unblinking eye. As the Blood Eye Tick feeds and grows fat, the eye seems to dart about, as if an actual eyeball is present under the creature’s fibrous carapace. ABOUT The Blood Eye Tick is a parasitic predator native to the Grasslands. These skittering creatures typically latch onto the Great Shaggy Beasts and feed upon them for weeks at a time. The Vliden spend a great deal of their time scouring the Great Shaggy Beasts’ bodies, removing these invasive arachnids for fear that if too many of them latch onto one of the gentle giants, they could invoke the hidden wrath present within their towering bodies. Some of the Vilden Lore Keepers believe that the Blood Eye Ticks are the last remnants of the will of the dead god who slumbers beneath the Grassland. These bloodsucking creatures are seen as eyes from beyond the realm of life and death, and while no one is wholly sure, there are stories whispered of Blood Eye Ticks whose victims with arcane powers have found themselves building strange devices and performing strange rituals in half-asleep states.
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Whispering Blood Leaper SMALL BEAST, UNALIGNED Armor Class: 13 (natural armor) Hit Points: 9 (2d6+2) Speed: 10 ft., leap 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 3 (-4) 8 (-1) 6 (-2) Skills - Stealth +4 Sense - Blindsight 20 ft., Darkvision 80 ft., Passive Perception 11 Languages - Understands all languages Challenge - 1/2 (100 XP) abilities HAUNTING MIMICRY. The Whispering Blood Leaper can mimic voices it has heard, including those of the dead or creatures it has drained blood from. While the voice sounds raspy and strange, there are moments of perfect vocal clarity. This twisting of sounds is so unnerving that any who hear it must make a Wisdom Saving Throw DC 12 or become frightened for 1 minute. If the frightened
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creature is in combat or takes damage, they may remake the saving throw with advantage. INFECTIOUS MIMICRY. If a sentient creature fails its Constitution Saving Throw against the Whispering Blood Leapers’s Bite Attack, its voice takes on a strange scratchy reverberance that mimics the Haunting Mimicry ability. This effect lasts until the infected creature takes a short or long rest. actions BITE. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. If the target is a living creature, it must make a Constitution Saving Throw DC 11 or lose 1 hit point at the start of each of its turns due to blood loss. This blood loss continues until a successful Medicine Check DC 14 is made, or the target is healed by magical means. The bleeding continues until the target finishes a short or long rest, or their hit points are reduced to 0 by this effect. If a target’s hit points are reduced to 0 by this effect, they die. DESCRIPTION A Whispering Blood Leaper is a two foot long parasitic insect with a flattened segmented body, long spindly segmented legs, and sunflower seed-shaped crimson eyes. When these blood-draining beasts feed upon the blood of the living, their abdomens expand into a hivework of semitransparent crimson pockets that slosh and shake with the drained blood of their prey. ABOUT Whispering Blood Leapers are worrying ambush predators that prowl the rolling hills of the Grasslands. The Vilden who call the Grasslands home tell horrifying tales of the Whispering Blood Leapers, which chitter and squeak with the voices of their dead ancestors and things far more sinister. The saliva of the Whispering Blood Leapers is a favorite among assassins, who coat their blades with it and a mixture of roots and herbs, producing a potent poison that inflicts bleeding upon those who fall under the sting of their blades and bows.
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Whispering Bloom WILDFLOWER (PLANT)
Category: Items Item Rarity: Common Price: 100 gp per pound* Weight: .01 lb. Found throughout the Grasslands, Whisper Blooms are brightly colored flowers sought after by artists and alchemists alike. These vibrant wildflowers typically present with a single long, slender stem that rises from a cluster of two oval-shaped bulbs. At the top of the stem is a solitary trumpet-shaped flower, adorned with five to eight petals arranged in a star-like formation.
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Whisper Blooms typically present in one of four colors: orange, purple, white, or blue. Each can be used to create brilliant dyes or, if mixed with the proper components, create oils and elixirs with strange and sometimes harrowing effects. *Price outside the Grasslands.
Warrior’s Wash ADVENTURING GEAR (POTION)
Category: Items Item Rarity: Very Rare Duration: 1 hour Weight: .5 lb. DESCRIPTION This oil is a warm rich orange color that glows slightly in natural light. INGREDIENTS Warrior’s Wash is made with 1 pound of Orange Whisper Bloom petals, mixed with the ashes of burnt rodent bones and chips from a broken blade. ABILITY When applied to a bladed weapon, the blade begins to gently glow with a soft orange light. This glow fills the wielder with a sense of purpose, giving them advantage on all saving throws against fear and mind-altering effects.
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beasts & botanicals Wax of the Lingering Dusk ADVENTURING GEAR (POTION) Category: Items Item Rarity: Very Rare Duration: 30 minutes Weight: .5 lb. DESCRIPTION This wax is dark purple in hue, with small iridescent black flecks mixed in. INGREDIENTS Wax of the Linger Dusk is made by mixing 5 pounds of Purple Whisper Bloom Petals with a handful of crushed sea shells, fresh water, honey, and a hound’s tooth, naturally lost. ABILITY When applied to the skin, the Wax of the Lingering Dusk gives the wearer advantage on all Stealth Checks and makes them resistant to radiant damage.
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volume two • vilden of the grasslands Voice of the Dead God ADVENTURING GEAR (POTION) Category: Items Item Rarity: Very Rare Duration: 1 week Weight: .5 lb. DESCRIPTION This potion is clear with small motes of crimson light that float about within it. INGREDIENTS Voice of the Dead God is a potion made by combining 1 pound of White Whisper Bloom petals, seven eggshells, four drops of rainwater that were caught under a full moon, the teeth of a red serpent, and a twig from an owl’s nest. ABILITY Consuming this potion allows the user to speak and understand all languages, save for the Secret Language of the Birds. While this does not provide the user with the ability to read languages they do not understand, it does provide them with a better understanding of the spoken word in this world and worlds beyond.
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beasts & botanicals Potion of the Unforgotten ADVENTURING GEAR (POTION) Category: Items Item Rarity: Very Rare Duration: 1 hour Weight: .5 lb. DESCRIPTION This blue liquid swirls and churns with a slow twisting current that seems to shift and change from moment to moment. INGREDIENTS The Potion of the Unforgotten is made by boiling down 5 pounds of Blue Whisper Bloom flowers, 1 pound of grave dirt, six spider eyes, the fat of a ram, and the skin of a rotten lime. ABILITY When consumed, the user’s skin begins to produce a strange vapor that, when inhaled, causes mild hallucinations. All creatures who breathe within 10 feet of the user for the duration of the Potion of the Unforgotten effects must make a Constitution Saving Throw DC 12. Upon a failed save the face of the potion user takes on the appearance of the creature who failed the saving throw. This effect is so strange and jarring that it causes the creature who failed the Constitution Saving Throw to be at disadvantage on all attacks and saves until the end of their next turn.
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BEASTS AND BOTANICALS: VILDEN OF THE GRASSLANDS Copyright © 2024 Outland Entertainment. All rights reserved.
Published by Outland Entertainment LLC 3119 Gillham Road Kansas City, MO 64109 CEO/Publisher: Jeremy D. Mohler Editor-in-Chief: Alana Joli Abbott COO/Games Director: Anton Kromoff
Worldwide Rights Created in the United States of America
Creators: Anton Kromoff & Ann Marie Cochran Author, and Game Designer: Anton Kromoff Editor: Alana Joli Abbott Illustrator: Ann Marie Cochran
Cover Illustrator: Ann Marie Cochran Cover Designer: Jeremy D. Mohler Interior Layout: Jeremy D. Mohler
The characters and events portrayed in this book are fictitious or fictitious recreations of actual historical persons. Any similarity to real persons, living or dead, is coincidental and not intended by the authors unless otherwise specified. This book or any portion thereof may not be reproduced or used in any manner whatsoever without the express written permission of the publisher except for the use of brief quotations in a book review. This product contains Open Game Content, under the rules of the Open Game License. Open Game Content may only be Used under and in terms of this License. This product draws content from the 5E SRD. No other Open Game Content sources were used, and all original content within this product is proprietary. Visit outlandentertainment.com to see more, or follow us on our Facebook Page facebook.com/outlandentertainment/
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OPEN GAMING LICENSE Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, EverChanging Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Bat tlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. The terms of the Open Gaming License Version 1.0a are as follows: OPEN GAME LICENSE VERSION 1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have con tributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modifi cation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distrib ute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Prod uct Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descrip tions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 2 or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content.
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volume two • vilden of the grasslands 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this Li cense to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indica tion as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work con taining Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or govern mental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicens es shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Beasts and Botanicals: Vilden of the Grasslands, Copyright 2023, Outland Entertainment; Author Anton Kromoff.
END OF LICENSE
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