Hamia Badlands

The Hamnia Badlands are a treacherous and rugged region that stretches across a vast expanse of arid terrain in a remote corner of the world. These badlands are characterized by a striking landscape of eroded rock formations, deep canyons, and jagged cliffs. It is a harsh and unforgiving environment, with extreme temperatures during the day and frigid cold at night.   The terrain of the badlands is marked by a maze of narrow canyons, steep ravines, and towering plateaus. The erosion caused by wind and water over centuries has carved intricate patterns into the rock formations, creating a breathtaking display of twisted and weathered cliffs that stretch as far as the eye can see.  
  One of the terrifying creatures to live the badlands is the Escarabajo.  

Escarabajo CR: 5

Large beast,
Armor Class: 17
Hit Points: 94
Speed: 40 ft , fly: 20 ft , burrow: 40 ft

STR

19 +4

DEX

11 +0

CON

21 +5

INT

2 -4

WIS

10 +0

CHA

5 -3

Skills: Perception +6
Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16
Challenge Rating: 5

Flight 20ft as a bonus action.

Actions

Pincers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.   Flying Leap. If the Escarabajo jumps or flies at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

A monstrously large beetle that launches itself out of the ground onto unsuspecting passers by. They burrow into sandy ground, or into the soft sandstone around Aratia. They particularly love the taste of halflings.

Suggested Environments

Deserts, canyons.

  Amidst the arid badlands can also be found curious forms of elementals.

Mirage Elemental CR: 5

Large elemental,
Armor Class: 15
Hit Points: 90
Speed: 50 ft , fly: 50 ft

STR

14 +2

DEX

20 +5

CON

14 +2

INT

6 -2

WIS

10 +0

CHA

6 -2

Skills: Stealth. +9
Damage Vulnerabilities: Cold
Damage Resistances: fire, thunder, lightening. bludgeoning, piercing, and slashing from non-magical attacks.
Damage Immunities: Poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darvision 60ft, passive perception 10
Challenge Rating: 5

At will: Mirror Image


Mirage Form. The elemental appears as a shimmering, translucent creature that looks like a distortion of the area around it.

Actions

Multiattack. The elemental makes two Psychic Blow attacks.   Psychic Blow. Melee Weapon Attack +8 to hit. 3d6 psychic damage. The target must also make a DC13 Wis saving throw or be confused and have dissadvantage on it's next attack or ability check.   Luring. The elemental creates an enticing image of a cool oasis. Every humanoid and giant within 300 ft. of the elemental that can see the mirage must succeed on a DC 11 Wisdom saving throw or be charmed until the mirage is ended. The elemental must take a bonus action on its subsequent turns to continue casting the illusion. It can stop casting at any time. The mirage ends if the elemental is incapacitated. While charmed by the elemental, a target is incapacitated. If the charmed target is more than 5 ft. away from the elemental, the must move on its turn toward it by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the elemental, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this elental's song for the next 24 hours.

Suggested Environments

Hot, arid environs such as deserts and badlands.

 

Mirage Mephit CR: 1/4

Small elemental,
Armor Class: 12
Hit Points: 22
Speed: 30 ft , fly: 30 ft

STR

5 -3

DEX

14 +2

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

11 +0

Senses: Darkvision 60ft
Challenge Rating: 1/4

Death Burst. When the mephit dies, it explodes into a rainbow of glittering energy. All creatures, other than other mirage mephits must succeed a DC10 CHA saving throw or be stunned until the end of the creature's next turn.   Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is CHA.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one creature.   Prismatic Breath (Recharge 6). The mephit exhales a 15-ft cone of prismatic mirage. Each creature in the area must succeed on a DC 10 DEX saving throw or be blinded until the end of the mephit's next turn.

Hamia Region

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