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Creatures

Many creatures were slain outright by the Mourning. Others were mutated as the land was transformed. Sometimes the result was an entirely new life form; any previously unseen monster could appear as a spawn of the Mourning. Other creatures retained a semblance of their original physiology while taking on some sort of alteration.
  Most warforged were unaffected by the Mourning, and the race as a whole seems immune to many of the lingering effects that plague the Mournland. As such, the warforged who follow the Lord of Blades constitute the closest thing to a humanoid society that can be found in the Mournland. Similarly, golems and other constructs were largely unaffected by the Mourning.
  The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
  Many Mournland creatures have mutations that are purely cosmetic and don1t change their stat blocks. For example, one might have eyes that look like gemstones or might display glowing patterns on its skin or fur.
  MUTATIONS
  The creature has grown to an unusual size. You can either set its new size and alter its statistics using the guidelines in the Dungeon Master's Guide, or apply the enlarge effect of the enlarge/reduce spell to it.
  The creature has developed magical camouflage. It gains proficiency in the Stealth skill, and it has the Chameleon Skin trait: it has advantage on Dexterity (Stealth) checks made to hide
  The creature's body has been infused with one kind of energy: acid, cold, fire, or lightning (your choice, or determine randomly). Its melee attacks deal an extra ld6 damage of that type, and it has the Elemental Body trait: a creature that touches it or hits it with a melee attack while within 5 feet of it takes 5 (ldlO) damage of that type. You can adjust these damage numbers to suit the creature's challenge rating.
  The creature has the Magic Resistance trait: it has advantage on saving throws against spells and other magical effects.
  The creature has a supernatural ability to heal its wounds. It has the Regeneration trait: it regains hit points at the start of its turn equal to the maximum value of one of its Hit Dice. lf it takes acid or fire damage, this trait doesn't function at the start of the creature's next turn. (A particular creature might be susceptible to different damage types.) The creature dies only if it starts its turn with 0 hit points and doesn't regenerate.
  The creature has two heads. If it has a bite attack, it can use Multiattack as an action to make two bite attacks. (If it already has Multi attack, it adds a bite attack to its attack routine.) It also gains the Two Heads trait: it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

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