The Chaiyjussian Redwoods is the southern part of the Lau'ren Plateau, consisting of an area dominated by towering Redwoods, the Tears of the Seraphim River, and rimmed by the Druimaean Labyrinthine Swamp. To its north lies the Arctyx Ryft and to the south lies the Olmean Isles. What truly makes this region a place worth visiting is this land's attunement to Creation magic. As such, whatever happens to destroy the land is reversed in some cases in a matter of hours. Though this land can restore itself, it doesn't mean that it remains in stasis; rather it is a place of constant evolution, causing many of the beings that live here to gain random powers, change to adapt to their ever-changing environment, or become so changed they become new species. Through all of this, the Chaiyjus alone have been able to thrive, experimenting with the power they were given and becoming the Dragons of Chaos many continue to call them. This is also one of the few places that Ainumitium can be harvested, as it is as common as many iron or copper ores.
Due to the attunement to Creation magic this region possesses, all flora and fauna have random magical or biological changes to their normal counterparts seen in other places in the Lau'ren Plateau. See the Tables below for examples of what might happen.
1d4 |
Variation |
1 |
Wild Magic Manifestation |
2 |
Biological Change |
3 |
Elemental Manifestation |
4 |
Eldritch Manifestation |
In order to determine how many variations there are, you can roll another d4 and treat the number rolled as the amount of mutations the creature has gained.
1d20 |
Wild Magic Manifestation |
1 |
The plant or creature instinctively knows Fireball and will cast it to defend itself |
2 |
The plant or creature can teleport up to 30 ft away and can do so as a reaction every other turn |
3 |
The plant or creature has awakened and can speak Draconic, Common, Celestial, or Sylvan (roll a d4 to determine) |
4 |
The plant or creature has truesight up to 100 ft |
5 |
The plant or creature's attacks restore up to half the damage it dealt |
6 |
Whenever hit with an attack roll once per turn order, that creature or person takes 1d6 force damage, as magic lashes out in retribution. |
7 |
The plant or creature is surrounded by multicolored, protective lights; they have a +1 bonus to AC, and while within 10 feet of them, their allies gain the same bonus. |
8 |
The plant or creature is able to increase the growth of plants within 10 ft of it, causing the area to become difficult terrain. |
9 |
The plant or creature is able to summon a living construct from the Underground Ways to do its bidding. The construct appears synonymous with the creature that summoned it. |
10 |
The plant or creature can cast magic missile at 5th level. |
11 |
The plant or creature can cast confusion centered on itself. It is unaffected by the spell. |
12 |
The plant or creature glows with a vibrant blue. It dimly lights an area within 10 ft of itself. |
13 |
The plant or creature gains an eye on their forehead or equivalent. They have advantage on perception checks that require sight. |
14 |
The plant or creature always deals the maximum damage of its melee or spell attacks. |
15 |
The plant or creature has an additional 2d10 hit points |
16 |
The plant or creature can cast levitate on itself once per battle |
17 |
The plant or creature manifests a spectral shield that increases its +2 bonus to AC for the first 1d6 turns of battle. |
18 |
For the first 1d6 turns of battle, any flammable object the plant or creature touches bursts into flame |
19 |
The plant or creature is invisible until it hits an enemy or is hit by an enemy |
20 |
The plant or creature is able to cast mirror image once per battle. |
1d20 |
Biological Change |
1 |
The being emits some form of light, dimly lighting an area of up to 10 ft away from the creature. |
2 |
The being emits a calming effect, deterring battle from any creature that tries to target it. |
3 |
The being is awakened and has one level of any spellcaster. (DM's Choice) |
4 |
The being is able to use breathe weapons like Dragons and can speak any form of Draconic. It is has the intelligence of a normal humanoid. |
5 |
The being of some magical component; use the magical components table below to determine what it is. |
6 |
The being is warped beyond recognition, use 1d6 rolls of the Eldritch Manifestations table below. |
7 |
The being is able to camouflage itself and has advantage on stealth and deception rolls. |
8 |
The being is 3 times larger than normal |
9 |
The being has Ainumitium incorporated into its frame and possesses a +1 to AC and Constitution, and has an elemental ability. Roll the elemental ability table below to determine the ability. |
10 |
The being has bony or woody scutes or stems that increase the AC by 1. |
11 |
The being has obvious draconic elements, such as horns, spikes, and functional wings (that replace the forelimbs). The being has a flying speed equal to its walking speed. |
12 |
The being has obvious faerie elements, such as wings, shimmering scales, and/or plant-like elements. The being is able to use misty step as a bonus action once per battle. |
13 |
The being has obvious elemental elements, such as being made of a given element, hardened bone-like scales or scutes. It can use a random elemental spell of its choice related to its elemental attunement. |
14 |
The being has an obvious attunement to Ende, giving it an alien appearance. It gains the ability to teleport 30 ft as a bonus action and possesses the alien appearance trait. |
15 |
The being has become a construct and no longer possesses needs to eat or sleep, though it may still act them out. It is immune to many magical effects that would normally hurt it. |
16 |
The being has become and eldritch horror and possesses an attunement to Void. It possesses 1d6 eldritch manifestations and a random elemental attunement related to one of the Eldritch Titans. It is mindless and seeks the desecration of all living things. |
17 |
The being is able to transform into a human during a full moon. During this time, it has a intelligence score of 10 and knows any form of Draconic. |
18 |
The being is changed into a humanoid that possesses features of its former self, and transforms into its true self on a full moon. While in a humanoid form, it has an intelligence score of 10 and knows any form of Draconic. |
19 |
The being has become monstrous. Roll the Monstrosity table below to determine the feature. |
20 |
The being has become a humanoid permanently, with features that resemble its parent being. |
1d8 |
Magical Components |
1 |
The creature emits a powerful aoe magical effect |
2 |
The creature has the wings of a true faerie or dragon |
3 |
The creature is able to plane shift to the End or the Veil of Visions for 1d4 turns |
4 |
The creature is able to charm an enemy |
5 |
The creature can psychically link with a target |
6 |
The creature can understand and speak all manner of tongues |
7 |
The creature is able to ensnare an enemy by commanding plants |
8 |
The creature can create a Doppelganger of itself |
1d100 |
Elemental Manifestations Table |
1-3 |
The being possess a knack for Fire magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Fire. |
4-7 |
The being possesses a knack for Water magic. It possesses 1 elemental ability, one cantrip a and 1st-3rd level spell related to Water. |
8-11 |
The being possesses a knack for Wind magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Wind. |
12-15 |
The being possesses a knack for Earth magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Earth. |
16-19 |
The being possesses a knack for Stone magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Stone. |
20-23 |
The being possesses a knack for Metal magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Metal. |
24-27 |
The being possesses a knack for Ice magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Ice. |
28-31 |
The being possesses a knack for Crystal magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Crystal. |
32-34 |
The being possesses a knack for Lightning magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Lightning. |
35-37 |
The being possesses a knack for Life magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Life. |
38-40 |
The being possesses a knack for Poison magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Poison. |
41-43 |
The being possesses a knack for Acid magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd level spell related to Acid. |
44-46 |
The being possesses a knack for the Necromantic powers of Undeath. It possesses 1 elemental ability, chill touch, and Animate Dead. |
47-49 |
The being possesses a knack for Eldyr magic. It possesses 1 elemental ability, Guidance, and the Dragon's Breath spell. |
50-52 |
The being possesses a knack for Aethyr magic. It possesses 1 elemental ability, Prestidigitation, and the Bane or Bless spell. |
53-55 |
The being possesses a knack for Nethyr magic. It possesses 1 elemental ability, Cause Fear spell, and the Hex spell. |
56-58 |
The being possesses a knack for Light magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd spell related to Light. |
59-61 |
The being possesses a knack for Shadow magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd spell related to Shadow. |
63-65 |
The being possesses a knack for Dark magic. It possesses 1 elemental ability, one cantrip and a 1st-3rd spell related to Dark. |
66-68 |
The being possesses a knack for Time magic. It possesses 1 elemental ability, Thaumaturgy, and the Time Stop spell. |
69-71 |
The being possesses a knack for Creation magic. It possesses 1 elemental ability, one cantrip, and all 1st-3rd spells related to Creation. |
72-74 |
The being possesses a knack for Void magic. It possesses 1 elemental ability, Eldritch Blast, and Antimagic Field. |
75-77 |
The being possesses a knack for Spatial magic. It possesses 1 elemental ability, Magic Missile, and Guiding Bolt. |
78-80 |
The being possesses a knack for Ende magic. It possesses 1 elemental ability and two 1st-6th level spells that teleport its wielder. |
81-83 |
The being possesses a knack or Pure magic. It possesses 2 elemental abilities and Detect Magic. |
84-89 |
The being possesses a knack for Explosive magic. It possesses 1 elemental ability, one cantrip and 1st-3rd level spell that deals thunder damage. |
90-100 |
The being possesses a knack for Illusory magics. It possesses 1 elemental ability, one cantrip and 1st-3rd level spell in the Illusion school. |
1d4 |
Elemental Abilities |
1 |
The creature can meld into its given element and cannot be hurt with physical attacks while in this form (lasts for 1d4 turns) |
2 |
The creature can breathe a breath weapon that deals cd10 of a damage related to the elemental alignment, where C is the creatures CR, though this ability cannot be less than one. (Water, Wind, & Earth=magical bludgeoning, Crystal=magical piercing, Metal=magical bludgeoning or slashing, Creation=skittle, Void=absolute, Dark=psychic, Shadow=illusory, Spatial & Pure magic=Force) |
3 |
The creature's hide seethes with its elemental energy, emanating a aoe effect that deals 1d4 of a damage type related to their elemental alignment. |
4 |
The creature's attacks are imbued with elemental energy, dealing 1d6 extra of a damage type related to their elemental alignment. |
1d8 |
Eldritch Manifestations table |
1 |
The being is fused together with another animal (either chimaerically or as if glued together. DM's choice on creature and what it looks like) |
2 |
The being is chimaerically combined with 1d4 entities. |
3 |
The being has 1d4 extra pairs of limbs. |
4 |
The being has 1d8 tentacles. |
5 |
The being enjoys man-flesh. |
6 |
The being has 1d4 extra heads. |
7 |
The being has psionic abilities. |
8 |
The being has 1d20 extra eyes. |
The Chaiyjussian Redwoods are home to genera native to Western North America during the Cretaceous period as well as fantastical creatures from the same region. Notable species include Dinosaurs like Tyrannosaurus, Utahraptor, Deinonychus, Ornithomimus, Cedarosaurus, Ankylosaurus, Euoplocephalus, Nodosaurus, Corythosaurus, Parasaurolophus, Edmontosaurus, Pachycephalosaurus, Dracorex, Triceratops, Styracosaurus, and Torosaurus; Birds like Avisaurus, Hesperornis, Ichthyornis, Graculavis, and Brodavis; Pterosaurs like Nyctosaurus, Pteranodon, and Quetzalcoatlus; Sauropterygians like Elasmosaurus, Dolichorhynchops, and Plesiopleurodon; Lepidosaurs like Chamops, Coniophis, Palaeosaniwa, Toxolophosaurus, and Dryadissector; Crocodylomorphs like Borealosuchus, Deinosuchus, and Thoracosaurus; Turtles like Archelon, Basilemys, Adocus, and Cedrobaena; Mammaliaforms like Gobiconodon, Jugulator, Cimolestes, Purgatorius, and Didelphodon; and Amphibians like Albanerpeton and Barbourula. Fantastical creatures include Piasa, Lindwurms, Drakes, Peluda, Haakapainiži, Altamahaha, Haietlik, Haakapainiži, Augerino, Achiyalatopa, Thunderbird, and Rain Bird.