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Grim Hollow Monster Grimoire with reduced features until worse20 gets sorted
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{
"_meta": {
"sources": [
{
"json": "GHMG",
"abbreviation": "GHMG",
"full": "Grim Hollow: The Monster Grimoire",
"authors": [
"Ghostfire Gaming",
"Shawn Merwin"
],
"convertedBy": [
"Lyra [he/him]"
],
"version": "2021",
"color": "94afc4",
"url": "https://ghostfiregaming.com/product/grim-hollow-the-monster-grimoire-book/",
"dateReleased": "2022-05-01"
}
],
"internalCopies": [
"monster",
"monsterFluff"
],
"dependencies": {
"item": [
"DMG"
]
},
"status": "ready",
"dateAdded": 1686497951,
"dateLastModified": 1686497951,
"_dateLastModifiedHash": "a6598001e8"
},
"table": [
{
"name": "Beast Mutations",
"source": "GHMG",
"page": 23,
"colLabels": [
"1d12",
"Mutation"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"1",
"The creature grows a second head, which seeks to kill all living things and gains a bite attack."
],
[
"2",
"The creature's shadow can detach and attack as a {@creature shadow|MM} or a {@creature specter|MM}."
],
[
"3",
"The creature grows three extra eyes on stalks that provide {@sense truesight} to 60 feet."
],
[
"4",
"Slashing or piercing damage to the creature spurts green bile onto any adjacent creatures, dealing {@damage 1d6} acid damage per proficiency bonus."
],
[
"5",
"The creature grows a long tongue that can knock an adjacent creature {@condition prone} as a bonus action unless it succeeds on a {@dc 10} Strength saving throw."
],
[
"6",
"Once injured, the creature goes berserk and has advantage on all melee attacks, but also grants advantage against melee attacks."
],
[
"7",
"The creature gains immunity to one damage type, while gaining vulnerability to another."
],
[
"8",
"The creature grows bloody wings and gains a fly speed equal to its walking speed."
],
[
"9",
"The creature's natural weapons automatically score a critical hit on a hit, but also deal half the damage dealt from these attack to the creature itself."
],
[
"10",
"The creature grows hard scales that add 2 to its AC, but it suffers disadvantage on all saving throws."
],
[
"11",
"Upon reaching 0 hit points, the creature explodes in a shower of gore, {@condition blinded|PHB|blinding} all creatures with 20 feet for one round unless they succeed on a {@dc 15} Dexterity saving throw."
],
[
"12",
"Roll twice, ignoring duplicates."
]
]
},
{
"name": "Eldritch Effects",
"source": "GHMG",
"page": 107,
"colLabels": [
"d8",
"Effect"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"1",
"The creature can't speak."
],
[
"2",
"The creature takes 4 ({@damage 1d8}) psychic damage at the start of each of its turns."
],
[
"3",
"The creature is disoriented. It falls {@condition prone} and does so again at the end of each turn it moves 5 feet or more."
],
[
"4",
"The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks."
],
[
"5",
"The creature is unsure of itself. It can move or take an action on its turn, but not both, and it can't use reactions."
],
[
"6",
"The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage."
],
[
"7",
"The creature is {@condition deafened} and can't see more than 30 feet away."
],
[
"8",
"The creature is {@condition frightened} of the source of this effect. If that source can't be sensed, the creature is {@condition frightened} of one other random creature it can sense."
]
]
},
{
"name": "Quake Drake Hoard",
"source": "GHMG",
"page": 274,
"colLabels": [
"2d6",
"Item",
"Value (gp)"
],
"colStyles": [
"col-2 text-center",
"col-5",
"col-5"
],
"rows": [
[
"2",
"Adamantine",
"5000"
],
[
"3",
"Diamonds",
"3000"
],
[
"4",
"Platinum",
"1500"
],
[
"5",
"Silver",
"500"
],
[
"6",
"Quartz",
"250"
],
[
"7",
"Copper",
"100"
],
[
"8",
"Ruby",
"250"
],
[
"9",
"Electrum",
"750"
],
[
"10",
"Gold",
"1000"
],
[
"11",
"Mithril",
"2000"
],
[
"12",
"Vault Room Key",
"\u2014"
]
]
},
{
"name": "Monsters as PCs Trinket Table",
"source": "GHMG",
"page": 421,
"colStyles": [
"col-2 text-center",
"col-10"
],
"colLabels": [
"d100",
"Trinket"
],
"rows": [
[
"01\u201302",
"A mummified troll's hand that constantly twitches and occasionally makes a rude gesture"
],
[
"03\u201304",
"A red-tinted hag's eye with the optic nerve still attached, with the pupil expanding and contracting based on the light"
],
[
"05\u201306",
"A framed piece of skin, tattooed with a heart and the word \"Mother\" written in Ostoyan"
],
[
"07\u201308",
"A straw-filled fabric beagle with tiny onyx eyes and an agate nose, punctured by hundreds of needle pricks"
],
[
"09\u201310",
"A chipped porcelain cup decorated with a pattern of angelic wings and rainbows. The inside of the cup is stained with a blood-red liquid"
],
[
"11\u201312",
"A large brass bell with a wooden handle forged in the shape of a dragon, with the clapper missing and the dragon's head defaced by a sharp blade"
],
[
"13\u201314",
"A wooden block with each face representing one of the letters of the Bürach alphabet, marred by innumerable gnaw marks"
],
[
"15\u201316",
"A blood-soaked silk handkerchief, embroidered with fancy designs in silver thread. The blood remains on the kerchief regardless of the laundering methods used to remove it"
],
[
"17\u201318",
"A silver coin from an unknown realm, bearing the regal head of a human woman wearing a tiara. The coin is bent and bears a single tooth mark"
],
[
"19\u201320",
"An oval piece of granite with eyes, a nose, and a mouth added to it in green chalk, and hair made of seaweed stuck to the top with mud"
],
[
"21\u201322",
"A moldy and smelly strip of dried and cured elk jerky, attached to a leather thong to be worn around the neck"
],
[
"23\u201324",
"A small pine box fitted with rudimentary brass hinges and a copper latch. The box is empty, but ink drawings of gems and jewelry decorate the interior surfaces"
],
[
"25\u201326",
"An intact human lower jawbone with two of the teeth still intact, etched with strange symbols that glow when a drop of blood is placed on the jaw"
],
[
"27\u201328",
"A pair of sturdy, mud-covered leather boots with holes in the toe end where sharp and pointy toe claws could comfortably fit through"
],
[
"29\u201330",
"An unlucky sawdust-stuffed rabbit, with grey and brown spotted fur, missing all of its lucky feet"
],
[
"31\u201332",
"A pen made from the severed claw of a hag, with the blood vessels feeding the blood-red ink into the pen's tip"
],
[
"33\u201334",
"Fine pink sand held in a pouch created from the cured and stitched stomach of a hurrock, fringed with hair from a dwarf's beard"
],
[
"35\u201336",
"A kite made from the skin of an ogresh, with a tail made from elven hair and the string tied around the tibia of a dreamer"
],
[
"37\u201338",
"An eating utensil carved from the tusk of an ogre swine, with one side acting as a knife and the other shape like a fork."
],
[
"39\u201340",
"A mummified goblin hand, the stiffened fingers clutching a loaded die carved from the skull of a human"
],
[
"41\u201342",
"A blood-stained paper fan decorated with three images depicting locations in the city of Grabenstein"
],
[
"43\u201344",
"The tongue of a shadowsteel ghast, flecked with tiny shards of shadowsteel that crackle with blue lightning when a spell is cast nearby"
],
[
"45\u201346",
"Fronds from the tips of a meyana's pincer, chopped into a fine powder to be used as tobacco in a pipe"
],
[
"47\u201348",
"The body of a rat encased in wax, with the name Rupert etched into the wax in Infernal"
],
[
"49\u201350",
"A miniature pitchfork forged from silver, with the five tines shaped to appear as slender pucks"
],
[
"51\u201352",
"A mosquito encased in clear amber, but under scrutiny revealing that the insect has a human face behind the proboscis"
],
[
"53\u201354",
"The horn of a daemon, polished to a sheen and fitted with an ivory handle to act as a dagger"
],
[
"55\u201356",
"A necklace made of colorful shells, held together with a string of gold filament, with tiny screams emitting from the shells every few minutes"
],
[
"57\u201358",
"A plague mask with the carved face smiling widely, with the nose of its last wearing still in the mask"
],
[
"59\u201360",
"A jump rope fashioned from the tied-together antennae of several hivewolves"
],
[
"61\u201362",
"A rough clay sculpture of a young laneshi screaming. Droplets of water occasionally spurt from its mouth"
],
[
"63\u201364",
"A small glass jar filled with a preserving agent, holding the head of a hungerer snake with mouth open and fangs exposed"
],
[
"65\u201366",
"Silver earrings on long chains, with the severed nose of a blood tracker hanging from the end of each"
],
[
"67\u201368",
"A burlap sack with eye holes cut out on each side, with one side painted as a broad grinning face and the other as a terrible snarl"
],
[
"69\u201370",
"A ball of twine the size of a human head, which at its center is the head of a screaming wechselkind"
],
[
"71\u201372",
"A small earthen jug of vinegary red wine, with the word \"mouthwash\" etched into the jug in Giant"
],
[
"73\u201374",
"A leathery belt weaved together from strips of the poxed hide of several morbus kobolds, studded with brown, rotten teeth"
],
[
"75\u201376",
"A colorful bound journal sporting a unicorn on the cover, although the pages contain gibberish and crude, violent drawings written in blood"
],
[
"77\u201378",
"The desiccated heart of a giant, filled with straw and stitched with ligaments for use as a kickball"
],
[
"79\u201380",
"A tin whistle decorated with colorful but worthless stones, bent nearly in half. Blowing into the whistle causes a high-pitched shriek"
],
[
"81\u201382",
"A long-stemmed pipe made from polished mahogany, with the bowl of the pipe clogged with a half-orc's eyeball"
],
[
"83\u201384",
"A covered tin plate containing a moldy and smashed piece of cake, covered in blood-matted hair"
],
[
"85\u201386",
"The obsidian hilt of a broken dagger, carved in symbols used by the Knifetooth clan"
],
[
"87\u201388",
"Tattered silk scarves embroidered with the names of minor nobles who were executed for terrible crimes against their subjects"
],
[
"89\u201390",
"An ivory scroll tube holding the ashes of an arcanist burned by the Arcanist Inquisition. If they spill from the tube, a localized zephyr blows them back in"
],
[
"91\u201392",
"A stone carving of the Great Beast, caked with blood and gore that cannot be removed with normal cleaning methods"
],
[
"93\u201394",
"The bill from the head of a giant gasdra, hinged to claps together to make a percussion instrument"
],
[
"95\u201396",
"A multicolored scale from a drake, polished to act like a mirror that distorts the viewer to appear as a mutant monster"
],
[
"97\u201398",
"Pink ribbon from one of the dolls of a toymaker, which tends to bind and squeeze fingers tightly if handled"
],
[
"99\u2013100",
"Roll twice, ignoring this result if rolled again"
]
]
}
],
"book": [
{
"name": "Grim Hollow: The Monster Grimoire",
"source": "GHMG",
"author": "Shawn Merwin",
"group": "homebrew",
"id": "GHMG",
"published": "2023-05-01",
"coverUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Cover.webp",
"contents": [
{
"name": "Cover Page, Map & Credits"
},
{
"name": "Monsters",
"ordinal": {
"identifier": 1,
"type": "chapter"
},
"headers": [
{
"depth": 1,
"header": "Introduction"
},
"A",
"B",
"C",
"D",
"E",
{
"depth": 1,
"header": "Etharis Companions"
},
"F",
"G",
"H",
"I",
"J",
"K",
"L",
"M",
"N",
"O",
"P",
"Q",
"R",
"S",
{
"depth": 1,
"header": "Steeds of Etharis"
},
"T",
"U",
{
"depth": 1,
"header": "Unusual Beasts"
},
"V",
"W",
"X",
"Y",
"Z"
]
},
{
"name": "Vampires",
"ordinal": {
"identifier": 2,
"type": "chapter"
},
"headers": [
{
"depth": 1,
"header": "Vampiric Existence"
},
{
"depth": 1,
"header": "Curing Vampirism"
},
{
"depth": 1,
"header": "Vampire Ancestries"
},
{
"depth": 1,
"header": "Vampire Age"
},
{
"depth": 1,
"header": "Vampire Lairs"
},
{
"depth": 1,
"header": "Vampire Salvage"
},
{
"depth": 1,
"header": "Vampire Lore"
},
{
"depth": 1,
"header": "Building a Vampire"
},
{
"depth": 1,
"header": "Vampire Encounters"
},
"Vampire Statistics",
"Vampire Ancestry",
{
"depth": 1,
"header": "Bugbear Vampire"
},
{
"depth": 1,
"header": "Downcast Vampire"
},
{
"depth": 1,
"header": "Dragonborn Vampire"
},
{
"depth": 1,
"header": "Dreamer Vampire"
},
{
"depth": 1,
"header": "Dwarf Vampire"
},
{
"depth": 1,
"header": "Elf Vampire"
},
{
"depth": 1,
"header": "Gnome Vampire"
},
{
"depth": 1,
"header": "Halfling Vampire"
},
{
"depth": 1,
"header": "Laneshi Vampire"
},
{
"depth": 1,
"header": "Ogresh Vampire"
}
]
},
{
"name": "Mastering Intelligent Monsters",
"ordinal": {
"identifier": 3,
"type": "chapter"
},
"headers": [
{
"depth": 1,
"header": "Advanced Tactics"
},
{
"depth": 1,
"header": "Nature and Intelligence"
},
{
"depth": 1,
"header": "Reading Stat Blocks"
},
{
"depth": 1,
"header": "What Does a Monster Want?"
},
{
"depth": 1,
"header": "Choosing the Battleground"
},
{
"depth": 1,
"header": "Thwarting the Party's Path"
},
{
"depth": 1,
"header": "Ambush and Surprise"
},
{
"depth": 1,
"header": "Movement and Cover"
},
{
"depth": 1,
"header": "Opportunity Attacks"
},
{
"depth": 1,
"header": "Ready Actions"
},
{
"depth": 1,
"header": "Choosing Targets"
},
{
"depth": 1,
"header": "Focusing Fire"
},
{
"depth": 1,
"header": "Dialog"
},
{
"depth": 1,
"header": "Dodge and Disengage"
},
{
"depth": 1,
"header": "Special Actions: Help, Grapple, Shove"
},
{
"depth": 1,
"header": "Area and Recharge Attacks"
},
{
"depth": 1,
"header": "Legendary and Lair Actions"
},
{
"depth": 1,
"header": "Narrative Advantages"
},
{
"depth": 1,
"header": "A Final Note"
}
]
},
{
"name": "Magic Items and Salvage",
"ordinal": {
"identifier": 4,
"type": "chapter"
},
"headers": [
{
"depth": 1,
"header": "The Power of Salvage"
},
{
"depth": 1,
"header": "Overcoming Incredible Odds"
},
{
"depth": 1,
"header": "The Power of Survival in the Narrative"
},
{
"depth": 1,
"header": "Keeping Friends Close"
},
{
"depth": 1,
"header": "Salvage and Crafting Rules"
},
{
"depth": 1,
"header": "Crafting Time"
},
{
"depth": 1,
"header": "Necessary Proficiencies or Spells"
},
{
"depth": 1,
"header": "Ability Checks"
},
{
"depth": 1,
"header": "Alternative Failure System"
},
"New Magic Items"
]
},
{
"name": "Monsters as PCs",
"ordinal": {
"identifier": 5,
"type": "chapter"
},
"headers": [
{
"depth": 1,
"header": "Monstrous Heroes"
},
{
"depth": 1,
"header": "Making Monsters Work"
},
"Races",
{
"depth": 1,
"header": "Bugbear"
},
{
"depth": 1,
"header": "Faevlin"
},
{
"depth": 1,
"header": "Gnoll"
},
{
"depth": 1,
"header": "Grudgel"
},
{
"depth": 1,
"header": "Morbus Kobold"
},
"Monsters as PCs Trinket Table"
]
},
{
"name": "Concept Art",
"ordinal": {
"identifier": "A",
"type": "appendix"
}
},
{
"name": "License, Map & Back Cover"
}
]
}
],
"bookData": [
{
"id": "GHMG",
"source": "GHMG",
"data": [
{
"type": "section",
"name": "Cover Page, Map & Credits",
"page": "i",
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Cover-Full.webp"
},
"title": "The Monster Grimoire\u2014Front Cover",
"credit": "Brent Howell"
},
{
"type": "hr"
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Map.webp"
}
},
{
"type": "hr"
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Logo.webp"
},
"altText": "Grim Hollow Logo"
},
{
"type": "entries",
"page": 1,
"style": "text-center",
"entries": [
"{@style The Monster Grimoire|dnd-font;small-caps}"
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/NightSerpent.webp"
},
"altText": "A purple hooded serpent poised to strike."
},
{
"type": "entries",
"name": "Credits",
"page": 2,
"entries": [
{
"type": "list",
"style": "list-hang",
"items": [
{
"type": "item",
"name": "Lead Design:",
"entries": [
"Shawn Merwin"
]
},
{
"type": "item",
"name": "Rules Development:",
"entries": [
"Shawn Merwin"
]
},
{
"type": "item",
"name": "Writing:",
"entries": [
"Shawn Merwin"
]
},
{
"type": "item",
"name": "Editing:",
"entries": [
"Rex Gibson, Shawn Merwin"
]
},
{
"type": "item",
"name": "Proofreaders:",
"entries": [
"Robert M. Everson, Shawn Merwin"
]
},
{
"type": "item",
"name": "Art Direction:",
"entries": [
"Suzanne Helmigh"
]
},
{
"type": "item",
"name": "Graphic Design:",
"entries": [
"Martin Hughes"
]
},
{
"type": "item",
"name": "Interior Illustrators:",
"entries": [
"Alvaro Nebot, Anastassia Grigorieva, Andreia Ugrai, Anna Verhoog, Ben Ee, Brent Hollowell, Carlos C Diaz, Cristiana Leone, Cynthia F G, Damien Mammoliti, Dan Watson, Diana Franco Campos, Doruk Golcu, Eakphot Naphachot, Elisa Serio, Elizabeth Peiro, Emily Ormerod, Guilherme Motta, Helge C. Balzer, Isabel Gibney, Jordy Wedding, Josiah Cameron, Julia Bax ,Julia Fernandez, Katerina Ladon, Klaher Baklaher, Kurt Jakobi, Leanna Crossan, Linda Lithen, Lucas Torquato, Marco Morales Yanez (Peyeyo), Marius Bota, Matthieu Fouchier, Mattia Rangoni, Olga Drebas, Olivia Rea, Ona Kristensen, Philipp Urlich, Quintin Gleim, Roena I. Rosenberger, Sam Keiser, Stanislav Sherbakov, Suzanne Helmigh, Tijana Jankovi., Torgeir Fjereide, Viviane Souza, Xabi Gazte, Yan.M, Zuzanna Wuzyk"
]
},
{
"type": "item",
"name": "Cover Art:",
"entries": [
"Brent Howell"
]
},
{
"type": "item",
"name": "Product Design:",
"entries": [
"Matt Witbreuk, Simon Sherry, Martin Hughes"
]
},
{
"type": "item",
"name": "Marketing:",
"entries": [
"Hannah Peart, Eduardo Cabrera, Kathryn Griggs"
]
},
{
"type": "item",
"name": "Fulfilment:",
"entries": [
"Matthew Witbreuk, Nick Ingamells, Rosa Man"
]
},
{
"type": "item",
"name": "Discord Community Managers:",
"entries": [
"Lukas \"ToastiChron\" Scheerer, Ian \"Butters\" Gratton, Caleb \"Connendarf\" Engelhardt, Nelson \"Deathven\" DiCarlo, Cameron \"C4Burgers\" Brechin, and Tom \"Viking Walrus\" Garland"
]
},
{
"type": "item",
"name": "Playtesting:",
"entries": [
"All the amazing people who took the time to playtest and provide feedback."
]
},
{
"type": "item",
"name": "Special Thanks:",
"entries": [
"To Wizards of the Coast and all the employees within. Thank you for the fantastic work!"
]
}
]
}
]
},
{
"type": "entries",
"name": "Ownership & Copyright",
"page": 2,
"entries": [
"This product is compliant with the Open Game Licence and is suitable for use with the 5th Edition rules system.",
{
"type": "list",
"style": "list-hang",
"items": [
{
"type": "item",
"name": "Product Identity:",
"entries": [
"The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not {@b Open Content}: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, illustrations, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)"
]
},
{
"type": "item",
"name": "Open Content:",
"entries": [
"Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission."
]
},
{
"type": "item",
"name": "Grim Hollow:",
"entries": [
"The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. All rights reserved. Reference to copyright material in no way constitutes a challenge to the respective copyright holder of that material. Ghostfire Gaming, the Ghostfire Gaming logo, Grim Hollow and the Grim Hollow logo are trademarks of Ghostfire Gaming Pty Ltd."
]
}
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/RavenofIllOmen.webp"
},
"credit": "Anastassia Grigorieva"
}
]
}
]
},
{
"type": "section",
"name": "Chapter 1: Monsters",
"page": 5,
"entries": [
{
"type": "entries",
"name": "Introduction",
"page": 5,
"entries": [
"{@i Grim Hollow: The Monster Grimoire} is the third installment in the Grim Hollow series of setting books. Two other tomes\u2014{@loader Grim Hollow: The Campaign Guide|book/Ghostfire Gaming; Grim Hollow Campaign Guide.json} and {@loader Grim Hollow: The Players Guide|book/Ghostfire Gaming; Grim Hollow Player's Guide.json}\u2014preceded it. The three books form the complete set of books for gamemasters to run dark fantasy and horror campaigns in the Grim Hollow setting.",
"The Grim Hollow setting takes place in a world known as Etharis, a dark and gritty environment where the vicious, terrible, horrifying monsters that hide in the shadowy alleyways and remote wildernesses are only the start of the peril. As much as the monsters of the world threaten the citizenry, the dark figures that entice those who seek power are just as dangerous. Blood magic, undeath, lycanthropy, fey magic, fell sorcery, and other temptations: would-be heroes are always one wrong step away from becoming the villains they claim to fight."
]
},
{
"type": "entries",
"name": "Monster Mayhem",
"page": 5,
"entries": [
"{@i The Monster Grimoire} offers more than 400 new creature stat blocks, allowing GMs to challenge, frighten, and delight their players. From new characters cutting their teeth on relatively weak threats, to the most advanced heroes dealing with world-shattering events, the monsters in this book offer something for everyone.",
"The monsters in this book are drawn from every corner of horror and dark fantasy: gothic intrigue, existential dread, gruesome fairy tales, slasher horror, undead hoards, body horror, killer dolls, and so much more."
]
},
{
"type": "entries",
"name": "Horror Triggers Horror",
"page": 5,
"entries": [
"With so many horrible monsters and threats at your fingertips, there's a good chance that something presented here will bring into your players' minds something that they're uncomfortable with. Before you use these monsters, or run any sort of horror-based campaign, we urge you to discuss with your players their preferences, desires, and limits. Gore, child endangerment, loss of free will, nightmares: all of these and more infest these pages.",
"The previous Grim Hollow books talk about safety tools and methods you can use to ensure that everyone involved in your game is having a good time and avoiding problematic material. We suggest you review those guidelines\u2014or use other safety tool procedures and guidelines\u2014to learn more about running games, especially games steeped in horror and dark fantasy, for any player."
]
},
{
"type": "entries",
"name": "Capturing the Grim",
"page": 5,
"entries": [
"Etharis provides a great setting for a grim, gritty campaign. One tool provided in {@i The Monster Grimoire} is salvage rules. These rules encourage a type of play that invites characters to make the most of their knowledge and proficiencies, as well as their downtime, in order to have the best chance of surviving the threats they face. The blood, bones, brains, and bile of the creatures they kill might provide characters with advantages later. Weapons, potions, components, and other magic items might not be readily available, but the characters can make their own from salvaged parts of monsters. And in some cases, monsters might be nigh invulnerable unless the characters use their wits."
]
},
{
"type": "entries",
"name": "A Little Knowledge Goes a Long Way",
"page": 5,
"entries": [
"Like the salvage rules, lore plays an important part in a grim fantasy setting. Characters may be in trouble if they don't take the time to learn more about the monsters they face. Local legends about a beast may be myth or folly, but even within the malarky there could be an iota of truth\u2014and that truth could be the difference between surviving an encounter and suffering an ultimate defeat.",
"The ability checks associated with each monster are meant to provide details on what a character might know about a monster\u2014or what a character might find out. Use these checks to dole out important information. Some checks might require characters to do some research, or even face the creature to observe its traits and behavior. Failed checks could result in characters gaining incorrect or partial bits of information, which could lead to dire consequences."
]
},
{
"type": "entries",
"name": "Ultimately, the Goal is Fun",
"page": 5,
"entries": [
"Regardless of how you run your games, or what your players want from a game, it's important to remember that the goal of playing this game is to have fun and tell great stories. The monsters in this book are there to challenge characters, but they're also there to enhance stories. No bit of lore or game mechanical number is more important than the fun and the story. Change whatever you must to make sure everyone at the table is enjoying themselves, contributing to the story, and leaving the table satisfied.",
"With that said, prepare yourself to encounter some of the most terrifying, challenging, entertaining, and bizarre creatures to ever stalk the lands of your imagination!"
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/LupiliskClaw.webp"
}
},
{
"type": "section",
"name": "A",
"page": 6,
"entries": [
"{@note A full list of the monsters added by this book and their statistics can be found {@filter on the bestiary page|bestiary|source=GHMG|miscellaneous=}.}",
{
"type": "entries",
"name": "Aberrant Horror",
"page": 6,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/AberrantHorror.webp"
}
},
{
"type": "quote",
"entries": [
"Children sing nursery rhymes about suspicious strangers for a reason. Heed the tales and check them for tentacles before offering shelter."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Abominable Experiment",
"page": 6,
"entries": [
"In desperate times science and magic can progress by leaps and bounds, but such rapid advancement has its risks. Without proper precautions, experimenters or their subjects might be caught in forces beyond imagining and become twisted into something abominable. No two mishaps are alike, yet each of the misbegotten results is known as an aberrant horror."
]
},
{
"type": "entries",
"name": "Warped Flesh",
"page": 6,
"entries": [
"Those who survive the uncontrolled transformation into aberrant horrors become living weapons. Some theories say the body sees the transmuting force as a threat and evolves defenses against it. Others believe that the accident triggers dormant bestial adaptations from the distant past. Whatever the reason, aberrant horrors are vicious combatants, armed with hardened claws, venomous spines, and other strange adaptations."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 6,
"entries": [
"Aberrant horrors have been saturated in eldritch energies. Each horror's body can provide a number of material components for arcane necromancy or transmutation spells equal to half the horror's challenge challenge rating. Each component is consumed when used to cast, but the spell is cast as if the caster used a spell slot one level higher, up to a maximum of a 5th-level slot."
]
},
{
"type": "entries",
"name": "Lore",
"page": 7,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 7,
"entries": [
"Aberrant horrors are the results of failed arcane experiments that twist the body into unnatural forms."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 7,
"entries": [
"Each aberrant horror is different. Some grow extra limbs, others dissolve into oozelike creatures, and others swell to massive proportions. They contain eldritch energy that can fuel necromancy and transmutation."
]
}
]
},
{
"type": "inset",
"page": 7,
"name": "GM Advice:",
"entries": [
"The arcane origins of aberrant horrors give you a great deal of room to challenge your players with unusual traits. For example, one horror might only take damage when it's under the effects of a {@spell bane} or {@spell bless} spell, but ferreting out this information requires the characters to face it once and succeed on a {@dc 10} Intelligence ({@skill Arcana}) check. The secret to pulling this off is to make the odd traits easy to learn and possible to accomplish without overly taxing the characters."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Amorphous Horror",
"page": 7
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Whipskein Horror",
"page": 7
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Shifting Hulk",
"page": 8
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ShiftingHulk.webp"
}
}
]
},
{
"type": "entries",
"name": "Angel of Empyreus",
"page": 9,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/AngelofEmpyreus.webp"
}
},
{
"type": "quote",
"entries": [
"I am that which can cleanse temptation from the land and restore it once more to divinity. What a weak creature of flesh you are, blessed with free will and fickle fancy. I will reveal your weakness, wretched mortal."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "A Celestial Commander",
"page": 9,
"entries": [
"These valorous angels were created to punish the wicked and ensure the sincerity of the penitent. When Maligant called his heavenly hosts in the war of the Four Divines, the angels marshalled out with the other upper echelons under the command of the Arch Seraph Empyreus. When Aurelia sacrificed herself and revealed the madness of the war, the Angels fought on, refusing to admit that they were part of a calamitous tragedy, seeing surrender as tantamount to blasphemy. With the zeal of a censorious bureaucratic tyrant, they now wage a guerilla war with a piecemeal retinue of veteran battle angels, zealots, fanatic paladins, cohorts of penitent levies, and volunteer convert militia auxiliaries as part of an anti-corruption peasant revolt in the hinterland of Altenheim."
]
},
{
"type": "entries",
"name": "Fiendish Temptation",
"page": 9,
"entries": [
"Each Angel keeps a copper cage under a velveteen cover inside a lead box encased in blessed orichalcum on a thick chain around its neck. In the cage is a pathetic, impish fiend of Malikir, withered like a raisin. The creature has an uncanny knack for teasing out corruption, and compelling wicked behavior in mortals. It only takes moments to get a confession once a weak-willed mortal has revealed their true self in the presence of the fiend."
]
},
{
"type": "entries",
"name": "A Corrupted Temperance",
"page": 9,
"entries": [
"An Angel of Empyreus uses its original orders as a pretext for further violence. It will never surrender. Surrender is a trick of the enemy. It must fulfill its purpose: to root out corruption and sin, and it will do anything to find sin in mortal hearts. The imp claims to put mortals to the test, and the Angel knows what it is doing. It won't kill the imp, as using the imp reveals the innate corruption in mortal souls."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 10,
"entries": [
"The Angel of Empyreus wields a {@item holy avenger|DMG}. Upon its death, its intelligence inhabits the sword. To attune to it, a paladin character must agree to carry on the angel's mission to cleanse the land of immorality. A cup of its blood can be made into a {@item potion of supreme healing|DMG} with a {@dc 10} Intelligence ({@skill Religion}) check from someone proficient with {@item alchemist's supplies|PHB}. Six cups of blood can be taken from the Angel of Empyreus. Its bones can be used in place of diamonds for use in {@spell raise dead} and similar magic, up to the equivalent of 10,000 gp worth."
]
},
{
"type": "entries",
"name": "Lore",
"page": 10,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 10,
"entries": [
"The Arch Seraphs are attended by mighty angels who act as their lieutenants and execute the divine remnants' orders."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 10,
"entries": [
"Empyreus went into battle surrounded by an honor guard of fearsome celestials honed by aeons of divine war. Many of them remained at Empyreus' side at the end of the Four Divines' War, but not all remained loyal."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill History}):",
"page": 10,
"entries": [
"Peasant revolts and religious zealotry are on the rise in the Altenheim hinterland. Most say it's the usual grievances, but some whisper that a commander of the celestial hosts leads the revolt, and its ranks swell by the day."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Angel of Empyreus",
"page": 10
}
]
},
{
"type": "entries",
"name": "Anguisher",
"page": 11,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Anguisher.webp"
}
},
{
"type": "quote",
"entries": [
"Some suffering never ends. It coalesces in cold darkness, gaining alien sapience."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Aberrant Torment",
"page": 11,
"entries": [
"Mental suffering can last far longer than physical damage. Psychic energy from those who die in extreme anguish might open a portal, allowing consciousness from beyond the veil to meld with psychic residue."
]
},
{
"type": "entries",
"name": "Old Wounds",
"page": 11,
"entries": [
"The touch or aura of an anguisher calls old wounds and tormentors to mind. The creature uses {@condition invisible||invisibility} and {@skill stealth} to lurk around potential victims, slowly draining them of life through this recalled suffering."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 11,
"entries": [
"An anguisher discorporates into thick, black goo when slain. Someone who has proficiency with {@item alchemist's supplies|PHB} can refine and dehydrate this goo in a process that takes 1 day of work and a successful {@dc 10} Intelligence or Wisdom check. If it succeeds, the process creates {@item dust of disappearance|DMG}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 11,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 11,
"entries": [
"Anguishers are semisolid horrors from beyond reality."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 11,
"entries": [
"An anguisher shares many traits and immunities with semicorporeal undead, such as {@creature shadow|MM|shadows}. If an anguisher slays a sapient creature, a new anguisher emerges into the world near the corpse 3 days later."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 11,
"entries": [
"Effects that prevent a corpse from becoming undead can also prevent it from bearing a new anguisher."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Anguisher",
"page": 11
}
]
},
{
"type": "entries",
"name": "Animated Flame Tongue",
"page": 12,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/AnimatedFlameTongue.webp"
}
},
{
"type": "quote",
"entries": [
"A sword that flies around by itself is already quite frightening. Adding fire to the mix sure doesn't make it better."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Flourishing Blades",
"page": 12,
"entries": [
"Infused with arcane life, animated flame tongues dance through the air leaving trails of embers behind them as they seek foes to slay. Animated flame tongues fight with the skill of a seasoned duelist."
]
},
{
"type": "entries",
"name": "Honorbound",
"page": 12,
"entries": [
"Animated flame tongues can be created in many ways, but the most common way is when a magical sword's attuned wielder is killed with magical fire. The sword becomes mobile and semi-sentient, seeking to defeat those who killed its master, and anyone who uses magic to destroy life. This makes animated flame tongues a particular risk to those who wield magic."
]
},
{
"type": "entries",
"name": "Constructed Nature",
"page": 12,
"entries": [
"An animated flame tongue doesn't require air, food, drink, or sleep. The magic that animates an animated flame tongue is dispelled when the construct drops to 0 hit points. An animated flame tongue reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 12,
"entries": [
"The animated flame tongue is made from an enchanted metal. Someone who collects four animated flame tongues can craft a {@item +1 longsword|DMG} This requires a proficient weaponsmith to succeed on a {@dc 10} Strength ({@skill Athletics}) check after working for 24 hours and using 250 gp of components. It's rumored that the longswords can be turned into {@item Flame Tongue Longsword|DMG|flame tongues} again with the proper ritual, but no one has confirmed those rumors yet."
]
},
{
"type": "entries",
"name": "Lore",
"page": 12,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 12,
"entries": [
"The animated flame tongue is resistant to fire damage."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 12,
"entries": [
"An animated flame tongue's attacks are magical."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 12,
"entries": [
"An animated flame tongue can be rendered {@condition incapacitated} by the {@spell dispel magic} spell."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Animated Flame Tongue",
"page": 12
}
]
},
{
"type": "entries",
"name": "Apparmarole",
"page": 13,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Apparmarole.webp"
}
},
{
"type": "quote",
"entries": [
"Be properly attired, lest ye be mistaken for a thrall of the apparmarole."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dominating Clothes",
"page": 13,
"entries": [
"No one knows who constructed the first apparmarole, but now they are a plague on the world. The apparmarole looks to be a set of clothing that flies into the air and wraps around a humanoid victim, taking control of their actions."
]
},
{
"type": "entries",
"name": "Driven to Replicate",
"page": 13,
"entries": [
"Once in control of a host and not threatened, the apparmarole directs it to create more apparmaroles, a process that takes 100 days and requires 500 gp of rare threads and textiles. If the host does not have the funds or materials, the apparmarole attempts to steal them."
]
},
{
"type": "entries",
"name": "Mine of No One Else's",
"page": 13,
"entries": [
"The apparmarole can constrict any creature it {@action grapple||grapples}; a slow crushing death is the fate of any humanoid that resists the apparmarole's charm."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 13,
"entries": [
"The threads of an apparmarole contain trace amounts of magic and are valuable as components for the construction of several magical items. They can be sold for 50 gp if the apparmarole was not consumed by flame.",
"Someone who collects the remains of ten apparmaroles can craft a {@item cloak of protection} with a successful {@dc 15} Intelligence ({@skill Arcana}) check by someone proficient with {@item weaver's tools|PHB}. Crafting this item takes 5 days and costs 200 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 13,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 13,
"entries": [
"Some foolish arcanist created a set of killer clothes, and now whole towns suffer."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 13,
"entries": [
"Apparmaroles can dominate victims to construct more apparmaroles: a self-replicating plague."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 13,
"entries": [
"As cloth constructs, apparmaroles are immune to poison and psychic damage but vulnerable to fire."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Apparmarole",
"page": 13
}
]
},
{
"type": "entries",
"name": "Arcane Anomalies",
"page": 14,
"entries": [
{
"type": "quote",
"entries": [
"The disheveled interior of the wizard's workshop hints at arcane experiments gone wrong. Remnants of arcane components litter the room. And now they're moving!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Careless Magic",
"page": 14,
"entries": [
"The Arcanist Inquisition contends that all magic is dangerous, not just that wielded by demons and nefarious sorcerers. Their blanket denunciation of all mages might be harsh, but their zealous belief in the perils of magic isn't unfounded. Even a well-meaning mage can invite catastrophe with a slip of the tongue, a misaligned gesture, or momentary lapse in {@status concentration}.",
"Arcane anomalies, as some mages euphemistically call them, are one such product of careless magic. Ritual objects used in particularly powerful spells, when not disposed of properly, can gain a malevolent sentience. Many an apprentice has learned the hard way that \"Go wash up!\" is not only a chore, but an essential safety practice. As one might imagine, water is a particular weakness of all arcane anomalies."
]
},
{
"type": "entries",
"name": "Tallow Toad",
"page": 14,
"entries": [
"Candles for ritual purposes are often made of strange waxes mixed with rare oils and herbs. Once a ritual is complete, unless ground up or melted down, these candles can transform into toad-like lumps of wax that wield tongues of flame and have an unquenchable desire to burn."
]
},
{
"type": "entries",
"name": "Chalk Chatterling",
"page": 14,
"entries": [
"Chalk pentagrams and runes must be scrubbed after use, for even faint traces can birth a chalk chatterling, a tiny whirlwind of colored chalk dust that incessantly squeals the sounds its original markings were meant to signify."
]
},
{
"type": "entries",
"name": "Inkfester",
"page": 14,
"entries": [
"Woe to any wizard who fails to pay attention to the expiration of their magical inks. If left untreated, old ink coalesces into bizarre two-dimensional creatures that masquerade as graffiti and psychically hurt victims through disturbing glyphs and imagery. These creatures can detach from walls, transforming into clouds of liquid ink to dissolve and drown unwary victims."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 14,
"entries": [
"The arcane components that birthed an anomaly are irrevocably ruined. However, a defeated anomaly might yield a small quantity of useful material.",
"A tallow toad leaves behind a lump of warming wax. One lump can be rubbed onto a single small or medium creature's skin to provide cold resistance for 1 hour.",
"Dust collected from a chalk chatterling can be incorporated into a ritual spell to halve its casting time. The caster uses some of the magic imbued in the chalk.",
"The residue an inkfester leaves behind can be turned into a tarry liquid that mimics the effect of a {@spell darkness} spell but requires no {@status concentration}. The brewer of this substance must have proficiency with {@item alchemist's supplies|PHB} and succeed on a {@dc 15} Intelligence check with 1 hour of brewing. Success produces a vial of the tar, which activates upon exposure to air. Failure by 5 or more causes an effect mimicking an inkfester's death burst ability."
]
},
{
"type": "entries",
"name": "Lore",
"page": 14,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 14,
"entries": [
"Arcane anomalies are constructs immune to poison and being {@condition charmed}."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 14,
"entries": [
"The tallow toad can spit hot wax that must be removed, or it continues to blister skin. Coming too close to a chalk chatterling can make spellcasting difficult. An inkfester can psychically assault the mind in one form or, in another, surround and consume victims. All these anomalies explode when destroyed."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 14,
"entries": [
"Immersing any arcane anomaly in water hurts it. Wizards frequently scrub their laboratories clean to prevent these beings from emerging."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Tallow Toad",
"page": 14
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/TallowToad.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Chalk Chatterling",
"page": 14
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ChalkChatterling.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Inkfester",
"page": 14
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Inkfester.webp"
}
}
]
},
{
"type": "entries",
"name": "Arcanist Inquisitors",
"page": 16,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ArcanistInquisitors.webp"
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},
{
"type": "quote",
"entries": [
"The joy common folk feel seeing a detachment of inquisitors pass by is matched only by the terror corrupt mages feel."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Radical Measures",
"page": 16,
"entries": [
"The Arcanist Inquisition exists to detain and destroy arcane spellcasters. Inquisitors believe that arcane magic is inherently corrupting and that even the best intentioned spellcaster can succumb to dangerous behavior and moral ruin. At first, the inquisition's masters sought to monitor spellcasters, with detainment reserved for those who abused their magical gifts. Over time, the ideology became more hardline. Now, inquisitors put spellcasters whom they don't imprison indefinitely to the fire.",
"Inquisitors train to discover mages, but they don't rely only on their acumen. Folks fearful of being accused are happy to point a finger at a suspicious neighbor if doing so focuses the inquisition's interest elsewhere."
]
},
{
"type": "entries",
"name": "Dogma Bound",
"page": 16,
"entries": [
"The Arcanist Inquisition is known for its ongoing efforts to eradicate arcane magic and its practitioners. However, it also investigates other crimes against the edicts of the Arch Seraphs. Inquisitors carry a book of dogma derived from the words of Empyreus as spoken to Sagrado Valieda, the Inquisition's founder. The book identifies moral crimes that call for punishments, ranging from public humiliation to death. Initiates apply a strict and literal reading to the crimes and consequences detailed within the book. High-ranking inquisitors have more leeway in how they choose to interpret the edicts. Inquisitors claim that if they set an innocent afire, Empyreus would douse the flames. That he has never done so is proof, adherents say, that no one has been wrongfully condemned."
]
},
{
"type": "entries",
"name": "Inquisitor Hierarchy",
"page": 16,
"entries": [
"Inquisitor ranks vary from location to location. Sometimes, initiates give themselves grand titles, whereas powerful and stealthy mage-hunters might take no title at all. Certain areas have motley bands of inquisitors, some little more than thugs extorting the population. Other areas have organized detachment of inquisitors, some highly honorable and bound to their duty. The inquisition includes paladins and priests, but many members are soldiers or hunters with divine talents."
]
},
{
"type": "entries",
"name": "Lord Inquisitor Crevax",
"page": 16,
"entries": [
"Lord Inquisitor Crevax is the master of the Cathedral of Embers, the headquarters of the Arcanist Inquisition and the largest prison in Etharis. She is an imposing dragonborn, covered in golden scales and rarely seen without her flaming longsword, Heretic's End. She has a stern demeanor and an unflinching faith in the ideology and goals of the Arcanist Inquisition. Once an accused has come under her authority as warden of the cathedral, she considers it her personal duty to ensure they never threaten others with their corruption again."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 17,
"entries": [
"Inquisitors carry fine armaments and religious trappings. Seraph iconography is common, as is holy water. Some members carry trinkets of religious significance such as angel feathers or silver boxes holding the ashes of martyrs. Some carry magical arms and armor, such as {@item armor of resistance} and {@item vicious weapon|DMG|vicious weapons}. Traveling inquisitors carry the book of Arcanist Inquisition dogma.",
"Lord Inquisitor Crevax has her magic equipment. She also carries the only master key to the Cathedral of Embers, as well as a map of the facility."
]
},
{
"type": "entries",
"name": "Lore",
"page": 17,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 17,
"entries": [
"The founder of the Arcanist Inquisition claims that the Arch Seraph Empyreus said that magic is dangerous, corrupt, and corrupting. People of the Castinellan Provinces hold this belief to be true, and the sentiment has spread beyond that region.",
"The majority of the Arcanist Inquisition comprises soldiers from the Castinellan provinces, including many dragonborn. Their task is to seek out and punish magic-users."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 17,
"entries": [
"Any suspected arcanist or associate of a suspected mage who publicly declares allegiance to Empyreus and confesses to crimes against the divine order can request judgment from a speaker for the Arch Seraph. If they do so, inquisitors are obligated to take the individual to the Cathedral of Embers for trial rather than passing judgment and meting out punishment as they normally would."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 17,
"entries": [
"The Cathedral of Embers, headquarters of the Arcanist Inquisition, is a well-known prison for suspected arcanists awaiting trial or serving a sentence. Less known is that the complex also contains an enormous collection of magic items, kept locked away. The inquisition is concerned as much with keeping the items safe as sequestering their potential influence."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Religion}):",
"page": 17,
"entries": [
"Trained to root out secrets, some inquisitors have special blessings that allow them to pierce illusions and uncover deceit. Their devotion leads them to pursue their foes despite personal risk, making them difficult to evade."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Inquisitor Hunter",
"page": 17
},
{
"type": "inset",
"page": 17,
"name": "GM Advice:",
"entries": [
"While the Arcanist Inqusition, like any fanatical organization, can do both good and evil depending on the individuals involved and the details of the situation, the organization as a whole tends toward evil. Good organizations care about each and every case that comes before them, and work. hard to ensure that innocents are never injured, even if that means a few guilty parties go free. The Arcanist Inquisition is the opposite: they are content if a few innocent people are imprisoned or killed if it means no guilty escape. Because of this, characters should often find themselves on the hostile side of an inquisitionists wrath.",
"On the other hand, unscrupulous or morally gray characters might find the Arcanist Inquisition a convenient ally in certain situations. Characters will always find arcanists willing allies in a conflict against evil-doers who employ arcane means to gain and hold power."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Inquisitor Priest",
"page": 18
},
{
"type": "inset",
"page": 18,
"name": "GM Advice:",
"entries": [
"In campaigns where humanoid beings like humans are a main foe, GMs may often find that there is a lack of diverse humanoid foes. In cases when this happens, reskinning monsters is a valuable tool. Reskinning simply means taking an existing monster, keeping the statistics exactly the same, but describing the creature and its abilities in a different way to match the needed foe. Any of the arcanists here, or any of the other humanoid monsters in this book, are easy to reskin.",
"An inquisitor hunter can be used to represent any hunter-type NPC. Inquisitor priests can be a stand-in for any creature or humanoid that uses both weapons and magic. Knights can be altered to represent any powerful armored foe. The underlying math works, regardless of how you describe the attacks or the spells that the enemy uses."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Inquisitor Knight",
"page": 18
},
{
"type": "insetReadaloud",
"page": 18,
"entries": [
{
"type": "quote",
"entries": [
"The blight of arcane magic is the single greatest threat to the welfare of the common citizenry of Etharis. Until we take our fight to the farthest corners of the world, where the ruling powers have yet to be taught the dangers of arcane magic, the insidious spread of magic cannot be properly stemmed. Once the local threat is eliminated, I look forward to traveling and educating folks on our mission. And where education doesn't succeed, a sharp sword will."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Inquisitor Warder",
"page": 19
},
{
"type": "insetReadaloud",
"page": 19,
"entries": [
{
"type": "quote",
"entries": [
"Illusions. Enchantments. Necromancy. Conjurations. There's no denying the varied and terrible methods that arcanists might use to wreak their corrupted havoc on the innocent sheep. The only force standing between the population and vile arcanists are us. Striking down the users of magic is one step in our plan, but we also have to understand how magic affects our charges, and how to break the magical bonds that they often find themselves shackled by."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Inquisitor Judge",
"page": 19
},
{
"type": "insetReadaloud",
"page": 19,
"entries": [
{
"type": "quote",
"entries": [
"One rotten arcanist in a community might seem like a small threat, but like a similarly rotten apple, within days the entire bushel basket is corrupted if the rot is not discovered and eliminated quickly. Unlike an apple, however, discovering a rotten soul is much more difficult. Fortunately, our Inquisition have tools at our disposal that allow us to ferret out that rot. Once it's discovered through our use of the will of Empyreus, then more mundane tools are at our disposal. Assuming, of course, that you consider a very sharp blade applied to a neck as a mundane tool."
]
}
]
}
]
}
]
},
{
"type": "section",
"name": "B",
"page": 20,
"entries": [
{
"type": "entries",
"name": "Beast Blights",
"page": 20,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/BeastBlights.webp"
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},
"Disease is no stranger to the people of Etharis. The virulent {@disease The Weeping Pox|GH|Weeping Pox} has devastated towns and families, and the {@disease Tears of the Hungerer|GH} is rumored to be a poison designed by necromancers. Other afflictions, such as the {@disease Seven Shades of Sitri|GH} and the {@disease Faith Cough|GH}, are not deadly but can impede even the strongest body. These diseases can be carried by animals, breaking their normal method of transmission. A twist of nature or foul magic has created carriers, some intentionally and some aggressively, that spread sickness quickly.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Faith Finch",
"page": 20,
"entries": [
"Seeing a silver faith finch is considered a sign of good luck. If one of these friendly birds lands on a shoulder or hand, it can be thought of as a blessing from the Divine Arch Seraphs. But some of these birds carry and spread the {@disease Faith Cough|GH}."
]
},
{
"type": "entries",
"name": "Pox Dog",
"page": 20,
"entries": [
"Oozing lesions cover a pox dog's body, matting its fur. Pus runs from its eyes. Lack of hydration has receded its gums. Pox dogs attack other creatures on sight and form packs, seeking blood to slake their thirst. They are harder to kill than appearances might make it seem."
]
},
{
"type": "entries",
"name": "Sitri Cat",
"page": 20,
"entries": [
"If a cat is hardier and more aggressive than a regular cat, it might carry the disease called {@disease Seven Shades of Sitri|GH}. Such cats otherwise show no signs of illness. A rub against the leg, a pet on the head, or a claw can all transmit the sickness."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 20,
"entries": [
"Someone who has proficiency with {@item leatherworker's tools|PHB} can fashion the hides of ten pox dogs into {@item blight leather armor|GHMG|leather armor}, {@item blight studded leather armor|GHMG|studded leather armor}, or {@item blight hide armor|GHMG|hide armor}. Leather and hide require 8 days of work and extra materials worth 50 gp, while studded leather requires 10 days and 100 gp. Somebody must cast {@spell lesser restoration} on the armor at least once during the process. A creature wearing the armor has advantage on saving throws against disease.",
"Additionally, the beautiful silver feathers of a faith finch can fetch 5 gp per finch from a costume maker or other clothier."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Sitri Cat",
"page": 21
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Faith Finch",
"page": 21
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Pox Dog",
"page": 21
}
]
},
{
"type": "entries",
"name": "The Great Beast",
"page": 22,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/TheGreatBeast.webp"
}
},
{
"type": "quote",
"entries": [
"The Great Beast is just a rumor\u2014a story parents tell their children to keep them from wandering too far from home. It's a crime to spread lies about the existence of the Beast. Also, it's a crime to fail to report any sightings of the Beast to the proper authorities."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "True Rumors, False Verities",
"page": 22,
"entries": [
"No one knows when the Great Beast appeared on Etharis, because no one can confirm the Beast exists. Many claim to have seen the Beast, but when the sight of a thing causes madness, and when the many horrors on Etharis are mistaken for that thing, it's impossible to ferret out the differences between fact and fiction."
]
},
{
"type": "entries",
"name": "Colossal Monstrosity",
"page": 22,
"entries": [
"When alleged eyewitnesses to attacks by the Beast come to any sort of consensus, they describe a towering, shadow-wreathed figure, as tall as the tallest cathedral spire. Its head is described as an enormous deer skull crowned with ever-branching antlers. Its elongated, emaciated, human-like body moves with unnatural grace when it is not stopping to destroy any living thing in its path. Its long limbs claw and grasp, eviscerating its terrified victims without care or mercy."
]
},
{
"type": "entries",
"name": "Corruption Made Flesh",
"page": 22,
"entries": [
"Many alleged sightings of the Beast end with shaken witnesses talking about seeing a gigantic hazy form towering above the foliage in the distance. The insubstantial form meanders across the landscape, phasing into and out of view at seemingly random intervals. Then the form disappears completely, fading to nothing.",
"Not long after these sightings, strange and horrific creatures emerge from the wilds or the city sewers. Sometimes these creatures are undead, sometimes they're monstrosities, but they're always corrupted versions of the normal creatures inhabiting the area."
]
},
{
"type": "entries",
"name": "Harbinger of End Times",
"page": 23,
"entries": [
"While the truth of the Beast is unknown\u2014and perhaps unknowable\u2014that has not stopped others from using the myths and rumors surrounding the Beast for their own purposes. The Arcanist Inquisition points to the Beast as a reason for their existence and an excuse for their often brutal methods. Doomsday cults welcome the Beast as the one to bring an end to this tainted world. Even individuals who perform calculated crimes cry out at their trials that they'd fallen under the sway of the Beast, hoping to play on fear and sympathy to earn undeserved mercy."
]
}
]
},
{
"type": "entries",
"name": "Creatures Mutated by the Beast",
"page": 23,
"entries": [
"Simply being in the proximity of the Great Beast causes gruesome and dangerous mutations in creatures. Some creatures\u2014such as {@creature hurrock|GHMG|hurrocks}, {@creature beast gnoll|GHMG|gnolls}, and {@creature caprathorn|GHMG|caprathorns}, for example\u2014are specifically spawned, changed, or created by interactions with the Beast. For other creatures, however, their mutations are more random. Use the following table to create unique creatures that have fallen prey to the Beast's mutative powers. Also feel free to create your own using these as guides:",
{
"type": "statblock",
"tag": "table",
"source": "GHMG",
"name": "Beast Mutations",
"page": 23
}
]
},
{
"type": "insetReadaloud",
"page": 23,
"name": "The Truth of the Great Beast",
"entries": [
"The Great Beast is not something that has a stat block and a set of limited abilities. This is because the Beast is as much an idea as a being. Evil. Corruption. Uncaring and wanton destruction. The inevitability of annihilation. Gods and mortals alike can defeat almost anything if they are lucky, skilled, and powerful enough. But they can't outlast the sad truth that all things end. That's what the Beast represents.",
"That doesn't mean, however, that the monstrosities that the Beast spawns can't be temporarily defeated and cleansed from an area. An aspect of cosmic horror, which the Beast represents, is the unknowable vastness of the multiverse transcends both our understanding and our very senses. The fun of cosmic horror is letting heroes win small victories over the evils they can understand, with the vague uneasiness that something much more dangerous is lurking behind it.",
"Just as the full nature of the Beast can't be known, its origins are equally veiled in mystery. As a representative off all things that horrify and annihilate living beings, the Beast was always there. However, its current aspect on Etharis can be given a starting point. Maybe it was when the gods died. Maybe the Beast slipped into Etharis when King Leopold went mad and fell to assassins' blades. Maybe some other event triggered this manifestation of woe.",
"For your campaign, use the Beast as a tool rather than a goal. Maybe the Beast's attention is drawn to powerful mortal energy or powerful magic. This allows a game master to counterbalance the characters gaining power or casting high-level magic. Maybe the Beast's appearance in an area is tied to some choice the characters made. Maybe it shows up as a mechanical counterbalance to using the {@book Beast|GHPG|11|The Beast Pool} and {@book Resolve Pools|GHPG|11|The Resolve Pool} highlighted in {@book Grim Hollow: The Players Guide|GHPG}. As a game master in a Grim Hollow campaign, you are the Great Beast. Ravage the land as you see fit."
]
},
{
"type": "inset",
"page": 23,
"name": "GM Advice:",
"entries": [
{
"type": "quote",
"entries": [
"I was having a pint at the inn one night. This strange lass started asking us questions about the time when the Beast passed by the town. We tried to tell her what we saw in the wake of the Beast, but she had this far-away look in her eyes, like she wasn't even listening. Worse than that, as we got to the gristly parts about the animals changing into monsters, or people going mad, she got this little smile on her face. Pretty soon she just got up and left. I don't know if she was a sage, an adventurer, or just a stranger with an unhealthy obsession."
]
}
]
}
]
},
{
"type": "entries",
"name": "Bladewhirl",
"page": 24,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Bladewhirl.webp"
}
},
{
"type": "quote",
"entries": [
"After the bladewhirl had its way with them, there weren't nothing left but tiny pieces and blood on the walls."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rolling Death",
"page": 24,
"entries": [
"A bladewhirl is a mass of blades that rapidly spins to burrow into its victims. The fell intelligence animating a bladewhirl exists only to hunt and kill."
]
},
{
"type": "entries",
"name": "Last Resort",
"page": 24,
"entries": [
"An evil wizard created the first bladewhirls to end a siege on her fortress. Once a bladewhirl is unleashed, it doesn't stop killing. And the construct doesn't discriminate among viable targets. It kills everything."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 24,
"entries": [
"When defeated, a bladewhirl falls apart into several {@item shortsword|PHB|shortswords} and {@item scimitar|PHB|scimitars}, along with shattered bits of such weapons. One or more of these blades might be a magic weapon."
]
},
{
"type": "entries",
"name": "Lore",
"page": 24,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 24,
"entries": [
"Bladewhirls are murderous constructs made from numerous blades."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 24,
"entries": [
"A bladewhirl is fast and able to jump to great heights. It always attacks the creature closest to it. Once a bladewhirl is free to roam and attack, it doesn't stop."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 24,
"entries": [
"A bladewhirl is immune to poison and psychic damage, and it's resistant to fire. It takes magic weapons to harm one effectively."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Bladewhirl",
"page": 24
}
]
},
{
"type": "entries",
"name": "Blazehorn",
"page": 25,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Blazehorn.webp"
}
},
{
"type": "quote",
"entries": [
"I'm sure some alchemist's to blame for this."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Flame Throwers",
"page": 25,
"entries": [
"Blazehorns are hulking, hoofed mammals whose bodies produce a substance like {@item Alchemist's Fire (flask)|PHB|alchemist's fire}. A blazehorn can launch this volatile material from a hump on its back. With an unending supply of fire, blazehorns love spreading destruction. Their young thrive in burned areas, feeding on scorched plant material, burnt resinous trees, and ash."
]
},
{
"type": "entries",
"name": "Destruction Untamed",
"page": 25,
"entries": [
"Numerous alchemists have sought to tame blazehorns to simplify the creation of their volatile elixirs. Every attempt has ended in failure. The fiery nature of a blazehorn has proven impossible to curb for long."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 25,
"entries": [
"From one dead blazehorn, someone who succeeds at a {@dc 13} Intelligence ({@skill Arcana} or {@skill Nature}) or Wisdom ({@skill Animal Handling} or {@skill Medicine}) check can harvest enough tar to create three flasks of {@item Alchemist's Fire (flask)|PHB|alchemist's fire}. However, if the check to harvest the material fails by 5 or more, treat it as if the blazehorn's Firebomb action went off at a point on the edge of the blazehorn's space closest the harvester. This event destroys all the tar that could have been harvested from that blazehorn."
]
},
{
"type": "entries",
"name": "Lore",
"page": 25,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 25,
"entries": [
"Blazehorns are hulking ruminants that produce a tar like {@item Alchemist's Fire (flask)|PHB|alchemist's fire}. They prefer scorched plants and ash for food."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 25,
"entries": [
"A blazehorn is immune to fire damage."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 25,
"entries": [
"When wounded, a blazehorn can emit a retaliatory firebomb."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blazehorn",
"page": 25
}
]
},
{
"type": "entries",
"name": "Blight Elementals",
"page": 26,
"entries": [
{
"type": "quote",
"entries": [
"In places where the land is twisted from its natural state, elementals can be affected. Their poison spreads quickly, creating more of their kind, until the blight covers everything."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Affront to Nature",
"page": 26,
"entries": [
"Whether through a brush with powerful malevolence or unwise experiments, elementals can be corrupted, turning them into blighted forms. Fey and others with a connection to nature have an instinctive aversion to these creatures."
]
},
{
"type": "entries",
"name": "Toxic Magic",
"page": 26,
"entries": [
"Blighted elementals are sources of poison, carrying their corruption with them and spreading it to new places. They multiply rapidly and carry death to the unwary. For those with sinister intentions though, they can be an excellent source of dangerous, potent ingredients for potions or poison."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 26,
"entries": [
"The remains of a blight elemental can be used to produce one of two concoctions. Each elemental leaves enough residue for three doses, which can be divided among the brews created. Someone who has proficiency with {@item alchemist's supplies|PHB} or a {@item poisoner's kit|PHB} can use one portion of the residue and other materials worth 50 gp to produce one {@item pale tincture|DMG}. Producing the tincture requires 1 day of work and a successful {@dc 13} Intelligence or Wisdom check. Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can instead use one portion of the residue and other reagents worth 50 gp to make one {@item Potion of Poison Resistance|DMG|potion of resistance (poison)} that also confers the benefits of {@item Antitoxin (vial)|PHB|antitoxin}. Making the potion requires the same amount of work and a similar successful check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 26,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 26,
"entries": [
"Blight elementals arise when nature or the substance of an elemental plane is corrupted. These elementals can resemble nonelemental creatures, but they're still elementals. Blight elementals have elemental resistances, including to nonmagical attacks."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 26,
"entries": [
"A blight elemental is always poisonous, in addition to its other powers. Some, such as deathmoss and forgeblights, have supernatural abilities to spread rot to creatures or objects."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill History}):",
"page": 26,
"entries": [
"Some legends say a lich created the first blight elementals to gain the favor of the Arch Daemon Malikir. If such stories are true, finding the lich's notes might allow someone to return blight elementals to their original forms."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blightwind",
"page": 26
},
{
"type": "inset",
"page": 26,
"name": "GM Advice:",
"entries": [
"You can expand the threat presented by blight elementals by giving them the ability to create new elementals from the corpses of their victims. This gives characters a very short time to stop these elementals, because a single elemental in a populated area could spawn dozens in a matter of minutes."
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Blightwind.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Bogfoul",
"page": 28
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Bogfoul.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Deathmoss",
"page": 28
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Forgeblight",
"page": 29
}
]
},
{
"type": "entries",
"name": "Blightscale Dragon",
"page": 30,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/BlightscaleDragon1.webp"
}
},
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "quote",
"entries": [
"Dragons are rare, so seeing one is terrifying. Seeing one rotting before your eyes as it approaches? Mind-shattering!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cursed Dragon",
"page": 30,
"entries": [
"The {@spell curse of foul blight|GH} is potent necromancy when leveled against a hated foe. Some foolish wizard modified the {@spell curse of foul blight|GH} to affect a dragon who had wronged them, using a single scale from the hated dragon. What this wizard unleashed was a variant of the {@spell curse of foul blight|GH} known as blightscale, accursed magic that twists and warps a majestic dragon into a loathsome, terrifying beast.",
"Humanoids infected with the {@spell curse of foul blight|GH} become lone wanderers, but the lairing instinct of the blightscale dragon remains true. The dragon no longer bothers to amass wealth or hunt. It makes forays from its living tomb to assuage its suffering by lashing out against any who travel nearby."
]
},
{
"type": "entries",
"name": "Physical Changes",
"page": 30,
"entries": [
"A blightscale dragon's breath weapon is a stinking exhalation of insects and necrotic bile. The dragon's armorlike scales split and encrust with thick pus that hardens to the consistency of stone. Fangs crack and rot at the gums, just as deadly but crawling with disease and stained with ichor."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 30,
"entries": [
"Someone who has proficiency with {@item smith's tools|PHB} or {@item leatherworker's tools|PHB} can fashion the scales of an adult or ancient blightscale dragon into {@item Blightscale Dragon Scale Mail|GHMG|dragon scale mail}. Doing so takes 10 days and other materials worth 5,000 gp. The armor offers no protection against Frightful Presence but grants resistance to necrotic damage and poison damage.",
"A claw from a young or older blightscale dragon can be fashioned into a {@item dagger of venom}. Doing so requires proficiency with {@item smith's tools|PHB} or {@item woodcarver's tools|PHB}, 5 days of work, and other materials worth 1,000 gp.",
"If the two eye-fangs of an adult or ancient blightscale dragon are treated with a {@spell remove curse} spell and buried together in soil consecrated with a {@spell hallow} spell, they grow into a {@creature blight drake|GHMG} that emerges from the earth in 3 days. This drake bonds with the first creature to feed it.",
"Blood and other fluids of a blightscale dragon can be harvested and used to offset the shadowsteel component when bestowing a {@spell curse of foul blight|GH}. A wyrmling is worth 250 gp, a young dragon 750 gp, an adult 1,500 gp, and an ancient dragon 3,000 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 30,
"entries": [
{
"type": "entries",
"name": "{@dc 15} {@homebrew Intelligence|Wisdom} ({@skill History}):",
"page": 30,
"entries": [
"A blightscale dragon is a dragon that has been subjected to a powerful curse."
]
},
{
"type": "entries",
"name": "{@dc 15} Wisdom ({@skill Medicine}):",
"page": 30,
"entries": [
"A blightscale dragon is immune to necrotic damage and poison. Its breath weapon is a swarm of poisonous insects and gas."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 30,
"entries": [
"The curse on the blightscale dragon makes it exude a toxic, cursed gas when it dies, possibly passing on a portion of the curse."
]
}
]
},
{
"type": "entries",
"name": "A Blightscale Dragon's Lair",
"page": 31,
"entries": [
"Blightscale dragons create temporary lairs in which they suffer the curse in rage and despair. Whether a cave or a building, the dragon pulls easy entrances down so that none can view it in its agonized state. The air inside is rank, and those who draw a full breath become nauseated. The curse attracts insects that construct colonies resembling yellow, congealed lumps.",
{
"type": "statblock",
"tag": "legroup",
"source": "GHMG",
"name": "Blightscale Dragon",
"page": 31
}
]
},
{
"type": "statblockInline",
"dataType": "monster",
"dependencies": [
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"_preserve": {
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{
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},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Young Blightscale Dragon",
"page": 33
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blightscale Dragon Wyrmling",
"page": 33
},
{
"type": "image",
"href": {
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]
},
{
"type": "entries",
"name": "Blood Brood",
"page": 34,
"entries": [
{
"type": "quote",
"entries": [
"If you spot small, spiny orbs of blood flying around, beware their mum, who'll be on the ground but not far behind."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shared Blood",
"page": 34,
"entries": [
"The blood brooder gets its name from the fact that it looks like an armored, spined collection of blood and viscera, and it births smaller orbs called blood bulbs. These offspring are less armored but as sapient and predatory as their parent. With malign guile, these aberrations hunt for other creatures and devour them. Members of this brood protect one another not only by coordinating to defeat foes, but also by exchanging the fluid that makes up their bodies."
]
},
{
"type": "entries",
"name": "Roaming Family",
"page": 34,
"entries": [
"While the brooder rests and births, blood bulbs roam, searching for more prey. They split into packs to hunt, and then report back to their kin. When on the move, the brooder often carries bulbs in pouches on its sides."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 34,
"entries": [
"Someone who has proficiency with {@item leatherworker's tools|PHB} can use the hide and spines of a blood brooder to fashion {@item spike armor|GHMG} (see Chapter 4). Doing so takes 5 days of work and other materials worth 50 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 34,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 34,
"entries": [
"Members of the blood brood are oozelike aberrations. They aren't as fluid as oozes, but they can't be knocked {@condition prone}."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 34,
"entries": [
"Blood bulbs, which are thought to be infant blood brooders, can attach to prey and engulf the head. They can also hide in pouches on the side of a blood brooder."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 34,
"entries": [
"The blood brood can exchange blood when close, each supporting the survival of others."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blood Brooder",
"page": 34
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blood Bulb",
"page": 34
}
]
},
{
"type": "entries",
"name": "Blood Ooze",
"page": 35,
"entries": [
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "quote",
"entries": [
"I was never too fond of pets. But I never thought they'd be terrifying until I saw a lord feeding a prisoner to his blood ooze."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bloody Pets",
"page": 35,
"entries": [
"Vampires and practitioners of blood magic keep blood oozes as pets. They are clever enough to learn tricks, especially if rewarded with living creatures as food. Even roughly trained, blood oozes can keep watch in areas susceptible to infiltration, such as waterways or secret passages."
]
},
{
"type": "entries",
"name": "Trainable Servants",
"page": 35,
"entries": [
"Well-trained blood oozes have a penchant for understanding what their masters want. The ooze can take different shapes to please or entertain. They follow simple instructions, but an ooze might be distracted by a potential meal."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 35,
"entries": [
"A blood ooze ejects what its prey wore or carried. That means, provided no one collects these leavings, treasure can be found in and around the ooze's lair. An ooze's keepers usually collect anything of real value, however."
]
},
{
"type": "entries",
"name": "Lore",
"page": 35,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 35,
"entries": [
"Sapient creatures that revel in blood, such as vampires, like to keep blood oozes. These terrifying jellies act quickly when they scent blood, and they can dissolve a living creature to acid-scarred bones in a matter of moments."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 35,
"entries": [
"Stories speak of blood oozes guarding the dungeons of evil creatures. Would-be heroes run afoul of these terrors in damp passages beneath more than one fabled castle."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blood Ooze",
"page": 35
}
]
},
{
"type": "entries",
"name": "Blood Tracker",
"page": 36,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/BloodTracker.webp"
}
},
{
"type": "quote",
"entries": [
"People associate evil predators with the howling of a wolf or the flapping of bat wings. The real sound of terror is the quiet snuffling of a blood tracker."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Tainted Blood",
"page": 36,
"entries": [
"Vampires and blood mages can feed hunting dogs necromantically tainted blood and meat to create monstrous blood trackers. A blood tracker changes from a normal canine into a large and growth-ridden monster, its nose transformed into a star-shaped appendage, like that of a mole. The diet turns the dog into a murderous monster."
]
},
{
"type": "entries",
"name": "Blood Bound",
"page": 36,
"entries": [
"Those who create and raise blood trackers can feed the creatures their blood. In doing so, a bond forms like the bond between a mage and a familiar. Only one creature can bind a blood tracker in this way."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 36,
"entries": [
"Blood from a blood tracker bound to a master can be used to make an antidote to that master's powers. Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} must mix the blood with herbs worth 50 gp. Tradition holds that a good-hearted priest must pray over the mixture as it brews for 4 hours. The brewer must succeed on a {@dc 13} Intelligence or Wisdom check to make the brew, and the priest allows that roll to be made with advantage if they succeed on a {@dc 15} Intelligence or Wisdom ({@skill Religion}) check (priest's choice). The resulting antidote means the target can't be {@condition charmed}, {@condition frightened}, or possessed by the master for 1 hour. If a target is already {@condition charmed}, {@condition frightened}, or possessed by such a creature, the target can make a new saving throw with advantage, ending such effects on a success. The target also has advantage on other saving throws it makes against such effects while the antidote lasts. Regardless, the antidote suppresses the effects for the hour the antidote is active."
]
},
{
"type": "entries",
"name": "Lore",
"page": 36,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 36,
"entries": [
"A blood tracker was once a normal dog, but a vampire or other being adept in blood magic altered it."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 36,
"entries": [
"Blood trackers are supernaturally gifted trackers. One might share a telepathic bond with the monster that created and trained it. The blood tracker's bite saps life force, and its bay rattles the innards and the senses."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHmG",
"name": "Blood Tracker",
"page": 36
}
]
},
{
"type": "entries",
"name": "Bloodbonded",
"page": 37,
"entries": [
{
"type": "quote",
"entries": [
"Those who've turned their back on both the Seraphs and the Daemons? That way lies madness."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Disheveled Priests",
"page": 37,
"entries": [
"A bloodbonded, at first glance, appears as an acolyte of an Arch Seraph whose vestments and robes are in disrepair. A closer look reveals a maimed body covered in pulsing red markings, generally missing an arm or even a leg. Angelic markings on the skin are replaced with nonsensical runes and patterns, meticulously scrawled in overlapping ways."
]
},
{
"type": "entries",
"name": "Justice Misled",
"page": 37,
"entries": [
"Bloodbonded are the unique consequence of one of the Arch Daemon Venin's more elegant deceptions. Sometimes, when a particularly prayerful penitent beseeches Arch Seraph Solyma for guidance, Venin answers. The penitent, believing they hear the call of their angelic lady, drinks deeply of the cup of pride that they alone can hear the words of Solyma."
]
},
{
"type": "entries",
"name": "Irredeemable Apostates",
"page": 37,
"entries": [
"Inevitably, Venin's twisted words demand horrible deeds: dark murder under the guise of justice, humanoid sacrifice under the veil of restoring balance, or self-mutilation as a penance for sins. Venin then reveals his lies to seal the fate of the deceived. Sometimes, these cheated creatures become devotees of Venin, seeing in his tricks the power they sought in justice. Others are torn by their misplaced devotion, renouncing the dark acts and terrible deeds too late. They lose their humanity and the divine powers they were once the sacred (or profane) keepers of."
]
},
{
"type": "entries",
"name": "Manipulative Leaders",
"page": 37,
"entries": [
"The bloodbonded are mad, twisted, and hungry for the power and direction. To regain that power, they promise other desperate souls happiness, power, or vengeance. They gather a cult of the gullible, desperate, or weak, dominating the common folk and making ever-greater demands on their lives and sanities."
]
},
{
"type": "entries",
"name": "Running on Empty",
"page": 37,
"entries": [
"The power of the bloodbonded comes from their own lifeblood and the residue of power left there by the enchantments they willingly bore and so suddenly renounced."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 37,
"entries": [
"Bloodbonded still possess the damaged and scarred remnants of their past devotions. When a bloodbonded dies, its blood still pulses and gives off light as it did when it was alive. One {@item Bloodbonded Blood|GHMG|vial of this blood} can be harvested from a single bloodbonded with a successful {@dc 10} Wisdom ({@skill Medicine}) check. Drinking it within one day causes the user to be under the effect of a {@spell bless} spell. When the spell ends, the user suffers one level of {@condition exhaustion}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 37,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 37,
"entries": [
"Bloodbonded are victims of their own foolish choices, worshipping false gods and then being driven mad by the ruse."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 37,
"entries": [
"Bloodbonded use their followers as weapons, even causing them to explode in a wave of fiery blood, which damages nearby creatures."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHmG",
"name": "Bloodbonded",
"page": 37
}
]
},
{
"type": "entries",
"name": "Bloodwood Giants",
"page": 38,
"entries": [
{
"type": "image",
"href": {
"type": "external",
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}
},
{
"type": "quote",
"entries": [
"There was little we could do. Even Miklas's healing light couldn't staunch the blood welling from the wound torn by the giant's spear."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Masters of Forest Depths",
"page": 38,
"entries": [
"Tainted by evil, these giants guard well their dark forested homes. Their dark mottled skin blends easily into the dappled light of shadowy woods."
]
},
{
"type": "entries",
"name": "Vicious Hunters",
"page": 38,
"entries": [
"The giants live in small clans, usually led by their strongest warrior. They wield great spears roughly carved from bloodwood trees that tear ragged wounds which even skilled healers have trouble mending."
]
},
{
"type": "entries",
"name": "Ancient Bargains",
"page": 38,
"entries": [
"These giants pay reverence to dark, long-forgotten spirits. Their shamans the vine callers, make blood-filled promises to ancient entities, hoping to reclaim lands they believe were stolen from them."
]
},
{
"type": "entries",
"name": "Cunning Giants",
"page": 38,
"entries": [
"Though not as strong as their giant cousins, bloodwood giants are far more cunning. Experts at woodcraft, they can evade all but the most skilled trackers in their woodland homes."
]
},
{
"type": "entries",
"name": "Vine Caller",
"page": 38,
"entries": [
"Vine callers use ancient magic to conjure dark vines from the earth, stealing vitality from their victims. Though they rarely lead clans, no giant dares dispute their words for fear of the dark magic at their disposal."
]
},
{
"type": "entries",
"name": "Chieftan",
"page": 38,
"entries": [
"Most chieftains earn the grudging respect of their tribe by being their greatest hunter. Vine callers often tutor promising youth they foresee becoming clan leaders."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 38,
"entries": [
"The massive {@item bloodwood spear|GHMG|bloodwood spears} used by these giants are too large to be effectively wielded by Medium or smaller creatures.",
"However, individuals proficient in {@item carpenter's tools|PHB} who succeed on a {@dc 12} Dexterity ({@skill Nature}) check can reduce the size of the giant's spear to the equivalent of a {@item pike|PHB} ({@damage 1d10} piercing damage) and which inflicts the {@condition bleeding|GH} condition if targets fail a {@dc 12} Constitution saving throw {@homebrew |(see Grim Hollow Campaign Guide)}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 39,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Wisdom ({@skill Survival}):",
"page": 39,
"entries": [
"Bloodwood giants are experts at hiding in their woodland homes."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 39,
"entries": [
"The blood spears used by these giants cut cruel wounds that can resist healing magic."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 39,
"entries": [
"The tribe's vine callers are shamans who make pacts with ancient forest spirits to summon blood-drinking vines that rejuvenate the caster."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Bloodwood Giant",
"page": 38
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Bloodwood Vine Caller",
"page": 38
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Bloodwood Chieftain",
"page": 38
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/BloodwoodVineCaller.webp"
}
}
]
},
{
"type": "entries",
"name": "Bloody Avenue",
"page": 40,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/BloodyAvenue.webp"
}
},
{
"type": "quote",
"entries": [
"The rulers of this city hold supreme power over its population, crushing rebels in the streets. Or sometimes crushing rebels with the streets."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Grisly Masonry",
"page": 40,
"entries": [
"The lengths to which evil dictators go to maintain power beggars the imagination. Wicked minions, obedient thralls, and greedy mercenaries are all tools to hold sway over a population. One of the most horrifying and imaginative instruments, however, is the bloody avenue.",
"Arcanists mix the blood and bones of slain foes with the masonry of city streets, making them weapons of subjugation. The ritual connects the senses of the bloody avenue to other servants of the city's overlord. Using this bond, bloody avenues deliver information to other agents in the city."
]
},
{
"type": "entries",
"name": "Stone and Bone",
"page": 40,
"entries": [
"When a bloody avenue attacks, dirt, stone, and bone coalesce into a malleable snakelike form. It can mire anyone standing on it when it activates, and it can slam nearby enemies or hurl rubble at them."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 40,
"entries": [
"Part of the ritual to create a bloody avenue requires jet gems and diamonds. Among the rubble of the construct, gems worth 500 gp can be found with a 10-minute search. Each successful {@dc 15} Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check made during this search cuts the time in half, to a minimum of 1 minute."
]
},
{
"type": "entries",
"name": "Lore",
"page": 40,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 40,
"entries": [
"Rulers with few scruples and access to powerful arcane rituals have turned streets into guardian constructs. The telltale signs of this ritual are blood and bone in the masonry and tiny runes on the cobbles."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 40,
"entries": [
"A bloody avenue is hard to escape\u2014it mires those around it in rubble. It can also alert other beings, such as the city watch."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Bloody Avenue",
"page": 40
}
]
},
{
"type": "entries",
"name": "Bog Crawlers",
"page": 41,
"entries": [
{
"type": "quote",
"entries": [
"These massive atrocities burrow into the boggy ground to sleep for decades, sometimes centuries, only coming out of their slimy burrows to feed and destroy."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hulking Terrors",
"page": 41,
"entries": [
"Fleshy masses of a vaguely amphibian shape, these monstrosities wriggle out from deep hibernation in chaotic cycles, baffling the few naturalists who dare study them. The crawlers emerge ravenous, destroying everything in their path in search of food."
]
},
{
"type": "entries",
"name": "Bizarre Horrors",
"page": 41,
"entries": [
"Disgusting masses caked with mud and slime, the bog crawler's brown skin is covered in warts. Its face is somewhat frog-like, with a large mouth and multiple rows of sharp teeth. Its tail is a writhing mass of small tentacles that scuttle along the ground, propelling the creature on land and stabilizing it in water. Six large tentacles jut from the mass of its body, three on each flank, and are long and strong enough to attack nearby creatures and structures."
]
},
{
"type": "entries",
"name": "Famished Hunters",
"page": 41,
"entries": [
"These beasts' primary motivation is hunger. They eat any flesh, starting with wildlife, moving on to livestock, and then feasting on any community they encounter. Much like a snake, their jaws are connected by a ligament and muscle network, allowing them to unhinge and swallow enormous creatures."
]
},
{
"type": "entries",
"name": "Inexplicable Retreat",
"page": 41,
"entries": [
"While most bog crawlers spend a great time feeding, others retreat early, their hunger seemingly slaked. If a reason for these premature hibernations could be found, untold carnage might be avoided."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 41,
"entries": [
"A stone in the gullet of a bog crawler can be fashioned into a ring that combines the magic of a {@item ring of the ram} and a {@item ring of protection}. This work requires a proficient jeweler to spend 2500 gp in components and 5 days of work, succeeding on a {@dc 15} Intelligence ({@skill Arcana}) check to complete the item."
]
},
{
"type": "entries",
"name": "Lore",
"page": 41,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 41,
"entries": [
"Bog crawlers are massive creatures capable of great destruction and carnage. They worm their way out of ancient burrows to feed after hundreds of years of hibernation."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 41,
"entries": [
"Bog crawlers are immune to acid and poison. They can swallow creatures almost as large as they are, topple towers and strongholds, can't be stopped by {@condition charmed|PHB|charm} or {@condition paralyzed|PHB|paralysis}, and are immune to {@condition frightened|PHB|fear}."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 41,
"entries": [
"While a bog crawler's ability to swallow creatures is their greatest danger, they can use their main tentacles to grab and hold prey."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Bog Crawler",
"page": 41
}
]
},
{
"type": "entries",
"name": "Bolejack",
"page": 42,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Bolejack.webp"
}
},
{
"type": "quote",
"entries": [
"The logger stands before the tree, a look of infatuation in his eyes. He grips his axe tighter as he turns to face the rest of his logging crew."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dryad Thralls",
"page": 42,
"entries": [
"Monster hunters and sages know that some fey spirits who fall in love with mortals are bound to trees and changed into dryads, remaining forever young while their tree is kept safe. This bound state doesn't rob the dryad of power. Every so often, a dryad becomes interested in a person moving through her territory. She uses her charms and fey magic to make them into her thrall."
]
},
{
"type": "entries",
"name": "Woodcutter's Peril",
"page": 42,
"entries": [
"Since a dryad lives within a forested grove, a significant number of those she encounters are woodcutters. A bolejack is a woodcutter who has won the trust of a dryad. If what they share is not love, the infatuation is strong enough for her to grant the bolejack some of her fey power."
]
},
{
"type": "entries",
"name": "Varied Devotion",
"page": 42,
"entries": [
"A bolejack protects the dryad when her charms fail. Bolejacks are varied in their devotion to the dryad when her enchantment is removed. A bolejack is as likely to attack as to thank those who slay or subdue the dryad, breaking the bond between the two."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 42,
"entries": [
"A bolejack's axes remain magical for 24 hours after the bolejack is freed or killed. Someone attuned to the axe who succeeds on a {@dc 10} Charisma check can maintain that magic for another 24 hours. Once the check fails, the magic dissipates forever."
]
},
{
"type": "entries",
"name": "Lore",
"page": 42,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 42,
"entries": [
"A bolejack is a woodcutter a dryad charmed to protect the forest. Magic bolsters the bolejack so they can make better attacks and better resist other magic."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Bolejack",
"page": 42
}
]
},
{
"type": "entries",
"name": "Bone Trader",
"page": 43,
"entries": [
{
"type": "quote",
"entries": [
"Do you really need all of your bones? Are you sure I couldn't just snack on a few? I'll gladly pay you for them."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fey Barterers",
"page": 43,
"entries": [
"Bone traders resemble well-dressed, shrunken pale elves. Their skulls appear a bit too small for their gaunt forms, like a toy with a mismatched head."
]
},
{
"type": "entries",
"name": "Hunger for Bones",
"page": 43,
"entries": [
"Bone traders need a steady supply of bones to survive and for status. Most start as scavengers, acquiring the bones of small rodents or fish. As they grow in power, they seek more delicious sources of bone\u2014and once they gain a taste for humanoid bones, they inevitably seek a ready source. Villages targeted by bone traders become desperate to make deals with these fey predators, sometimes agreeing to offer animal sacrifices, or even the occasional humanoid sacrifice, to keep the bone trader at bay. Like most fey, it honors the terms of such deals\u2014and creates painful consequences for those who break them."
]
},
{
"type": "entries",
"name": "Intimidating Leader",
"page": 43,
"entries": [
"Most bone traders create agents to hunt and gather more bones for their lairs. These gangs start with charmed animals but quickly grow to include easily intimidated humanoids like goblins, kobolds, or (their favorite minions) the {@creature faevlin|GHMG}. Bone trader lairs are twisted reflections of humanoid luxury, with sculptures, bas reliefs, and even flooring made entirely of bones."
]
},
{
"type": "entries",
"name": "Branded Minions",
"page": 43,
"entries": [
"Bone traders \"brand\" their minions by sucking out a specific bone or set of bones, usually the same set for their entire gang. For example, a delicate bone trader might consume the bones of each minion's left ear, their partial deafness a constant reminder of who is really in charge. A more brutal master might consume an armbone or part of a foot, being careful to not damage their minions' ability to carry out the bone trader's wishes."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 43,
"entries": [
"Bone trader lairs have many, many bones. Depending on how successful and powerful the bone trader is, it may also have the equipment and belongings of people it has killed or of the minions it employs. Its bone armor is infused with a peculiar magic.",
"Smashing the armor into a paste and mixing it with appropriate amounts of coagulant from a {@item herbalism kit|PHB} allows it to be applied it to a shield or weapon. This paste, called {@item ready gunk|GHMG} {@homebrew |(see Chapter 4)}, can be completed with a successful Wisdom check ({@dc 10}) by someone proficient with a {@item herbalism kit|PHB}. This process takes 10 minutes."
]
},
{
"type": "entries",
"name": "Lore",
"page": 43,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 43,
"entries": [
"A bone trader is most dangerous in its lair, where it can use its collection of bones to defend itself."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 43,
"entries": [
"A bone trader can {@condition charmed|PHB|charm} its opponents and is often defended by a small gang of intimidated or {@condition charmed} creatures."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 43,
"entries": [
"Like other fey, bone traders can be tantalized by a deal and may be willing to negotiate rather than fight, even if it seems to have the upper hand or is actively winning a battle."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Bone Trader",
"page": 43
}
]
},
{
"type": "entries",
"name": "Braerog",
"page": 44,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Braerog.webp"
}
},
{
"type": "quote",
"entries": [
"If you go into the woods alone, you ought to go prepared. Things that creep on the forest floor might insist you tread lightly\u2014or not at all."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Thorny Traps",
"page": 44,
"entries": [
"Lurking in the deepest reaches of forests, braerogs represent some of the last glimmers of the world before shadow descended upon Etharis. These creatures fiercely protect the vestiges of woodlands unsullied by evil."
]
},
{
"type": "entries",
"name": "Tree Travelers",
"page": 44,
"entries": [
"Braerogs are one with the forests that surround them and magically move through trees. This mode of travel allows them to disappear and reappear over short distances."
]
},
{
"type": "entries",
"name": "Mischievous Minions",
"page": 44,
"entries": [
"Braerogs have a penchant for mischief. A braerog sighting was once a sure sign that a more powerful guardian of the forest was nearby. Without the oversight of such a master, braerogs act unchecked."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 44,
"entries": [
"A braerog has claws of thorns. Someone who has proficiency in {@item woodcarver's tools|PHB} can craft a {@item staff of briars|GHMG} {@homebrew |(see chapter 4)} from the claws of ten braerogs. Creating this item takes 10 days and other materials worth 100 gp, and someone must cast {@spell entangle} on the staff each day during its creation."
]
},
{
"type": "entries",
"name": "Lore",
"page": 44,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 44,
"entries": [
"Braerogs are fey with a plantlike nature that makes them vulnerable to fire."
]
},
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 44,
"entries": [
"A braerog is hard to render {@condition charmed}, and magic can't put it to sleep."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 44,
"entries": [
"A braerog can teleport between trees within 60 feet of each other. It can also create areas of grasping thorny plants."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Braerog",
"page": 44
}
]
},
{
"type": "entries",
"name": "Bugbears",
"page": 45,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Bugbears.webp"
}
},
{
"type": "quote",
"entries": [
"Tormach subverted bugbears with a disease that makes them little more than killing machines."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Tormach's Rage",
"page": 45,
"entries": [
"The bugbears of Etharis weren't always ferocious and violent. When the Arch Daemons appeared in the world, Tormach believed he could make minions of the goblinoids. Bugbear warriors forcefully opposed his efforts to subvert goblin tribes to his will. Tormach commanded his servants to craft a disease that would render defiant bugbears into vicious drones, a grim task those minions completed with great success. Tormach's Rage, as the disease has come to be known, spread quickly. Most bugbears of Etharis are now victims of this mind-altering plague.",
"The disease causes a bugbear to become more resilient while increasing muscle mass and capacity for aggression. Bugbears infected with Tormach's Rage experience a powerful, instinctive urge to spread their illness. Infected bugbears have enhanced olfactory senses that allow them to smell whether a creature carries Tormach's Rage. When they discover a bugbear without the disease, they fly into a frenzy. The sickness is virulent enough that even if a bugbear survives the fight or kills the infected aggressor, it's unlikely to do so without contracting Tormach's Rage."
]
},
{
"type": "entries",
"name": "Staged Changes",
"page": 45,
"entries": [
"Rage-infected bugbears have only recently gotten the disease. A bugbear who contracts Tormach's Rage can't expect to live long as the illness compels the victim to acts of aggression that ultimately end in the bugbear's destruction. The infection lasts until death, although magic and rare herbal knowledge can counteract it.",
"Very rarely, an infected bugbear lives long enough that Tormach's Rage exhibits advanced symptoms. At this stage, the disease further accentuates the bugbear's muscular system, granting increased strength and speed. Bugbears who live this long have little impulse control and ability to reason."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 45,
"entries": [
"The viscera of a bugbear infected with Tormach's Rage can be used as a vector or as a curative. To create an infectious agent, someone who has proficiency with an {@item herbalism kit|PHB} or a {@item poisoner's kit|PHB} must use the viscera and other materials worth 25 gp. Creating the vector takes 4 hours of work and requires a successful {@dc 13} Intelligence or Wisdom check. A bugbear exposed to the vector through a wound or by consuming it must save against Tormach's Rage as if bitten by a rage-infected bugbear.",
"Making the curative requires the same proficiency, reagents worth 50 gp, 8 hours of work, and a successful {@dc 15} Wisdom ({@skill Medicine}) check. A bugbear exposed to the curative through a wound or by consuming it can reattempt the saving throw against Tormach's Rage. If the save succeeds, the disease is cured. Its effects end in a matter of minutes."
]
},
{
"type": "entries",
"name": "Lore",
"page": 45,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History} or {@skill Religion}):",
"page": 45,
"entries": [
"Bugbears once fought against the Arch Daemon Tormach's efforts to dominate goblinoids. He concocted a disease to thwart their efforts and those of any who would join them."
]
},
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Medicine}):",
"page": 45,
"entries": [
"Tormach's Rage grants its infected superior resilience and strength but causes drastic, violent personality changes."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Medicine}):",
"page": 45,
"entries": [
"Combined with herbal reagents, the viscera of a deceased bugbear infected with Tormach's Rage can be used to spread the disease or create a cure."
]
}
]
},
{
"type": "inset",
"page": 46,
"name": "GM Advice:",
"entries": [
"Bugbears fear very little, but Tormach's Rage is an exception. In the few places in Etharis where bugbears have not succumbed to the disease, stopping its spread or reversing it might be one bargaining chip that characters have to strike a bargain. A more advanced version of the disease, creating an even more dangerous bugbear, is always a possibility as well."
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Rage-InfectedBugbear.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Rage-Infected Bugbear",
"page": 46
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/BugbearThrallofTormach.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Bugbear Thrall of Tormach",
"page": 47
}
]
}
]
},
{
"type": "section",
"name": "C",
"page": 48,
"entries": [
{
"type": "entries",
"name": "Cadeer",
"page": 48,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Cadeer.webp"
}
},
{
"type": "quote",
"entries": [
"Folks say they were once humans. An old forest goddess cursed them for being too greedy for magic. Not sure I believe that, but it explains that glint in their eyes."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Magic Seekers",
"page": 48,
"entries": [
"Cadeers look like deer, but they have the tail of a snake and black, featureless eyes. They're not only sapient, but highly intelligent. Cadeers can also sense and track magic over long distances, and they seek it out with zeal."
]
},
{
"type": "entries",
"name": "Untrustworthy partners",
"page": 48,
"entries": [
"A cadeer might partner with other beings to seek and find magic. But they can't be trusted to share anything that's found. Cadeers prioritize their desires and goals. And they might even switch sides in a battle if doing so means acquiring the magic they're after."
]
},
{
"type": "entries",
"name": "Antler Absorbsion",
"page": 48,
"entries": [
"Cadeer antlers can't be harmed by magic, but they can store it. A cadeer can use a spell stored in this way. To keep a spell, a cadeer can also prevent the antlers from absorbing more magic."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 48,
"entries": [
"Cadeer antlers are valuable, fetching at least 75 gp each. A cadeer antler can be {@item Cadeer Wand|GHMG|fashioned into a wand suitable as a spellcasting focus} for {@item arcane focus|PHB|arcane spellcasters} and {@item druidic focus|PHB|druids}. If made into a magic item, this wand has 1 extra charge per day. Also, once per day and at the cost of 1 charge thereafter, a magic wand of cadeer horn grants the wielder a {@dice d4} that can be rolled when the wielder makes a spellcasting ability check to see if {@spell dispel magic} or {@spell counterspell} works. The wielder adds the number rolled on the {@dice d4} to the spellcasting ability check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 48,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 48,
"entries": [
"Cadeers can hunt down magic over long distances."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 48,
"entries": [
"Cadeer antlers counter and absorb low-powered spells, allowing the cadeer to cast that spell later."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Cadeer",
"page": 48
}
]
},
{
"type": "entries",
"name": "Candlelight Daemon",
"page": 49,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CandlelightDaemon.webp"
}
},
{
"type": "quote",
"entries": [
"A candlelight daemon remains for the duration of a cursed candle's flame. That's long enough for a host of sinister deeds."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Candle Bound",
"page": 49,
"entries": [
"The candlelight daemon can be summoned only by the lighting of a specially prepared candle, and then only at night. Once the candle is snuffed or burns out, the daemon must return to the Netherworld. But such daemons can do their job in a short time."
]
},
{
"type": "entries",
"name": "Despicable Cost",
"page": 49,
"entries": [
"To create a candle to summon a candlelight daemon, a spellcaster must make a candle during the new moon using the rendered fat of one murderer, the ashes of three humanoids who burned alive, and the blood of thirteen cats. The caster must also expend a 6th-level spell slot."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 49,
"entries": [
"The melted leavings of a candlelight daemon's candle act as {@item oil of sharpness|DMG} against aberrations, celestials, fey, and fiends, as well as against the creature that created the candle."
]
},
{
"type": "entries",
"name": "Lore",
"page": 49,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 49,
"entries": [
"Candlelight daemons return to the Netherworld if their candle goes out."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 49,
"entries": [
"Candlelight daemons have immunities and resistances typical of fiends, including immunity to poison and resistance to cold, fire, lightning, and nonmagical weapon attacks. The daemon is also resistant to magic and capable of countering spells."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 49,
"entries": [
"A candlelight daemon is most effective in shadows or darkness, which allow the fiend to hide easily and bring its murderous talents to bear."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Candlelight Daemon",
"page": 49
}
]
},
{
"type": "entries",
"name": "Caprathorn",
"page": 50,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Caprathorn.webp"
}
},
{
"type": "quote",
"entries": [
"The temptation to aid a lost lamb should be tamped down when a thornlamm appears. Where there is one, there are many. And all lead back to a creature far more terrifying than any big, bad wolf."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Malevolent Caprid",
"page": 50,
"entries": [
"The caprathorn is a fiendish creature, born out of corruption by the {@book Great Beast|GHMG|1|The Great Beast}. Though gangly, a caprathorn is a legendary foe."
]
},
{
"type": "entries",
"name": "Runic Horns",
"page": 50,
"entries": [
"The caprathorn's head is topped with four twisted horns. These horns are covered with arcane sigils and are the source of its legendary powers. Attached to these horns, growing from vines, are {@creature Thornlamm|GHMG|thornlamms}, miniature versions of the {@creature caprathorn|GHMG}. These creatures serve the fiend as minions and food."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 50,
"entries": [
"The {@item sphere of annihilation|DMG} a caprathorn leaves behind can be controlled and taken. At the start of each day there is a {@chance 98|2% chance|Caprathorn|Nothing happens.|The sphere disappears.} the sphere disappears forever."
]
},
{
"type": "entries",
"name": "Lore",
"page": 50,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 50,
"entries": [
"A caprathorn can detach a {@creature thornlamm|GHMG} to fight as its ally or consume one to heal."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 50,
"entries": [
"The caprathorn can entomb a fallen foe and unleash a field of disintegrating force. This annihilation field recharges if a creature the caprathorn has entombed dies."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 50,
"entries": [
"When a caprathorn dies, it implodes into a {@item sphere of annihilation|DMG}, which pulls nearby creatures toward it."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Thornlamm",
"page": 50
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Caprathorn",
"page": 51
}
]
},
{
"type": "entries",
"name": "Carvaloth",
"page": 52,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Carvaloth.webp"
}
},
{
"type": "quote",
"entries": [
"When you spot one carvaloth, it's already too late. The others are right behind you."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hidden Hunters",
"page": 52,
"entries": [
"Carvaloths are ancient predators that possess the ability to change their skin color, much like a chameleon. This trait functions as camouflage, when stalking prey or hiding from other predators, and as a display of dominance toward other packs of carvaloths."
]
},
{
"type": "entries",
"name": "Strength in Numbers",
"page": 52,
"entries": [
"A carvaloth's fanged maw is filled with caustic spittle that eats through stone, metal, and flesh. A lone carvaloth is fierce and dangerous. In packs, these predators can quickly outnumber and overwhelm larger creatures."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 52,
"entries": [
"Someone who has proficiency with {@item leatherworker's tools|PHB} can use five hides to produce {@item carvaloth scale armor|GHMG} {@homebrew |(see chapter 4)}. The process takes 6 days and other materials worth 50 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 52,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 52,
"entries": [
"Carvaloths are pack hunters. A carvaloth uses chameleonlike camouflage to hide and stalk prey."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Carvaloth",
"page": 52
}
]
},
{
"type": "entries",
"name": "Catacomb Haunt",
"page": 54,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CatacombHaunt.webp"
}
},
{
"type": "quote",
"entries": [
"Don't be distracted by the bones and skulls set into the walls. It's what comes through the walls that can kill you."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Necropolis Guardians",
"page": 54,
"entries": [
"Many creatures and cultures revere the dead. Those with the ambition and the know-how even build catacombs or necropolises to house the bones of those who have passed before. Many of those dead rest peacefully, but the spirits of some remain behind to keep the living out. Among these undead are catacomb haunts."
]
},
{
"type": "entries",
"name": "Incorporeal Skirmishers",
"page": 54,
"entries": [
"Catacomb haunts prefer the tight, cramped quarters of a necropolis, where winding passages can disorient intruders. The haunts have no such disadvantage. They pop through walls to attack before retreating the way they came."
]
},
{
"type": "entries",
"name": "Elemental Weakness",
"page": 54,
"entries": [
"A catacomb haunt has a weakness to one element, often based on the region in which it dwells or the nature of its death. Something about a haunt reveals this weakness, such as tiny sparks in its form for fire or a subtle crackling mist for cold. This element can be exploited to force the haunt to become corporeal temporarily. Haunts who lurk in the same catacombs often share a weakness."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 54,
"entries": [
"The bizarre ectoplasm a catacomb haunt leaves behind fluctuates between material and immaterial states. The ectoplasm from one haunt can be preserved in a sealed container. Applied to one weapon or 10 pieces of ammunition in 1 minute, the ectoplasm makes those coated weapons magical for 1 hour."
]
},
{
"type": "entries",
"name": "Lore",
"page": 54,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 54,
"entries": [
"This creature is a restless spirit called a catacomb haunt. It should have one weakness to a specific element among acid, cold, fire, lightning, or thunder. Exploiting this weakness turns the spirit corporeal temporarily."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 54,
"entries": [
"One can learn a catacomb haunt's weakness by looking for clues in its shadowy form."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Catacomb Haunt",
"page": 54
}
]
},
{
"type": "entries",
"name": "Cauchemange",
"page": 55,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Cauchemange.webp"
}
},
{
"type": "quote",
"entries": [
"We thought he was just having nightmares for a few days straight, until he keeled over in the field and a big worm burrowed from his chest."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Failed Experiment",
"page": 55,
"entries": [
"Folktales say the Arch Daemon Beleth created the cauchemange as another tool to torment mortals. Those who've studied the secret histories of the Arcanist Inquisition know that these aberrations are a result of a failed experiment by a long-dead Ostoyan wizard. Her intent was to create a creature that allows command over armies of mind-controlled servants. Instead, the experiment created a creature that feeds on and manipulates people's nightmares."
]
},
{
"type": "entries",
"name": "Hungry Larvae",
"page": 55,
"entries": [
"A larval cauchemange resembles a monstrous maggot the size of a human forearm. Hardy, magically resistant creatures, these larvae seek host bodies to burrow into and continue their life cycle. Cauchemange larvae prefer sleeping victims, an insidious trait, because the entry wound heals rapidly, and a victim recognizes few signs of an invading parasite."
]
},
{
"type": "entries",
"name": "Nightmare Pupation",
"page": 55,
"entries": [
"Once a cauchemange larva burrows into a creature, the larva's body dissolves into tiny particles that distribute themselves into the host's nervous system. As the cauchemange pupates, it induces nightmares, hallucinations, and terrifying thoughts, which it feeds upon to mature. While an infected adult is likely to have an extremely uncomfortable few days, many such victims are thought to suffer from lesser maladies."
]
},
{
"type": "entries",
"name": "Dream Incarnate",
"page": 55,
"entries": [
"Once a cauchemange absorbs enough negative memories, thoughts, and dreams, it bursts out of the host's body, taking the form of the host's worst nightmare. This corporeal cauchemange is a nightmare made flesh. It can take a variety of forms, depending on the host's fears or lusts. From a potent host or after developing for years, an adult cauchemange can become a ghostly creature that shifts among nightmare forms."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 56,
"entries": [
"Someone who has proficiency with an {@item herbalism kit|PHB} can prepare a treatment for cauchemange larva infestation by pulverizing another larva's corpse with herbs worth 25 gp. Creating the concoction takes 1 hour of work and a successful {@dc 10} Wisdom ({@skill Medicine}) check. If someone infected by a cauchemange larva takes the treatment, they throw off the infection with a successful {@dc 10} Constitution saving throw. This cure kills the larva.",
"Someone who has proficiency with {@item alchemist's supplies|PHB} can use powder from the corpse of one corporeal cauchemange with other materials worth 100 gp to produce {@item Cauchemange Drug|GHMG|a divination drug}. Doing so takes 4 hours of work and requires a successful {@dc 13} Intelligence ({@skill Arcana}) check. Inhaled while naming a subject before a long rest, the drug induces a nightmare-filled sleep that imparts the effect of the {@spell legend lore} spell on the named subject. The user wakes with desired information but one level of {@condition exhaustion}."
]
},
{
"type": "inset",
"page": 56,
"name": "GM Advice:",
"entries": [
"An enemy to the heroes might implant a cauchemange larva into a character or NPC at an opportune moment. They could then use the psychic data gained by the larva to forward their own evils plans."
]
},
{
"type": "entries",
"name": "Lore",
"page": 56,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Wisdom ({@skill Medicine}):",
"page": 56,
"entries": [
"The larval form of a cauchemange can burrow into you and pupate within your body, bursting out after a few days as an adult that resembles your worst nightmare. This infection can be treated much like a disease."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 56,
"entries": [
"An adult cauchemange can cause magical fear, and a corporeal cauchemange can appear as someone or something you desire. They have a peculiar weakness to expressions of happiness. Singing songs or reciting stories of hope can debilitate the creatures."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Corporeal Cauchemange",
"page": 56
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Incorporeal Cauchemange",
"page": 57
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Cauchemange Larva",
"page": 57
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CauchemangeLarva.webp"
}
}
]
},
{
"type": "entries",
"name": "Champions of Filth",
"page": 58,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ChampionofFilth.webp"
}
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Blightwalker.webp"
}
},
{
"type": "quote",
"entries": [
"Our blight shall purify this land of the meek and the unworthy. Etharis will be reborn."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Illness and Opportunity",
"page": 58,
"entries": [
"When the Weeping Pox struck Liesech, many fled the city ahead of the Bürach Empire's quarantine. After their tales had time to spread, the troops stationed outside the city were astonished that knights wanted to gain passage inside. These self-proclaimed Champions of Filth saw the new virulent disease as an embodiment of their belief in decay and corruption."
]
},
{
"type": "entries",
"name": "Prophets of Pestilence",
"page": 58,
"entries": [
"The Champions of Filth gave themselves over to {@disease the Weeping Pox|GH}, seeking to purify themselves in its horrifying embrace. Most succumbed to the disease, but a few emerged changed by the experience. Their bodies had become hosts to an altered form of the disease, granting them control over its spread and symptoms. These few managed to break out of quarantine, the guards' flesh withering before the knights' new powers. Now they roam free, seeking to spread their grisly gospel."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 58,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB}, {@skill Arcana}, {@skill Nature}, or {@skill Medicine} can remove the heart of a blightwalker. Treated with reagents worth 100 gp, wrapped in an iron chain, and dried in the sun for 3 days, the heart can become a magic item called a {@item blight effigy|GHMG}. Creating this {@item blight effigy|GHMG} using this process requires a successful {@dc 13} Intelligence or Wisdom check with the proficiency used. Someone holding the heart can use an action to squeeze it, casting {@spell blight} as a 4th-level spell with a saving throw DC of 15. Once the heart casts the spell, it and the chain binding it crumble to dust."
]
},
{
"type": "entries",
"name": "Lore",
"page": 59,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 59,
"entries": [
"The Champions of Filth are a sect of knights who revere disease. They believe that sickness plays an important role in the cycle of life and death, weeding out the weak and allowing the strong to flourish."
]
},
{
"type": "entries",
"name": "{@dc 15} Wisdom ({@skill Medicine}):",
"page": 59,
"entries": [
"Champions of Filth allow themselves to be infected with any disease they encounter, treating it as a rite of passage that leaves them stronger than before. They are immune to these plagues, but they can be dangerous carriers."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 59,
"entries": [
"The strongest Champions of Filth, the blightwalkers, are so infested with disease that any contact with their magic or weapons can cause flesh to wither away."
]
}
]
},
{
"type": "inset",
"page": 59,
"name": "GM Advice:",
"entries": [
"Champions of filth obviously have a twisted concept of what disease means, thinking of it as purifying rather than corrupting. This makes them easily manipulated, and perfect minions for a greater threat that uses disease\u2014or even just tricks the champions into thinking that they believe the same things. A group of blightwalkers, all casting {@spell blight} at the same time on enemies, can be a potent killing force.",
"{@note Spells with the same name do not stack; see {@book Combining Magical Effects, PHB|PHB|10|Combining Magical Effects}.}"
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Champion of Filth",
"page": 59
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blightwalker",
"page": 59
}
]
},
{
"type": "entries",
"name": "Chapped Brute",
"page": 60,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ChappedBrute.webp"
}
},
{
"type": "quote",
"entries": [
"The callused skin of the merchant's hulking bodyguard ripples as if something beneath is trying to wriggle free."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mutated Skin",
"page": 60,
"entries": [
"Chapped brutes are hulking humanoids altered by malign magic and forbidden alchemical compounds to create inhuman bodyguards and enforcers. They are so named because of their skin, which has been mutated into hairless calluses. This hide is so thick that its folds have compressed the brute's eyes and mouth to such a degree that it can no longer see or speak. The skin pulses with veins and shifts unnaturally, showing evidence of continued mutation."
]
},
{
"type": "entries",
"name": "Valued Bodyguards",
"page": 60,
"entries": [
"Because of their prodigious strength and extraordinary resistance to damage, chapped brutes act as bodyguards for alchemists or wealthy patrons with the means to keep them docile."
]
},
{
"type": "entries",
"name": "Constant Flux",
"page": 60,
"entries": [
"Rumors abound of some chapped brutes unexpectedly undergoing hideous transformations into other forms. Because of the unstable state of the chapped brute's physiology, their bodily fluids and organs are highly prized for mutagenic qualities."
]
},
{
"type": "entries",
"name": "Awakened Potential",
"page": 60,
"entries": [
"When a chapped brute would die, on rare occasions, its body splits lengthwise along its limbs and swells in size, muscles and viscera peeking out through shredded skin. This transformation drives the creature beyond reason. In this form, a brute can distend sagging limbs into long tentacles.",
"On the rarest occasions, an awakened brute might transform yet again, leaving behind all ties to humanoid origins. The brute grows again. It becomes a pulsating mass of ravening flesh."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 60,
"entries": [
"Chapped brutes rarely carry treasure or equipment unless doing so as instructed by their master. An accomplished leatherworker can fashion the callused skin of a chapped brute into +1 armor\u2014{@item Chapped Brute Leather Armor|GHMG|leather}, {@item Chapped Brute Studded Leather Armor|GHMG|studded leather}, or {@item Chapped Brute Hide Armor|GHMG|hide}\u2014that grants the wearer resistance to necrotic damage and doesn't require attunement. This armor takes 10 extra days of work to fashion, and magical components worth 100 gp must be expended in its creation."
]
},
{
"type": "entries",
"name": "Lore",
"page": 60,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 60,
"entries": [
"The magical and alchemical process that creates these brutes leaves them resistant to necrotic damage."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 60,
"entries": [
"These beings are so volatile because of their creation process that when they are killed, they have a chance to transform into larger, deadlier forms."
]
},
{
"type": "entries",
"name": "{@dc 20} Wisdom ({@skill Medicine}):",
"page": 60,
"entries": [
"The final form of the chapped brute has a life force that fluctuates, so that it randomly gains and loses life force every few seconds."
]
}
]
},
{
"type": "inset",
"page": 61,
"name": "GM Advice:",
"entries": [
"You can use any chapped brute form as part of an encounter. You can also build encounters in which one chapped brute transforms into one or both of its larger forms. To do so, treat each form as a separate monster. Transformation can take up to 1 minute, allowing you to stagger the encounters, but it can occur as quickly as you need it to for your game."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Chapped Brute",
"page": 60
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Awakened Chapped Brute",
"page": 61
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Chapped Brute Abomination",
"page": 61
}
]
},
{
"type": "entries",
"name": "Chiropteran Behemoth",
"page": 62,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ChiropteranBehemoth.webp"
}
},
{
"type": "quote",
"entries": [
"They say the monster flies on silent wings in a shroud of darkness and can't be killed. But those who've seen it can't say anything anymore."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Unkillable Legend",
"page": 62,
"entries": [
"Rumors of the chiropteran behemoth are just that. The batlike monster is said to be the size of a house, as silent as the breeze, and unkillable. The only verified account of a chiropteran behemoth describes one that serves Grand Duke Koshevek of Soma, lairing beneath the dome of the Vonsantra Cathedral. Sages posit that if one behemoth can be created, others can."
]
},
{
"type": "entries",
"name": "Unstoppable Servant",
"page": 62,
"entries": [
"Chiropteran behemoths serve their creators with undying devotion, following orders to completion. The ritual creating a chiropteran behemoth allows the creator to know where its servant's location at all times. While its natural weapons are dangerous, its ear-splitting shriek is more so. The bat-monster can also unleash a sphere of darkness that doesn't hinder its senses."
]
},
{
"type": "entries",
"name": "Undoing Elixir",
"page": 62,
"entries": [
"Unfortunately for the forces of good and light, the rumors of the chiropteran behemoth's immortality are true. The beast returns to life unless exposed to an elixir of rare components, including its own guano. Gaining access to this last ingredient is the challenge, made even greater if the behemoth's master knows its vulnerability."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 62,
"entries": [
"To make one dose of an undoing elixir that can render a chiropteran behemoth vulnerable to death, its guano must be mixed with other reagents worth 250 gp. Someone who has proficiency with {@item alchemist's supplies|PHB} must brew the mixture for 3 days. As an action, someone can splash a dose onto a behemoth if it's within 5 feet or throw a vial of it up to 20 feet, the vial shattering on impact. In either case, the attacker makes a ranged attack against the behemoth, treating the vial as an improvised weapon. On a hit, the behemoth takes 7 ({@damage 2d6}) radiant damage and its regeneration temporarily ceases.",
"The chiropteran behemoth's two canines are good for making a {@item Rapier of Life Stealing|DMG|rapier} or {@item shortsword of life stealing|DMG}. Making the weapon requires someone who has proficiency with {@item smith's tools|PHB} to work for 7 days and use materials worth 1,500 gp along with the two upper canines from the behemoth. Somebody must cast {@spell vampiric touch} on the fangs three times during the process.",
"Claws of a chiropteran behemoth can be used to make a unique {@item vorpal sword|DMG}. Crafting the sword requires the remnants of the behemoth and other rare components worth 25,000 gp. Someone who has proficiency with {@item smith's tools|PHB} must work with someone who has proficiency with {@item alchemist's supplies|PHB} to create the weapon over 30 days. Somebody must also cast {@spell power word kill} on the weapon each day of its making."
]
},
{
"type": "entries",
"name": "Lore",
"page": 63,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 63,
"entries": [
"A chiropteran behemoth serves Grand Duke Koshevek of Soma. This behemoth is the only one whose existence has been verified."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 63,
"entries": [
"The ritual that created the chiropteran behemoth makes it regenerate even when it should die. However, any mortal magic can be undone. The behemoth's leavings\u2014skin, fur, broken teeth, and guano\u2014found in its lair need to be studied to learn the behemoth's weakness."
]
},
{
"type": "entries",
"name": "{@dc 25} Intelligence ({@skill Arcana}):",
"page": 63,
"entries": [
"To create the elixir that can render the chiropteran behemoth vulnerable to death requires its guano\u2014see Salvage."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Chiropteran Behemoth",
"page": 63
}
]
},
{
"type": "entries",
"name": "The Churning",
"page": 64,
"entries": [
{
"type": "quote",
"entries": [
"You'll see it coming, days ahead, but you can't stop it. Like the turn of the world, it's inevitable. But with destruction comes new life, as is the way of things."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mountain, Monster",
"page": 64,
"entries": [
"The Churning is an enormous wandering ooze that resembles a moving hill and smells like earth and rock. Thought to be unique, it devastates everything it passes over. From villages to forests, the Churning carves an endless line of destruction. Left in its wake is rich soil, the opportunity for regrowth. The Churning can be as long as half a mile and at least 60 feet wide."
]
},
{
"type": "entries",
"name": "Endlessly Onward",
"page": 64,
"entries": [
"The Churning stops for nothing and no one. It can't. Sages say that if the Churning is stopped, its insides will seize up, resulting in a swift and sudden demise. But if the creature dies, it or another of its kind reappears somewhere in the world within a few decades, although sometimes sooner and sometimes much longer."
]
},
{
"type": "entries",
"name": "Ooze Nature",
"page": 64,
"entries": [
"The Churning doesn't require sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 64,
"entries": [
"Most of the objects the Churning keeps inside it eventually break down to constituents of rich soil. The Churning's remains contain vast amounts of pulverized material, from wood chips to rubble\u2014more than it seems the Churning could contain, despite its size. Magic items survive longer, and some the Churning can't break down. More than one tale of the Churning tells of heroes who temporarily stopped the creature, finding a magic device they needed for further exploits in the remains. It's as if the Churning, as a bizarre force of balance and rebirth, is an instrument of fate in this way."
]
},
{
"type": "entries",
"name": "Lore",
"page": 64,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 64,
"entries": [
"It's easy to follow the Churning. Look for a wide line of rich, tilled soil."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 64,
"entries": [
"The Churning has plowed through several cities, but the soil left behind allowed for rapid regrowth, resulting in larger and more prosperous settlements."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 64,
"entries": [
"The Churning has poor senses and no volition to hunt or kill creatures, especially those out of its reach. The best way to avoid death from the Churning is to avoid the Churning."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "The Churning",
"page": 64
}
]
},
{
"type": "entries",
"name": "Coldfire Ooze",
"page": 65,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ColdfireOoze.webp"
}
},
{
"type": "quote",
"entries": [
"Coldfire's a menace, sure, but at least it doesn't move around on its own. Why are you staring at me like that?"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Spreading Corruption",
"page": 65,
"entries": [
"Coldfire oozes spread coldfire throughout the north. Corrupted slurries of ice and snow, coldfire oozes have become a menace to frontier towns among the Valikan Clans."
]
},
{
"type": "entries",
"name": "Burning Slime",
"page": 65,
"entries": [
"Those who first faced coldfire oozes didn't realize how the slimes could split. This mistake in the first skirmishes allowed the oozes to further multiply. Now, they can be found all over the northern wilds."
]
},
{
"type": "entries",
"name": "Ooze Nature",
"page": 65,
"entries": [
"A coldfire ooze doesn't require sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 65,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} can use the remains of one coldfire ooze to make one {@item flammable tincture|GHMG} {@homebrew |(see chapter 4)}. Making the tincture takes 1 day of work, materials worth 50 gp, and a successful {@dc 13} Intelligence or Wisdom check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 65,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 65,
"entries": [
"Coldfire oozes are rare creatures that spread coldfire."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 65,
"entries": [
"As with coldfire, fire is the best way to deal with a coldfire ooze. Fire is the only way to put the coldfire out."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Coldfire Ooze",
"page": 65
}
]
},
{
"type": "entries",
"name": "College of Requiems",
"page": 66,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CollegeofRequiems.webp"
}
},
{
"type": "quote",
"entries": [
"It was the most horrible thing I ever heard. It was beautiful."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Conductors of Death",
"page": 66,
"entries": [
"Bards devote their lives to mastering the alluring and compelling power of song, yet a few dour individuals turn their efforts to extending that power into the realm of death. Blending necromancy into their music allows them to tear at life force or animate the dead."
]
},
{
"type": "entries",
"name": "Soul Music",
"page": 66,
"entries": [
"Bards who focus on necromancy call corpses out of the ground to serve them, dancing to their mournful tune. As undead servants advance, the bard sows chaos among enemies, hampering their defenses and turning them against one another. By the time they regroup, the dead are upon them."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 66,
"entries": [
"Performers from the College of Requiems use masterwork instruments of bone and ivory. Each instrument has a distinctly sorrowful sound. Someone who has proficiency with the instrument has advantage on Charisma checks to use it to play a dirge or similar mournful tune. Each instrument is worth 25 gp times the Challenge of the performer it belonged to, but only an expert in instruments is likely to recognize the value."
]
},
{
"type": "entries",
"name": "Lore",
"page": 66,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 66,
"entries": [
"Bards of the College of Requiems turn their arts to necromancy. Most prefer a solitary existence, perhaps in the company of the dead."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 66,
"entries": [
"By weaving necromancy into their music, these spellcasters raise undead minions and hinder their enemies with curses and enchantments. Confronting one of these bards can mean fighting through their undead allies first."
]
}
]
},
{
"type": "inset",
"page": 67,
"name": "GM Advice:",
"entries": [
"Bards of the College of Requiems can make challenging and flavorful villains in their own rights. However, when teamed up with a powerful necromancer or an intelligent undead leader, these mourning minstrels and dirgemasters truly shine.",
"Rather than having a traditional bard playing at their courts and singing their praises, a vampire lord would have a dirgemaster in its employ instead. Not only is that pairing more appropriate in terms of the story, the dirgemaster can bolster its master and the servants of the creature with the necromantic magic the bard wields.",
"On the other hand, in a town overrun with undead, a College of Requiems bard might be the only thing standing between the undead creatures it can influence and the innocent townsfolk. While these bards may be frightening to commoners, their power can be wielded for good as much as ill."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mourning Minstrel",
"page": 67
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Dirgemaster",
"page": 67
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Flute.webp"
}
}
]
},
{
"type": "entries",
"name": "Coral Grazer",
"page": 68,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CoralGrazer.webp"
}
},
{
"type": "quote",
"entries": [
"I used to live in a village in the western shallows. Then a grazer came by and, in one night, everything I knew was gone."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Unnatural Disasters",
"page": 68,
"entries": [
"Sea- and coast-dwellers fear coral grazers. Many such people consider the arrival of a coral grazer to be a natural disaster, but these monsters are far from natural. Equipped with beaked tentacles surrounding its single massive eye, a coral grazer uses its beaks to tear apart and consume coral. But the creature doesn't restrict itself to coral shelfs\u2014it eats anything made of a similar substance, from shells to some stone. It also consumes bones, although in smaller quantities. One coral grazer can lay waste to a whole fishing village."
]
},
{
"type": "entries",
"name": "Ancient Horrors",
"page": 68,
"entries": [
"Accounts of coral grazers can be found throughout recorded history, yet their origins re main a mystery. The oldest legends tell of a cataclysm that precedes the creatures being seen in the shallows. Sages speculate this disaster either gave rise to coral grazers or forced them into new territory. The look of coral grazers is akin that of Aether Kindred and denizens of their mad realm. If the cataclysm that gave rise to coral grazers had its source there, it could explain much."
]
},
{
"type": "entries",
"name": "Progeny Plague",
"page": 68,
"entries": [
"Coral grazer spawn can be as much of a threat as their elder kin. Larvae are up to 6 feet long and they eat tremendous amounts to fuel their growth. After gorging themselves for a year, they retreat to deeper waters, returning to familiar feeding territory when they have reached full size. Most folk prefer to kill the larvae before they can grow.",
"An adult coral grazer can attract several larvae to its feeding area. That means adults are more dangerous when larvae are about in surrounding waters. Sages have noted that larvae are more likely to show up when an adult is in danger."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 69,
"entries": [
"Some artisans prize a coral grazer's beaks, which can make fine, sharp, and unusual blades. The beaks from one larva can fetch 50 gp, and those from an adult up to 200 gp.",
"Someone who has proficiency in the {@skill Medicine} skill can extract an adult coral grazer's eye in perfect condition with a successful {@dc 17} Wisdom ({@skill Medicine}) check. Treated three times with a {@spell flesh to stone} spell and special oils worth 1,000 gp per casting, the eye shrinks and works like a {@item crystal ball}, provided the caster makes a successful {@dc 13} Intelligence ({@skill Arcana}) check with each casting."
]
},
{
"type": "entries",
"name": "Lore",
"page": 69,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 69,
"entries": [
"Coral grazers are dangerous tentacled beasts that tear apart coral and similar material for food."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 69,
"entries": [
"An adult coral grazer's presence can cause paralyzing fear. Although the grazer eats little flesh, it often takes a chunk of a paralyzed creature to get to its delicious bones. The adult can also attract larvae in the area to join it in feasting and fighting."
]
}
]
},
{
"type": "inset",
"page": 69,
"name": "GM Advice:",
"entries": [
"While a coral grazer is at home in the coastal waters of the lands of Etharis, they can be captured and trained by evil-doers to acts as guards and thugs. Little is as terrifying as a moated lair of an enemy that is also full of coral grazers. In fact, some coral grazers have been gifted with the power of magical flight, making them extremely effective and dangerous hunters, even out of water.",
"The paralyzing fright caused by a coral grazer makes them terribly dangerous against those creatures who fail their saving throws. However, higher-level characters who are immune to fear, or who boost others with a fear-negating ability, make this paralyzing fright irrelevant. That's why it's important, when you want to challenge a powerful party, to take down those characters or separate them from their allies during a coral grazer attack. A {@spell dispel magic} to remove the effects of a {@spell heroes' feast} is also strategically beneficial."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Coral Grazer",
"page": 69
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Coral Grazer Larva",
"page": 69
}
]
},
{
"type": "entries",
"name": "Corpse Walker",
"page": 70,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CorpseWalker.webp"
}
},
{
"type": "quote",
"entries": [
"They rose from their graves, some by force of magic, others cursed through their life's misdeeds. Whatever the reason, we can't let them walk among the living."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Grim Awakening",
"page": 70,
"entries": [
"When the soul of a deceased can't leave the body because of induced death or for misconduct, it might rise as a corpse walker. The reanimated corpse moves about with its arms outstretched. With its attacks, a corpse walker siphons a victim's life force and kills living creatures for sustenance."
]
},
{
"type": "entries",
"name": "Night Walkers",
"page": 70,
"entries": [
"Corpse walkers rise at night. By day, they hide in dark places such as coffins and caves. Whether newly deceased or buried for a longer time, the skin of a corpse walker is greenish white with bizarre mold growing on it. The sun burns this flesh and fungus away. As they age, corpse walkers become attached to their resting places and flee there when hard pressed."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 70,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} can mix the mold from a corpse walker's skin with other materials worth 500 gp to produce a potion that grants all the corpse walker's damage resistances for 10 minutes. The skin from an ancient corpse walker can produce two doses of this potion. A humanoid that dies while under the effects of this potion rises as a corpse walker 24 hours later. Creating this rare potion requires a successful {@dc 15} Intelligence ({@skill Religion}) check and 8 hours of brewing.",
"Someone who has proficiency with {@item smith's tools|PHB} can fashion the femur of an ancient corpse walker into a one-handed melee weapon. Both femurs can make a two-handed weapon. Creating the weapon takes 10 days and extra materials worth 500 gp, and it's a magic weapon when complete. Someone you hit with an attack using the weapon can't regain hit points until the start of your next turn. If someone casts {@spell vampiric touch} and {@spell inflict wounds} on the weapon once per day while it's being made, and materials worth 1,000 more gp are added to the process, the weapon also takes on the properties of a {@item sword of life stealing} but need not be a sword."
]
},
{
"type": "entries",
"name": "Lore",
"page": 70,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 70,
"entries": [
"It's bad luck for the living to set eyes upon a corpse walker. The returned gaze imparts a curse. Like a zombie, a corpse walker can take significant wounds and remain standing."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 70,
"entries": [
"The corpse walker has a severe vulnerability to sunlight, which burns and distracts it. Radiant damage is a sure way to ensure the corpse walker stays down when slain."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 70,
"entries": [
"An ancient corpse walker can release spores that call loyal undead to it, although wind can disperse these spores. The ancient walker can also become a cloud of deadly spores that can animate corpses. If terribly wounded, the ancient corpse walker turns into this mist and has 2 hours to return to its lair or perish forever."
]
}
]
},
{
"type": "inset",
"page": 71,
"name": "GM Advice:",
"entries": [
"An ancient corpse walker can lair in ruins and create a legion of humanoid and beast zombies, as well as corpse walkers. Greater undead beings and necromancers might also use these creatures as lieutenants."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Corpse Walker",
"page": 70
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ancient Corpse Walker",
"page": 71
}
]
},
{
"type": "entries",
"name": "Corpse Wisp",
"page": 72,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CorpseWisp.webp"
}
},
{
"type": "quote",
"entries": [
"Some crypts are lit by lanterns. Others by the fragments of lost souls."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Soul Remnants",
"page": 72,
"entries": [
"Sometimes a soul stays in the mortal world to haunt the living. More often, wicked spiritual remnants stay behind to haunt the body's final rest. These remnants form weird, dead lights\u2014corpse wisps\u2014that float in graveyards and other places of death, searching for the living to feed on.",
"These fragments have little sense of the creatures they once were. Still, they cling to the body they once inhabited. Hunger can't destroy them, but they crave life force."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 72,
"entries": [
"A corpse wisp doesn't require air, drink, food, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 72,
"entries": [
"When a corpse wisp is destroyed, it leaves behind a soft, black rock the size of a coin. This \"coal\" can be used as an extra material component when casting a spell that deals necrotic damage. Used in this manner, the coal causes the spell to deal an extra {@damage 1d4} necrotic damage. Using the coal in this way consumes it."
]
},
{
"type": "entries",
"name": "Lore",
"page": 72,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 72,
"entries": [
"These lights, called corpse wisps, are undead spirit fragments caught between life and the great beyond."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 72,
"entries": [
"Corpse wisps are nearly immaterial. Radiant damage is most effective against them, while poison, necrotic, and damage from nonmagical attacks are least effective."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Corpse Wisp",
"page": 72
}
]
},
{
"type": "entries",
"name": "Crawling Grave",
"page": 73,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CrawlingGrave.webp"
}
},
{
"type": "quote",
"entries": [
"This thing was born from a mass grave? Makes you wonder who the real monster is, doesn't it?"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Undead Victims",
"page": 73,
"entries": [
"Unspeakable violence leads to the creation of mass graves, where the dead lie lost and forgotten. The energy from this cruelty can coalesce into tangles of bones that rise to seek out and add new skeletons to the hideous mass."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 73,
"entries": [
"A crawling grave doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 73,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} can use powdered bones from a destroyed crawling grave to brew a death-defying potion. If a creature drinks the potion, the first time they would drop to 0 hit points within 8 hours after drinking they instead drop to 1 hit point. Brewing the potion takes 2 days and materials worth 50 gp, and brewing it correctly requires a successful {@dc 13} Intelligence ({@skill Arcana}) check. One crawling grave has enough bones to refine into four doses of this potion."
]
},
{
"type": "entries",
"name": "Lore",
"page": 73,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 73,
"entries": [
"Tales tell of mass graves that spawn massive undead due to the violent energy that surrounds them."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 73,
"entries": [
"A crawling grave can absorb a corpse and add the bones to its mass."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Crawling Grave",
"page": 73
}
]
},
{
"type": "entries",
"name": "Cult of Tormach",
"page": 74,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CultofTormach.webp"
}
},
{
"type": "quote",
"entries": [
"The wounded soldier's hopes soar as an ally approaches after battle. But the look in her eye tells the soldier that no help will come from this cultist of Tormach."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Military Power Cult",
"page": 74,
"entries": [
"In the uncertainty following the Aetheric War, the absence of the previous deity of war, Malignant, paved the way for the worship of the unhinged Arch Daemon Tormach. People of Unterland birthed the Cult of Tormach within their militaristic nation. Many fear the cult's influence will spread if left unchecked."
]
},
{
"type": "entries",
"name": "Mindless Destruction",
"page": 74,
"entries": [
"The rank and file of the Cult of Tormach carry a well-deserved reputation for wrath and destruction, their zealotry synonymous with the shedding of blood without reason. Cultists of Tormach do not give themselves over to a true berserker state but prefer to attack to overwhelm and dismember their opponents. They have a reputation for slaughtering their wounded at the conclusion of a battle. Unterlanders have learned to expect no quarter from Tormach's faithful."
]
},
{
"type": "entries",
"name": "Champion of Tormach",
"page": 74,
"entries": [
"Tormach touches certain fighters to their core, giving them the strength and fury necessary to deliver great damage. In battle, Tormach's Champions prefer the vanguard, armored as much by the strength of faith and their patron's daemonic blessings as their physical armor."
]
},
{
"type": "entries",
"name": "Tormach Zealot",
"page": 74,
"entries": [
"The most faithful disciples of Tormach, blessed with wicked powers, lead the rest of the cult in bizarre and sickening ceremonies and chants. While Zealots let Champions and other servants of Tormach rush into battle first, they're more than willing to fight and die in Tormach's name."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 74,
"entries": [
"Rarely, one of the weapons a cultist carries retains the terrible spark of Tormach inside it. This weapon is a {@item Tormach's blessed weapon|GHMG} {@homebrew |(see chapter 4)}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 74,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 74,
"entries": [
"Warriors driven by bloodlust and destruction might join a cult of Tormach, who then blesses them with additional powers or prowess."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Tormach Zealot",
"page": 75
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Champion of Tormach",
"page": 75
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Tormach Cultist",
"page": 75
}
]
}
]
},
{
"type": "section",
"name": "D",
"page": 76,
"entries": [
{
"type": "entries",
"name": "Daemon Oak",
"page": 76,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/DaemonOak.webp"
}
},
{
"type": "quote",
"entries": [
"Twisted and tortured, the many faces of this walking, dark-barked oak scream and call as the creature moves through the forest, spreading destruction."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Twisted Treants",
"page": 76,
"entries": [
"Where daemon blood and ichor fall, feindish power ruins the ground. Plant life becomes desiccated and twisted, most falling to rot. But the hardiest plants become warped mockeries of their verdant kin. Among these are {@creature treant|MM|treants} who become daemon oaks, which have elongated, lashing limbs and grasping roots, all bound in infernal chains.",
"Like a host of tormented souls attempting to free themselves from a woody prison, a multitude of faces manifest along the trunk of these animate trees. Some of these faces have a fixed place. Others emerge and then fade into the daemon oak's despoiled bark."
]
},
{
"type": "entries",
"name": "Thrall Spawners",
"page": 76,
"entries": [
"Daemon oaks can cause other trees to share their corruption. Instead of awakening trees, daemon oaks can replace wood and sap with acidic ichor. Once corrupted, a tree serves the daemon oak, amplifying the daemonic tree's menace until the thrall is destroyed. Then, it explodes into a shower of acid."
]
},
{
"type": "entries",
"name": "Unrelenting Destroyers",
"page": 76,
"entries": [
"Daemon oaks are sedentary creatures, drawing their nutrients from corrupted soil. They might stand for decades, wailing in some gloomy corner of deep woods, avoided by animals and sane folk alike. But when roused to action, they rarely stop their rampage until forced to do so."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 77,
"entries": [
"Daemon oak ichor is a powerful if unstable reagent. Harvesting one vial from a daemon oak requires a successful {@dc 20} Wisdom ({@skill Survival}) check. One vial of ichor harvested from a daemon oak can fetch 500 gp from the right buyer.",
"Someone who has proficiency with {@item smith's tools|PHB} can use the chains from one daemon oak to fashion a {@item Chain Shirt of Acid Resistance|DMG|chain shirt of resistance (acid)} or {@item Chain Mail of Acid Resistance|DMG|chain mail of resistance (acid)}. These armors also offer a +1 bonus to AC. Instead, the chains can be used to make a {@item +1 Acid Fighting Chain|GHMG|magic chain weapon} {@homebrew |(see Grim Hollow Player's Guide)}. Such a weapon offers a +1 bonus to attack rolls and damage rolls, and when the wielder hits with an attack using such a weapon, it deals {@damage 1d6} extra acid damage. Each of these rare items requires 10 days and additional materials worth 1,000 gp to make."
]
},
{
"type": "entries",
"name": "Lore",
"page": 77,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 77,
"entries": [
"Fell forces twisted this walking tree. It's resistant to bludgeoning and piercing damage and vulnerable to fire."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 77,
"entries": [
"A daemon oak can turn other trees into thralls. Each servant is nearly as powerful as its master, although far less cunning. A daemon oak thrall can't spit acid like its master, and thralls perish if their master dies. When a thrall dies, it cracks apart, showering acidic ichor over an area within 10 feet of the thrall."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Daemon Oak",
"page": 77
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Daemon Oak Thrall",
"page": 77
}
]
},
{
"type": "entries",
"name": "Danxoni",
"page": 78,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Danxoni.webp"
}
},
{
"type": "quote",
"entries": [
"It's a blessing that danxoni\u2014strange, elongated, multiarmed monstrosities\u2014are a rare sight. Not only are they prone to violence, but if they were to proliferate any faster, their voracious appetites would quickly strip an area of its natural resources."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Churning Innards",
"page": 78,
"entries": [
"The warm moistness of a danxoni's digestive tract is an ideal habitat for insects, fungi, and other tiny organisms. The relationship is symbiotic. The smaller creatures flourish in a secure environment with ready access to nourishment, and the digestion they do helps the danxoni absorb its varied meals."
]
},
{
"type": "entries",
"name": "Multitude of Hungers",
"page": 78,
"entries": [
"Danxoni observed in the wild have been recorded as eating anything. They eat fresh prey, carrion, wood, poisonous plants, and rock and metal. To eat, a danxoni rips chunks with its strong arms and stuffs the material down its throat. The digestive powers of a danxoni's hitchhikers allow it to extract sustenance out of any substance."
]
},
{
"type": "entries",
"name": "Once Sapient?",
"page": 78,
"entries": [
"Some observant adventurers have noted the oddly humanlike appearance of a danxoni's face. All attempts to communicate with a danxoni have confirmed an animal intelligence, leading some to wonder whether danxoni were once a sapient species."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 78,
"entries": [
"Someone who has proficiency with an {@item herbalism kit|PHB} can process portions of a dead danxoni's internal colonies to produce {@item Antitoxin (vial)|PHB|antitoxin} or an herbal cure for {@disease sewer plague|DMG}. Doing so requires 1 hour of work and a successful {@dc 11} Intelligence or Wisdom check. One danxoni can provide enough material for four doses of {@item Antitoxin (vial)|PHB|antitoxin} or herbal cure, or a mix of both."
]
},
{
"type": "entries",
"name": "Lore",
"page": 78,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Wisdom ({@skill Medicine}):",
"page": 78,
"entries": [
"Danxoni can exhale their internal symbionts in a caustic, poisonous, and infectious cloud. Killing a danxoni releases these disease-causing parasites. If harvested properly, however, these creatures can be used to make {@item Antitoxin (vial)|PHB|antitoxin} or a cure for {@disease sewer plague|DMG}."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 78,
"entries": [
"Necrotic damage can quickly wipe out large numbers of the danxoni's internal symbionts, so this damage is very effective against a danxoni."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Danxoni",
"page": 78
}
]
},
{
"type": "entries",
"name": "Dark Mist Stalker",
"page": 79,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/DarkMistStalker.webp"
}
},
{
"type": "quote",
"entries": [
"As we made camp the mist rolled in. Lassiter screamed, but we didn't see anything. Then another scream. And an arrow. Then another. No twang of a bow, just the sharp sound of impact. A full retreat was ordered and we all ran for our lives. At least the three of us who weren't dead."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Trespassers Beware",
"page": 79,
"entries": [
"In places where the fey courts claim dominance in the mortal world, guards were placed to keep out trespassers. Then the Mists came. The noble fey guards were turned into dark versions of their past selves. They no longer serve their fey patrons\u2014instead, they kill any interlopers."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 79,
"entries": [
"The hunting bows of the dark mist stalkers are renowned for their accuracy and ranges so much so that foolish adventurers and hunters of all skill levels attempt to recover them. A slain dark mist stalker has a {@chance 10|10% chance|Dark Mist Stalker Bow|The bow can be truend into an oathbow.|The bow cannot be turned into an oathbow.} to be carrying a weapon that can be turned into an {@item oathbow}. Such a weapon can be altered by a proficient weaponsmith, who must succeed on a {@dc 25} Intelligence ({@skill Arcana}) check after spending 10 days and 7500 gp of components."
]
},
{
"type": "entries",
"name": "Lore",
"page": 79,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 79,
"entries": [
"Dark mist stalkers hide in the woods and always come with the mist! Avoid the mists to avoid your death!"
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 79,
"entries": [
"Dark mist stalkers can hide in the rain and see you without light. Find another way to find them."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 79,
"entries": [
"The bow shot of a stalker can knock you back, and the touch of their knives can cause a wound that can't be staunched."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Dark Mist Stalker",
"page": 79
}
]
},
{
"type": "entries",
"name": "Darkfeather",
"page": 80,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Darkfeather.webp"
}
},
{
"type": "quote",
"entries": [
"A figure moves silently through the city, well past midnight, a masked doctor treating those who have contracted {@disease the Weeping Pox|GH}. Those who look closer see a monster\u2014and not a masked healer\u2014walking the streets."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mimic of Healers",
"page": 80,
"entries": [
"Darkfeathers are monsters that mimic the appearance of the few who try to safely help victims of {@disease the Weeping Pox|GH}. Traditionally, these healers dress in long, feathered black robes with a beak-like mask to protect themselves from contracting the disease. A warped mixture of magic and disease transformed these healers, merging the mask and pestilence, into a humanoid creature with a bird-like skull."
]
},
{
"type": "entries",
"name": "Deathbringer",
"page": 80,
"entries": [
"To some, darkfeathers might be a blessing. Within their skull are two poison glands and a proboscis to deliver the poison to sickened individuals. Victims of a darkfeather seem to improve for a couple of days after the creature's visit, giving the family and victim hope. But death comes quickly, and the darkfeather tracks its victims to drink the liquified remains."
]
},
{
"type": "entries",
"name": "Shadow Lurker",
"page": 80,
"entries": [
"When confronted, the darkfeather retreats and blends into darkness. It avoids conflict unless cornered, and then fights with ferocity to escape. Accurate knowledge of this mimic is rare."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 80,
"entries": [
"Glands within a darkfeather's skull can be harvested and processed into one dose of a {@item necrotic poison|GHMG}, which acts as a {@item potion of poison} that inflicts both poison and necrotic damage if invested. Harvesting and preparing the poison requires proficiency with a {@item poisoner's kit|PHB}, takes 4 hours, and requires a successful {@dc 12} Intelligence check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 80,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 80,
"entries": [
"A darkfeather is a venomous monstrosity that is immune to poison."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill History}):",
"page": 80,
"entries": [
"A darkfeather can blend with the shadows and is averse to {@quickref Vision and Light|PHB|2||bright light}, especially sunlight."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Darkfeather",
"page": 80
}
]
},
{
"type": "entries",
"name": "Dawndrinker",
"page": 81,
"entries": [
{
"type": "quote",
"entries": [
"Sometimes it's darkest after the dawn."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Alien Gloom",
"page": 81,
"entries": [
"A dawndrinker is the fear of the dark incarnated in a leonine shape. But the creature's head is alien, with five orbs that act as eyes and no mouth or nose. Three protrusions around the trunk function as ears. These organs vibrate when the dawndrinker is agitated, sounding like the rumble of an earthquake."
]
},
{
"type": "entries",
"name": "Thirsting Darkness",
"page": 81,
"entries": [
"These creatures are thought to have emerged from the City Below. Others claim dawndrinkers came to this world to defend their summoners against the Arcanist Inquisition. Whatever the case, dawndrinkers leech light from the surroundings, feeding on it and growing stronger. In the presence of a dawndrinker, torches flicker and fail, the sun seems distant, and magical illuminations dim and go out."
]
},
{
"type": "entries",
"name": "Midday Night",
"page": 81,
"entries": [
"When a dawndrinker makes its home, usually in a cave or dense thicket hidden from the sun, it slowly feeds on light in the area. The longer it feeds, the stronger it grows and the shorter the days seem near its lair. After a season, a dawndrinker can grow powerful enough create a small area where it appears the sun never rises."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 81,
"entries": [
"Dawndrinkers have a special organ that stores and processes light the way that other creatures digest food. Most of the creature's body disintegrates after it dies, but this light stomach remains. Someone who has proficiency with {@item alchemist's supplies|PHB}, {@item cook's utensils|PHB}, or an {@item herbalism kit|PHB} can prepare the stomach with other ingredients worth 25 gp. If the preparer succeeds on a {@dc 13} Wisdom or Intelligence check, the organ makes a tasty, sweet meal for up to four creatures. After partaking, those creatures add 60 feet to their {@sense darkvision} range for 24 hours, those that lack {@sense darkvision} gaining it to a range of 60 feet. All partakers also gain {@sense blindsight} to a range of 10 feet for the same duration."
]
},
{
"type": "entries",
"name": "Lore",
"page": 81,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 81,
"entries": [
"A dawndrinker is a cunning predator that can easily hide and move in shadow. It greatly lessens and even extinguishes light sources."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 81,
"entries": [
"A dawndrinker can sense light, its food, at a great distance. The monster is also resistant to fire, absorbing some of its energy, and immune to radiant damage, which is a source of quick nourishment for the dawndrinker."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 81,
"entries": [
"A dawndrinker's attacks can temporarily take away the victim's ability to perceive light."
]
}
]
},
{
"type": "inset",
"page": 81,
"name": "GM Advice:",
"entries": [
"Before running an encounter with a dawndrinker, brush up on the rules for {@condition invisible|PHB|invisibility}, {@quickref Vision and Light|PHB|2||darkness}, and {@quickref Vision and Light|PHB|2||dim light}. The dawndrinker and any of its allies should be able to function in {@quickref Vision and Light|PHB|2||darkness}."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Dawndrinker",
"page": 81
}
]
},
{
"type": "entries",
"name": "Death Cap",
"page": 82,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/DeathCap.webp"
}
},
{
"type": "quote",
"entries": [
"It draped over her head, and everything changed. That insecure bard we all knew and loved was gone. She sliced through us as if we were butter."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Deadly Spirit",
"page": 82,
"entries": [
"The death cap is the manifestation of an executioner's or assassin's spirit, who not only killed without remorse, but hungered for murder. Their spirit and dark hunger live on after death, coalescing into some form of a cap or a hat."
]
},
{
"type": "entries",
"name": "Patiently Waiting Release",
"page": 82,
"entries": [
"These caps are slow movers\u2014landbound slitherers. It spends most of its time patiently waiting for prey, seeming nothing more than a clean but discarded item of clothing made of a lush material. It doesn't reveal its true nature until someone dons the hat."
]
},
{
"type": "entries",
"name": "Psychic Hijacker",
"page": 82,
"entries": [
"Once upon a living creature's head, the transformation begins as the hood attempts to control the mind of its host. When it does, it stretches into a deep black hood, and that's when the carnage begins."
]
},
{
"type": "entries",
"name": "Parasitic Killer",
"page": 82,
"entries": [
"The cap wants nothing more than to slake its murderous desires. While it can be cunning, it rarely passes on an opportunity to kill. It kills its host by pushing it into battle and psychically draining the host's life force."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 82,
"entries": [
"A death cap doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 83,
"entries": [
"The fabric of a defeated death cap is very valuable to tailors and creators of magical clothing, fetching 250 gp. Creating a magical cloak, hat, or other clothing using the fabric from a death cap cuts the creation time in half."
]
},
{
"type": "entries",
"name": "Lore",
"page": 83,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 83,
"entries": [
"Placing the death cap on one's head opens one up to possession by the malignant undead. Once a death cap takes control, it pushes its host to murderous carnage. While one can cut down the host, the easiest way to rid a possessed creature of the cap is to turn undead."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 83,
"entries": [
"The death cap rides roughshod over its host, not only pushing it into battle but also denying it sustenance and sleep. Worst still, it slowly devours those it possesses. The cap can be forced off a host's body by using {@spell dispel evil and good} or similar magic."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Death Cap",
"page": 83
}
]
},
{
"type": "entries",
"name": "Disavowed",
"page": 84,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/AvariceSeraph2.webp"
}
},
{
"type": "quote",
"entries": [
"It draped over her head, and everything changed. That insecure bard we all knew and loved was gone. She sliced through us as if we were butter."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fallen Celestials",
"page": 84,
"entries": [
"When the gods fell, their agents struggled with how to go on. Most served the Arch Seraphs, who claimed their fallen god's mantle. Others found a different path. Either by choice or through an Arch Daemon's corruption, these celestials embraced evil. Such fallen celestials are known as disavowed."
]
},
{
"type": "entries",
"name": "Avarice Seraphs",
"page": 84,
"entries": [
"Many of the god Jezra's seraphs fell victim to Gorodyn's greed-filled words and joined the forces of the Arch Daemon of Avarice, becoming avarice seraphs. These beings still resemble the ideal of a glorious, winged angel. However, an avarice seraph's wings are black with silver-tipped feathers. Its eyes are also black, dripping with oily tears. The seraph has two faces on opposite sides of its head. One face smiles while the other frowns. The seraph rotates its head, displaying the face that suits its situation."
]
},
{
"type": "entries",
"name": "Gluttony Seraphs",
"page": 84,
"entries": [
"Arch Daemon Sitri's temptations seduced seraphs who became gluttony seraphs, who now help further the Tempter's plans. Seeing their gods fall made these celestials recognize the futility of their previous ideals. Such seraphs have given in to their desires, particularly gastronomic ones, becoming giant froglike beings. Stunted wings sprout from a gluttony seraph's rotund form, allowing it awkward flight. A gluttony seraph has an enormous mouth, and the largest of them can swallow other creatures."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 84,
"entries": [
"An avarice seraph's metal-tipped feathers can be sold. Those of the lesser seraph are worth 250 gp, while those of the seraph are worth 1,000 gp.",
"Someone who has proficiency with {@item alchemist's supplies|PHB} can melt the metal on the feathers of an avarice seraph and use some feathers as fletching to make one {@item Arrow of Slaying|DMG|arrow of celestial slaying} for a lesser seraph, or four such arrows from the seraph. Making one arrow takes 7 days of work, reagents worth 1,000 gp, and a successful {@dc 17} Intelligence or Wisdom check.",
"The saliva of a gluttony seraph functions as {@item Antitoxin (vial)|PHB|antitoxin}\u2014 three doses can be collected from a lesser seraph, while ten can be gathered from a seraph. Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can mix two doses of this saliva with reagents worth 50 gp and brew the mixture for 4 hours. The resulting elixir affects the imbiber as a {@spell protection from poison} spell, curing a random poison in the drinker's system."
]
},
{
"type": "entries",
"name": "Lore",
"page": 84,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 84,
"entries": [
"The disavowed are seraphs fallen to evil. Each still retains a measure of its celestial power."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 84,
"entries": [
"From their celestial heritage, disavowed retain magic resistance and resistance to nonmagical attacks, as well as immunity to being {@condition charmed}, {@condition exhaustion|PHB|exhausted}, and {@condition frightened}. Even in a fallen state, the seraph imparts magic and radiant damage to its attacks. Gluttony seraphs are also immune to poison."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 84,
"entries": [
"Avarice seraphs can rouse the greed in any creature. Huge gluttony seraphs can swallow and digest people, although their lesser kin can't."
]
}
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/AvariceSeraph.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Avarice Seraph",
"page": 85
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lesser Avarice Seraph",
"page": 85
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lesser Gluttony Seraph",
"page": 85
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Gluttony Seraph",
"page": 86
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/GluttonySeraph.webp"
}
}
]
},
{
"type": "entries",
"name": "Disembodied",
"page": 88,
"entries": [
{
"type": "gallery",
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/DisembodiedArcanist.webp"
}
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/DisembodiedCommoner.webp"
}
}
]
},
{
"type": "quote",
"entries": [
"It's one thing to be stuck somewhere. It's another to be stuck in two places at once."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ritual Disaster",
"page": 88,
"entries": [
"The disembodied are survivors of a magic ritual that became a regional disaster. All people within and near the city of Ulmyr's Gate when the incident occurred vanished from the face of Etharis. Years later, some returned, though each had a form indistinct to others. The disembodied claim they spent the intervening time stuck between planes, a claim which seems to be true, given the odd abilities the disembodied now possess."
]
},
{
"type": "entries",
"name": "Lost and Returned",
"page": 88,
"entries": [
"For the disembodied, their vanishing and subsequent reappearance happened in the blink of an eye. Disembodied who weren't members of the Great College attempted to pick their lives up where they left off, rebuilding the infrastructure of Ulmyr's Gate or leaving to work their trade elsewhere. Those disembodied from the school of magic spend their time looking for a way to reverse the damage caused by the magic that transformed them."
]
},
{
"type": "entries",
"name": "Living Ghosts",
"page": 88,
"entries": [
"People react to the disembodied with fear. In appearance and ability to travel between the Material Plane and the Ethereal Plane, the disembodied seem to be ghosts. Others also wrongly worry that the disembodied state might be contagious. Many shun close contact even when they recognize the disembodied aren't incorporeal undead.",
"Those who returned struggle to regain some semblance of normalcy. Most disembodied have returned to their trades. Some, in their grief and rage, have turned to hunting spellcasters before they can do further harm."
]
},
{
"type": "entries",
"name": "Disembodied Arcanist",
"page": 88,
"entries": [
"Disembodied arcanists were once the senior students and faculty of the Great College. Few took the magical calamity that changed them as a lesson in caution. Disembodied arcanists search for knowledge and artifacts to complete other rituals that might reverse or complete the ritual that transformed them."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 89,
"entries": [
"The Great College was home to a large collection of magic items. The disembodied somehow recovered some of these objects. A disembodied commoner might carry one common or uncommon magic item. A disembodied arcanist can possess a few such items or one rare one."
]
},
{
"type": "entries",
"name": "Lore",
"page": 89,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 889,
"entries": [
"The disembodied were once the citizens of a city known as Ulmyr's Gate. It housed a school of magic called the Great College, but an arcane accident destroyed the metropolis and institution. Years later, citizens of Ulmyr's Gate and staff and students at the Great College began to reappear, transformed into the disembodied."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill Nature}):",
"page": 39,
"entries": [
"Beasts and other creatures inside and around Ulmyr's Gate suffered the same fate as the humanoids that lived in the city. Although much rarer, some of these creatures have returned to the region and show innate magical abilities like those of the disembodied."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill Arcana}):",
"page": 89,
"entries": [
"The disembodied can step into the Ethereal Plane. They can also call on magic related to their partially immaterial state."
]
}
]
},
{
"type": "inset",
"page": 89,
"name": "GM Advice:",
"entries": [
"Other NPCs or creatures may have disembodied traits. For example, a fighter or paladin, or even a monstrous creature, could be made into a disembodied version by giving them traits similar to the disembodied commoner. A foe's ability to use {@spell blink} or {@spell blur}\u2014in addition to entering an ethereal state\u2014 can make for an interesting new challenge."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Disembodied Commoner",
"page": 89
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Disembodied Arcanist",
"page": 89
}
]
},
{
"type": "entries",
"name": "Doom Boar",
"page": 90,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/DoomBoar.webp"
}
},
{
"type": "quote",
"entries": [
"More vicious than a normal boar, the bite of the two-headed doom boar grants great unluck to those who survive it."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ill-Tempered",
"page": 90,
"entries": [
"The two-headed doom boars hate all life and vent their anger on any creature they can find. The mere sight of a creature drives them into a murderous rage as they try to tear their victim to shreds."
]
},
{
"type": "entries",
"name": "Unlucky Wounds",
"page": 90,
"entries": [
"The tusks of a doom boar cause grievous wounds carrying a random malediction lasting from a minute to a day."
]
},
{
"type": "entries",
"name": "Bone Collectors",
"page": 90,
"entries": [
"Doom boars find shelter in caves, under trees, or in hollows, but one sure sign of a doom boar's lair is the smell of rot and the carpet of bones that liter the area. Doom boars frequently take trophies from their victims that rot in their lair, leaving bones behind."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 90,
"entries": [
"The tusks of a doom boar can be harvested and made into a powder. The powder can be brewed into a tea with 75 gp of rare herbs that if drunk within an hour of its creation allows the victim of a curse another saving throw against a curse currently affecting them. The tea has no affect against a curse that does not allow a saving throw.",
"Additionally, eight doom boars' worth of powder can be alchemically crafted into an elixir known as {@item hogs' wash|GHMG} {@homebrew |(see Chapter 4)} by a creature with proficiency in {@item alchemist's supplies|PHB}, spending 24 hours and 500 gp worth of rare herbs and succeeding a {@dc 15} Intelligence ({@skill Arcana}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 90,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 90,
"entries": [
"Wounds from a doom boar can bestow a random curse upon the target."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 90,
"entries": [
"Doom boars fly into a reckless rage when they see other creatures."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 90,
"entries": [
"A curse caused by a doom boar can be removed with a {@spell remove curse} spell or by the creation of a special tea made from the boar's powdered tusks."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Doom Boar",
"page": 90
}
]
},
{
"type": "entries",
"name": "Doomcaller",
"page": 91,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Doomcaller.webp"
}
},
{
"type": "quote",
"entries": [
"Despair, the end is nigh!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Apocalyptic Prophet",
"page": 91,
"entries": [
"Wrapped in bandages and a cloak, the fiend plays at being a prophet predicting dark times ahead. With the presence of a doomcaller, its predictions are all too real."
]
},
{
"type": "entries",
"name": "Tongue of Tongues",
"page": 91,
"entries": [
"When the doomcaller speaks, all understand, and it understands all that is said."
]
},
{
"type": "entries",
"name": "One of Many",
"page": 91,
"entries": [
"When the doomcaller needs to reinforce its pronouncements of doom, it summons succubi or other fiends to spread fear and despair."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 91,
"entries": [
"When slain, the eyes of a doomcaller harden into gems worth 2000 gp each.",
"When a creature holding one of these gems makes an attack roll, ability check, or saving throw, they can consume it to improve their fortunes. After the roll has been made, but before the GM has announced the result of the roll, the player can expend one gem and reroll the roll. Once done, the player must use the new result, the gem shatters and becomes worthless."
]
},
{
"type": "entries",
"name": "Lore",
"page": 91,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 91,
"entries": [
"Doomcallers are powerful spellcasting fiends."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 91,
"entries": [
"A doomcaller can summon succubi or barbed devils."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 91,
"entries": [
"Doomcallers are resistant to cold, fire, lightning, and nonmagical weapons. They are immune to acid and poison."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Doomcaller",
"page": 91
}
]
},
{
"type": "entries",
"name": "Downcast",
"page": 92,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Downcast.webp"
}
},
{
"type": "quote",
"entries": [
"To assume the downcast are good at heart is foolish. Many still cling to delusions of grandeur and do anything to maintain them."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Angel to Mortal",
"page": 92,
"entries": [
"Once angels, downcast were made mortals with the death of the gods. In the time since, the downcast have had to adapt to their new identities and forge their own path through Etharis. That path often leads to the service of the Arch Seraphs or Arch Daemons.",
"Each downcast was once an angel in service to a god, a relationship that influences a downcast's appearance, aptitudes, and interests. Other people of Etharis fail to notice the behavioral and physical details that distinguish service to one god from another, but the downcast easily recognize one another's historical role in the divine hierarchy.",
"The downcast suffered a loss few others can relate to. They were immortal celestial beings who required neither sustenance nor sleep. They had no fear of disease or infirmity. Many downcast died during the early days after the fall because they didn't or couldn't adapt to being mortal. Those who survived still bear the scars of lessons hard learned."
]
},
{
"type": "entries",
"name": "Prayer to Prey",
"page": 92,
"entries": [
"After the downcast became mortal, a cabal of unscrupulous spellcasters discovered the former angels could be used in sacrificial rituals to obtain great power. Since then, this knowledge has spread to those with occult interests and few moral reservations. Most downcast believe stories related to these rituals are only rumors, a belief that has cost more than one their life."
]
},
{
"type": "entries",
"name": "Downcast Lives",
"page": 92,
"entries": [
"Created to serve the will of the gods, the downcast are used to following orders. This inclination leads some to pursue vocations in which completing orders without questioning their purpose is a virtue. Mercenary companies are a good place to start.",
"Other downcast seek to unlock the power within their semidivine form. Most downcast were capable of magic prior to their fall, but fewer pursue mortal magic. Downcast sangromancers master magic that can become more powerful with the spilling of its practitioner's blood.",
"When the gods were destroyed, some downcast dealt with their new state by turning to other forms of spiritual power. Some turned to Arch Daemons or Aether Kindred, but other downcast founded cults dedicated to worshipping them."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 92,
"entries": [
"The recently deceased body of a downcast can be used in a ritual to unlock magical power. This ritual takes 16 hours to complete and requires candles, chalk, incense, silver, and other reagents worth 2,000 gp. Upon completion of this ritual, the downcast's body disintegrates, and the ritualist can choose one benefit.",
{
"type": "entries",
"name": "Life Force:",
"page": 93,
"entries": [
"The ritualist's maximum hit points increase by 2 per level (or Hit Die) the ritualist has. Each time the ritualist gains a level (or Hit Die), the ritualist's hit point maximum increases by 2. Also, the ritualist's natural lifespan increases by 250 years."
]
},
{
"type": "entries",
"name": "Magic Power:",
"page": 93,
"entries": [
"The ritualist learns the {@spell thaumaturgy} cantrip and gains additional benefits based on the type of downcast sacrificed, as follows.",
{
"type": "list",
"style": "list-hang-notitle",
"page": 93,
"items": [
{
"type": "item",
"name": "Aurelian:",
"entries": [
"The ritualist's Charisma score increases by 1, to a maximum of 20. Once per day, the ritualist can cast {@spell cure wounds} as a 1st level spell."
]
},
{
"type": "item",
"name": "Galiant:",
"entries": [
"The ritualist's Constitution score increases by 1, to a maximum of 20. Once per day, the ritualist can cast {@spell shield of faith} as a 1st level spell."
]
},
{
"type": "item",
"name": "Maliganti:",
"entries": [
"The ritualist's Strength score increases by 1, to a maximum of 20. Once per day, the ritualist can cast {@spell branding smite} as a 1st level spell."
]
},
{
"type": "item",
"name": "Ulmyrite:",
"entries": [
"The ritualist's Intelligence score increases by 1, to a maximum of 20. Once per day, the ritualist can cast {@spell detect magic}."
]
}
]
}
]
},
{
"type": "entries",
"name": "Resurrection:",
"page": 93,
"entries": [
"Upon finishing the ritual, the ritualist can cast {@spell resurrection} without expending a spell slot or providing any other components."
]
}
]
},
{
"type": "entries",
"name": "Lore",
"page": 93,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 93,
"entries": [
"The downcast were once immortal celestial servants to the gods. Each has inclinations and aptitudes based on the god they once served."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill Religion}):",
"page": 93,
"entries": [
"As a result of their divine nature, fallen though it might be, downcast have resistance to necrotic damage and limited access to innate magic."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 93,
"entries": [
"The physical form of a downcast contains significant power from before their fallen state. A ritual requiring the sacrifice or corpse of a downcast can draw out this power."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Downcast Mercenary",
"page": 93
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Downcast Apostate",
"page": 93
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/DowncastSangromancer.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Downcast Sangromancer",
"page": 94
}
]
},
{
"type": "entries",
"name": "Drab Sludge",
"page": 95,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/DrabSludge.webp"
}
},
{
"type": "quote",
"entries": [
"Their stench fills your nostrils and cloys in the mouth. I wish that were the worst thing about these disgusting sludges."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Smelly Sliders",
"page": 95,
"entries": [
"It's difficult to describe the repulsive stench that emanates from a drab sludge. It's like something between a day's old corpse and a rancid latrine, and somehow worse. And the way this deep brownish-green muck sloshes upon surfaces, making a roiling and splashing sound akin to that produced by propelled vomit, only adds to its disgusting nature. These sludges seem more liquid than other oozes, but they can slosh on walls and ceilings in inexplicable ways, adding to their strange and revolting nature"
]
},
{
"type": "entries",
"name": "Unrelenting Splitters",
"page": 95,
"entries": [
"As if its rancid being weren't horrid enough, these oozes split into smaller oozes. When they do, their stench changes, as if sacks of fouler-smelling stuff are torn open in the process."
]
},
{
"type": "entries",
"name": "Ooze Nature",
"page": 95,
"entries": [
"A drab sludge doesn't require sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 95,
"entries": [
"The smell of a drab sludge is so powerful it can revive the {@condition unconscious}. Using the remains of a drab sludge, someone who has proficiency with {@item alchemist's supplies|PHB} can make a {@item resuscitation bomb|GHMG} {@homebrew |(see chapter 4)}. Doing so requires materials worth 50 gp, 4 hours of work, and a successful {@dc 13} Wisdom ({@skill Medicine}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 95,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 95,
"entries": [
"These sludges emit a terrible smell that sickens those who venture near."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 95,
"entries": [
"Damage eventually causes a drab sludge to split, which unleashes an altered stench, forcing those around it to contend with smaller but nearly as potent oozes."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Drab Sludge",
"page": 95
}
]
},
{
"type": "entries",
"name": "Drakes",
"page": 96,
"entries": [
{
"type": "quote",
"entries": [
"Descendants of the great dragons of the mythic past still roam Etharis. They have little of the majesty of their ancestors, but they're still frightening."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Lesser Dragonkind",
"page": 96,
"entries": [
"The dragons most common on Etharis are bestial creatures the size of wolves or horses."
]
},
{
"type": "entries",
"name": "Blight Drake",
"page": 96,
"entries": [
"Blight drakes are stunted dragons, twisted by diseases, to which they are very susceptible. Their wings are small and useless, sometimes rotten or absent. Blight drake saliva is poisonous to most creatures."
]
},
{
"type": "entries",
"name": "Sea Drake",
"page": 96,
"entries": [
"A sea drake keeps to waterways, tormenting sailors and fisherfolk who enter their hunting grounds. These drakes can pluck an unwary mariner off a vessel in the blink of an eye."
]
},
{
"type": "entries",
"name": "Sky Drake",
"page": 96,
"entries": [
"Agile fliers, the sky drakes of Etharis live in the mountains and other desolate areas. A sky drake defends its lair ferociously, but it's willing to negotiate with those who have proven themselves stronger. Sky drakes even serve as mounts in return for promises to leave their homes alone."
]
},
{
"type": "entries",
"name": "Prismatic Drake",
"page": 96,
"entries": [
"Said to be children of Gormadraug, the Prismatic Dragon, prismatic drakes frequent the North. Legends say they want to bring about the return of their ancestor. Sorcerers who foolishly try to tap into Gormadraug's power can be transformed into prismatic drakes. Visions force them to perform tasks that might lead to waking the sleeping dragon."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 96,
"entries": [
"Dragons are rare on Etharis, so materials from their corpses fetch a good price. A dragon's corpse can be sold for at least 100 gp times the Challenge of the monster.",
"Someone who has proficiency with {@item alchemist's supplies|PHB} can reduce the brain of a prismatic drake into an oil that can be used to fashion one {@item Arrow of Slaying|DMG|arrow of dragon slaying}. Brewing the oil takes 5 days of work, reagents worth 2,000 gp, and a successful {@dc 17} Intelligence or Wisdom check. Making the arrow is a trivial task, but treating it properly with the oil takes 5 more days of work."
]
},
{
"type": "entries",
"name": "Lore",
"page": 96,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 96,
"entries": [
"Sea drakes are cunning grapplers resistant to cold, sky drakes are adept fliers and have a bite charged with lightning, and blight drakes collect diseases that don't kill them but make for a toxic bite."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 96,
"entries": [
"Prismatic drakes are the rarest drakes, rumored to be sorcerers transformed into dragons after they foolishly connected their minds to Gormadraug, the slumbering Prismatic Dragon. These drakes can cast spells."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blight Drake",
"page": 96
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Sea Drake",
"page": 96
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Sky Drake",
"page": 97
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Drakes.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Prismatic Drake",
"page": 97
}
]
},
{
"type": "entries",
"name": "Dream Spirits",
"page": 98,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/DreamSpirits.webp"
}
},
{
"type": "quote",
"entries": [
"A dream can be a beautiful thing, until you can't escape it."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dream Born",
"page": 98,
"entries": [
"Dream spirits are manifestations of memories released when a sentient creature dies thinking of a specific moment in their life. Powerful arcane magic can also pull these spirits from a creature. Living dreams are positive or emotionally neutral memories. Conversely, a living nightmare is malevolent, so it harms those around it. Wicked mages or other hateful, potent beings transform living dreams into living nightmares through rituals."
]
},
{
"type": "entries",
"name": "Psychic Feeding",
"page": 98,
"entries": [
"Living dreams are warm, blue motes of swirling light that attract the curious and naïve. They charm creatures into a stupor, feeding off the creatures' psychic energy as the charmed beings experience parts of the dream.",
"Living nightmares are hot, red motes that act aggressively. They create fear to maximize their brutal psychic assaults. These attacks and powers give the victims glimpses of nightmares as the evil dream spirit feeds on their fear."
]
},
{
"type": "entries",
"name": "Gathering Chaos",
"page": 98,
"entries": [
"When several dream spirits come together in an area, they fuse into jumbled memories and terrifying projections. This enormous amalgam, called a katoche, is a roiling cloud of coruscating colors, flickering with psychic lightning. The confusion of their unnatural joining drives the melded spirits to destructive ends."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 98,
"entries": [
"A dream spirit doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 98,
"entries": [
"Dream spirits can be valuable, capturing important information about a person or a moment from the past. Details contained within a dream spirit might provide knowledge, like the location of an important artifact or the combination to a locked vault. Those who succumb to a dream spirit's spells or attacks see snippets of such information. When the dream spirit is destroyed, each creature within 60 feet of it can attempt a {@dc 15} Wisdom ({@skill Insight}) check to learn details of the dream or nightmare's contents.",
"When a katoche separates, it leaves behind dream-infused ectoplasm. Someone who has proficiency with {@item alchemist's supplies|PHB} can use this goo and other materials worth 100 gp to make {@item oil of etherealness|DMG}. The process requires 2 days of work and a successful {@dc 15} Intelligence ({@skill Arcana}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 98,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 98,
"entries": [
"Dream spirits are psychic fragments given form by circumstances or magic. They are incorporeal and, therefore, hard to capture or destroy."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 98,
"entries": [
"Living dreams use charm illusion to pacify other beings, while nightmares rely on fear."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 98,
"entries": [
"Dream spirits can fuse and become a confused swirl called katoches. They overwhelm the senses with confusing visions and break into separate dream spirits when diminished in power."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Living Dream",
"page": 98
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Katoche",
"page": 99
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Living Nightmare",
"page": 99
}
]
},
{
"type": "entries",
"name": "Dreamers",
"page": 100,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Dreamers.webp"
}
},
{
"type": "quote",
"entries": [
"Dreams are a simple reflection of our deepest yearnings. I make them reality."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Strangers in a Strange Land",
"page": 100,
"entries": [
"An ancient species that survived a cataclysm by entering sleep stasis, dreamers are still finding their footing in Etharis. They can recall little of their civilization prior to entering stasis, but the experience had a profound impact on them, granting them the ability to sense and enter the dreams of others. This ability has allowed dreamers to learn about the other people of their world, but their psychic intrusions have done little to endear dreamers to others.",
"The same stasis that allowed dreamers to survive a major calamity also caused them to forget most of their cultural history. Without a shared past, they split on whether to look forward or back. Some believe they should attempt to uncover the ruins of their civilization and resurrect its culture. Others see an opportunity to invent a new place in Etharis."
]
},
{
"type": "entries",
"name": "Dream Lives",
"page": 100,
"entries": [
"Some dreamers can make a living in exchange for information discovered in dreams. Such dreamers enter dreams to obtain details about a person's waking life they can later use as blackmail or sell to an interested third party.",
"Other dreamers have unlocked magical powers related to sleep and dreaming. Other people find dreamer power to enter dreams disconcerting. Some dreamers, such as somnolists, market this ability to fulfill customer fantasies. Their power over sleep can make them more dangerous than one might think a dream performer could be."
]
}
]
},
{
"type": "inset",
"page": 101,
"name": "GM Advice:",
"entries": [
"Dreamers make excellent mystical advisors for foes looking for an edge in the realms of information and dreams. Dreamers might not even realize what their leader is really doing, as their focus is firmly in other realms of reality."
]
},
{
"type": "entries",
"name": "Salvage",
"page": 101,
"entries": [
"Dreamer eyelashes can be used to create a soothing tea that brings about deep sleep. The eyelashes of a dreamer can be had for 4 gp. Someone who has proficiency with an {@item herbalism kit|PHB} can add herbs worth another 1 gp and boil the mixture for 10 minutes. If the herbalist succeeds on a {@dc 10} Intelligence or Wisdom check, and if consumed within an hour of preparation, the tea induces restful sleep. The drinker must succeed on a {@dc 12} Constitution saving throw, which they can fail willingly, or sleep for 8 hours, until they take damage, or until another creature uses an action to awaken them. If the drinker sleeps for 8 hours and thereby finishes a long rest, the drinker can eliminate an extra level of {@condition exhaustion} and gains 2 ({@dice 1d4}) temporary hit points until they finish another long rest. Making this tea requires eyelashes from both a dreamer's eyes. It takes one month for the lashes to grow back to sufficient length to use again."
]
},
{
"type": "entries",
"name": "Lore",
"page": 101,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 101,
"entries": [
"Dreamers are an ancient people who survived into the current time by entering a stasis when their civilization was in jeopardy. A side effect of this stasis was collectively forgetting their history and culture."
]
},
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 101,
"entries": [
"Dreamers are capable of sensing and entering the dreams of others nearby."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 101,
"entries": [
"A tea that enhances sleep can be made from the eyelashes of a dreamer and dried herbs. The sleep induced by the tea is said to be more refreshing than natural rest."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Dreamer Snoop",
"page": 101
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Dreamer Somnolist",
"page": 101
}
]
}
]
},
{
"type": "section",
"name": "E",
"page": 102,
"entries": [
{
"type": "entries",
"name": "Eagal Sithe",
"page": 102,
"entries": [
{
"type": "quote",
"entries": [
"Flitting in the shadows, just out of most people's perception, these fey excel at sowing strife and ruining lives."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Creepy Lurkers",
"page": 102,
"entries": [
"Eagal sithe are rarely seen in their true form. They scutter about like roaches, spying from crevices and shadows in search of their next victim. Patient and obsessive creatures, they savor such selection, like a gourmand of corruptible emotion. They learn routines, note traumas and petty frustrations, and then dig in. Once they do, they're hard to shake loose."
]
},
{
"type": "entries",
"name": "Roachlike Fey",
"page": 102,
"entries": [
"Eagal sithe sport a rusty brown carapace that protects their wings, and their body is propelled by two pairs of spindly, insectoid appendages, driving it with incredible speed and creepy grace. Its flat upper body is a disgusting humanoid\u2014squashed, sickly pale, and distorted\u2014with a tiny, sneering mouth and large, dead-black eyes framed with constantly searching antennas."
]
},
{
"type": "entries",
"name": "Subtle Manipulators",
"page": 102,
"entries": [
"Once their prey is chosen, an eagal sithe latches on with an insidious emotional bond, allowing them to manipulate their victim. They feed off negativity in a heady mix of psychic nourishment and emotional addiction. As the fey feeds, its power grows, and it bloats like a swelling parasite."
]
},
{
"type": "entries",
"name": "Mental Scavengers",
"page": 102,
"entries": [
"This psychic feeding is debilitating and eventually fatal to the prey. But such a death releases a surge of emotional energy, elevating the eagal sithe to greater heights of power for a fleeting time. And once this surge dissipates, the fey moves on, searching for a new victim and starting the horrid process anew."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 102,
"entries": [
"A dried and ground eagal sithe is a potent reagent for many potions, elixirs, poisons, and magic items that can {@condition charmed|PHB|charm}, {@condition frightened|PHB|frighten}, or affect the mind. When combined with such items' standard components, the DC of any effects requiring either a Charisma or Wisdom saving throw increases by 1. An eagal sithe is typically worth 50 gp to a person knowing its worth."
]
},
{
"type": "entries",
"name": "Lore",
"page": 102,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature} or {@skill Arcana}):",
"page": 102,
"entries": [
"These malevolent fey create a bond that allows them to manipulate others' emotions. The more it feeds off its prey's negative emotions, the more powerful the fey becomes."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 102,
"entries": [
"A dead eagal sithe is worth a fair amount of gold to an alchemist or crafter of magic, but only if the corpse is less than a week old."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Eagal Sithe",
"page": 102
}
]
},
{
"type": "entries",
"name": "Eater of Orbs",
"page": 103,
"entries": [
{
"type": "quote",
"entries": [
"With a fiendish grin, the urchin pops the merchant's eye into his mouth, and then transforms into the dead man."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servants to Warlocks",
"page": 103,
"entries": [
"Some warlocks ritualistically infuse their followers with demonic humors to give the underlings fiendish power. Those who survive become operatives with extraordinary abilities. Some of the most powerful of these subjects become eaters of orbs.",
"Working backward from the conclusion that the eyes are windows to the soul, eaters of orbs are trained to extract the essence of a being through the consumption of their eyes. With this abominable exchange, an eater of orbs trained in stealth, impersonation, and assassination can become a top-notch agent and spy."
]
},
{
"type": "entries",
"name": "Fiendish Infiltrators",
"page": 103,
"entries": [
"An eater of orbs is unlikely to engage in direct violence unless they have their victim in a position to kill them outright and take their identity. After taking an identity, the eater impersonates the victim as long as needed, taking advantage of opportunities the charade grants. The eater avoids confrontation while disguised, sending allies or minions to deal with threats. When cornered, however, an eater of orbs doesn't hesitate to fight."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 103,
"entries": [
"A spellcaster that has at least one 3rd-level spell slot can fashion the scalp of an eater of orbs that has eaten an eye within the last 24 hours into a {@item hat of disguise|DMG}. This process takes 8 hours, materials worth 100 gp, and a successful {@dc 15} Intelligence ({@skill Arcana}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 103,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 103,
"entries": [
"An eater of orbs is a humanoid made fiendish by an eye-consuming ritual. This creature can't be charmed. If it eats a person's eye, the eater of orbs can change into that person's shape."
]
}
]
},
{
"type": "inset",
"page": 103,
"name": "GM Advice:",
"entries": [
"Any humanoid creature that might serve a warlock can be turned into an eater of orbs by giving them the ability to extract eyes and then change shape after eating them. An eaten eye would heal 5 hit points per CR."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Eater of Orbs",
"page": 103
}
]
},
{
"type": "entries",
"name": "Ebon Knight",
"page": 104,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/EbonKnight.webp"
}
},
{
"type": "quote",
"entries": [
"They looked like clouds of dark smoke rolling across the ground toward us. But those hoofbeats and ebony lances were real as death."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Evil Martyrs",
"page": 104,
"entries": [
"Paladins who bow to unholy powers serve with fanaticism in life. Those who lay down their lives for their wicked masters return to serve in death as ebon knights. They move wreathed in sulfurous smoke that makes them appear, from a distance, as ghostly or fiendish beings."
]
},
{
"type": "entries",
"name": "Death Steeds",
"page": 104,
"entries": [
"The bond an ebon knight has to its steed carries over into death. These steeds emanate smoke like that of their masters. The two fight in unholy synchronicity fostered by their simultaneous demise."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 104,
"entries": [
"The plate armor of an ebon knight roils with the energy of undying evil. Someone who has proficiency with {@item smith's tools|PHB} can melt the armor of three ebon knights to make plate armor of invulnerability that also grants resistance to necrotic damage. However, this wicked armor requires an attuned wearer to sacrifice life force to it. After the wearer finishes a long rest, or the first time they put the armor on after having not worn it while finishing one or more long rests, they must either give up one-quarter of their remaining Hit Dice to the armor (rounded up) or gain 1 level of {@condition exhaustion}. Someone who has proficiency with {@item smith's tools|PHB} takes 30 days to make this armor, which requires other materials worth 10,000 gp to craft. The intended first wearer must give blood each day, losing Hit Dice or taking {@condition exhaustion} as if wearing the armor. The process fails, consuming half the materials, if the wearer doesn't feed the armor as it's made. If this being then fails to wear and feed the armor daily for 30 days after it's complete, it disintegrates into ash and smoke."
]
},
{
"type": "entries",
"name": "Lore",
"page": 104,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 104,
"entries": [
"Ebon knights seek goodness to snuff out. These beings were evil paladins who sacrificed their lives to their unholy masters. Each has an unnatural bond with an undead steed."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 104,
"entries": [
"The ebon knight and steed are much stronger together. They are all but immune to being turned when in proximity to one another."
]
}
]
},
{
"type": "inset",
"page": 105,
"name": "GM Advice:",
"entries": [
"To up the challenge for a powerful party, make it impossible for the ebon knight to drop to 0 hit points if its steed is still alive, and vice versa. Force the characters to find a way to kill both knight and steed on the same attack."
]
},
{
"type": "inset",
"page": 105,
"name": "GM Advice:",
"entries": [
"Want to tease your player's a bit? When they defeat an ebon knight, have the steed remain alive. A player may want their character to bond with this powerful steed. But then what happens when the soul of the ebon knight living within the steed decides to make its presence known?"
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ebon Knight",
"page": 105
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ebon Knight Steed",
"page": 105
}
]
},
{
"type": "entries",
"name": "Eldritch Priests",
"page": 106,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/EldritchPriests.webp"
}
},
{
"type": "quote",
"entries": [
"First she spoke of a power greater than the gods. Then there was this ringing in my ears. I don't remember what happened after that, but the nightmares were terrible."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Chaos Dwellers",
"page": 106,
"entries": [
"Certain entities are so ancient that some theorize they sprang from the primordial chaos that predates creation. The mere sight of these otherworldly abominations drives most beyond reason, yet some seek them out. These beings, called Aether Kindred, take little notice of mortals. Many of them exist in torpor, dreaming mystical, gruesome dreams in the emptiness between stars. Occasionally, however, mortals touch those dreams and garner a portion of the Kindred's attention. Among these people are eldritch priests."
]
},
{
"type": "entries",
"name": "New Gods",
"page": 106,
"entries": [
"After the demise of the Etharis pantheon, divine magic waned across the world. Desperate souls turned to worshipping the gods' killers in the hopes of currying favor. These priests are few. One of their primary goals is to disseminate the \"truth\" that the gods waged war against a greater power and died for their hubris."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 106,
"entries": [
"The touch of an Aether Kindred's dreams can taint objects with an unstable nature, particularly potions. Any potion found on the servants of these beings has a {@chance 50|50% chance|Tainted Potion|The potion is tainted.|The potion is not tainted.} to be tainted, making the potion's effects unpredictable. Someone inspecting such a potion must succeed on a {@dc 17} Intelligence ({@skill Arcana}) check to identify the instability. Otherwise, the potion appears to be a normal potion of its type. When an unstable potion is consumed, roll on the {@table Eldritch Effects|GHMG} table to determine the effect of the instability, which is in addition to the potion's normal effects and can last as long as the potion does or 1 minute, whichever is longer. However, a creature can attempt a {@dc 13} Wisdom saving throw at the end of each of its turns, ending the instability effect on itself on a success."
]
},
{
"type": "entries",
"name": "Lore",
"page": 106,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 106,
"entries": [
"In the wake of the gods' disappearance, some turned to other ancient entities for power. Those that succeed are known as eldritch priests."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 107,
"entries": [
"These priests draw their power from maddening entities known as the Aether Kindred, which some arcane scholars point to as the cause of the gods' disappearance. The power granted by such creatures can produce bizarre and unpredictable effects."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Religion}):",
"page": 107,
"entries": [
"Some eldritch priests seek to awaken their new \"gods\" by spreading the story of the demise of members the Etharis pantheon. As more people tap into the dreams of the slumbering Kindred, the creatures begin to rouse. If they wake, the world is doomed."
]
}
]
},
{
"type": "inset",
"page": 107,
"name": "GM Advice:",
"entries": [
"Spell choice for enemies like eldritch priests are important. While carrying out inscrutable plans, divination spells are valuable. In battle, however, spells that protect, damage, or debuff are needed to properly challenge the characters."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Eldritch Herald",
"page": 107
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Eldritch Priest",
"page": 107
},
{
"type": "statblock",
"tag": "table",
"source": "GHMG",
"name": "Eldritch Effects",
"page": 107
}
]
},
{
"type": "entries",
"name": "Empyrean Brazen Bull",
"page": 108,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/EmpyreanBrazenBull.webp"
}
},
{
"type": "quote",
"entries": [
"The smell of smoke and incense consumed the castle walls, and we heard the furious and gleeful bellows of the most immense bull we'd ever seen. As our battlements burned and crumbled, we knew all was lost."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "The Golden Bull",
"page": 108,
"entries": [
"This golden metallic bull is filled with divine fire. A nimbus of soul fire dances around it, emanating from its glowing and intelligent amber eyes, and flaming hoof tracks follow in its wake."
]
},
{
"type": "entries",
"name": "Beast with a Burden",
"page": 108,
"entries": [
"The stomachs of this divine bovine are full of soulfire, and all that it eats is consumed in its heavenly absolution. A soul of pure celestial energy inhabits its divine and golden metal trappings. It delights in the cleansing of evil, steadfast in its purpose, and stubborn in its execution of its duty."
]
},
{
"type": "entries",
"name": "'Mooving' and Shaking",
"page": 108,
"entries": [
"The brazen bull was used by the celestial armies as a formation breaker and siege engine. It can charge through the enemy, break down fortresses, and, if it is felled in battle, take more than a few opponents as the fire in its belly explodes."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 109,
"entries": [
"The exploded metal hide of the Empyrean brazen bull can be harvested to make gleaming and radiant {@item brazen armor|GHMG} {@homebrew |(see Chapter 4)}. A proficient armor smith can make a suit of {@item brazen armor|GHMG} by succeeding on a {@dc 20} Strength ({@skill Athletics}) check and using 2500 gp of components. This process takes 20 days to complete."
]
},
{
"type": "entries",
"name": "Lore",
"page": 109,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 109,
"entries": [
"Wildfires that seem to begin with hoofprints are sometimes found during the dry season in farmland, and bright spots on the horizon that look like a massive cow are often reported at the same time."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 109,
"entries": [
"The Empyrean brazen bull is a beast of burden for angels, used for besieging enemies."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 109,
"entries": [
"The Empyrean brazen bull explodes when it dies, and luck be with all in the wake of the blast."
]
}
]
},
{
"type": "inset",
"page": 109,
"name": "GM Advice:",
"entries": [
"The Empyrean brazen bull is obviously a strong force on the side of law and good, and evil or chaotic characters could easily find themselves getting the horns if they mess with the bull. However, just like any other creatures, brazen bulls can be tricked into working against their own interests. They can also be manipulated or corrupted by agents of evil to work against good characters.",
"Brazen bulls can be altered to take other forms as well. Other forms might have different modes of movement to match their environment, and they might have different types of natural weapons. Regardless of the form they take, however, their attacks and traits should remain the same. An Empyreus brazen dragon or whale, for example, might be able to fly or swim, but they'll still be able to charge, swallow, damage with their aura, and explode when defeated."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Empyrean Brazen Bull",
"page": 109
}
]
},
{
"type": "entries",
"name": "Epachrach",
"page": 110,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Epachrach2.webp"
}
},
{
"type": "quote",
"entries": [
"Beware the epachrach, an enormous fey tusker. They make giant boars seem friendly and warm."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fey Fury",
"page": 110,
"entries": [
"An epachrach is a creature of fey fury and might. Empowered by the strength of ancient oaks, it crashes through the forest, seeking those who defile places of primal power. It can abruptly manifest, like a sudden storm of woody skin and twisting tusks, bringing pain and death."
]
},
{
"type": "entries",
"name": "Primal Guardian",
"page": 110,
"entries": [
"Epachrachs seem like forces of uncontrolled rage, but their wrath has purpose. Each epachrach, or a herd of such creatures, guards a sacred natural place. Powerful druids bind some to protect sacred groves from enemies. Other epachrachs defend a place where primal forces naturally gather. Whatever the nature of this spot, the epachrachs guard it with their lives."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 110,
"entries": [
"The leaves and bark that form an epachrach's skin are as durable as steel but much lighter and more flexible, making them ideal for creating scale mail. Someone who has proficiency with {@item smith's tools|PHB} or {@item woodcarver's tools|PHB} can use the hide to craft scale mail that allows a wearer a maximum Dexterity bonus to AC of +3 and doesn't cause the wearer to have disadvantage on Dexterity ({@skill Stealth}) checks. This armor takes 10 days to make, requires other materials worth 250 gp, and weighs 25 pounds."
]
},
{
"type": "entries",
"name": "Lore",
"page": 110,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 110,
"entries": [
"This plantlike boar is really a fey creature and guardian of places of primal power. Its woody hide is vulnerable to fire and resistant to bludgeoning and piercing attacks."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 110,
"entries": [
"Legends say that epachrachs can disappear suddenly or appear from nowhere. The truth is that they can teleport through areas of living plants."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 110,
"entries": [
"Several tales tell of those who stumble into an area epachrachs watch over. Leaving the guarded area or proving no harmful intent saved wily heroes in those stories."
]
}
]
},
{
"type": "inset",
"page": 110,
"name": "GM Advice:",
"entries": [
"In general, monsters that knock characters {@condition prone} are best paired with monsters that perform melee rather than ranged attacks, since ranged attacks against {@condition prone} targets are made with disadvantage.",
"Creating encounter areas where {@condition prone} creatures are grabbed by creeping vines and {@condition restrained} until they escape is a great way to increase the challenge of an encounter with epachrachs. This also gives the epachrachs plenty of opportunities to use their Plant Stride ability."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Epachrach",
"page": 110
}
]
},
{
"type": "section",
"name": "Etharis Companions",
"page": 112,
"entries": [
{
"type": "quote",
"entries": [
"Everything in this damned land tries to kill you: that's my experience. But every once in a while you find a true friend. They only try to kill you if you deserve it."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Exceptional Individuals",
"page": 112,
"entries": [
"Etharis's citizens are simply trying to survive in a hostile, unforgiving world. Some are good, a few are evil, but most have neither the power nor the imagination to stand out. That's what heroes are for.",
"There are some, however, who have intriguing stories and the ability to strike out on their own. These individuals have something important to do, but they may not be able to manage these grand tasks on their own. These nonplayer characters make perfect companions."
]
},
{
"type": "entries",
"name": "Useful Friends",
"page": 112,
"entries": [
"Companions like the ones presented here are useful in a variety of ways. If a group of characters is lacking in numbers or in particular skill sets, these companions can supplement a party. They also have their own stories, which can carry some of the narrative weight of an adventure or campaign. They can be used in the short term to introduce new adventures, or in the long term to act as an important piece for the game master's part of the collective story."
]
}
]
},
{
"type": "hr"
},
{
"type": "entries",
"name": "Andora",
"page": 112,
"entries": [
{
"type": "quote",
"entries": [
"She's an odd one, that barmaid. Downright obsessed with every murder what happens in this forsaken city and always so modestly dressed because she's covered in stitches underneath. Least, that's what they say."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Spark of Life",
"page": 112,
"entries": [
"Created by an eccentric inventor in the Raevan countryside, Andora spent her early years isolated from the outside world in his sprawling manor. The inventor had long ago been expelled from polite society in Raevo for his experiments on the dead, and he frequently opined about the small-mindedness of his contemporaries. He believed that when he finished Andora's education he would reveal her to his peers in Castalore and be applauded for his genius. He may have been, had he not died of natural causes before he considered Andora's education complete."
]
},
{
"type": "entries",
"name": "Failed Attempt",
"page": 112,
"entries": [
"As part of her education, Andora learned etiquette, estate management, and several foreign languages\u2014but not even the basics of her inventor's craft. After years of careful research into his methods, she attempted to restore her creator to life using a modified version of the alchemical ritual he'd used to create her. The ritual failed to bring the inventor back to life, but it did waken his corpse and instill it with an insatiable need for violence. Andora fled the estate and began a new life in Castalore."
]
},
{
"type": "entries",
"name": "Catch a Killer",
"page": 112,
"entries": [
"Now Andora serves food and drink at a tavern and listens for news of the ruthless serial killer stalking the Raevan countryside with anxious guilt. She believes the murderer is none other than her accidental creation. Although Andora is reluctant to ask for help, if she discovers the player characters are also looking to find and stop the killer, she would share what she knows and join them on their mission. If the player characters help her in destroying her creation, they earn her trust\u2014 and she requests to join them for further adventures."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Andora",
"page": 112
}
]
},
{
"type": "entries",
"name": "Llanna Deyern & the Clockwork Horror",
"page": 113,
"entries": [
{
"type": "quote",
"entries": [
"Now it's just a fanciful story, of course. Little girls don't turn into hulking metal monsters!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Real Girl",
"page": 113,
"entries": [
"Llanna Deyern had an idyllic childhood. Her parents realized at a young age that she was a wechselkind, a sentient clockwork facsimile of a child, but they raised her as their own anyway. A curious and mischievous girl, she would sneak away to meet up with other children from the nearby village."
]
},
{
"type": "entries",
"name": "The Twinning",
"page": 113,
"entries": [
"On one such night, Llanna met her friends in a grove rumored to be an entrance to the fey realms. As they played, thundering footsteps echoed through the forest. By the time the children ran, the towering figure broke through the trees, its antlers stretching into the sky above. Llanna doesn't remember how she escaped, but she was the only one who did."
]
},
{
"type": "entries",
"name": "Living to Tell the Tale",
"page": 113,
"entries": [
"Following the loss of so many of the village youth, Llanna was exiled from her home. Ever since that event, Llanna experiences blackouts when under duress. When this happens, Llanna transforms into the Clockwork Horror, a monstrous construct bearing a striking resemblance to the {@book Great Beast|GHMG|1|The Great Beast} that stalks the Bürach Empire. Although Llanna inconsistently recalls snippets of the Clockwork Horror's actions, she has no control over it."
]
},
{
"type": "entries",
"name": "Hunting Season",
"page": 113,
"entries": [
"Llanna is terrified of her ability to transform but has resolved herself to use the Clockwork Horror to get justice for the death of her friends. She travels through the Bürach Empire in search of heroes to aid her in her quest. If the player characters agree to help her track and slay the Beast and its minions, she happily joins them, even if they have more pressing tasks to resolve first."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Llanna Deyern",
"page": 113
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Clockwork Horror",
"page": 113
}
]
},
{
"type": "entries",
"name": "Gillian Hammerstorm",
"page": 114,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/GillianHammerstorm.webp"
}
},
{
"type": "quote",
"entries": [
"Her? Oh, she's a regular here. Drinks until she gets into a fight, wins more often than not, then calls it a night. Sweet girl."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Storm Break",
"page": 114,
"entries": [
"For over a thousand years the Hammerstorm clan mined the Rock-Teeth Mountains to the east of Liesech. After the Weeping Pox swept through the city, it found its way to the Hammerstorm's underground domain, where it decimated the clan. Less than five years later, only a handful of dwarves remained. The survivors realized they could not sustain their ancestral estates and dispersed to other lands. Gillian, the youngest surviving Hammerstorm, settled in Liesech."
]
},
{
"type": "entries",
"name": "Demon in a Bottle",
"page": 114,
"entries": [
"Since the dissolution of her clan, Gillian has taken to spending her inheritance drinking away her nights. She came to Liesech hopeful that she could earn a lasting heroic legacy for the Hammerstorm name, but the rampant cynicism and brutality of the city quickly wore her down\u2014and she abandoned her dream. Quick to anger, Gillian has been kicked out of most reputable taverns in the city for starting fights, leaving her to exclusively patronize ale houses of lesser quality."
]
},
{
"type": "entries",
"name": "Last Call",
"page": 114,
"entries": [
"Player characters who accomplish a heroic and public act might catch Gillian's attention, causing her to temporarily set aside her bitterness for the chance at redemption. In this circumstance, Gillian tracks the player characters down and asks to join their party. Otherwise, Gillian can be found at any of Liesech's seedy taverns, and she eagerly joins any group of adventurers that pays her tab or helps her win a bar fight."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Gillian Hammerstorm",
"page": 114
}
]
},
{
"type": "entries",
"name": "Claunt Mamona",
"page": 115,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ClauntMamona.webp"
}
},
{
"type": "quote",
"entries": [
"We're out of stock on that particular item. If you don't mind who you do business with, there's a pigheaded merchant in the market right now who claims to have anything a body could want."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cursed Merchant",
"page": 115,
"entries": [
"Once a successful merchant in Morencia, Claunt was cursed to a porcine form by a powerful sorcerer for steeply raising the prices of staple foods during a famine. In the years since, one business venture after another failed as partners ended contracts with him out of an abundance of superstitious caution. Though not destitute, he lived far beneath the means he once enjoyed and became desperate to reverse his fortune."
]
},
{
"type": "entries",
"name": "Friends in Low Places",
"page": 115,
"entries": [
"To that end, Claunt took to worshipping Gorodyn. After a particularly bad falling out with a previous business partner, Claunt made a terrible sacrifice to the Arch Daemon of Avarice and was rewarded with a {@i satchel of sorcerous sale}. With supply no longer an issue, and hoping to escape the consequences of the sacrifice, Claunt began traveling to sell his wares. It wasn't long before he discovered that even individual buyers wanted little to do with someone in his condition."
]
},
{
"type": "entries",
"name": "Open for Business",
"page": 115,
"entries": [
"Now more distraught than ever, Claunt is most likely to be encountered on the road or the outskirts of major settlements, living on whatever meager sales he can make. He happily travels with any player characters agreeing to purchase his goods on an ongoing basis. If Claunt believes he can mentor (or exploit) a particularly charismatic player character, he offers to provide them with supplies if they serve as the face of his business. If he believes the player characters as a group are capable, he asks their help in tracking down and slaying the sorcerer who cursed him."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Claunt Mamona",
"page": 115
}
]
},
{
"type": "entries",
"name": "Abree Simoni",
"page": 116,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/AbreeSimoni.webp"
}
},
{
"type": "quote",
"entries": [
"She came through two nights ago looking like she was on the run. If I'd known she was a deserter I'd have alerted the authorities straightaway, Empyreus' truth!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Trial by Fire",
"page": 116,
"entries": [
"Having lost her parents at a young age to a wicked spellcaster, Abree Simoni dedicated her life to becoming an inquisitor. Her diligent study of Empyreus' dogma earned her the privilege of joining the Inquisition's ranks at fourteen years old. Over the course of her first years in the Arcanist Inquisition, Abree's faith was unwavering. When her superiors directed her to root out corruption, she did so with meticulous fervor When asked to put fire to the kindling beneath accused spellcasters, she did so without hesitation. Then she was deployed to the village where she and her brother had been raised by distant family following the death of their parents. She discovered her brother was accused of casting magic. Her unit was charged with incarcerating him until his trial and execution."
]
},
{
"type": "entries",
"name": "Crisis of Faith",
"page": 116,
"entries": [
"Certain her brother would never practice magic, Abree tried to find proof of his innocence. When she couldn't, turning up witnesses who'd seen him engage in ritual bloodletting, she did the unthinkable\u2014she betrayed the Inquisition and fled town with her brother. They were on the run only a few days when Abree woke in the middle of the night to find her brother had left her on her own. With no answers to the accusation against her brother, and no excuse for her superiors, Abree continued her flight from the region."
]
},
{
"type": "entries",
"name": "Lost and Alone",
"page": 116,
"entries": [
"Now Abree travels from town to town, trying to make her way out of the Castinellan Provinces unnoticed. Should the player characters win Abree's trust by showing her kindness, she requests their assistance. Her first goal is to find her brother and ensure his safety. She also wishes to flee the lands where the Arcanist Inquisition holds power. If anyone among the player characters is an inquisitor, she changes her plans and asks if they could vouch for her so she can return to her post. Regardless, if the player characters agree to assist Abree in keeping her safe from the Inquisition, she happily travels with and fights alongside them."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Abree Simoni",
"page": 116
}
]
},
{
"type": "entries",
"name": "Grimaldo Simoni",
"page": 117,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/GrimaldoSimoni.webp"
}
},
{
"type": "quote",
"entries": [
"They say the Thorn of Sante Viegre has killed a hundred inquisitors. It's probably closer to ten, but I can't deny that the brutality of his attacks seems to resonate with the common folk."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Family Secrets",
"page": 117,
"entries": [
"Grimaldo Simoni and his older sister were raised by cousins. Told from an early age that his parents had been killed by a warlock, Grimaldo was tortured by the sense of loss. A sensitive child, he noticed that older villagers seemed to make a point of avoiding him and his sister. Only after his sister left to join the Arcanist Inquisition did he discover the reason late one night when his cousins had been drinking: his parents were not killed by a spellcaster but had been accused of being spellcasters themselves and subsequently put to death by inquisitors."
]
},
{
"type": "entries",
"name": "Thicker Than Blood",
"page": 117,
"entries": [
"Shortly after learning the truth of his parents' deaths, Grimaldo began to study the occult. He became obsessed with following in his parents' footsteps and avenging them by bringing pain and suffering to as many inquisitors as he could. When a traveling merchant came through his village with a book on blood magic, Grimaldo spent everything he had to buy it. Eventually rumors began to spread around his village that he was pursuing the arcane arts. The Inquisition was notified. He was captured easily and assumed he would die. His sister, however, who had joined the Inquisition, was charged with detaining him while he awaited his trial. She released him and led him away from sure death. For a few days they traveled together, but Grimaldo knew that she could not travel the same path as he. He snuck away from her and forged his own trail."
]
},
{
"type": "entries",
"name": "The Thorn of Sante Viegre",
"page": 117,
"entries": [
"Grimaldo spends his time continuing to hone his mastery of blood magic and carrying out guerilla attacks on small units of inquisitors in the Sante Viegre region of the Castinellan Provinces. He shows no mercy in these attacks, killing inquisitors and those who help them hunt arcanists. He leaves his victims in a state that shocks and terrifies anyone finding them. Grimaldo has many associates among wine smugglers in the area and is always looking to recruit those who might be sympathetic to his cause. If the player characters are known to dislike the Inquisition, or have a run in with inquisitors, Grimaldo might approach them to join forces."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Grimaldo Simoni",
"page": 117
}
]
}
]
}
]
},
{
"type": "section",
"name": "F",
"page": 118,
"entries": [
{
"type": "entries",
"name": "Faevlin",
"page": 118,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Faevlin.webp"
}
},
{
"type": "quote",
"entries": [
"Never make a deal with the fey. Never make a deal with a goblin. And if you ever meet a faevlin, you'll know why."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fey Goblin",
"page": 118,
"entries": [
"Faevlins are what happen when a group of goblins makes deals with the fey that they can't keep. In poor lighting, a faevlin can be mistaken for a goblin. However, faevlins are unmistakable in the light. They have teal skin, and a faevlin's head is upside down. Faevlins work for stronger fey or guard places where the veil between the mortal world and the land of fairies is weak."
]
},
{
"type": "entries",
"name": "Broken Promises",
"page": 118,
"entries": [
"As the story goes, in ancient times, a clan of goblins made a deal with a fey lady to gain power. The goblins thought they could break the rules of the deal if no fey were watching. They were wrong. Fey magic swept the clan away. When they returned, they were faevlins. Some say these faevlins escaped, and others claim the fey sent them back to the mortal world to cause trouble. Still others say their servitude ended because they were more trouble than they were worth."
]
},
{
"type": "entries",
"name": "Uncharmed Life",
"page": 118,
"entries": [
"Faevlins willingly work with other creatures, often for mischief and crime, and can be bullied by stronger, wicked beings. They can't be {@condition charmed} by creatures other than fey. But a faevlin might pretend to be {@condition charmed} to get the drop on an enemy."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 118,
"entries": [
"Faevlins love to collect objects that increase their personal prestige and power. Every faevlin is likely to have a few personal trinkets like this, along with the occasional item of real worth."
]
},
{
"type": "entries",
"name": "Lore",
"page": 118,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 118,
"entries": [
"A faevlin can teleport away from attackers but does so in a manner even the faevlin can't predict."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 118,
"entries": [
"Faevlins are goblins cursed by powerful fey magic."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 118,
"entries": [
"A faevlin can't be {@condition charmed} by nonfey, but they have been known to pretend to be {@condition charmed} to trick the enchanter."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Faevlin",
"page": 118
}
]
},
{
"type": "entries",
"name": "Fate Cat",
"page": 119,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/FateCat.webp"
}
},
{
"type": "quote",
"entries": [
"You kicked the cat off the roof and it died? Fella, you have made the worst enemy of your life, and your afterlife."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bringing The Fate",
"page": 119,
"entries": [
"A fate cat is what happens from time to time when a cat has been killed unjustly and for no reason. Usually they reappear with a white mark reminiscent of how they died, such as a skull pattern in their fur for poison."
]
},
{
"type": "entries",
"name": "More Than Nine Lives",
"page": 119,
"entries": [
"No matter what is done, the fate cat always comes back. It regenerates from grievous wounds, and even creates new bodies if the old one is lost."
]
},
{
"type": "entries",
"name": "Magical Tricksters",
"page": 119,
"entries": [
"The fate cat can cast spells to make worse the life of its killer. From small illusions to major teleportation, the fate cat has many tools at its disposal."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 119,
"entries": [
"A fate cat is difficult to kill, but if someone were to obtain a permanently deceased fate cat eye, one could craft an {@item Ioun Stone, Regeneration|DMG|ioun stone of regeneration} with a successful {@dc 25} Intelligence ({@skill Arcana}) check by a proficient jeweler. This would take 50 days and use 10,000 gp of components."
]
},
{
"type": "entries",
"name": "Lore",
"page": 119,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 119,
"entries": [
"The fate cat is an expert tracker, especially with its smell."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 119,
"entries": [
"A fate cat can regenerate from wounds, and it returns from the dead after 24 hours."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 119,
"entries": [
"The fate cat is armed with many spells that can disguise itself or bring woe to those who've harmed it in the past."
]
},
{
"type": "entries",
"name": "{@dc 25} Intelligence ({@skill Arcana}):",
"page": 119,
"entries": [
"Only a {@spell wish} spell or similar magic can truly defeat a fate cat that has targeted its former murderers."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Fate Cat",
"page": 119
}
]
},
{
"type": "entries",
"name": "Fiendish Contractors",
"page": 120,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/FiendishContractors.webp"
}
},
{
"type": "quote",
"entries": [
"I knew when she pulled out a gold pen reeking of brimstone that I was making a mistake."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dark Deals",
"page": 120,
"entries": [
"The denizens of the Netherworld have been vying for influence over the mortal world for an eternity. With the disappearance of the gods, the Arch Daemons saw their opportunity. Recent years have seen an explosion of fiendish activity in Etharis, a large part of which involves the forging of fiendish pacts and the recruitment of agents."
]
},
{
"type": "entries",
"name": "Devil in the Details",
"page": 120,
"entries": [
"The primary way for fiends to gain power and progress through the infernal hierarchy is by contracts. Mortals sign these contracts in return for fame, fortune, or some other benefit. In return, the fiend gains the ability to draw upon that contract as a source of power."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 120,
"entries": [
"Aspiring fiends often possess special materials used in the drafting of infernal contracts. These include special inks and parchment worth up to 200 gp. These materials can also be used for scribing new spells into a spell book or crafting magic scrolls. Any existing contracts on the fiend's person burst into flames upon its death, which might damage other items."
]
},
{
"type": "entries",
"name": "Lore",
"page": 120,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 120,
"entries": [
"Fiends, or mortals taking on fiendish traits, can be found in every corner of Etharis, working their wiles on those foolish enough to sign one of their contracts. They are clever, deceitful, and evil to the core."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 120,
"entries": [
"A fiend's power and status are directly tied to the number and quality of mortal souls bound to it by contracts. Sometimes, the terms of such an agreement involve the mortal becoming a fiend itself, so a powerful fiend might have any number of lesser devils serving under it via contract."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 121,
"entries": [
"Fiends are natives of the Netherworld, and any fiend slain returns to that plane to reconstitute itself. Only powerful divine magic can banish a fiend permanently. Uttering a devil's true name, however, grants the speaker power over it."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Infernal Contractor",
"page": 121
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Infernal Tormentor",
"page": 121
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/InfernalTormentor.webp"
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}
]
},
{
"type": "entries",
"name": "The Fractured",
"page": 122,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/TheFractured.webp"
}
},
{
"type": "quote",
"entries": [
"Those brutal murders could only be the work of a true monster. I'm sure that mild-mannered investigator who was interviewing witnesses will catch the beast."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Buried Rage",
"page": 122,
"entries": [
"On the surface, those known as the fractured seem no different than any other member of society. They adhere to rules of conduct and go about their business as usual when in public, but this behavior is a façade. When given free reign, they transform into swollen creatures of limitless rage."
]
},
{
"type": "entries",
"name": "Mask of Civility",
"page": 122,
"entries": [
"The fractured avoid revealing their true nature. Keeping their identity hidden is one of their primary goals, so they retreat to an isolated area before transforming. Once changed, they seek to eliminate witnesses and flee only as a last resort."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 122,
"entries": [
"Fractured people carry items normal for their public persona. Many craft this persona to be as unlike their true, enraged form as possible. As a result, they often possess objects of delicate or expensive craftsmanship, such as silk handkerchiefs, fine clothing, or jewelry. Clothing seldom survives the fractured person's rage intact."
]
},
{
"type": "entries",
"name": "Lore",
"page": 123,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 123,
"entries": [
"Certain individuals have split identities\u2014one of civil refinement and another of unbridled rage. These people are called the fractured."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill History}):",
"page": 123,
"entries": [
"Fractured can hide in plain sight. Outwardly polite and upstanding members of society, wicked fractured indulge their violent impulses whenever they feel they can escape detection. Those with more scruples might still use their rage to commit crimes."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 123,
"entries": [
"When unleashing their rage, the fractured's appearance alters to the point that features are unrecognizable. Crimes committed in this form are hard to link to the fractured's public persona."
]
}
]
},
{
"type": "inset",
"page": 123,
"name": "GM Advice:",
"entries": [
"In general, fractured are in control of their transformations, even if they are not totally rational when transformed. They revel in their dual-natured destruction, electrified by the violence while enraged, then thrilled by the secret that they must cover up.",
"Adventures can be created where the fractured are not in control\u2014 or even aware\u2014of their transformations. This could be caused by some outside force. Tracking down first who the fractured are, and then who is causing their troubles, is a strong plot of an investigative adventure."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Fractured Socialite",
"page": 123
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Fractured Noble",
"page": 123
}
]
},
{
"type": "entries",
"name": "Fzeg",
"page": 124,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Fzeg.webp"
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},
{
"type": "quote",
"entries": [
"We've been led to believe that vampires and werewolves are natural enemies. Convenient that two fearsome creatures would be so opposed to the other. Never did we imagine, nor prepare, for a time when they might unite."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Horrific Hybrid",
"page": 124,
"entries": [
"A fzeg is a fusion of a vampire and werewolf. The hybrid possesses a combination of abilities more powerful than either. Unlike vampires, fzegs can enter any residence without invitation, and they are undeterred by running water or sunlight. A fzeg's howl can shake the resolve of a seasoned monster hunter."
]
},
{
"type": "entries",
"name": "Sly Shapechanger",
"page": 124,
"entries": [
"To blend in and gain the trust of its prey, a fzeg disguises itself as a humanoid. When a kill is imminent, though, a fzeg moves with great speed to feed its insatiable bloodlust."
]
},
{
"type": "entries",
"name": "Cursed Spawn",
"page": 124,
"entries": [
"A fzeg's bite stuns some foes and curses others. Death might seem a welcome option. But the power of the fzeg is such that a victim who dies by its bite might arise as its spawn the next night."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 125,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} can use 1 pint of blood from a fzeg and mix it with silver and other reagents worth 50 gp to create a {@item lycanthropy antidote|GHMG} {@homebrew |(see chapter 4)}. A slain fzeg has 10 ({@dice 1d4 + 2}) usable pints of blood. The blood of a fzeglaich can be used, but it takes five times as much blood and twice as long to brew. Creating the antidote takes 4 hours of work and a successful {@dc 15} Intelligence ({@skill Religion}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 125,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 125,
"entries": [
"A fzeg is a mix of werewolf and vampire but has fewer weaknesses. The creature is resistant to nonmagical attacks."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 125,
"entries": [
"With its bite, a fzeg can drain life force and curse a person with werewolf lycanthropy. Someone who dies from a fzeg's bite becomes a fzeglaich, a creature like the fzeg and loyal to it."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 125,
"entries": [
"A fzeg can transform into humanoid form. It's natural form, however, is that of a wolf-human hybrid. This vampiric monster isn't vulnerable to sunlight, but radiant damage prevents it from regenerating."
]
}
]
},
{
"type": "inset",
"page": 125,
"name": "GM Advice:",
"entries": [
"An ambitious DM could imagine a fzeg at the lead of a force including other werewolf-undead hybrids. Combined with a ghoul or ghast, the creature would paralyze, or combined with a wight, it would drain the life and lower the maximum hit points of a target. Similarly, other kinds of lycanthropes could become undead and wield hybrid powers."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Fzeglaich",
"page": 124
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Fzeg",
"page": 125
}
]
}
]
},
{
"type": "section",
"name": "G",
"page": 126,
"entries": [
{
"type": "entries",
"name": "Garish Augment",
"page": 126,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/GarishAugment.webp"
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},
{
"type": "quote",
"entries": [
"Unnatural growths and limbs protrude from this creature, which might have once been a person but is now a monster."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Patchwork Body",
"page": 126,
"entries": [
"Some people do anything for power. Those who become garish augments make deals with otherworldly powers or experiment with vile magic to enhance themselves. Such pursuits often go terribly wrong.",
"A garish augment might fight with an enormous claw, acid spit, quills, or all the above. None are identical. Every augment is different, and few who see one ever mistake another for it."
]
},
{
"type": "entries",
"name": "Unquenchable Need",
"page": 126,
"entries": [
"A garish augment never ceases its quest to kill and harvest appendages and organs from other creatures to incorporate into its own makeup."
]
},
{
"type": "entries",
"name": "Fiendish or Aberrant Aid",
"page": 126,
"entries": [
"The alchemical processes necessary to successfully augment doesn't come from magic alone. At some point, the garish augment delved into forbidden knowledge, either fiendish or aberrant in nature, to successfully bond parts of their victims to their living body."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 126,
"entries": [
"With 1 hour of work and a successful {@dc 15} Wisdom ({@skill Survival}) check, the acid- or poison-producing organ of a garish augment can be harvested to provide one {@item Acid (vial)|PHB|vial of acid} or two doses of {@item Basic Poison (vial)|PHB|basic poison}.",
"However, unless fiendish pieces of the creature are burned, the fiend whom the garish augment dealt with might come seeking payment from the augment's killers."
]
},
{
"type": "entries",
"name": "Lore",
"page": 126,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion} or {@skill Arcana}):",
"page": 126,
"entries": [
"This creature's strange augmentations give it a variety of attacks and means of movement."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Garish Augment",
"page": 126
}
]
},
{
"type": "entries",
"name": "Gasdra",
"page": 127,
"entries": [
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "quote",
"entries": [
"Nothing scares me more in the deep wood than the honking of the witch's goose."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Guard Geese",
"page": 127,
"entries": [
"Gasdra look like a three-headed goose with snow white feathers. They are often created to serve as guards for the homes of hags or similar fey."
]
},
{
"type": "entries",
"name": "Born of Foul Ritual",
"page": 127,
"entries": [
"To create a gasdra, a goose egg must be placed in a golden bowl worth 200 gp and bathed in the blood of a newborn infant. The egg is then left in the dark of a new moon for four hours, after which a fully formed gasdra hatches."
]
},
{
"type": "entries",
"name": "Vicious Temperament",
"page": 127,
"entries": [
"Gasdra are extremely protective of their home and attack anyone who trespasses. Conveniently, they are carnivores who can strip a human of flesh in a day, so there's not much mess."
]
},
{
"type": "entries",
"name": "Giant Gasdra",
"page": 127,
"entries": [
"Giant gasdra are grown when a coven uses their powers to grow a regular gasdra to an enormous size. These seven-headed monstrosities can decimate a small village if provoked."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 127,
"entries": [
"Once every two months gasdra lay {@dice 2d4} eggs. These eggs never hatch and are inedible by humanoids, though hags find them delicious. However, the yolks of gasdra eggs are the deepest black and can be used to make fine pigments. Each intact egg sells for 20 gp. Those proficient with {@item alchemist's supplies|PHB} or {@item painter's supplies|PHB} and succeed on a {@dc 15} Intelligence check turn an egg into 50 gp worth of pigment with one day of work."
]
},
{
"type": "entries",
"name": "Lore",
"page": 127,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 127,
"entries": [
"Gasdra are vicious watch animals kept by hags that look like geese with three heads. Their three brains make them hard to affect with abilities that {@condition blinded|PHB|blind}, {@condition charmed|PHB|charm}, {@condition deafened|PHB|deafen}, {@condition frightened|PHB|frighten}, {@condition stunned|PHB|stun}, or knock them {@condition unconscious}."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 127,
"entries": [
"The eggs of gasdra are a valuable ingredient in black pigments."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 127,
"entries": [
"A gasdra can be turned into a giant gasdra by a foul ritual that involves feeding the monstrosity seven newborn infants under a new moon and painting the creature's feathers with seventy of its own eggs. When the new moon sinks below the horizon, the gasdra grows four more heads and becomes massive, its feathers forever stained dark as night. Giant gasdra are suitable as mounts for hags and other evil creatures."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Gasdra",
"page": 127
},
{
"type": "image",
"href": {
"type": "external",
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{
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]
},
{
"type": "entries",
"name": "Gasper",
"page": 129,
"entries": [
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "quote",
"entries": [
"While travelin' in the wilds, pack more food'n water'n ya think ya need, keep yer tinder dry, and don't disturb tranquil pools, as every wayfarer worth their salt knows."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sacred Sites",
"page": 129,
"entries": [
"Powerful fey want certain pools, natural springs, and waterfalls to be left pristine and undisturbed. These fey created gaspers to ensure areas of sacred water remain undefiled. Gaspers don't harm those who respect the water. They do attack those who pollute or defile the water or area near it."
]
},
{
"type": "entries",
"name": "Small Clues",
"page": 129,
"entries": [
"Gaspers protect the area surrounding their sacred water by drowning and dissolving their victims. A cautious traveler might glimpse bits of bone in the water from those slain there. The gasper discards lost equipment where it won't pollute the water. Anyone who disturbs the gasper's sensitivities might notice their reflection in the water scowls at them just before the gasper attacks."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 129,
"entries": [
"Water that fills a victim's lungs and mouth while {@condition grappled} by a gasper is expelled when the {@action grapple} is broken. If a creature took acid damage from the gasper and captures this water in a container, it can be used as a reagent for a {@item potion of acid resistance|DMG}. Someone who has proficiency with {@item alchemist's supplies|PHB} can brew the water with other materials worth 20 gp in a process that takes 4 hours, making one dose of this potion."
]
},
{
"type": "entries",
"name": "Lore",
"page": 129,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 129,
"entries": [
"A gasper might attack anyone who it thinks has defiled the water it guards. Anything that happens in or near the water might provoke the creature."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 129,
"entries": [
"A gasper understands {@language Sylvan|PHB} but rarely speaks to those it deems enemies. But promising to leave a protected area might convince a gasper to cease attacking."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Gasper",
"page": 129
}
]
},
{
"type": "entries",
"name": "Gegazol",
"page": 130,
"entries": [
{
"type": "image",
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},
{
"type": "quote",
"entries": [
"The Scourge of the North is an undead dragon named Gegazol. If I hear her name, I get the hell out of there. She's powerful, cunning, and treacherous. And she's rarely alone\u2014she always has one army or another behind her."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ageless Threat",
"page": 130,
"entries": [
"There's a saying that Gegazol and the icy north share the same birthday. For as long as the Valikan Clans have told tales, their stories spoke of Gegazol's rage\u2014though none who live have seen her. In the early centuries, Gegazol was a living dragon, many say an offspring of the Prismatic Wyrm Gormadraug. She lived, that is, until she attacked a daemon. The battle was ferocious, as the dragon and fiend fought for life. Gegazol won, tearing the fiend in half, but her victory had a price. As the daemon's ichor flowed upon the dragon, it killed and later cursed her body with the filth of undeath. Gegazol raged at her reawakening and proceeded to tear at and destroy her own undead body, only to reform later near the body of the vanquished daemon. The skull of the demon acts as the dragon's soul vessel.",
"There's an essential link between Gegazol and the daemon skull. Whenever the dragon's undead body is destroyed, it reconstitutes dramatically. First, the stained bones appear, followed by the rotten muscle, tattered flesh, rotting teeth, and a maggot-infested tongue. Gegazol is helpless in this transformation. She can't touch the skull\u2014subtle enchantments steer her away. Gegazol has lost track of how many times she's been restored near the skull."
]
},
{
"type": "entries",
"name": "Scourge of the North",
"page": 130,
"entries": [
"Gegazol subjugates and wars for many reasons. First and foremost, she does so to protect her soul vessel. She wars to control the actions of pesky and curious mortals. Beyond protecting the daemon skull, Gegazol has a hard time rationalizing her decisions. She isn't entirely in control; she's being manipulated.",
"To Gegazol, her mind is her own, but deep down, something else swirls. The daemon's psychic essence intermingled with the dragon's consciousness when her body became undead. The daemon's essence either refuses to or is incapable of communicating with any creature. It can't speak; the skull is silent. Its mind can't be reached via magic."
]
},
{
"type": "entries",
"name": "Delusional Destiny",
"page": 130,
"entries": [
"A mind under extreme pressure breaks. Gegazol is cunning, often lucid, and by no means addled, but she is prone to intense stubbornness and unshakable belief that her destiny is to become Queen of the World. It's a lofty goal, given that she has yet to conquer even a fraction of the North, but she has time on her side.",
"Gegazol both longs for and fears war. She remembers her death, and many deaths since, leaving her hesitant to muster her undead army and march south again. As the festering will of the daemon prods her, however, it's only a matter of time before the Valikan Clans learn the myths of her existence are all too real."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 130,
"entries": [
"Gegazol doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Gegazol's Lair",
"page": 130,
"entries": [
"The Scourge's lair is the sinkhole cave on an island off the northernmost shores of Etharis, north of even the raging coldfire. In this cave, the daemon's skull sits. It rests at the bottom of a deep, wet cavern upon a pedestal carved into the earth. Magic wards protect the crack above the skull. Gegazol's Immortals, a brutal cadre of undead warriors the dragon created or conquered, guard the expanded catacombs around the shrine. Gegazol needs no rest, but between campaigns, she lounges within the shrine, curled around the skull's pedestal. The whole place stinks of decay, making the site nauseating. While in her lair, Gegazol's Stench radius increases to 120 feet.",
{
"type": "statblock",
"tag": "legroup",
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"name": "Gegazol",
"page": 130
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 130,
"entries": [
"Gegazol's lair holds a hoard gathered over the centuries. She has spread this loot among various vaults and chambers, and her Immortals guard these treasures. Her treasurers\u2014a trio of compulsive vampires\u2014keep careful records of the hoard in a library within the lair's inner vaults. Each record contains a great deal of knowledge about the fates of various objects, and sometimes the vampires track a treasure beyond its gifting and engage in occasional quests to regain a lost valuable. Each historic tome from the library is worth at least 100 gp to the right collector. Enterprising adventurers could use any of these books as a guide to searches for lost treasures."
]
},
{
"type": "insetReadaloud",
"page": 131,
"name": "Daemon Skull Soul Vessel",
"entries": [
"The ancient daemon skull that serves as Gegazol's soul vessel possesses infernal power, giving it the means for mischief and self-preservation. It has AC 6, but it's immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, as well as cold, fire, necrotic, and psychic damage. It's immune to all conditions, and it has a {@d20 7} bonus to all saving throws, making saves against spells and magical effects with advantage. The skull has 200 hit points.",
"When harmed, the skull sends out a psychic alarm. Gegazol and her Immortals can sense this alarm, provided they are on the same plane of existence. Also, when a creature deals the skull damage, that creature must succeed on a {@dc 21} Wisdom saving throw or take psychic damage equal to half the damage the creature dealt.",
"If her soul vessel is destroyed, Gegazol can't rejuvenate. When her body is destroyed again, she dies."
]
},
{
"type": "entries",
"name": "Lore",
"page": 132,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 132,
"entries": [
"Gegazol, Scourge of the North, is an ancient dragon transformed into an undead horror millennia ago. Tales as old as creation tell of her infrequent but violent assaults on lands south of her lair, and all lands of Etharis are south of her lair."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 132,
"entries": [
"Not only possessing great physical power, defenses against magic, and an undead army at her back, Gegazol, like a lich, has a soul vessel that harbors her undead soul and can rejuvenate her body when Gegazol is destroyed. It's said that this vessel is a massive daemon skull, and that the dragon keeps it hidden in her lair."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill History}):",
"page": 132,
"entries": [
"Gegazol calls the undead who serve her Immortals'. Among them are vampires, ghouls, and undead that are even more powerful. Given many of these undead have fallen in her wars and powerplays, the Immortal title is aspirational."
]
}
]
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{
"type": "entries",
"name": "Gnolls",
"page": 134,
"entries": [
{
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{
"type": "quote",
"entries": [
"I never believed the rumors about the Beast and how it could change people. Then I saw how everyone at the logging camp had been transformed. It had to be a power even greater than a god's."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Beast Cursed",
"page": 134,
"entries": [
"Gnolls aren't a naturally occurring species. Instead, they're other humanoids mutated due to the influence of {@book the Beast|GHMG|1|The Great Beast}. This power transforms its victims into raving monsters bent on destruction. Gnolls keep their humanoid shape, but the head becomes like that of a jackal, and they grow fur, fangs, and claws. The brain changes, as well, allowing gnolls to communicate in their own twisted language."
]
},
{
"type": "entries",
"name": "Roving Warbands",
"page": 134,
"entries": [
"Gnolls have become incapable of civilized behavior; their driving instinct is wanton destruction. They join other \"children\" of {@book the Beast|GHMG|1|The Great Beast}, forming warbands that swarm across the countryside, killing and eating every living creature in their path. Within the warband is a loose social structure based on strength and an instinctual recognition of other Beast-bound creatures."
]
},
{
"type": "entries",
"name": "Continual Transformation",
"page": 134,
"entries": [
"A gnoll is the first stage in a continuing mutation process. Gnolls that eat enough raw flesh and drink enough blood can mutate into other forms. A gnoll might grow spikes from their spinal column, and these spikes can be removed and thrown like darts. Other gnolls ooze poison from these spikes and might gain other abilities. Rare gnolls even grow batlike wings."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 134,
"entries": [
"The spine spikes of a venomous gnoll can be fashioned into {@item Gnoll Ammunition|GHMG|four arrows, bolts, or darts}. Someone who has proficiency with {@item smith's tools|PHB} or {@item tinker's tools|PHB} can make these projectiles in 4 hours. Each time one of these projectiles hits a target, the target takes an extra {@damage 1d4} poison damage, but if the {@dice d20} on the attack roll is a 1 or an even number other than 20, the projectile ceases to be poisonous.",
"Someone who has proficiency with {@item alchemist's supplies|PHB} can use the saliva glands from two gnoll brutes or one rampage gnoll to create a {@item potion of growth|DMG}. The glands must be harvested by someone who has proficiency in the {@skill Medicine} skill, and doing so requires a successful {@dc 13} Wisdom ({@skill Medicine}) check. These glands must be used within 3 days or they go bad, although a {@spell gentle repose} spell cast on the glands makes them last for that spell's duration. Making the potion requires 1 day of work and reagents worth 25 gp.",
"The wings of a rampage gnoll can be used to fashion bat wings of flying. Someone who has proficiency in {@item leatherworker's tools|PHB} can make this cloak in 5 days, using reagents worth 500 gp. Somebody must cast {@spell fly} on the cloak on three out of the five days of its making. These wings give you a fly speed of only 40 feet, but they can be used once every {@dice 1d8} hours."
]
},
{
"type": "entries",
"name": "Lore",
"page": 134,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 134,
"entries": [
"Gnolls were once normal humanoids, but they have been mutated by the power of the Beast."
]
},
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 134,
"entries": [
"Some gnolls use spikes that grow from their bones, usually the spine, as projectiles. Different gnolls have different mutations, though, and some of these spikes are poisonous. The strongest mutants develop wings and infect the minds of those nearby with bloodthirsty fury."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 134,
"entries": [
"Gnolls form bands along with other mutated creatures to rampage across their region. The gnolls eat the flesh and drink the blood of any living things they kill. They speak to each other in their own language of howls, snarls, and grunts."
]
}
]
},
{
"type": "inset",
"page": 135,
"name": "GM Advice:",
"entries": [
"As mutated servants of the {@book Great Beast|GHMG|1|The Great Beast}, gnolls can be used in a variety of situations. They can roam the countryside as random encounters, pop up in cities or villages in places where the Beast has been seen, or act as troops in terrible armies of evil."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Beast Gnoll",
"page": 135
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Venomous Gnoll",
"page": 135
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Gnoll Brute",
"page": 135
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/VenomousGnoll.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Rampage Gnoll",
"page": 136
}
]
},
{
"type": "entries",
"name": "Gore Elemental",
"page": 137,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/GoreElemental.webp"
}
},
{
"type": "quote",
"entries": [
"The blood, flesh, sinew, and viscera congeal across the battlefield, taking a vaguely humanoid shape. Somewhere, Tormach is pleased."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Tormach's Glee",
"page": 137,
"entries": [
"The Arch Daemon Tormach revels in slaughter, and in places where death and carnage preside for an extended period, the concentration of bloodlust and death spawns a gore elemental. Cultists of Tormach may also summon such an elemental to do their gruesome bidding."
]
},
{
"type": "entries",
"name": "Mobile Sepulcher",
"page": 137,
"entries": [
"The gore elemental is little more than a barely sentient pile of the vilest remnants of battle: blood, rent flesh, broken bones, vomit, bile, and torn innards"
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 137,
"entries": [
"At the center of a gore elemental is a skull, which belonged to the most powerful creature that perished at the slaughter that created the gore elemental. With a successful {@dc 15} Intelligence ({@skill Arcana}) and 100 gp worth of components, one can create a {@item talisman of Tormach|GHMG} {@homebrew |(see Chapter 4)}. This process takes 8 hours."
]
},
{
"type": "entries",
"name": "Lore",
"page": 137,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 137,
"entries": [
"The gore elemental is created at the site of great slaughter, showing that Tormach was pleased by the events."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 137,
"entries": [
"Creatures caught inside the gore elemental are assaulted by not just the bone and metal inside it, but also the vile power of Tormach that makes such a creature possible."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Gore Elemental",
"page": 137
}
]
},
{
"type": "entries",
"name": "Gozomite",
"page": 138,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Gozomite.webp"
}
},
{
"type": "quote",
"entries": [
"I avoid caves. Not because I am afraid of the dark, but because I am afraid of the gozomites living there."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Night Crawlers",
"page": 138,
"entries": [
"Insectoid gozomites despise bright lights and haunt underground places, only venturing above ground on dark nights."
]
},
{
"type": "entries",
"name": "Parasitic Lifecycle",
"page": 138,
"entries": [
"Gozomites breed by stinging mammals with their bulbous stinger and injecting hundreds of eggs. Mammalian blood quickens the eggs, which hatch into a swarm of gozomitelings and quickly devour the victim."
]
},
{
"type": "entries",
"name": "Vulnerable to Fire",
"page": 138,
"entries": [
"Gozomite ichor is particularly flammable and is prized by alchemists."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 138,
"entries": [
"It takes 4 hours to harvest and bottle {@dice 1d4} doses of {@item Gozomite Ichor (flask)|GHMG|ichor from a gozomite} that did not die from fire damage.",
"As an action, you can splash the {@item Gozomite Ichor (flask)|GHMG|gozomite ichor} onto a creature within 5 feet of you or throw a flask of it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the ichor as an improvised weapon. On a hit, the target is covered in ichor and if the target takes any fire damage before the ichor dries (within 3 rounds), the target takes an additional 14 ({@damage 4d6}) fire damage."
]
},
{
"type": "entries",
"name": "Lore",
"page": 138,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 138,
"entries": [
"Gozomites inject eggs with their stinger that quickly hatch into hundreds of gozomitelings that devour the victim."
]
},
{
"type": "entries",
"name": "{@dc 15} Wisdom ({@skill Medicine}):",
"page": 138,
"entries": [
"Gozomites and gozomitelings are vulnerable to fire. An infestation can also be cut out or cured with any effect that cures disease."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 138,
"entries": [
"Gozomite ichor is highly flammable and can be used to create bombs like flasks of oil, if more powerful."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Gozomite",
"page": 138
}
]
},
{
"type": "entries",
"name": "Grief Eater",
"page": 139,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/GriefEater.webp"
}
},
{
"type": "quote",
"entries": [
"Cities are meant to be hubs of prosperity and culture. But all I see are the sad, poverty-stricken slums. Little did we know, when you spend enough time in those places you'll learn of creatures with a taste for broken hearts."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Despair Devourers",
"page": 139,
"entries": [
"Grief eaters are fey predators attracted to the essence of concentrated despair. They hide in a city's alleys and crumbling buildings, seeking hopeless people to feed on. These victims usually perish, causing a string of disappearances that can cause a serial-killer rumor to flare up, along with a rising population of grief eaters."
]
},
{
"type": "entries",
"name": "Downcast Decoy",
"page": 139,
"entries": [
"A grief eater appears to be a cloaked person, down on their luck. These \"people\" hunch over, crying and babbling. Observant viewers notice the cloak is really a grey membrane. Legs \"clutched\" to the chest are part of a warped torso. The creature travels on its long, spindly arms."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 139,
"entries": [
"A grief eater's \"hood\" is a sensitive membrane that allows the creature to detect despair and other grief eaters. Someone who has proficiency in the {@skill Arcana} and {@skill Medicine} skills can remove this membrane intact with a successful {@dc 13} Wisdom ({@skill Medicine}) check. Somebody who has proficiency with {@item leatherworker's tools|PHB|leatherworker's} or {@item weaver's tools|PHB} can use six of these membranes to create a {@item morose monocle|GHMG} {@homebrew |(see chapter 4)}. Creating this monocle takes 5 days and other materials worth 100 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 139,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 139,
"entries": [
"Grief eaters are fey that feed on fear and sorrow. They prefer the shadows and are sensitive to {@quickref Vision and Light|PHB|2||bright light}."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 139,
"entries": [
"A grief eater can sense people who are full of despair, fear, or sorrow, as well as other grief eaters. Such creatures can't hide from a grief eater."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Grief Eater",
"page": 139
}
]
},
{
"type": "entries",
"name": "Grim Piper",
"page": 140,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/GrimPiper.webp"
}
},
{
"type": "quote",
"entries": [
"A gentle sound upon the wind,",
"Crawled beneath my ragged skin,",
"And pulled me forth against my will,",
"To darkened alley, my doom fulfill."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mysterious Fey",
"page": 140,
"entries": [
"Grim pipers are wicked fey haunting the edges of civilization. They prey on the unwary, killing the unfortunates who hear their music. The lucky few who've survived these encounters have difficulty describing the piper's appearance, but the stories are similar: human-looking figures in ragged patched clothing of varying colors. Their features remain hidden beneath a cowled cloak. The only consistent detail most survivors could corroborate is the creature carried a dark wooden flute."
]
},
{
"type": "entries",
"name": "Haunting Music",
"page": 140,
"entries": [
"Pipers use their enchanting music to lure victims into darkened alleys where they delight in killing. Their haunting melodies can steal a life as quickly as the flashing daggers they use when prey resist their bewitching tunes."
]
},
{
"type": "entries",
"name": "Sinister Allies",
"page": 140,
"entries": [
"The origins of this fey remain unclear. Some suggest Arch Daemons called them forth from the fey realm to lure mortals to an early death. Others contend they are dark fey seeking vengeance for their destroyed forests. Though normally loners, pipers sometimes work for evil beings on the promise of powerful magic."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 140,
"entries": [
"Grim pipers use dark wooden flutes fashioned from rare wood grown only in the remote Etharian woods. These instruments are of the highest quality, easily worth ten times the price of a typical instrument to discerning buyers.",
"Additionally, a grim piper has a {@chance 10|10% chance|Grim Piper|The Grim Piper's Flute is magical.|The Grim Piper's Flute is nonmagical.} to be carrying either {@item pipes of haunting|DMG} or {@item pipes of the sewers|DMG}, chosen by the GM."
]
},
{
"type": "entries",
"name": "Lore",
"page": 140,
"entries": [
{
"type": "entries",
"name": "{@dc 10} {@homebrew Charisma|Intelligence} ({@skill Performance}):",
"page": 140,
"entries": [
"The piper's insidious melody is filled with dark fey enchantments that draw the listener to it."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 140,
"entries": [
"Once the luring melody is resisted, the listener is immune to its enchanting effect for a day."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 140,
"entries": [
"In addition to the luring melody, the fey can damage the mind using cruel notes that make its targets less able to resist its effects."
]
}
]
},
{
"type": "inset",
"page": 140,
"name": "GM Advice:",
"entries": [
"A grim piper makes a powerful companion for a more powerful and hard-hitting creature. This symbiotic relationship sees the grim piper neutralizing creatures with its song, allowing the powerful partner creature to focus on damaging resisting creatures without having too many heroes beating on it in concert.",
"Grim pipers partnering with spellcasters also amplifies the difficulty of a combat encounter. Their song, when it successfully targets a creature, makes them more susceptible to spells as well. Disadvantage on saving throws can make normally resilient characters a little more fragile than normal."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Grim Piper",
"page": 140
}
]
},
{
"type": "entries",
"name": "Grinstagger",
"page": 141,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Grinstagger.webp"
}
},
{
"type": "quote",
"entries": [
"Of course, people survived! If no one survived, there wouldn't be stories, now would there? Unless he's spreading them himself..."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Nightmare Incarnate",
"page": 141,
"entries": [
"Grinstagger is a mighty oni known throughout Etharis for his cruelty and unique appearance. One side of his body is rigid and plantlike, giving him a perpetual grin and a staggering gait. Hence his name. Oni are the subject of numerous tales and frightful children's rhymes, but Grinstagger is known and feared even among his kind."
]
},
{
"type": "entries",
"name": "Unchecked Ambition",
"page": 141,
"entries": [
"Grinstagger entered a pact with a fey queen in exchange for more arcane power. He never intended to become a slave to another, however. Using ancient magic, Grinstagger wrested control of his pact away from his patron. Enraged, she sent numerous servants to hunt down the rogue warlock, but he eluded or slew each one."
]
},
{
"type": "entries",
"name": "Twisted Punishment",
"page": 141,
"entries": [
"Unable to subdue Grinstagger, the fey queen cursed the oni. With each use of his power, Grinstagger's flesh hardened into a woody substance. His face locked in a rictus and his right side stiffened, giving him a limp. But this punishment did little to deter Grinstagger, who redirected the curse, freeing himself from its continuing effects before slipping from his former patron's clutches."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 142,
"entries": [
"Grinstagger wears a {@item ring of mind shielding|DMG}, which he keeps {@condition invisible}. It becomes visible if he dies. When that happens, his soul enters the ring. While his soul is in the ring, he can telepathically communicate with any creature wearing it. A wearer can't prevent this communication."
]
},
{
"type": "entries",
"name": "Lore",
"page": 142,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 142,
"entries": [
"Grinstagger is a mighty oni cursed for breaking his pact with an archfey."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 142,
"entries": [
"The curse twisted Grinstagger's flesh when he used his arcane powers. He escaped the curse, but its previous effects remain, giving Grinstagger his unique appearance."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 142,
"entries": [
"Grinstagger retains the power he stole from his patron. He can curse others with his attacks."
]
}
]
},
{
"type": "inset",
"page": 142,
"name": "GM Advice:",
"entries": [
"Grinstagger is a powerful being, and his goals are always power and survival. When it becomes clear that a foe is more powerful than he is, he'll make every effort to promise wealth and power in exchange for his life. Whether he can deliver on those promises is another story altogether.",
"Grinstagger generally travels and lairs with minions who serve him until he no longer has a use for him. With the fey powers pursuing Grinstagger relentlessly, his minions are generally kept around as a buffer between the oni and his pursuers, and don't last long.",
"If the characters make a deal with Grinstagger to gain his knowledge or assistance, they quickly come to learn that Grinstagger has many powerful enemies who attack frequently."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Grinstagger",
"page": 142
}
]
},
{
"type": "entries",
"name": "Gripper",
"page": 143,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Gripper.webp"
}
},
{
"type": "quote",
"entries": [
"Once you hear the hiss, it's already too late."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Blighted Remains",
"page": 143,
"entries": [
"Grippers are the remains of forests, drained of life. Fungus gorged on the corpses. What remains, besides rot, are these pale, knotty beings of vine and mold that straddle the worlds of living and dead without being undead. The danger of a gripper is mostly that it can pass its rot along."
]
},
{
"type": "entries",
"name": "Preternatural Senses",
"page": 143,
"entries": [
"A gripper lacks senses typical to humanoids, but it can sense others by their spiritual presence and navigate via the echoes of its clicking."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 143,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} or {@item brewer's supplies|PHB} can use the spore sacs from three grippers as a base for a {@item potion of malice|GHMG} {@homebrew |(see chapter 4)}. Making the potion takes 3 days of work and other reagents worth 100 gp, and the brewer must succeed on a {@dc 10} Intelligence or Wisdom check to get the mixture right."
]
},
{
"type": "entries",
"name": "Lore",
"page": 143,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 143,
"entries": [
"The grippers got their name from the fact that they grab and constrict their prey. They usually bite what they grab."
]
},
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 143,
"entries": [
"Grippers look woody, but they have a lot of soft parts, making them vulnerable to slashing damage."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 143,
"entries": [
"Grippers can release rot-inducing spores. If they haven't done so before they die, they swell with pressure before releasing the spores in a wider area."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 143,
"entries": [
"A gripper exists in a state between life and death yet not undead. It can sense spirits, even those within living beings, and it uses its clicking to navigate. Its ability to sense spirits extends into the Ethereal Plane."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Gripper",
"page": 143
}
]
},
{
"type": "entries",
"name": "Grotesquerie",
"page": 144,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Grotesquerie.webp"
}
},
{
"type": "quote",
"entries": [
"A rotten stump, surrounded by a swarm of chittering woodland creatures, sprouts a maw. The animals hurl themselves into the orifice."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Stationary Predators",
"page": 144,
"entries": [
"A being such as a {@creature treant|MM}, {@creature awakened tree|MM}, or {@creature dryad|MM} can become infected in an encounter with an aberration. Over weeks of painful mutation, what remains is an enormous, slimy tree stump with clouded eyes and a gaping maw. A grotesquerie is no longer a part of its ecosystem but a canker on the landscape. It can move but rarely chooses to do so when not in combat."
]
},
{
"type": "entries",
"name": "Woodland Minions",
"page": 144,
"entries": [
"A grotesquerie suborns the will of weak-minded woodland creatures. They kill and bring back the carcasses of the higher life forms the grotesquerie craves for sustenance."
]
},
{
"type": "entries",
"name": "Vile Hunger",
"page": 144,
"entries": [
"Regardless of how many minions it takes to get the job done, a grotesquerie summons more and more until its hunger is temporarily sated. Grotesqueries are capable of swallowing human-sized creatures whole, and it slowly digests any kind of material. Given time, the stones in its gizzard pulverize flesh, bone, and metal."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 144,
"entries": [
"The gizzard-stones of a dead grotesquerie are diamond-hard and may be used or sold as diamonds with an equivalent worth of 250 gp in spells or alchemical experiments."
]
},
{
"type": "entries",
"name": "Lore",
"page": 145,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 145,
"entries": [
"The seemingly harmless tree stump is a horrible abomination capable of eating and digesting human flesh."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 145,
"entries": [
"The grotesquerie can control swarms of animals, and it vomits forth acidic bile to destroy attackers."
]
}
]
},
{
"type": "inset",
"page": 145,
"name": "GM Advice:",
"entries": [
"A grotesquerie might sit in the center of a large area and control more than just tiny woodland creatures. Larger beasts, or even corrupted fey, might serve the horror. In this case, the characters might think that something else is responsible for the awful conditions and multiple disappearances in the area. They'll be surprised when the rotten tree trunk in the center of the clearing is the real culprit."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Swarm of Grotesquerie Minions",
"page": 144
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Grotesquerie",
"page": 145
}
]
},
{
"type": "entries",
"name": "Grudgels",
"page": 146,
"entries": [
{
"type": "quote",
"entries": [
"Fairy tales describing orcs as monsters who disappeared turned out to be just that. Orcs didn't disappear, and they're not monsters."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Living Legends",
"page": 146,
"entries": [
"Even the longest-lived people of Etharis don't remember grudgels, but they remember their elders speaking of these dreaded creatures: humanoid monsters who used their ferocity and martial prowess to lay waste to towns before disappearing. These myths lingered, but the grudgels have returned. These beings, unlike those of the terrible tales, are measured and wise. They don't speak of their communal past, but they seem to carry an otherworldly knowledge with them. Grudgels look to the stars as if those far-flung orbs are memories rather than mysteries."
]
},
{
"type": "entries",
"name": "Skillful Warriors",
"page": 146,
"entries": [
"Grudgels, now wandering in from the wilderness in small groups, are proving to be valuable members of the communities they join, assuming they're not killed on sight out of misguided fear. The grudgels employ advanced building and crafting techniques, and they share this knowledge, alongside a willingness to work. These traits help others overcome initial hesitation at the sudden appearance of an unusual stranger.",
"Grudgels are often peaceful and helpful, but they know how to fight. They're as skilled at battle as they are at other trades. Some have training in advanced magic, which they use, as with their weapons, mostly to maintain peace."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 146,
"entries": [
"Most grudgels carry a piece of glassy material called stryllum, which isn't from Etharis. This substance is handed down from parent to child. The more powerful a grudgel is, the larger the piece of stryllum they carry. Small pieces of stryllum can be sold for 10 gp, while bigger pieces fetch 100 gp in large markets.",
"Someone who has proficiency with {@item jeweler's tools|PHB} can work stryllum into a piece of jewelry. Doing so requires 1 hour per 10 gp the stryllum is worth and materials worth as much as the stryllum. The jeweler must succeed on a {@dc 13} Intelligence or Wisdom check to configure the jewelry properly\u2014failure indicates the jewelry is attractive and valuable but nonmagical. Success results in a charm that can absorb 1 psychic damage per gp the stryllum in the piece is worth. The stryllum dulls as it absorbs damage, and the jewelry becomes brittle and worthless after absorbing as much psychic damage as it can."
]
},
{
"type": "entries",
"name": "Lore",
"page": 146,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 146,
"entries": [
"Grudgels were known to be fierce and dangerous warriors before disappearing from Etharis. The grudgels that now live throughout the land behave nothing like those legends, although their appearance hasn't changed."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill History}):",
"page": 146,
"entries": [
"Every grudgel carries with them a piece of glass they call stryllum, which they guard jealously. Many believe it contains innate magic."
]
}
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Grudgel.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Grudgel",
"page": 146
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/GrudgelStrategist.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Grudgel Strategist",
"page": 147
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/GrudgelBattlemind.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Grudgel Battlemind",
"page": 148
}
]
}
]
},
{
"type": "section",
"name": "H",
"page": 149,
"entries": [
{
"type": "entries",
"name": "Hag-Blighted",
"page": 149,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Hag-Blighted.webp"
}
},
{
"type": "quote",
"entries": [
"We warned Marta she was tempting the fates by seeking out Old Zsuzsa Blackwart. You never know what might anger a hag."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hag Victim",
"page": 149,
"entries": [
"Deceiving and manipulative, hags are prone to cursing mortals for anything from breaking a bargain to mere amusement. Hag-blighted beings are unfortunate souls who've angered a hag. Instead of slaying the person, the hag chooses a crueler fate and uses a hag-blight curse."
]
},
{
"type": "entries",
"name": "Cursed Form",
"page": 149,
"entries": [
"Under a hag-blight curse, a victim's form becomes monstrous. The person's face becomes a permanent scowl and grows warts and pustules, and their teeth become fangs. Their body bloats, and the limbs twist. Despite these changes, the body is powerful and enduring."
]
},
{
"type": "entries",
"name": "Social Pariah",
"page": 149,
"entries": [
"Most people shun the hag-blighted for fear of the hag's ire. Only the brave or foolish dare seek out the hag to remove this affliction."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 149,
"entries": [
"The blood of a dead hag-blighted person can be used to make a potion that ends any effect that changes a creature's shape. Someone who has proficiency with {@item alchemist's supplies|PHB} can distill the blood from one hag-blighted, along with reagents worth 50 gp, to make three doses of this potion in 4 hours. Doing so requires a successful {@dc 13} Intelligence or Wisdom check. This potion can be consumed, or it can be thrown as an improvised weapon, making a ranged attack against a creature. A creature exposed to this potion can't change shape for 10 minutes, while a creature who drinks the potion can't change shape for 1 hour."
]
},
{
"type": "entries",
"name": "Lore",
"page": 149,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 149,
"entries": [
"Hag-blighted are mortals who have been cursed by a hag."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 149,
"entries": [
"The hag-blight curse twists the body and diminishes the mind, but it increases strength and endurance and gives the person sharp teeth."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 149,
"entries": [
"A hag-blighted person can vomit corrosive bile."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hag-Blighted",
"page": 149
}
]
},
{
"type": "entries",
"name": "Harvester of Lies",
"page": 150,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/HarvesterofLies.webp"
}
},
{
"type": "quote",
"entries": [
"Don't lie to me, or the harvester will steal your tongue!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Lie Detectors",
"page": 150,
"entries": [
"Infamous liars sometimes return as harvesters of lies after they die. These undead beings are capable of unerringly detecting falsehoods. The more lies one tells, the more attractive the liar's tongue becomes to the harvester."
]
},
{
"type": "entries",
"name": "Macabre Collection",
"page": 150,
"entries": [
"The harvester of lies is compelled to collect the tongues of liars and sew them into a long coat that it wears. This coat is the creature's most prized possession and without it, it cannot use its innate spellcasting."
]
},
{
"type": "entries",
"name": "Skulker",
"page": 150,
"entries": [
"Harvesters of lies are stealthy hunters that slip into their target's home, harvest the victim's tongue, and leave without alerting others. The harvester appears as a normal humanoid, but its skin is mottled and purple, and its eyes sunken and glaring."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 150,
"entries": [
"If defeated, the harvester's {@item coat of lies|GHMG} {@homebrew |(see Chapter 4)} can be claimed."
]
},
{
"type": "entries",
"name": "Lore",
"page": 150,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 150,
"entries": [
"Harvesters of lies can detect when a lie is uttered from 1 mile away. They are attracted to lies, the more frequent the lies and the more outlandish, the greater the attraction."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 150,
"entries": [
"Harvesters are resistant to nonmagical weapons and necrotic damage, and immune to poison."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 150,
"entries": [
"The harvester wears a coat made of the severed tongues of its victims that allow it to cast several spells."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Harvester of Lies",
"page": 150
}
]
},
{
"type": "entries",
"name": "Hedron",
"page": 151,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Hedron.webp"
}
},
{
"type": "quote",
"entries": [
"It was surreal and beautiful, like a painting. A forest of perfectly spaced, identical trees, a circular lake, and ground as smooth and even as a road. Floating in the middle was a cube, polished to a mirror finish."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Order Incarnate",
"page": 151,
"entries": [
"Hedrons are elementals of pure order. They see the world as a chaotic place that must be tamed. This view puts them at odds with reality."
]
},
{
"type": "entries",
"name": "Forced Conformity",
"page": 151,
"entries": [
"As the purified essence of order, a hedron wants to impose perfection on its surroundings. Terrain smooths, objects refine, and animals warp into identical copies. This process is painful, often lethal, to creatures."
]
},
{
"type": "entries",
"name": "Amoral Imperative",
"page": 151,
"entries": [
"Hedrons are sapient beings, rigid in their terraforming efforts. The well-being of other entities is of no consequence to a hedron. An orderly corpse is just as good as a living clone."
]
},
{
"type": "entries",
"name": "Elemental Nature",
"page": 151,
"entries": [
"A hedron doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 151,
"entries": [
"The matter composing a hedron resolves into perfect geometric solids when the elemental collapses. These polyhedrons can be used to make fifty dice that land on a number the roller wants, provided the roller knows the dice work this way. These dice are worth 5 to 10 gp each to the right buyers."
]
},
{
"type": "entries",
"name": "Lore",
"page": 151,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 151,
"entries": [
"A hedron is an elemental aligned with law rather than traditional elements. It can manipulate and harm creatures and objects with invisible force."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 151,
"entries": [
"Hedrons exude an aura that transforms creatures and objects into \"orderly\" forms. For creatures, the body resists, and the process is painful and potentially lethal."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hedron",
"page": 151
}
]
},
{
"type": "entries",
"name": "Hell's Reach",
"page": 152,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Hell'sReach.webp"
}
},
{
"type": "quote",
"entries": [
"When the imps start to fight in the full moon's light The wise witch knows soon the hell's reach grows."
]
},
{
"type": "entries",
"entries": [
"Although no larger than a sizable mushroom, a hell's reach has a touch of infernal origin. Six red tentacles remain hidden in a fungal dome until a passerby disrupts the mushroom's slumber. Then, the tentacles erupt from the mushroom to attack, reeking of rotting flesh. Each tentacle contains juices that react with air to ignite. When the mushroom is damaged, this liquid squirts from it.",
{
"type": "entries",
"name": "Ring of Fire",
"page": 152,
"entries": [
"A cluster of hell's reaches is called a ring of fire. It's best avoided, much like a fairy circle."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 152,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can use the remains of one ring of fire (or about a dozen hell's reaches) and reagents worth 25 gp to brew an oil that can be applied to armor in 10 minutes. One dose of this oil conveys resistance to fire damage to the armor and to the wearer while the armor is worn for 24 hours after the oil is applied. Brewing the oil requires 4 hours of work and a successful {@dc 13} Intelligence or Wisdom check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 152,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 152,
"entries": [
"Hell's reach is immune to fire. The liquid within the mushroom is flammable and bursts forth when the mushrooms take damage."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hell's Reach",
"page": 152
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ring of Fire",
"page": 152
}
]
},
{
"type": "entries",
"name": "Hermit Skull",
"page": 153,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/HermitSkull.webp"
}
},
{
"type": "quote",
"entries": [
"Your first instinct might be to laugh. When it's close enough to see the hatred burning in its eye sockets, another instinct is likely to take over."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hatred Reborn",
"page": 153,
"entries": [
"A hermit skull belonged to a person so hateful that the hate reanimated the spirit after death. Lacking the power to animate a whole body, this monster's six oozing, ectoplasmic limbs extend from the skull as it scuttles around in search of life to destroy. In this task, the hermit skull is cunning enough to burrow into soil and wait for prey to pass nearby. Then, the skull attacks."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 153,
"entries": [
"A hermit skull doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 153,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} can mix the dust and ectoplasmic remains of two hermit skulls with reagents worth 25 gp to create an elixir that duplicates a {@spell calm emotions} spell cast on the drinker. Creating the elixir requires 4 hours of work and a successful {@dc 10} Intelligence or Wisdom check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 153,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 153,
"entries": [
"Strong negative emotions in a living creature can cause them to rise again as an undead creature when they die. A hermit skull rises when a dying person has enough hatred in their heart to animate their remains, but only enough power is available to animate their skull."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill Arcana}):",
"page": 153,
"entries": [
"Hermit skulls lash out with their ectoplasmic limbs, which rot flesh and sap vitality."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hermit Skull",
"page": 153
}
]
},
{
"type": "entries",
"name": "Hive Haunt",
"page": 154,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/HiveHaunt.webp"
}
},
{
"type": "quote",
"entries": [
"As the insects swarm over their victim, the poor man is unable to move. Only moments pass before he tumbles to the ground, his skin turning a mottled green as venom courses through his veins."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Undead Swarms",
"page": 154,
"entries": [
"Servants of necromancers, hive haunts are undead swarms of eusocial insects whose drive to obey a queen has been replaced by controlling power of an animating spirit. A hive haunt is difficult to construct. Adventurers dealing with such a swarm best be wary of its creator, who might have further unseen traps lying in wait."
]
},
{
"type": "entries",
"name": "Horrific Sacrifice",
"page": 154,
"entries": [
"Not only is the creation of a hive haunt a complex feat of magic, but it's also cruel. The necromancer must catch a large hive of eusocial insects and ritually feed them into a sacrificial victim, taking care to keep the insects and the victim alive. Spells enacted force the insects to devour the victim's soul from the inside, usurping it as the hive's new queen. The necromancer must then consume the original insect queen to seal command over their creation."
]
},
{
"type": "entries",
"name": "Dispersed Intelligence",
"page": 154,
"entries": [
"The creation of a hive haunt erases the animating spirit's personality and, in most cases, its memory. But it doesn't reduce its intelligence. With their ability to send individual members of the hive into secure locations unnoticed, hive haunts can be employed as spies or stealthy assassins. Strongstomached necromancers have been known to carry hive haunts hidden in clothing, appearing unarmed to a casual observer."
]
},
{
"type": "entries",
"name": "Hunger for Flesh",
"page": 154,
"entries": [
"To maintain the animating spirit's potency, a hive haunt must frequently feed on the flesh and spirit of the living. Sapient creatures are more sustaining than animals. A necromancer in command of such a hive is driven to greater acts of kidnapping and violence."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 154,
"entries": [
"The hive haunt it requires neither air nor sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 154,
"entries": [
"Once a hive haunt is defeated, its animating spirit departs the swarm, leaving behind only rotting insect carcasses. These bodies can be pounded into a small quantity of a valuable, colorfast green or red dye worth 50 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 154,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 154,
"entries": [
"An undead spirit powers a hive haunt. The hive haunt has traits like other undead creatures and swarms."
]
},
{
"type": "entries",
"name": "{@dc 20} Wisdom ({@skill Medicine}):",
"page": 154,
"entries": [
"The hive haunt injects a {@condition restrained|PHB|restraining} poison and drains a victim's life force."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hive Haunt",
"page": 154
}
]
},
{
"type": "entries",
"name": "Hivewolf",
"page": 155,
"entries": [
{
"type": "quote",
"entries": [
"Trust me when I say this: there's no such thing as one hivewolf."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Monstrous Hybrids",
"page": 155,
"entries": [
"Hivewolves are a combination of ant and wolf. Covered in chitinous plates, with toothy jaws flanked by sharp mandibles, these monstrosities strip areas of animals and plants to feed their voracious hunger."
]
},
{
"type": "entries",
"name": "Hivemind",
"page": 155,
"entries": [
"Their insectile nature allows hivewolves to remain in contact in a way much like telepathy. If one hivewolf or pack encounters a tough foe, others quickly come to aid their allies."
]
},
{
"type": "entries",
"name": "Queen's Servants",
"page": 155,
"entries": [
"When moving to a new area, hivewolves establish a nest for their matriarch. From there, multiple packs set out to find and secure food for the bloated queen. If left unchecked, the queen produces enough progeny to threaten a whole region."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 155,
"entries": [
"Someone who has proficiency with {@item smith's tools|PHB} can fashion a hivewolf matriarch's mandibles into a {@item caustic rapier|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 5 days of work and materials worth 200 gp. Somebody needs to cast {@spell Melf's Acid Arrow|PHB|acid arrow} on the weapon once during its crafting or {@spell acid splash} on it every day during its creation."
]
},
{
"type": "entries",
"name": "Lore",
"page": 155,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 155,
"entries": [
"Hivewolves are hybrid ant-wolves that relentlessly attack prey and devour edible plants."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 155,
"entries": [
"Hivewolves are aware of each other, potentially allowing them to react to threats across great distances."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 155,
"entries": [
"Hivewolves form nests around a matriarch, acting as one to protect her."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hivewolf",
"page": 155
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hivewolf Matriarch",
"page": 155
}
]
},
{
"type": "entries",
"name": "Horror Flits",
"page": 156,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/HorrorFlits1.webp"
}
},
{
"type": "quote",
"entries": [
"If you see fast movement in the trees, run. It might not be enough, but it could be all you can do."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Weird Horrors",
"page": 156,
"entries": [
"Horror flits are nightmarish creatures that defy imagination. They start as small, sickly greengray oblong eyeless orbs of pulsating flesh, slick with slime. Clumps of dirt, pebbles, dry leaves, and nettles stick to them. These little creatures hunt in great swarms. Larger flits hunt in smaller groups, while the largest\u2014the breeders\u2014often hunt alone.",
"All flits propel themselves by growing a series of pseudopods, which grasp ground, root, limb, and trunk, then fling the creature in the desired direction. Upon reaching prey, a flit's conical mouth, lined with rows of teeth, opens. Then the real terror begins."
]
},
{
"type": "entries",
"name": "Gruesome Cycle",
"page": 156,
"entries": [
"The first glimpse, when a horror flit opens its mouth, is terrible enough, but what happens next is worse. Upon chomping down on their prey, the flit inverts the inner mouth, drilling into flesh. As the flit delves, feeding from the inside out, it discharges reproductive secretions.",
"These aberrations reproduce by slaying other creatures. The more they kill, the more swarms they create. Swarm members that live long enough grow into larger horrors. A breeder has devoured so much that it can spontaneously reproduce, spewing swarms from its mouth."
]
},
{
"type": "entries",
"name": "Unknown Origins",
"page": 156,
"entries": [
"It's unclear where these strange creatures came from or what their purpose is. Some assume they sprang from daemonic ichor. Others theorize they're from beyond the pale, a shadowy place between this world and another."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 157,
"entries": [
"The reaction of most folks who have encountered a horror flit is, \"Burn it with fire!\" But a handful of naturalists seek out these creatures for a variety of purposes, paying handsomely for samples. Bounties for these creatures in urban areas range from 10 to 100 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 157,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 157,
"entries": [
"A horror flit has no eyes, but they sense their prey by means of vibrations in the air or in the water. They breed by infesting the flesh of their prey."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 157,
"entries": [
"The largest of these creatures, called \"breeders\" by most, can spit out swarms of their young, especially when the breeder instinctively feels it might die. The creature normally reproduces more slowly, vomiting a new swarm every few days."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Horror Flit Breeder",
"page": 156
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Horror Flit Hunter",
"page": 157
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/HorrorFlits2.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Horror Flit Swarm",
"page": 157
}
]
},
{
"type": "entries",
"name": "Horror-out-the-Box",
"page": 158,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Horror-out-the-Box.webp"
}
},
{
"type": "quote",
"entries": [
"The motley-clad creature's spindly arms and legs flail wildly as it dashes toward the shrieking child."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fey Oddity",
"page": 158,
"entries": [
"A fey creature of mischief rather than menace, the horror-out-the-box is so named because of its oddly shaped and distended legs and arms, the colors of its garments along its limbs resembling pleating like a child's toy, as well as its face, colored like a jester wearing a domino mask.",
"A horror-out-the-box prefers to remain in areas with a strong fey presence, but outside of such environs it can be found in urban areas, where it might easily find its chaotic amusement."
]
},
{
"type": "entries",
"name": "Merry Pranksters",
"page": 158,
"entries": [
"Though the horror-out-the-box is more a prankster than a villain, it shares the cruel sense of humor of many fey. It delights in havoc and chaos, whether by picking a pocket, hitting someone in the back from afar to start a fight, or insulting passersby."
]
},
{
"type": "entries",
"name": "Adroit Tricksters",
"page": 158,
"entries": [
"Because of its incredible jumping abilities and reach, a horror-out-the-box is well-suited to leaping or clambering over any obstacle in its path. Its arms can reach from a distant hiding place to cause trouble."
]
},
{
"type": "entries",
"name": "Treasure Hoarders",
"page": 158,
"entries": [
"A horror-out-the-box enjoys collecting shiny objects, and treasure is no exception. If sufficiently threatened or somehow bested, a horror can be convinced to reveal the location of its prized valuables, though this hoard could be comprised of nearly anything."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 158,
"entries": [
"The corrupting influence of a horror-out-the-box spreads to its treasure. Mixing the coins from a horror's collection with other coins can cause gold to turn to lead or gems to turn to glass. Use your favorite trinket table to randomly create a horror's \"hoard.\" There's a {@chance 50|50% chance|Horror-out-the-Box Hoard|The hoard contains a magic item.|The haord contains no magical items.} that the hoard contains a common or uncommon magic item."
]
},
{
"type": "entries",
"name": "Lore",
"page": 158,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 158,
"entries": [
"This creature looks like a perversion of a child's toy, but it's a fey creature that poses a threat to the peace in the area."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 158,
"entries": [
"A horror-out-the-box has an incredible reach and quick enough reactions to strike those who move carelessly around it."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Horror-out-the-Box",
"page": 158
}
]
},
{
"type": "entries",
"name": "Hourglass Widow",
"page": 159,
"entries": [
{
"type": "quote",
"entries": [
"When the clock stops, your time has run out."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Died Waiting",
"page": 159,
"entries": [
"Popularly known as an hourglass widow, these undead are created when legendary heroes perish while waiting for a loved one to return. The anguish of waiting, and of the overwhelming fear of loss, transforms the hero into a monster with the ultimate goal of destroying hope."
]
},
{
"type": "entries",
"name": "Control Time",
"page": 159,
"entries": [
"An hourglass widow has a magical hourglass embedded in its chest that allows it mastery over time. It can speed itself up and ignore a {@spell slow} spell or move freely in a {@spell time stop}."
]
},
{
"type": "entries",
"name": "Blitzing Attack",
"page": 159,
"entries": [
"The widow's ability to manipulate time allows it to unleash a devastating flurry of abilities before others can act."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 159,
"entries": [
"When the sand from the widow's hourglass is mixed with wine, it creates an elixir that when consumed prevents the creature from aging for {@dice 2d6 + 10} years. There is enough sand in the hourglass to create an elixir for two creatures. A creature cannot benefit from the sand of an hourglass widow more than once. The sand can be sold for 5,000 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 159,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 159,
"entries": [
"Hourglass widows are undead who can control time to act more than once a round."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 159,
"entries": [
"Hourglass widows are resistant to cold, force, lightning, and necrotic. They are immune to poison and nonmagical attacks."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 159,
"entries": [
"Inexplicably, an hourglass widow can affect those trapped in a {@spell time stop}, {@spell imprisonment}, or other stasis effect."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hourglass Widow",
"page": 159
}
]
},
{
"type": "entries",
"name": "Hraptnon",
"page": 160,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Hraptnon.webp"
}
},
{
"type": "quote",
"entries": [
"The magic our wizard used just bounced off the gigantic creature, and as our fighter slashed at it with her sword, the creature's blood spawned even more monsters."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Stillborn Forest Scourge",
"page": 160,
"entries": [
"Enterprising loggers. Hiding bandits. Hardy stonemasons. Treasure hunters. Many attempt to form bases of operation among the gigantic trunks and thick foliage of the Stillborn Forest. And many succeed at establishing thriving bases thanks to the ample bounty that the forest provides. Or at least until the hraptnon finds them. Then it's nothing but blood and screams."
]
},
{
"type": "entries",
"name": "Born of Hag Magic",
"page": 160,
"entries": [
"The hraptnon was born centuries ago, when a coven of hags lairing in the Stillborn Forest used magic to enhance the capabilities of a normal ogre who they'd enchanted to protect them. The coven died out, but the creature lived on to be adopted by another coven, which added more magical enhancements. This cycle continued decade after decade, and the resulting creature grew in size and power. Now the hraptnon is beyond control, with nothing in its soul except for an undying urge to eat those who wield magic."
]
},
{
"type": "entries",
"name": "The Stillborn Heart",
"page": 160,
"entries": [
"The secret of the hraptnon lives buried in the center the Stillborn Forest, beneath a pool of clear water in a grove of magical trees. Magical damage cannot harm the hraptnon while the heart rests in the pool. The grove is guarded by {@creature xakalonus|GHMG} the murderous offspring of the hraptnon."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 161,
"entries": [
"A central spike growing from the hraptnon can be fashioned into a spear or lance by a proficient weaponsmith succeeding on a {@dc 20} Intelligence ({@skill Arcana}) check. This takes 10 days of work and 1000 gp of components. The {@item Hraptnon Weapon|GHMG|spear or lance} acts as a +3 weapon that does an additional 7 ({@damage 2d6}) force damage on a successful hit. This magical weapon can affect the hraptnon, unlike other magical weapons."
]
},
{
"type": "entries",
"name": "Lore",
"page": 161,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 161,
"entries": [
"The hraptnon lives in the Stillborn Forest, and it has never been seen outside of the forest bounds."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 161,
"entries": [
"No magical spells or weapons can hurt the hraptnon, and its blood can spawn creatures known as {@creature xakalonus|GHMG}."
]
},
{
"type": "entries",
"name": "{@dc 25} Intelligence ({@skill History}):",
"page": 161,
"entries": [
"The hraptnon cannot be permanently killed unless its heart, which rests in a magical pool in a grove at the center of the Stillborn Forest, is found and destroyed. This heart, known as the Stillborn Heart, could be sold to a sage for a large sum of gold."
]
}
]
},
{
"type": "inset",
"page": 161,
"name": "GM Advice:",
"entries": [
"The hraptnon is a great example of a \"puzzle monster,\" a beast that cannot be defeated until its secrets are revealed. Puzzle monsters can be a great deal of fun, especially to challenge extremely powerful parties. Just when the players think they've scored a potentially easy victory, they find that the threat remains.",
"The key to maximizing the impact of puzzle monsters like the hraptnon is to make sure not to reveal too much information too soon. Make the characters puzzle out the reality behind the monster, using resources and taking time to do so. When they are finally able to fully defeat the creature, their victory will be all the sweeter."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hraptnon",
"page": 161
}
]
},
{
"type": "entries",
"name": "Hunger-Cursed Carnivores",
"page": 162,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Hunger-CursedCarnivores.webp"
}
},
{
"type": "quote",
"entries": [
"Simple, peaceful animals turn into something horrifying when they fall prey to the Curse of Ravenous Hunger."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Insatiable Transformation",
"page": 162,
"entries": [
"The {@spell Curse of Ravenous Hunger|GH} is reviled not only because of its destructiveness, but also due to the horrid transformation of victims. Before such unfortunates mature into their ultimate form, the curse compels them to devour all manner of creatures before the realization that only humanoid flesh fulfills their needs.",
"The curse isn't limited to people. It can affect animals, including herbivores. Due to the influence of the Beast, these previously docile animals change drastically. They grow fangs and develop bizarre traits to match their new dietary needs."
]
},
{
"type": "entries",
"name": "Carnivorous Cow.",
"page": 162,
"entries": [
"Ordinarily, one would never look twice at a dairy cow, but a carnivorous cow's larger horns and sharp hooves warrant attention. These bovines have rows of sharklike teeth but prefer to patiently devour slain prey. It's enough to make a hardy adventurer shudder when hearing a moo."
]
},
{
"type": "entries",
"name": "Dread Llama",
"page": 162,
"entries": [
"The dread llama could never be mistaken for its docile kin. Its woolly coat turns bright, eye-catching red. Weavers prize this vermillion wool."
]
},
{
"type": "entries",
"name": "Edacious Equine",
"page": 162,
"entries": [
"The three-eyed gaze of the fearsome beast known as the edacious equine can addle the mind, preventing escape. The horse's maw resembles that of an alligator more than that of a friendly mare."
]
},
{
"type": "entries",
"name": "Esurient Elephant",
"page": 162,
"entries": [
"The thunderous rumbling sound of a charging elephant bearing down on an enemy is scary enough. An elephant hunting for humanoid flesh and launching quills at its prey through its trunk can drive even the brave to terror."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 162,
"entries": [
"Wealthy epicures prize the meat of hunger-cursed carnivores, claiming it tastes better than anything else. Someone who has proficiency with {@item cook's utensils|PHB} can carve a beast's choice cuts in 1 hour, or 4 hours for an elephant. This meat fetches 100 gp times the creature's Challenge in the right markets. It spoils in hours if not preserved.",
"Dread llama wool is worth 25 gp per llama. Someone who has proficiency in {@skill Animal Handling} or {@skill Survival} can sheer a slain llama correctly, as can someone who has proficiency with {@item weaver's tools|PHB}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 162,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 162,
"entries": [
"Beasts who fall victim to the {@spell Curse of Ravenous Hunger|GH} transform into a hunger-cursed carnivore at an intermediate stage of the curse."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Dread Llama",
"page": 163
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Carnivorous Cow",
"page": 163
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Edacious Equine",
"page": 163
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Esurient Elephant",
"page": 163
}
]
},
{
"type": "entries",
"name": "Hungerer Beasts",
"page": 164,
"entries": [
{
"type": "quote",
"entries": [
"Those infected with {@disease Tears of the Hungerer|GH} feel as if they're starving. The disease drives them to look for other beings to bite. Some beasts seem to reach an agreement with the disease, exchanging survival for a mutated carrier form."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Magical Hunger",
"page": 164,
"entries": [
"The disease {@disease Tears of the Hungerer|GH} can turn a once prosperous area into a wasteland. The affliction mostly affects humanoids, but animals might be infected, too. If so, they grow bolder in their efforts to survive. Herbivore's hunt fleshy prey, and predators raid graveyards to dig up corpses to eat."
]
},
{
"type": "entries",
"name": "Mutated Form",
"page": 164,
"entries": [
"Hungerer beasts don't become how they are by succumbing to the disease. That would be a natural end to these creatures, but little natural remains in them. The body changes to fit the extreme situation, turning a creature once skittish and peaceful into a ravenous predator.",
"Some hungerer beasts resemble starving animals, with an unhealthy coat and a spark of desperation in their eyes. Others change in monstrous ways, becoming new beasts. As with the hungerer snake and its tail blade, a beast can develop new traits. An attack from such a beast might transmit {@disease Tears of the Hungerer|GH}.",
"The change is so drastic that feeding a beast isn't enough to return it to the animal it once was. Only powerful magic can restore a transformed beast. Some hungerer beasts breed their affliction into their offspring. Even greater magic is required to alter that change."
]
},
{
"type": "entries",
"name": "Abnormal Behavior",
"page": 164,
"entries": [
"Hungerer beasts can be different in form, but they are united in their monstrousness and behavior. They are extremely aggressive. Pain doesn't faze them. They face fire and threats with fierceness. It quickly becomes clear to anyone dealing with such a beast that it wasn't created by nature."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 164,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} or a {@item poisoner's kit|PHB} can use venom harvested from the hungerer snake to create one potion of poison that also exposes the drinker to {@disease Tears of the Hungerer|GH}. Producing the poison takes 2 hours, reagents worth 50 gp, and a successful {@dc 13} Intelligence ({@skill Arcana}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 164,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 164,
"entries": [
"Hungerer beasts change under the influence of the {@disease Tears of the Hungerer|GH} disease. The infection might not kill, but it makes the animal an extremely aggressive carrier of the illness. Under this influence, even creatures that were once docile become dangerous."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 164,
"entries": [
"Hungerer beasts leap into battle and can rush prey with incredible speed. The smell of blood can drive some berserk.",
"Unusual features distinguish a hungerer creature. The bright blue body, crimson head, and daggerlike tail make a hungerer snake easy to identify, for instance."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 164,
"entries": [
"Healing magic such as {@spell greater restoration} or mightier healing can restore a hungerer creature to its normal state unless it was bred with the affliction, as hungerer snakes are. Only a {@spell wish} can undo that change."
]
}
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/HungererElk.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hungerer Elk",
"page": 165
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/HungererSnake.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hungerer Snake",
"page": 165
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/HungererWolf.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hungerer Wolf",
"page": 166
},
{
"type": "inset",
"page": 166,
"name": "Creating Other Hungerer Beasts",
"entries": [
"Hungerer beasts are monstrosities that resemble their natural counterparts. A hungerer beast is tougher, which translates to more hit points and stronger attacks. Hungerer beasts are also more aggressive and less likely to flee when wounded. Uniting these monsters is the Tears of the Hungerer trait. Use the creatures here, compared to their animal likenesses, as a guide to creating other hungerer beasts.",
"Two traits are very appropriate for a hungerer beast.",
{
"type": "entries",
"name": "Aggressive",
"page": 166,
"entries": [
"As a bonus action, the beast can move up to its speed toward a hostile creature it can see."
]
},
{
"type": "entries",
"name": "Blood Frenzy",
"page": 166,
"entries": [
"The beast has advantage on melee attack rolls against any creature that doesn't have all its hit points."
]
}
]
}
]
},
{
"type": "entries",
"name": "Hurrock",
"page": 167,
"entries": [
{
"type": "quote",
"entries": [
"The weapons wielded by the rock-skinned creature grow from the ends of its arms, and blood drips from them."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rock Cursed",
"page": 167,
"entries": [
"Dwarf warriors are often thought of as tough as stone. But even these stalwart people are vulnerable to powerful curses. Dwarves mention such a cursed warrior in hushed tones among other dwarves. Such a creature, a hurrock, is to be pitied and feared.",
"When a dwarf is cursed this way, their skin adopts a rocklike texture and hue. Their arms twist and harden, resembling a weapon and shield. The luxuriant beard they cultivated, the pride of any dwarf, becomes like metal wire. Most pronounced among these changes, their head bulges and distends in a mockery of familial great helms, their visage horrifying and unnatural. The mind snaps under the strain as their dwarf essence slowly leeches out of them.",
"As a hurrock loses touch with their former life, they grow to prefer the safety and solace of the rocky depths. A hurrock burrows ever deeper into solid rock, occasionally coming across mine shafts and underground tributaries. Hurrocks can often be found delving alone, but groups can also form, whether they sought each other out or were cursed together."
]
},
{
"type": "entries",
"name": "Deep Corruption",
"page": 167,
"entries": [
"The cursed rock infecting a hurrock's body grows in strength over time, consuming more humanoid attributes in exchange for greater elemental affinity. An elder hurrock develops beyond any need for food and enters a trance state for four hours in lieu of normal sleep.",
"Eventually, the curse changes an ancient hurrock into a creature with only the barest resemblance to a dwarf. The hurrock's weapon arm and shield arm have worn to nubs, and the creature can travel quickly on all four limbs. Cursed rock makes up three-quarters of its body mass, and grows larger. Where the hurrock's metal-infused beard once was, there is now a tangle of iron blades and spikes bristling from its jaw. The rock comprising most of its head now covers its eyes, obscuring its vision, so the hurrock relies upon its {@sense tremorsense|MM}. In its final form, the hurrock no longer sleeps or enters a trance and can't be rendered unconscious."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 167,
"entries": [
"The death of a hurrock causes the cursed stone to crumble and fall away as the curse dissipates. The curse hardens and polishes some of the victim's organs into gemstones. Normal hurrocks yield gems worth 100 gp, elder hurrocks produce gems worth 500 gp, and ancient hurrocks have gems worth 1,000 gp. Jewelers and those schooled in {@skill Arcana} can recognize these hurrock stones for what they are with a successful {@dc 15} Intelligence check. Those who recognize the gems might be less or more willing to trade for them, depending on the buyer's taste for cursed objects."
]
},
{
"type": "entries",
"name": "Lore",
"page": 167,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 167,
"entries": [
"Dwarves falling victim to a specific curse of the deep transform into monsters called hurrocks. Only adamantine or magic weapons are fully effective against them. Thunder seriously harms elder hurrocks, much as it does earth elementals."
]
}
]
},
{
"type": "inset",
"page": 167,
"name": "GM Advice:",
"entries": [
"Hurrocks lack a ranged attack, but their burrow ability more than compensates. Since they are mostly encountered deep underground in tight passageways, hurrocks can simply burrow through solid stone above, beneath, or around enemies until they are in a good position to attack softer targets with melee attacks."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hurrock",
"page": 167
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ElderHurrock.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hurrock",
"page": 168
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/AncientHurrock.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Hurrock",
"page": 169
}
]
}
]
},
{
"type": "section",
"name": "I",
"page": 170,
"entries": [
{
"type": "entries",
"name": "Inkwalker",
"page": 170,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Inkwalker.webp"
}
},
{
"type": "quote",
"entries": [
"Along your journeys, you may encounter creatures that seem quite familiar, and may beckon you towards them. Always be weary however, as sometimes, the one's beckoning you are more than they seem."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mimic Heritage",
"page": 170,
"entries": [
"These creatures are cousins to {@creature mimic|MM|mimics}, with shapeshifting abilities that allow them to counterfeit animals. They can't get it quite right, however, as they appear to be covered in an inky substance. This normally leads them to hunt from a distance, hide in plain sight as other objects, and take more animalistic forms. Most can only take the form of Small or smaller creatures, ranging from cats to rats to dogs."
]
},
{
"type": "entries",
"name": "Voices of the Prey",
"page": 170,
"entries": [
"The inkwalker can copy the sounds it hears and those of the prey it consumes to lure its prey into its den. With this, it normally stalks from afar, as its silhouette is convincing, yet its form's details are not. It is also able to speak brief phrases, mimicking people it has heard."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 170,
"entries": [
"Using the ink collected from 5 inkwalkers, a creature proficient in {@item calligrapher's supplies|PHB} can craft a {@item Spell Scroll (4th Level)|DMG|scroll} of {@spell polymorph} with a successful {@dc 15} Intelligence ({@skill Arcana}) check. Crafting this item takes 8 hours and costs 100 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 170,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 170,
"entries": [
"The area around the lair of an inkwalker is full of small animal bones bleached white and stripped of all flesh."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 170,
"entries": [
"The inkwalker, being an advanced form of {@creature mimic}, can take the form of small animals, although they appear to be covered in tar or oil."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 170,
"entries": [
"The inkwalker is skilled in its art of {@skill deception}, and as a result, can ambush prey easily."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Inkwalker",
"page": 170
}
]
},
{
"type": "entries",
"name": "Insic",
"page": 171,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Insic.webp"
}
},
{
"type": "quote",
"entries": [
"Don't go blowing into any old instrument without giving it a good look. Might be something in there you'd rather not inhale..."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bard Enemy",
"page": 171,
"entries": [
"Finding an old instrument can be cause for great excitement for a bard, but an insic quickly puts a damper on that feeling. This undead inhabits abandoned instruments. It jealously guards its silent home, preferring to keep the echoes of long-lost music to itself."
]
},
{
"type": "entries",
"name": "Musical Magic",
"page": 171,
"entries": [
"Many insics are born from the spirits of musicians torn apart by their craft or so dedicated to it that death couldn't stop them. Insics retain a connection to musical magic. They can also overpower the mind of a kindred spirit to perform again for a short time."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 171,
"entries": [
"Insics prefer fine, old instruments that are valuable or would be if restored. Some such instruments are magical."
]
},
{
"type": "entries",
"name": "Lore",
"page": 171,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 171,
"entries": [
"An insic is a mass of shadows that likes to live inside old musical instruments. The best way to check for an insic is to shine a light into an instrument. If shadows persist, an insic could be there."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill History}):",
"page": 171,
"entries": [
"An old story tells of a famous musician who performed without rest, barely sleeping or eating for the better part of two years. He passed away from exhaustion. His lyre became the home of an insic soon after. Some suspect he had been possessed by one, perhaps the same one. Others think his spirit became the insic that inhabited his lyre."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Insic",
"page": 171
}
]
},
{
"type": "entries",
"name": "Ithjar",
"page": 172,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Ithjar.webp"
}
},
{
"type": "quote",
"entries": [
"It takes mere moments for an ithjar to transform from a kite-like swirl of gray and red in the distance to a menace of snapping teeth."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Airborne Ophidian",
"page": 172,
"entries": [
"An ithjar is a monstrous, snakelike flying predator. It writhes through the clouds seeking prey with vision that rivals that of a raptor. Once an ithjar locates a potential meal, the ithjar flies in a strange, swirling fashion, reminiscent of a long-tailed kite. As the ithjar closes in, that curious flying pattern becomes a whirlwind of violence and death.",
"Rows of slashing teeth line the crocodilian mouth of an ithjar. These fangs flay flesh from bone and can penetrate strong armor."
]
},
{
"type": "entries",
"name": "Writhing Foe",
"page": 172,
"entries": [
"Opposite the ithjar's mouth is a tail studded with spiked fins. The ithjar uses this tail to lash or ensnare prey. An ithjar's lithe form and chaotic movement allows it to evade and confuse foes. But that's not the only danger.",
"The monster is hard to catch, escaping from a hold almost as quickly as a foe can wrestle it. An ithjar can quickly turn the tables on an enemy intent on capturing it. Its constricting coils can be as deadly as its bite."
]
},
{
"type": "entries",
"name": "Stormborn Scourge",
"page": 172,
"entries": [
"Ithjars have been seen hunting alone, in small groups, and in packs. Such packs have been described as a glistening hurricane of scales, teeth, and blood. But far worse than the common ithjar is the stormborn ithjar. Those monsters add to their ferocity with the elemental powers of a storm."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 172,
"entries": [
"Ithjar teeth and hide can fetch a fair price in larger markets. Necklaces and other decorations can be made from the teeth, and clothing can be fashioned from the skin and scales. Popular superstition says wearing ithjar teeth or hide imparts some of the creature's nimbleness to the wearer. This belief isn't wholly true, but someone who has proficiency with {@item leatherworker's tools|PHB} can make hide armor from the hide {@item Ithjar Hide Armor|GHMG|that has a base AC of 13 and allows a wearer to apply their full Dexterity bonus to AC}. Creating this armor takes 10 days. {@item Stormborn Ithjar Hide Armor|GHMG|Such hide armor fashioned from a stormborn ithjar} is armor of resistance (lightning and thunder). This armor takes no longer to make, but it requires other materials worth 2,000 gp.",
"The central fang of a stormborn ithjar can be fashioned into a {@item Javelin of Ithjar Lightning|GHMG|javelin of lightning} that deals {@damage 2d8} lightning damage and {@damage 2d8} thunder damage instead of only {@damage 4d6} lightning damage. A creature hit by the javelin must also succeed on a {@dc 13} Strength saving throw or fall {@condition prone}. Someone who has proficiency with {@item smith's tools|PHB} can make this weapon with 10 days of work and other materials worth 250 gp. Somebody must also cast {@spell thunderwave} on the weapon three times during its creation."
]
},
{
"type": "entries",
"name": "Lore",
"page": 173,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 173,
"entries": [
"Ithjars are fast-moving ferocious fliers, but the more powerful of these flying serpents are imbued with the power of storms and can exhale lightning and thunder."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 173,
"entries": [
"It's difficult to capture an ithjar. They slither out of an enemy's clutches and other restraints quickly and easily."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 173,
"entries": [
"The stormborn ithjar is immune to lightning and thunder, allowing it to travel within storm clouds."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ithjar",
"page": 173
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Stormborn Ithjar",
"page": 173
}
]
}
]
},
{
"type": "section",
"name": "J",
"page": 174,
"entries": [
{
"type": "entries",
"name": "Jespaith",
"page": 174,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Jespaith.webp"
}
},
{
"type": "quote",
"entries": [
"When the ground becomes corrupted with violence and sin, it rises into a great stain of hate and brutality. Cloying with corruption, this jangle of stone and bones chews up the land and seeks to destroy living creatures in the area."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Manifested Corruption",
"page": 174,
"entries": [
"Rising from corrupted earth like a tornado of blight and decay, a jespaith is a haze of poison swirling around the fossilized bones of ancient horrors. The buzzing, clanking mess seethes across the landscape, then burrows under the earth, only to reach up again to sow destruction. It moves like a strange, clawed serpent, sometimes splitting into tails and sections to reach its prey."
]
},
{
"type": "entries",
"name": "Scarred Landscape",
"page": 175,
"entries": [
"As the jespaith moves across the land, it damages all in its path. Burrowing in and out of the soil, it scars the landscape. Rocks and boulders lurch up from unknown depths, foliage turns dry and black, and the jespaith ploughs the ground, transforming it into a jumble of dirt, rock, and devastation."
]
},
{
"type": "entries",
"name": "Vicious Destroyer",
"page": 175,
"entries": [
"It's believed that the jespaith is the strange incarnation of a fouled stretch of land. It's an embodiment of poison, hate, and maybe infernal reagents given a semblance of life to despoil the earth further. Once it has risen, a jespaith doesn't end its destruction until brave heroes put it down."
]
},
{
"type": "entries",
"name": "Cloying Poison",
"page": 175,
"entries": [
"While physically powerful, the jespaith is also a creature of poison and decay. A sickly haze clings to the creature in an effluvium of poison and corrupted, biting insect corpses. A jespaith can spew a jet of the congealed vapors as a concentrated acidic poison. Other times, this horror engulfs creatures within its body, gnashing them apart with its stone skeleton while allowing its poison to work."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 175,
"entries": [
"A jespaith doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 175,
"entries": [
"Many collectors of bizarre objects prize the fossils that make up a jespaith's skeleton, and poisoners and alchemists covet them for deadlier purposes. Grinding jespaith bones and adding them to poison increases the poison's saving throw DC by 1. One jespaith can produce 10 doses of such powder. Two doses can affect one poison with a cumulative DC increase, but further additions of the powder have no further effect."
]
},
{
"type": "entries",
"name": "Lore",
"page": 175,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 175,
"entries": [
"The jespaith is immune to acid, necrotic, and poison damage but vulnerable to radiant damage."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 175,
"entries": [
"The jespaith turns the ground around it into broken shards and upturned earth, making the monster easy to track."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill History}):",
"page": 175,
"entries": [
"Not only can the jespaith spit a caustic stream of poison, but it can also grab and engulf creatures within its mass, crushing them with its strange, rocky skeleton and dissolving their flesh with acid."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Jespaith",
"page": 175
}
]
}
]
},
{
"type": "section",
"name": "K",
"page": 176,
"entries": [
{
"type": "entries",
"name": "Keppmir",
"page": 176,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Keppmir.webp"
}
},
{
"type": "quote",
"entries": [
"Sailors are warned to be wary when they sail near Thrull in the cold north of Grarjord. It's not the people above the water that they worry about, but what hides under unusually warm waters."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Harsh Origins",
"page": 176,
"entries": [
"Hundreds of years ago, the clan Keppmir tried to make a living off the unyielding land. The settlers found meager fishing and game, few crops could grow, and little wood made the cold a daily challenge. After ten seasons, the king of the clan turned to praying to Gormadraug. He encouraged his people to do so, thinking that the Great Prismatic Wyrm would be impressed with their dedication and fervor.",
"The prayers were heard, but the people were deceived. A powerful daemon appeared and claimed to be the avatar of Gormadraug. The king pleaded with the avatar, asking to keep his people warm and fed. The price was high\u2014the avatar demanded all the children of the settlement. The people thought that they could renegotiate for the children once they were comfortable, and an agreement was reached."
]
},
{
"type": "entries",
"name": "Horrid Transformation",
"page": 176,
"entries": [
"Each member of the clan clasped arms with the avatar. At the last, as the king gripped the avatar, hope quickly changed to pain. The people fell to the ground, clutching their legs as they transformed into long, fishlike tails. Chains sprang from the ground and wrapped tightly around each lower torso, embedding into the red scales. Four horns sprouted from every head, and their teeth grew into fangs.",
"As they felt suffocation creeping in, the avatar directed them to the water. It calmly explained they would always be warm in the water. They could eat anything, including each other, to make sure that they were never lacking in food. The avatar granted them long lives to remember the price they paid."
]
},
{
"type": "entries",
"name": "Infernal Predators",
"page": 176,
"entries": [
"Memory of the Keppmir clan faded, leaving only monsters behind. The king and his people actively hunt in the northern waters, devouring anything that crosses their path, including unfortunate sailors.",
"Most keppmirs wait for their elite hunters to attack. These stalkers are skilled warriors and wear armor from whale bones. They have mastered hiding in dark waters, and they coordinate attacks on large ships, closing in silently and communicating with hand gestures. When the stalkers attack, other keppmirs dive after meat falling to the ocean floor.",
"Keppmirs are capable of speech and might negotiate. But the influence of their infernal contract has twisted them into beings loath to enter bargains."
]
},
{
"type": "entries",
"name": "Keppmir King",
"page": 176,
"entries": [
"The Keppmir King lives on. His tribe has ebbed and flowed over the years, but he hasn't aged. He vacillates between pride in keeping his tribe alive and the guilt of the price they paid. But if any of his people are harmed, he reacts brutally."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 177,
"entries": [
"Brave sailors hunt keppmirs for their horns. Someone who has proficiency with {@item alchemist's supplies|PHB} can use one horn combined with other reagents, including dried seaweed from the Sea of Turmoil, to create a {@item potion of glacial resistance|GHMG} {@homebrew |(see chapter 4)}. Creating the potion requires 4 hours of work and a successful {@dc 13} Intelligence ({@skill Arcana}) check.",
"The ancient {@item Crown of the Keppmir King|GHMG} {@homebrew |(see chapter 4)} has never been removed from his massive horns. Anyone who could defeat the leader could claim this prize."
]
},
{
"type": "entries",
"name": "Lore",
"page": 177,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 177,
"entries": [
"The story of the Keppmir clan is known to many."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 177,
"entries": [
"A keppmir has a heated body, which provides them with some resistance to the cold. Although they attack ships and coastal settlements, they can't breathe air."
]
}
]
},
{
"type": "inset",
"page": 177,
"name": "GM Advice:",
"entries": [
"Because of their need to breathe water, keppmir are less of a threat on land. If you want to make them a larger threat, make them amphibious instead. Additionally, if they ever gained access to magic that allowed them to breathe air, this could pose the same threat.",
"Providing weapons that can also {@action grapple} on a successful attack, like some form of barbed spear, would allow keppmir to not only do extra fire damage, but also hold enemies underwater and provide a drowning risk."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Keppmir",
"page": 176
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Keppmir Stalker",
"page": 177
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Keppmir King",
"page": 177
}
]
},
{
"type": "entries",
"name": "Knifetooth Horde",
"page": 178,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/KnifetoothHorde.webp"
}
},
{
"type": "quote",
"entries": [
"The brutes grin, revealing teeth honed to a vicious point, as they lope through the fields at the edge of civilization."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Survival by Slaughter",
"page": 178,
"entries": [
"When strife strikes the wilds of Etharis, those living in the wilderness retreat to urban areas. Those unwilling or unable to flee to safety do what's necessary to survive. Most survive through cooperation and luck. Occasionally, however, a group embraces malevolent forces to stay alive. The Knifetooth Horde is one of those latter entities.",
"The Knifetooth Horde isn't a name chosen by those within the horde. Most speak no language more sophisticated than grunts and gestures. The Knifetooth gained their name through the filing of their teeth to better eat raw meat. A raving band of homicidal brutes, they slaughter any who come into their territory, devouring their kills. It's hard to mistake members of the horde\u2014they ritualistically flay, mutilate, and pierce themselves and one another."
]
},
{
"type": "entries",
"name": "Might Makes Right",
"page": 178,
"entries": [
"Most members of the Knifetooth Horde are warriors. Hunters, who work in small groups, range along the unofficial borders of Knifetooth territory, looking for prey. Among the hunters are a few slayers, wild and fearless fighters inured to pain. They battle as if their purpose in life is to bring ruin to anyone or anything outside the horde.",
"Rarely, a leader who has retained basic language skills and the ability to command fear and respect surfaces among the Knifetooth Horde. Such warlords serve as captains for raiding parties, if the Knifetooths used such terms.",
"Even more rare than warlords, the only Knifetooths to command magic are called firebrands. No one knows exactly how these warlocks manage to gain their control of their purple-tinged fire, but they have learned to use their eldritch powers to great destructive effect."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 178,
"entries": [
"The tattered, scorched leathers of a Knifetooth firebrand can become infused with magic. Cleaning and fitting them takes someone who has proficiency with {@item leatherworker's tools|PHB} 5 days and materials worth 250 gp. The finished armor is {@item Knifetooth studded leather armor|GHMG|studded leather armor of resistance (fire) that also confers a +1 bonus to AC}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 178,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 178,
"entries": [
"Members of the Knifetooth Horde are the remnants and descendants of those who have given into the malevolent supernatural forces of Etharis to survive. They are brutal warriors, and their warlocks control mystical violet fire."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Knifetooth Warlord",
"page": 178
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Knifetooth Hunter",
"page": 179
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Knifetooth Slayer",
"page": 179
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Knifetooth Firebrand",
"page": 179
}
]
},
{
"type": "entries",
"name": "Kokela",
"page": 180,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Kokela.webp"
}
},
{
"type": "quote",
"entries": [
"If its hum can kill while it's still asleep, imagine what it could do if it wakes up."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Apocalypse Altar",
"page": 180,
"entries": [
"A living shrine listening for a longlost melody, the kokela sleeps, waiting for the one who returns that song. This mysterious tune can kill, but only the kokela\u2014this song's creator\u2014can use it to bring about the end of all things."
]
},
{
"type": "entries",
"name": "Corrupted Call",
"page": 180,
"entries": [
"During the kokela's slumber, it emits a hum that kills anything nearby and eventually cracks stone and softens the earth. This vibration can also call an individual on the same plane as the kokela to find the kokela's lost song.",
"Such a \"chosen one\" relentlessly seeks the song and anything that can aid in the search, from knowledge to wealth. When the task is complete, the kokela's hum guides the chosen one to it. In the kokela's presence, the chosen one succumbs to the kokela's dream. Thereby, the chosen one gains an audience with the slumbering aberration to remind it of the apocalypse song.",
"Then, the kokela sings in the end of the world."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 180,
"entries": [
"Upon defeat, the kokela and its dream disappear, revealing its true form, a {@item malleus macabre|GHMG} {@homebrew |(see chapter 4)}, a blunt, jagged, bonelike object that jitters and peeps. A mortal can use this object, but it is a testament to the kokela. The kokela can be defeated, but it can never truly die."
]
},
{
"type": "entries",
"name": "Lore",
"page": 180,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 180,
"entries": [
"The kokela is the remains of some long-dead or absent being. It slumbers, but it affects the world around it with its dreams, creating a nightmare landscape. The kokela also reverberates with a hum that can kill creatures and damage objects."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 181,
"entries": [
"Using magic on the kokela is risky. It can reflect at the caster, or the kokela might dream it out of existence. The kokela can suddenly disappear and reappear elsewhere in its bizarre environment."
]
},
{
"type": "entries",
"name": "{@dc 25} Intelligence ({@skill History}):",
"page": 181,
"entries": [
"Tales tell of a priest who silenced the kokela for a time by rendering it unable to hear."
]
}
]
},
{
"type": "inset",
"page": 181,
"name": "GM Advice:",
"entries": [
"The kokela is an entity that is a mere reflection of the horror brought by the Aether Kindred, but that doesn't mean it isn't powerful. Living creatures in the vicinity of the slumbering kokela are constantly agitated, as the hum of the kokela's song slowly eats away at their psyches. Characters may find creatures in this area more hostile than normal. Also, the \"chosen one\" does anything in its power to find the source of the song."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Kokela",
"page": 181
}
]
}
]
},
{
"type": "section",
"name": "L",
"page": 182,
"entries": [
{
"type": "entries",
"name": "Laethlyn",
"page": 182,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Laethlyn.webp"
}
},
{
"type": "quote",
"entries": [
"Only the desperate would call on the 'mercy' of the Laethlyn. She has none. And if she decides that you've committed a crime against the land she protects, you may suffer a worse fate than any you were trying to escape."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Defender of Nature",
"page": 182,
"entries": [
"The Laethlyn, a powerful fey creature that works outside the politics of the fey courts, is deeply connected to the natural spaces of Etharis. They brook no intrusion by those who do not have those same interests at heart. The Laethlyn tends to plants and beasts of the wilderness, raising them to be both companions and defenses against incursions by the so-called civilized world. They also attempt to heal those creatures who've succumbed to the mutating powers of the Beast. However, if healing is impossible, they consider a quick death a mercy and an obligation. They also see lycanthropes and undead as abominations that need cleansing off the face of Etharis."
]
},
{
"type": "entries",
"name": "Druidic Knowledge",
"page": 182,
"entries": [
"After generations of walking the isolated forests of Etharis, the Laethlyn is a source of much esoteric lore. To those who prove themselves allies, rather than threats, the Laethlyn could be an unparalleled source of knowledge and history for druids and others who want a deeper understanding of the natural world or the things that endanger it."
]
},
{
"type": "entries",
"name": "Beautiful and Dangerous",
"page": 182,
"entries": [
"The Laethlyn appears as a lithe elven form with delicate antlers and the light fur of a deer. Closer examination, however, reveals that their fur hides strong vines and barbed thorns, which are devastating when used as weapons."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 183,
"entries": [
"Rumors in ancient texts have it that planting the Laethlyn's heart in soil that has never been trodden upon by mortal foot and watering it daily for 30 days will grow a single sapling of great power. Any druid that subsequently expends 10 spell slots of 4th level or higher on the living sapling can magically shape it into a {@item staff of the woodlands|DMG}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 183,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 183,
"entries": [
"The old forests are sometimes protected by powerful fey like the Laethlyn, and travelers who enter without permission are often never heard from again."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 183,
"entries": [
"Magical plants like {@creature thunderblossom|GHMG|thunderblossoms} and {@creature lightning vine|GHMG|lightning vines} are sometimes grown by the fey as a form of defense against intrusions into their domain."
]
},
{
"type": "entries",
"name": "{@dc 15} Wisdom ({@skill Animal Handling}):",
"page": 183,
"entries": [
"Intelligent beasts are often companions of druids and fey creatures, which sometimes awaken them fully into sentient beings. The Laethlyn surrounds themselves with such creatures."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature} or {@skill History}):",
"page": 183,
"entries": [
"The Laethlyn has lived for centuries and has destroyed more than a few mortals, celestials, and fiends who sought their fealty."
]
},
{
"type": "entries",
"name": "{@dc 25} Intelligence ({@skill Nature}):",
"page": 183,
"entries": [
"The Laethlyn supposedly knows where to find nature artifacts of great power that were hidden in their woods long ago. What properties these artifacts have is something only they know."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "The Laethlyn",
"page": 183
}
]
},
{
"type": "entries",
"name": "Laneshi",
"page": 184,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Laneshi.webp"
}
},
{
"type": "quote",
"entries": [
"An empire beneath the waves. A reflection of the lands above. The laneshi see that contrast, among others, and they value it. Maybe too much."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Imperial People",
"page": 184,
"entries": [
"The laneshi call their domain the Llana'Shi Empire. For most of its history, the leaders of the empire showed no interest in the activities of surface-dwelling peoples or the events of the surface world. Recently, this reluctance to engage with the world above the waves has changed, and agents of the empire go to air-covered lands with increasing regularity. The true purpose of these expeditions is unknown even to most laneshi."
]
},
{
"type": "entries",
"name": "Caste Bound",
"page": 184,
"entries": [
"Pale humanoids from under the sea, laneshi are a rare sight on land. On the ocean's floor, the laneshi built an empire that runs on a philosophy of absolutes and necromantic magic. This empire divides its citizens into a warrior caste and mystic caste. Warriors have dominion over all that lives while mystics have responsibilities related to the dead and objects that never lived.",
"Caste membership is determined at birth and dictates much about the life of a laneshi. Despite the caste names, their functions are much more expansive. Warriors form the bulk of the Llana'Shi Empire's army, but they also serve as the empire's diplomats. They are responsible for raising children, animal husbandry, and negotiating trade with others. Mystics serve society as loremasters, undertakers, and artisans."
]
},
{
"type": "entries",
"name": "Necromancer Twins",
"page": 184,
"entries": [
"Each laneshi necromancer is a twin. The older of the two is allowed to live while the younger twin is sacrificed and has its spirit bound to the living one. This connection with the dead grants these mystics an intuitive grasp of necromantic magic. Laneshi culture has no taboos against such magic. Undead frequently accompany laneshi mystics."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 185,
"entries": [
"Laneshi prepared for combat often carry {@item spear|PHB|spears} or other weapons that function {@quickref underwater combat|PHB|3||underwater}. Some jewelry and other accessories considered pedestrian in the Llana'Shi Empire are significantly more valuable to surface dwellers, such as pearls, shells of deep-sea creatures, and aquatic predator teeth."
]
},
{
"type": "entries",
"name": "Lore",
"page": 185,
"entries": [
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill History}):",
"page": 185,
"entries": [
"Laneshi are an ancient aquatic species divided into two castes: warriors and mystics."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill Religion}):",
"page": 185,
"entries": [
"Laneshi practice necromancy and employ mindless undead as laborers and soldiers."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Laneshi Soldier",
"page": 185
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Laneshi Necromancer",
"page": 185
}
]
},
{
"type": "entries",
"name": "Leeching Willow",
"page": 186,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/LeechingWillow.webp"
}
},
{
"type": "quote",
"entries": [
"Don't seek out the wood of a willow tree for your fuel or building material. For you might accidentally run afoul of a leeching willow."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hidden Aberration",
"page": 186,
"entries": [
"The leeching willow looks like a normal willow tree. Hidden inside, however, is a powerful aberration, a massive brain with a nerve and circulatory system that runs throughout the tree. The brain and the tree are interconnected through every branch and root."
]
},
{
"type": "entries",
"name": "Leeching Spores",
"page": 186,
"entries": [
"Instead of feeding through the sun or roots, the leeching willow feeds using psychic spores breathed in by creatures around it. The spores enter through the olfactory system and move into the brain. From there the leeching willow feeds on the electrical energies of the brain. The feeding process is slow and requires multiple sentient creatures infested for it to sustain the creature. Further, this process weakens those infected as their vigor is sapped and their mental energies drained."
]
},
{
"type": "entries",
"name": "Cancerous Infiltrator",
"page": 186,
"entries": [
"The leeching willow can manipulate the memories of those infected, turning them into unwitting participants in the aberration's feeding. By using its basic motor functions, the aberration sneaks into humanoid villages and settlements, planting itself right in the center of the community in the middle of the night. Then it uses its memory-altering spores to trick the humanoids into thinking it's always been there."
]
},
{
"type": "entries",
"name": "Unwitting Allies",
"page": 186,
"entries": [
"Humanoids infected by the leeching spores become irrationally defensive about all trees in the area, specifically the leeching willow itself. They look perpetually tired, disregard their own hygiene, barely eat, and become sedentary. Communities infested by leeching spores die over the course of a few years as they wither away, attempting to blame their ills on exterior sources."
]
},
{
"type": "entries",
"name": "Fear of Vibration",
"page": 186,
"entries": [
"The leeching spores require very delicate brain waves and psychic vibrations to survive and transfer the mental energies to the aberration. Strong external vibrations can disrupt the delicate connection between the aberration and the subject, potentially killing the spores within the brain and freeing the infested. These vibrations are strongest when they form harmonical vibrations that sound like ringing, especially that of bells."
]
},
{
"type": "entries",
"name": "Ring That Bell",
"page": 186,
"entries": [
"The ring of a large bell instantly disrupts all connections from the infested who can hear the ringing, destroying all spores within the same radius. For this reason, subconsciously, the leeching willow imparts memories onto the infested of strong hatred toward anything that can ring or vibrate in such a manner. All bells are gathered up and hidden far away where they cannot be heard (destroying them is difficult without making them ring). Common objects like silver utensils or glass are discarded and not used anywhere on the settlement either, for fear of any form of ringing."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 187,
"entries": [
"A leeching willow is potent and powerful while inside of its protective tree form, but when severed from it and extracted, it's as weak and feeble as newborn lamb. The greatest treasure one can get from the aberration is the incredible font of knowledge it possesses about humanoids it has fed from.",
"A book made from the pulp of the tree containing the aberration can be made into a {@item tome of clear thought|DMG}. This process requires a successful {@dc 20} Intelligence ({@skill Arcana}) check from a proficient bookmaker or sage, as well as 5000 gp of ink and other rare components used over 15 days."
]
},
{
"type": "entries",
"name": "Lore",
"page": 187,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Wisdom ({@skill Perception}):",
"page": 187,
"entries": [
"The air around you is sweet and delectable, it feels fresh as if you were high on a mountain. It's not a fragrance you recognize, and it doesn't smell like any food you have experience before, but it smells delicious all the same."
]
},
{
"type": "entries",
"name": "{@dc 15} Wisdom ({@skill Medicine}):",
"page": 187,
"entries": [
"The villager you see looks sickly and tired, as if they haven't got a good night's rest in over a week. Their muscles have deteriorated from lack of use, and they show no motivation for life or work."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 187,
"entries": [
"The spores in the air are magical in nature, and they give a psychic connection between those infected by the spores and the tree that emits the spores."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Leeching Willow",
"page": 187
}
]
},
{
"type": "entries",
"name": "Lenchtahg",
"page": 188,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Lenchtahg.webp"
}
},
{
"type": "quote",
"entries": [
"The smoky, fiery form hisses and shrieks in a cacophony of anger and confusion. There's something almost holy in the sound."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Corrupted Seraphs",
"page": 188,
"entries": [
"Arch Daemon Malikir, corrupter of all that is good, crafted the first lenchtahg from the seraphic body of a captured member of Arch Seraph Empyreus's court. Taking glee in twisting a follower of the so-called \"Unbroken Seraph,\" the Arch Daemon killed the Seraph, distorted its spirit, and transformed it into a construct of smoke and flame, a being in constant agony, compelled to obey its demonic overlords."
]
},
{
"type": "entries",
"name": "Endless Pain",
"page": 189,
"entries": [
"A lenchtahg has lost its former identity, but Malikir's cruel design ensures that it remains sapient and in constant pain, aware of its enslavement. Malikir even went to the trouble of ensuring that a lenchtahg might recall memories of its past life as a further torment, though this trait drives the lenchtahg into bouts of uncontrolled rage."
]
},
{
"type": "entries",
"name": "Useful Minions",
"page": 189,
"entries": [
"Lenchtahgs possess many useful properties, such as magic resistance, rejuvenation, and the ability to absorb holy power to heal themselves. This latter trait is useful against the forces of the Seraphs. However, a lenchtahg is difficult to create. Even if capturing a Seraph alive were a straightforward task, the effort expended in transforming it into a lenchtahg is almost prohibitive, a luxury only afforded to Arch Daemons and their most powerful followers."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 189,
"entries": [
"The severed head of a lenchtahg is a potent magic object. To the right buyer\u2014a necromancer, a daemon cultist, an evil alchemist, and the like\u2014a lenchtahg head is worth 750 gp. The servants of the Arch Daemon Malikir guard the secrets of binding a lenchtahg, but hags and other wicked creatures with magical skills possess knowledge to convert a lenchtahg head into a construct with similar unholy power."
]
},
{
"type": "entries",
"name": "Lore",
"page": 189,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 189,
"entries": [
"Radiant damage heals a lenchtahg, which still has the flesh of a Seraph."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 189,
"entries": [
"Dowsing a Lenchtahg with a lot of water or any holy water can temporarily weaken it."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 189,
"entries": [
"The lenchtahg's head must be consecrated in a holy ceremony or otherwise rid of its evil to avoid the lenchtahg's rejuvenation. But those with the right knowledge can use the head to craft a magical servitor."
]
}
]
},
{
"type": "inset",
"page": 189,
"name": "GM Advice:",
"entries": [
"Those who use lenchtahg as troops in battle will use radiant magic to damage foes while at the same time healing the lenchtahg. This greatly heightens the strength of these monsters."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lenchtahg",
"page": 189
}
]
},
{
"type": "entries",
"name": "Lich Troll",
"page": 190,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/LichTroll.webp"
}
},
{
"type": "quote",
"entries": [
"Running away from a troll is smart. Running away from a troll that casts spells is wishful thinking."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Botched Experiment",
"page": 190,
"entries": [
"Before research led to the creation of the first soul vessel and lich, desperate wizards made many failed attempts in the pursuit of immortality. Given that trolls return to a hale, hearty state after most injuries, some wizards decided inserting the soul into a troll's body might be the right course. The results were poor."
]
},
{
"type": "entries",
"name": "Obscene Amalgamation",
"page": 190,
"entries": [
"Most lich trolls look like a humanoid skull with burning eyes atop a troll's body. Due to the imperfect process, the creature lost some of its arcane power. It gained the benefit of the body of a regenerating giant."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 190,
"entries": [
"Someone who has proficiency with {@item jeweler's tools|PHB} or {@item woodcarver's tools|PHB} can fashion the skull of a lich troll into a {@item ring of regeneration|DMG}. Doing so takes materials worth 5,000 gp, 10 days of work, and a successful {@dc 15} Intelligence or Wisdom check. Somebody must also cast {@spell greater restoration} on the ring each day during the process. If the ring's wearer dies while wearing the ring, the soul of the lich has a {@chance 75|25 percent chance|Lich Ring|Nothing occurs.|The Lich's soul takes over the body of the ring's wearer.} to take over the corpse and use it as a new body. But if the ring is created entirely in the area of a {@spell hallow} spell with the everlasting rest effect, the tie to the lich's soul is broken"
]
},
{
"type": "entries",
"name": "Lore",
"page": 190,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 190,
"entries": [
"The lich troll is remnants of early attempts of powerful spellcasters to transfer their souls into trolls."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 190,
"entries": [
"The lich troll is immune to poison and resistant to necrotic damage. It regenerates and can be killed only by acid, fire, or radiant damage."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lich Troll",
"page": 191
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ZombieTroll.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Zombie Troll",
"page": 191
}
]
},
{
"type": "entries",
"name": "Lindwyrm",
"page": 192,
"entries": [
{
"type": "quote",
"entries": [
"My great grandfather spoke of the lindwyrm terrorizing the countryside and devouring whole villages. But it's been so long since anyone has seen the beast, it's likely the creature is long dead. Thank Miklas!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Century's Sleep",
"page": 192,
"entries": [
"After a few months of gorging itself, a lindwyrm burrows deep into its underground lair where it slumbers, only stirring if something disturbs it. But in another hundred years, its hunger wakens it again."
]
},
{
"type": "entries",
"name": "Adventurous Eater",
"page": 192,
"entries": [
"Lindwyrms are voracious eaters, consuming all manner of crops, livestock, and people. If it can swallow it, it does, and lindwyrms have very big mouths."
]
},
{
"type": "entries",
"name": "Burrowing Terror",
"page": 192,
"entries": [
"With their long serpentine bodies and two large claws, lindwyrms can burrow nearly as fast as they can run above ground. Tremors can be a sign of an approaching lindwyrm."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 192,
"entries": [
"A dose of {@item lindwyrm venom|GHMG} {@homebrew |(see Chapter 4)} can be harvested by someone proficient with a {@item poisoner's kit|PHB} and succeeds on a {@dc 18} Dexterity ({@skill Sleight of Hand}) check, but this must be done within 1 hour of the lindwyrm's death. If the check fails by 5 or more, the harvester instead poisons themselves. This injury poison is worth 1,000 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 192,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 192,
"entries": [
"Lindwyrms sleep for 100 years and when they waken are devastating to communities in its hunting area."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 192,
"entries": [
"Lindwyrms have a poisonous bite and may swallow creatures they bite."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 192,
"entries": [
"Lindwyrms can sense vibrations in the ground from as far away as 120 ft."
]
}
]
},
{
"type": "inset",
"page": 192,
"name": "GM Advice:",
"entries": [
"One exciting adventure seed could find a powerful enemy of the adventurers looking to waken and control a lindwyrm. Whether that plot succeeds or not is up to you, but a three-way battle between involving a lindwyrm and other foes should be memorable as the action ebbs and flows."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lindwyrm",
"page": 192
}
]
},
{
"type": "entries",
"name": "Lithobel",
"page": 193,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Lithobel.webp"
}
},
{
"type": "quote",
"entries": [
"The two-headed, four-armed, blood-covered statue moves forward, weapons at the ready."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Duels in Tormach's Honor",
"page": 193,
"entries": [
"With the rise of the Cult of Tormach throughout Unterland, the bloody ambitions of Speaker Schlei have come to fruition more and more. Under his orders, cultists devoted to the demented Arch Daemon of war fight one another to the death in single combat as an offering of sacrificial bloodshed. If both combatants die from their wounds and their combat is glorious, Tormach grants the devotees special favor."
]
},
{
"type": "entries",
"name": "Commemorated for Eternity",
"page": 193,
"entries": [
"Tormach grafts combatants honored for their bloodthirsty sacrifice, together forming a four-armed, two-headed creature known as a lithobel. The creature's skin is transmuted into rough stone, and it is granted massive stone weapons capable of slaughtering a draft horse in a single swing. The hulking creature is then turned loose on the hapless population of Etharis, possessing only the drive to maim and kill any living creature unlucky enough to cross its path."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 193,
"entries": [
"The powdered stone of a lithobel's heads can be used in place of diamond dust for the {@spell stoneskin} spell. One lithobel produces powder worth 1,000 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 193,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 193,
"entries": [
"This foul creature is the result of a battle to the death between two followers of Tormach. It wants only blood. Poison is ineffective, and nonmagical attacks do the creature less harm."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lithobel",
"page": 193
}
]
},
{
"type": "entries",
"name": "Living Crucible",
"page": 194,
"entries": [
{
"type": "quote",
"entries": [
"I've got lotions, potions, dusts, draughts, tinctures, and even a balm or two. What do you need? I've tested them all myself!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Brewing Advantage",
"page": 194,
"entries": [
"Most warriors spend their entire lives perfecting their skill with their weapons, but a few lack the focus, skill, dedication, or patience for such a path. These warriors seek any edge over their foes, no matter the cost. Trickery or magic can provide that edge. Some turn to alchemy."
]
},
{
"type": "entries",
"name": "Chemical Augmentation",
"page": 194,
"entries": [
"Potions are not a strange sight on the battlefield. Adventurers rarely leave the safety of town without at least a few healing potions, and some of the more exotic ones if they can afford it. Gaining the title of \"Living Crucible\" is a different matter. These warriors use alchemy to alter their own bodies in search of greater battle prowess. While this takes a toll on them in the long run, it also allows them to ingest unusual combinations of alchemical reagents for a quick boost in combat."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 194,
"entries": [
"When looting a drug-crazed warrior, there is the possibility of finding {@dice 1d4} chemical compounds, like the ones they use in battle. Anyone consuming one of these compounds must make a {@dc 13} Constitution save or be {@condition poisoned} for 1 minute. On a natural 1 on the save, the creature dies. After 1 day, the compounds become inert and lose all special properties."
]
},
{
"type": "entries",
"name": "Lore",
"page": 194,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 194,
"entries": [
"Certain warriors take up alchemy to supplement their fighting skills with potent alchemical concoctions. They're often festooned in bandoliers of potions and vials, an array that lets them react to different situations with different potions."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 194,
"entries": [
"Beyond mere potion users, the warriors known as \"Living Crucibles\" alter their own physiology to better absorb alchemical reagents. Much like acclimating to a poison, they repeatedly subject themselves to extreme chemical compounds until their bodies adapt to the strain."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 194,
"entries": [
"The alchemical compounds used by Living Crucibles are toxic to anyone else. It is only through their unique physiologies that such poisons offer any benefit. These raw substances must be consumed within a day or they lose their efficacy."
]
}
]
},
{
"type": "inset",
"page": 194,
"name": "GM Advice:",
"entries": [
"Other humanoid creatures who rely on melee attacks might be turned into living crucibles, to offer a wider array of choices for enemies to put in front of characters. Make the humanoid resistant or immune to poison, and then provide them with one of more of the bonuses from Battle Draught.",
"Living crucibles might also be so besotted with volatile chemicals that interactions with extra heat, electricity, acid, or other agents could cause them to explode, with a devastating effect for anyone near them."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Drug-Crazed Marauder",
"page": 194
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Alchemical Berserker",
"page": 194
}
]
},
{
"type": "entries",
"name": "Living Toxin",
"page": 195,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/LivingToxin.webp"
}
},
{
"type": "quote",
"entries": [
"Makes me sick just thinking about it. The blasted thing swept right up into the smithy, and next thing we knew, she was on the ground, rolling and screaming."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Manufactured Menaces",
"page": 195,
"entries": [
"A living toxin is an ooze at the pinnacle of the poisoner's art. It's poison that delivers itself to the victim. Living toxins are usually found around cities, hiding in sewers, and sliding along back alleys.",
"Each living toxin begins as a mixture of poisons and alchemical ingredients. Whether by accident or ill intent, the mixture gains a semblance of life and often turns on its creator. The ooze escapes through the nearest grating or window, seeking out places to hide and hunt."
]
},
{
"type": "entries",
"name": "Invasive Species",
"page": 195,
"entries": [
"When a living creature comes along, the ooze displays its most sinister trait. It launches itself at its victim's face and tries to force its way inside their body. Once there, the toxin attacks the body from within. After the interior is liquefied, the ooze escapes from the corpse."
]
},
{
"type": "entries",
"name": "Ooze Nature",
"page": 195,
"entries": [
"A living toxin doesn't require sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 195,
"entries": [
"A living toxin breaks down into harmless goo once slain. Someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can combine the goo with other reagents or herbs worth 50 gp to create two doses of {@item Keoghtom's Ointment|DMG|restorative ointment}. Doing so requires 8 hours of work and a successful {@dc 10} Intelligence or Wisdom check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 195,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 195,
"entries": [
"Living toxins are poisonous mixtures given life. A living toxin attempts to force itself inside a host, attacking from within."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 195,
"entries": [
"Effects that cure poisoning are highly effective against a living toxin."
]
}
]
},
{
"type": "inset",
"page": 195,
"name": "GM Advice:",
"entries": [
"It's not too difficult to imagine the existence of a sentient living toxin, capable of infecting a host but choosing when to inflict the poison damage instead of doing so automatically. Such a creature, if given the ability to communicate with a host telepathically, could blackmail a host into doing its bidding. Such creatures could serve evil masters."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Living Toxin",
"page": 195
}
]
},
{
"type": "entries",
"name": "Lupilisk",
"page": 196,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Lupilisk.webp"
}
},
{
"type": "quote",
"entries": [
"If you find a statue in the wild with its mouth open in a scream, flee. Best case, it's an artist working out their twisted ideas. Worst case, you'll be a statue soon."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Petrifying Predators",
"page": 196,
"entries": [
"The fiendish lupilisks can be found in woodland areas or amid an infernal army. their impressive strength and agility, as well as their size, makes them perfect mounts for infernal cavalry. And their keen instincts mark them as an apex predator.",
"Lupilisks prefer to play with their food, chasing and tormenting it before turning it to stone. The lupilisk then eats the rocky remains. As with a basilisk, the lupilisk's gullet reverses the petrification, turning stone to flesh once it reaches the creature's stomach."
]
},
{
"type": "entries",
"name": "Family Pack",
"page": 197,
"entries": [
"In the wild, lupilisks gather in packs. A dominant elder couple leads the pack, and other pack members are that couple's offspring. Juvenile males seek mates from other packs, while juvenile females decide whether to take visiting males as mates. A lupilisk pack is a family, its adult children leaving to form new packs."
]
},
{
"type": "entries",
"name": "Trained Mounts",
"page": 197,
"entries": [
"A lupilisk is more beast than fiend. They're aggressive and cruel, but they can be controlled if trained with firm discipline."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 197,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} can take four lupilisk venom fangs, or just the two fangs of one lupilisk elder, and treat them with reagents worth 250 gp per tooth for 3 days. A successful treatment requires the alchemist to succeed on a {@dc 15} Intelligence or Wisdom check. During the treatment time, somebody must also cast {@spell lesser restoration} on the fangs. After a successful treatment, someone who has proficiency with {@item jeweler's tools|PHB} can fashion the fangs, now blackened, into a necklace, creating a {@item periapt of proof against poison and Paralysis|GHMG|periapt of proof against poison}. If the wearer attunes to the periapt, the amulet also provides that wearer immunity to being {@condition petrified}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 197,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 197,
"entries": [
"A lupilisk's bite imparts a petrifying venom to prey. This magic toxin grows more potent as the lupilisk ages."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 197,
"entries": [
"Lupilisks live in packs with an elder couple in the lead. This couple are the parents of most other pack members."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lupilisk",
"page": 196
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lupilisk Whelp",
"page": 197
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lupilisk Elder",
"page": 197
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/LupiliskClaw.webp"
}
}
]
},
{
"type": "entries",
"name": "Lycanthrope",
"page": 198,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Lycanthrope.webp"
}
},
{
"type": "quote",
"entries": [
"During full moons, inhabitants of Etharis stay inside with the doors barred and windows tightly shut. Even then, they look at those indoors with them with a suspicious eye. One never knows."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Nighttime Horror",
"page": 198,
"entries": [
"Travelers who brave the wilds of Etharis plan their routes to avoid camping in the wilds on nights of the full moon. All know of the savage werewolves and other lycanthropes that roam the wilderness in search of victims, and few are willing to venture forth for fear of a bite from one of these creatures."
]
},
{
"type": "entries",
"name": "Cursed Existence",
"page": 198,
"entries": [
"Lycanthropy is not a disease, but a magical curse that spreads when one of its bearers bites a victim. Most lycanthropes live a pained existence, constantly at war with the primal instincts that drive them to kill."
]
},
{
"type": "entries",
"name": "Savage Control",
"page": 198,
"entries": [
"Regions like the Valikan Clans attempt to bring the curse under control. The strong druidic traditions make strides in dealing with cursed individuals. Those in tune with nature sometimes master the beast that rages within them, finding a spiritual side that transforms the curse into a blessing. But this ability is attainable by few, and even then, only after years of training."
]
},
{
"type": "entries",
"name": "Variant Lycanthropes",
"page": 198,
"entries": [
"The typical presentation of lycanthropy leaves its victims dangerous enough, but sometimes there are alternate forms, even more dangerous than a typical cursed victim."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 198,
"entries": [
"Lycanthropes exist in a state of perpetual mental turmoil, and over time their memories fragment. As a result, many carry keepsakes of their past lives to strengthen the memories they do not want to lose. The pelt of a lycanthrope is prized by certain mages for the crafting of magical cloaks, particularly cloaks that allow a person to change their form such as the {@item cloak of the bat|DMG} or the {@item cloak of the manta ray|DMG}.",
"Weapons made from the fangs or claws of deceased lycanthropes have special properties and are known as {@item lycan weapon|GHMG|lycan weapons} {@homebrew |(see Chapter 4)}. These weapons require a successful {@dc 15} Intelligence ({@skill Arcana}) check by a proficient weaponsmith, consuming 500 gp worth of components, and requiring 10 days of work."
]
},
{
"type": "entries",
"name": "Lore",
"page": 198,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 198,
"entries": [
"Lycanthropy is a common affliction in Etharis. The source is a curse that twists mind and body into that of a savage beast. Though they can change at will, the light of the full moon triggers the transformation no matter what."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 198,
"entries": [
"In addition to the normal transmission of the curse through the bite of a lycanthrope, certain druidic sects also perform rituals to create new lycanthropes. This ritual is known as the Lunar Sacrament, used as a tool to protect druid groves from invasion."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 199,
"entries": [
"While the nature of the transformation tends to override the senses with bestial fury, some can control themselves. By finding a balance between man and beast, they gain greater control over the curse, gaining the ability to turn into a full animal and retain their mental faculties."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Werewolf Ravager",
"page": 199
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Werebear Ascetic",
"page": 199
}
]
},
{
"type": "entries",
"name": "Lyfaren",
"page": 200,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Lyfaren.webp"
}
},
{
"type": "quote",
"entries": [
"If the path fades out beneath your feet, be careful where you look to find it again. Following the wrong trail marker might be your last steps."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Underground Bound",
"page": 200,
"entries": [
"Lyfaren are enormous burrowing creatures, looking like a massive rocky leach, that spend their lives surrounded by dirt, rock, and rubble. They can't see, but rather perceive the world through vibrations with their antenna, the only part of their bodies which can survive in open air. Lyfaren can sense the movement of an earthworm, as well as the feet of the bird that briefly landed to acquire that snack."
]
},
{
"type": "entries",
"name": "Off-Trail Tricks",
"page": 200,
"entries": [
"Like the anglerfish and many other creatures, lyfaren lure in their preferred prey, humanoids, with the temptation of safety or curiosity. Their antenna closely resembles stacks of rock that we would call a cairn: a manmade stone marker indicating a trail or other location of interest. But as soon as you're within a few paces, they swallow you whole, leaving nothing to see."
]
},
{
"type": "entries",
"name": "Imprecise But Deadly",
"page": 200,
"entries": [
"While slow and easy to avoid if you know what you're looking for, the lyfaren swallows even the strongest adventurers before they can fight back."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 200,
"entries": [
"The \"rocks\" that form the lyfaren's antenna can be cracked open, revealing what looks like beautiful crystals, much like a geode. There is a {@chance 25|25% chance|Lyfaren|The antenna can be turned into an elemental gem.|The antenna cannot be used to create an elemental gem.} that a lyfaren has an antenna that can be turned into a {@item Elemental Gem, Yellow Diamond|DMG|yellow diamond elemental gem}. This transformation requires someone proficient in the {@skill Nature} skill to succeed on a {@dc 15} Intelligence ({@skill Nature}) check while using 50 gp of other components. The process takes 4 hours."
]
},
{
"type": "entries",
"name": "Lore",
"page": 200,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 200,
"entries": [
"Only the antennae and the maw of the lyfaren can survive outside of the earth. However, the maw can easily swallow up creatures the size of a horse, pulling it into its rock-filled gullet."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 200,
"entries": [
"When trying to figure out if a cairn is manmade or deadly, look for a leaf, feather, or small piece of ribbon between the rocks. Man-made cairns are often decorated, while a lyfaren antenna may have bones or blood near it."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 200,
"entries": [
"A lyfaren needs the pressure of being surrounded by dirt to survive, find a way to unearth one and the fight is over."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lyfaren",
"page": 200
}
]
}
]
},
{
"type": "section",
"name": "M",
"page": 201,
"entries": [
{
"type": "entries",
"name": "Magebane Ooze",
"page": 201,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/MagebaneOoze.webp"
}
},
{
"type": "quote",
"entries": [
"For every action, there's an equal and opposite reaction by an angry wizard."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Made for Spite",
"page": 201,
"entries": [
"Magebane oozes were created by an irritable wizard to wreak havoc on rivals. Unfortunately for him, his creations got loose before he could unleash them, making him their first victim."
]
},
{
"type": "entries",
"name": "Devourers of Magic",
"page": 201,
"entries": [
"Magebane oozes feed on magical energies. Although they can survive for years without feeding, they do so by going dormant. An active ooze shrivels quickly if it lacks a source of magic."
]
},
{
"type": "entries",
"name": "Unusually Intelligent",
"page": 201,
"entries": [
"Because their creator intended them to attack other wizards, he experimented to provide them greater intellect than most oozes. As a result, they strategize and can set traps for their prey."
]
},
{
"type": "entries",
"name": "Inquisition Tool",
"page": 201,
"entries": [
"The Arcanist Inquisition has recently learned of the existence of magebane oozes, and inquisitors are in the process of capturing the strange oozes to use against their magic-wielding foes."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 201,
"entries": [
"Magebane oozes are a terrifying risk for even wellequipped adventurers. Even in death, some of their corrosive properties persist. Someone who makes a successful {@dc 15} Dexterity ({@skill Sleight of Hand}) check can carefully collect the remaining potent ooze into a vial. This can be turned into a {@item magebane bomb|GHMG} {@homebrew |(see Chapter 4)}. Making this item requires a proficient arcanist to spend 4 hours, use 100 gp of components, and succeed on a {@dc 15} Intelligence ({@skill Arcana}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 201,
"entries": [
{
"type": "entries",
"name": "{@dc 12} Intelligence ({@skill Arcana}):",
"page": 201,
"entries": [
"Magebane oozes feed on magic and quickly reduce magical weapons and armor to regular, non-magical versions of those weapons."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 201,
"entries": [
"Magebane oozes were created by a vengeful wizard who lost control of them before he could unleash them on his rivals."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 201,
"entries": [
"Some arcanists speak in hushed whispers of a particular mutation that occurs after magebane oozes have managed to devour enough magic. These magebane evolutions are nearly indestructible and can not only strip away magic, but store and then direct it back at the unlucky caster who loosed it."
]
}
]
},
{
"type": "inset",
"page": 201,
"name": "GM Advice:",
"entries": [
"Magic is such a powerful force in the game that twisting it to use against characters can sometimes seem to be the only thing that can scare a character. A more powerful form of magebane ooze that collects and harnesses the destructive nature of magic used against them would be a terrifying prospect for high-level magic-wielding characters."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Magebane Ooze",
"page": 201
}
]
},
{
"type": "entries",
"name": "Mageplants",
"page": 202,
"entries": [
{
"type": "quote",
"entries": [
"Why do common folk hate magic? Look at the experiments of those with magical power! Consider mageplants: picking a flower could be either a delight or a deadly trap!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Creations of Magic",
"page": 202,
"entries": [
"Mageplants don't come into being by ordinary means. Each was the result of magical experimentation or intentional cultivation by arcanists, druids, or other powerful creatures."
]
},
{
"type": "entries",
"name": "A Deadly Surprise",
"page": 202,
"entries": [
"Mageplants usually look like mundane plant life, making them a particularly nasty hazard for those not trained in the differences. When that rose begins spitting fire or a vine drags you into the earth, it's not likely to be a good day."
]
},
{
"type": "entries",
"name": "Thunderblossoms",
"page": 202,
"entries": [
"These explosive plants look like small rose bushes that grow low to the ground. When active, they scuttle in and out of the fray, allowing their blooms to explode, sending seeds (and destruction) everywhere."
]
},
{
"type": "entries",
"name": "Lightning Vines",
"page": 202,
"entries": [
"These masses of vines grow small blue blooms that hum with electricity. They lash out, grappling living creatures to deliver heart-stopping shocks."
]
},
{
"type": "entries",
"name": "Flash Freezes",
"page": 202,
"entries": [
"These white-barked trees bear frosty blue leaves and snow-white blossoms. They enjoy leaching the warmth out of nearby living creatures."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 202,
"entries": [
"The seeds from three thunderblossoms, two lightning vines, or one flash freeze can be worked into an oil that, when placed on a weapon, can allow that weapon to do damage corresponding to the nature of the plant. Making this oil requires someone proficient with the {@skill Nature} skill to succeed on a {@dc 15} Intelligence ({@skill Arcana}) check after spending 12 hours and 100 gp of components. This oil, when put on a melee weapon, deals an additional 6 ({@damage 1d12}) damage of the type based on the plant for 24 hours."
]
},
{
"type": "entries",
"name": "Lore",
"page": 202,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 202,
"entries": [
"All mageplants are created rather than occurring naturally. Most often druids or wizards are responsible for planting them in areas they want to protect."
]
},
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 202,
"entries": [
"Thunderblossoms are a useful early warning system for identifying intruders. Planting a border of them can make it hard for someone to walk up on their creator undetected."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 202,
"entries": [
"Lightning vines are faster than most people suspect and can pick off incautious stragglers before anyone realizes they've fallen."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 202,
"entries": [
"Flash freeze trees are hard to stabilize without killing the original plant and thus relatively rare among mageplants. Powerful spellcasters sometimes awaken such trees to make them an even deadlier threat."
]
}
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Thunderblossom.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Thunderblossom",
"page": 202
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/LightningVine.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Lightning Vine",
"page": 203
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/FlashFreeze.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Flash Freeze",
"page": 203
}
]
},
{
"type": "entries",
"name": "Maiden's Hair",
"page": 203,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Maiden'sHair2.webp"
}
},
{
"type": "quote",
"entries": [
"Beware the woods",
"Beware the night",
"Beware the hair of golden light"
],
"from": "Excerpt from a Bürach nursery rhyme"
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Forest Blight",
"page": 204,
"entries": [
"Maiden's hair is a deadly plant found in remote forests. They resemble long flowing tufts of golden grass or moss, frequently hanging from tree limbs."
]
},
{
"type": "entries",
"name": "Delusional Scent",
"page": 204,
"entries": [
"The maiden's hair releases a poisonous scent, barely noticeable by most humanoids. However, intelligent creatures affected by this poison become enamored with the plant. Poisoned victims who survive encounters with maiden's hair describe visions of an attractive individual with long flowing hair calling them forward."
]
},
{
"type": "entries",
"name": "Hag's Favorite",
"page": 204,
"entries": [
"Hags often cultivate these plants to protect their dismal lairs, leaving skeletons of past victims beneath the deadly plants to warn potential intruders of the danger."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 204,
"entries": [
"Individuals proficient with {@item weaver's tools|PHB} can use the fibrous remains of one maiden's hair to craft exceptionally resilient nets. An individual spending 8 hours and succeeding on a {@dc 10} Dexterity ({@skill Sleight of Hand}) check can craft a {@item net of maiden's hair|GHMG} {@homebrew |(see Chapter 4)}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 204,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 204,
"entries": [
"The subtle scent released by maiden's hair is poisonous and can induce delirium in its victims."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 204,
"entries": [
"These plants are resistant to bludgeoning, piercing, and psychic damage."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 204,
"entries": [
"A powerful wind can disperse the maiden's hair's poisonous scent for a short time."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Maiden's Hair, Lesser",
"page": 204
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Maiden'sHair1.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Maiden's Hair, Greater",
"page": 205
}
]
},
{
"type": "entries",
"name": "Malcinder",
"page": 206,
"entries": [
{
"type": "quote",
"entries": [
"A shadowy form moves silently toward its prey, stalking with precision. Sudden flames erupt as the malcinder roars and leaps into the air to crush its target to the ground."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Infernal Hunters",
"page": 206,
"entries": [
"Malcinders sometimes escaped the Netherworld, forming small hunting packs found in every region. They suppress their infernal nature when hunting and resting for stealth, dusky skin concealing them in the {@quickref Vision and Light|PHB|2||darkness}."
]
},
{
"type": "entries",
"name": "Born in Flames",
"page": 206,
"entries": [
"When a malcinder attacks, its body hardens like cooling lava, and flames glow through its skull. It harnesses this infernal fire within its whiplike tail to hurl flame."
]
},
{
"type": "entries",
"name": "Burning Leader",
"page": 206,
"entries": [
"The strongest of malcinders leads a pack. This alpha is the largest in the group and the best hunter. A malcinder alpha draws attention so the pack can attack from all sides."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 206,
"entries": [
"When a malcinder dies, the flames within its body go out, and the corpse hardens like volcanic rock. The claws and fangs from one malcinder corpse make a powder that someone who has proficiency with {@item alchemist's supplies|PHB} can make into a {@item potion of speed|PHB}. Doing so requires other reagents worth 1,000 gp, 8 hours of work, and a successful {@dc 15} Intelligence ({@skill Arcana}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 206,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 206,
"entries": [
"Malcinders are fiends immune to fire."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 206,
"entries": [
"A malcinder alpha coordinates its pack efficiently. Slaying this leader can make the pack much less dangerous.",
"Malcinders are prone to following stronger fiends. Therefore, a creature with fiendish ancestry can tame a malcinder."
]
}
]
},
{
"type": "image",
"href": {
"type": "external",
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"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Malcinder",
"page": 206
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/MalcinderAlpha.webp"
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},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Malcinder Alpha",
"page": 207
}
]
},
{
"type": "entries",
"name": "Malefic Broker",
"page": 208,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/MaleficBroker.webp"
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},
{
"type": "quote",
"entries": [
"The sound of coins clanking together is music to the ears of some. In the hands of a malefic broker, it's a death knell."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Disciples of Gorodyn",
"page": 208,
"entries": [
"A rare fiend, the malefic broker is an example of a diabolic middleman. Taking the form of a humanoid, the malefic broker hones its skills in negotiation and acquisition rather than its fiendish might. Greed motivates a malefic broker, who scrambles to acquire more souls for Gorodyn through deception and persuasion."
]
},
{
"type": "entries",
"name": "Soul Shards",
"page": 208,
"entries": [
"Despite a disdain for mortal wealth, a malefic broker carries gems, which the fiend uses to siphon pieces of souls fleeing the dying. When cornered, a malefic broker consumes these soul shards to gain eldritch might it can use to defend itself."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 208,
"entries": [
"Soul shards taken from the malefic broker fetch 250 gp each, or more, from rich collectors and arcanists. If crushed, added to water, and imbibed, each soul shard acts as a {@item potion of superior healing|DMG}. A malefic broker carries jewels worth at least 500 gp to turn into more soul shards."
]
},
{
"type": "entries",
"name": "Lore",
"page": 208,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 208,
"entries": [
"Malefic brokers collect souls, either through fiendish contracts or being near those who die. The soul shards they carry can power their fiendish abilities."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Malefic Broker",
"page": 208
}
]
},
{
"type": "entries",
"name": "Malikirian Imp",
"page": 209,
"entries": [
{
"type": "quote",
"entries": [
"I can give you anything, mortal. Riches? Accolades? To be important, for once? Whisper your secrets to me. I will tell you the secrets of your rivals. They all dance with me."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Prideful Purpose",
"page": 209,
"entries": [
"A minor daemon of Malikir, Arch Daemon of Pride, the Malikirian imp was created to tempt mortals into acting on their base desires and soothe their guilty consciouses with rapturous feelings of entitlement and certainty. It is said the Angel of Empyreus keeps one chained to elicit confessions and goad mortals into the very acts of sin the Angel of Empyreus seeks to punish."
]
},
{
"type": "entries",
"name": "A Decrepit Devil",
"page": 209,
"entries": [
"The imp is a wretched, bruised, shriveled creature that would almost inspire pity, were it not unmistakably fiendish. Its diminutive head resembles the skull of a bighorn sheep, and its sinuous body is covered in cracked and haggard scales."
]
},
{
"type": "entries",
"name": "Infernal Intelligence",
"page": 209,
"entries": [
"Before the Godswar, these imps would be exchanged as gifts and familiars by agents of Malikir to influential mages or court advisors to inspire selfishness, war, and hunger for power. They are s pies experts at gaining secrets and revealing them for maximum damage."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 209,
"entries": [
"If caught alone with a hostile foe, the imp pleads for its life and pledges to serve its new master. It gives its name, which a caster can use when casting {@spell find familiar} to summon and bind the imp as their familiar.",
"An imp's scales and bones can be used to create a {@item Imp Potion of Fire Resistance|GHMG|potion of fire resistance} with a {@dc 15} Intelligence ({@skill Arcana}) ability check from a character proficient in {@item alchemist's supplies|PHB}. This takes 2 hours and 10 gp of materials. However, there's a {@chance 90|10% chance|Imp|The potion acts normally|The potion imparts fulnerability to all damage except fire.} that the person taking the potion will be vulnerable to all other damage.",
"Eating the Malikirian imp's heart grants the ability to cast {@spell suggestion} once without using a spell slot. The DC to resist this spell is 10."
]
},
{
"type": "entries",
"name": "Lore",
"page": 209,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 209,
"entries": [
"Beware the multitudinous throngs of Malikir's progeny, for they can corrupt even the most pure-hearted and spur them to acts of sin and moral decay."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 209,
"entries": [
"Many a foolish warlock thought they had the upper hand when they received such a pathetic creature as their familiar, but they underestimated the imp at their peril."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 209,
"entries": [
"Despite archmages' divinations, no one quite knows how the Angel of Empyreus came to hold the chains of a Malikirian imp. This cannot be good news."
]
}
]
},
{
"type": "inset",
"page": 209,
"name": "GM Advice:",
"entries": [
"Play the Malikirian imp as the master manipulator it is. Its main weapon is its enemy's greed, so dig deep into whatever might tempt a character, and keep digging until you find a weakness. Often even if a character isn't greedy, the player is."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Malikirian Imp",
"page": 209
}
]
},
{
"type": "entries",
"name": "Marra",
"page": 210,
"entries": [
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "quote",
"entries": [
"Marras are literally the stuff of nightmares."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Nightmare Spirits",
"page": 210,
"entries": [
"These nocturnal visitors sit on a sleeping victim's chest, drawing out personal fears and driving poor souls to panic before suffocating them. Those who have survived a marra attack testified that when the creature came to visit, the victim felt a heavy weight on their chest before losing the ability to move.",
"Survivor accounts also report the marra can shapechange, often becoming moths. In this form, a marra can enter rooms through keyholes or other tiny openings."
]
},
{
"type": "entries",
"name": "Night Riders",
"page": 210,
"entries": [
"Marra steal horses and other mounts, riding off into the twilight in search of victims. The animals are left exhausted and covered in sweat by dawn."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 210,
"entries": [
"A nightmare pine grows in the marra's wake. A proficient {@item woodcarver's tools|PHB} can fashion a {@item nightmare staff|GHMG} {@homebrew |(see Chapter 4)} from this stunted tree. Doing so takes 5 days of work, materials worth 100 gp, and someone to cast {@spell phantasmal force} on the staff each day.",
"Near where a marra is slain, there is a {@chance 50|50% chance|Marra|An adder stone is nearby.|There is no item nearby.} of finding an {@item adder stone|GHMG} {@homebrew |(see Chapter 4)}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 210,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 210,
"entries": [
"A marra is a fiend with power over dreams and sleep. It can't be frightened, and it can polymorph into a moth."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 210,
"entries": [
"A {@condition prone} or sleeping target is vulnerable to a marra's crushing psychic weight."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Marra",
"page": 210
}
]
},
{
"type": "entries",
"name": "Maskenmagier",
"page": 211,
"entries": [
{
"type": "quote",
"entries": [
"A mask can hide who you are. Careful lest you forget who you are."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Feline Fiend",
"page": 211,
"entries": [
"The maskenmagier can alter its appearance to take any humanoid form, but it is a cat-headed fiend with a humanoid body. Driven by a desire to grow more powerful, the maskenmagier makes masks and consumes souls."
]
},
{
"type": "entries",
"name": "Magical Masks",
"page": 211,
"entries": [
"Carved from wood and painted with natural pigments on a neutral base of glue and crushed seashell, the masks a maskenmagier offers portray a beast. Each mask allows the wearer to transform into that animal.",
"A maskenmagier is a clever spellcaster artful at negotiation and hungry for power. It offers people the opportunity to escape life's troubles through mask magic. A deal consists of a proposal that covers the terms each party expects. Accepting the mask seals the agreement and makes the contract binding."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 211,
"entries": [
"Those who defeat a maskenmagier discover a {@item mask of the maestro|GHMG} {@homebrew |(see chapter 4)}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 211,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 211,
"entries": [
"The maskenmagier is immune to being {@condition poisoned} or {@condition charmed}."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 211,
"entries": [
"The masks that the maskenmagier offers are cursed."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Religion}):",
"page": 211,
"entries": [
"A maskenmagier can devour a humanoid's soul, allowing the fiend to take on an uncanny copy of the person's form."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Maskenmagier",
"page": 211
}
]
},
{
"type": "entries",
"name": "Mausgeist",
"page": 212,
"entries": [
{
"type": "image",
"href": {
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{
"type": "quote",
"entries": [
"In the case of the mausgeist, the pursuit of power corrupts in ways only a fiend knows."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fiendish Rodent",
"page": 212,
"entries": [
"A mausgeist appears when a powerful spellcaster makes an infernal pact for immortality. Magic imbues each of a mausgeist's long whiskers, making the creature a deadly opponent.",
"A mausgeist hungers for humanoid flesh, wandering cemeteries at night to dig up hearts and livers to feast upon. Breaking the curse of a mausgeist's existence requires it to refrain from killing or devouring humanoid flesh for a thousand days."
]
},
{
"type": "entries",
"name": "Shifty Appearance",
"page": 212,
"entries": [
"A mausgeist can change its appearance through magical means. The creature retains some rodent characteristics even in humanoid form."
]
},
{
"type": "entries",
"name": "Jungeist",
"page": 212,
"entries": [
"A jungeist is a mausgeist before any pact gives it more power. This fiend is still a formidable foe, but it's easier to dispatch than a mausgeist."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 212,
"entries": [
"A mausgeist is a creature born of a hunger for undying power. Its remains can be harvested for their magical properties. Within the liver of a mausgeist is a {@item pearl of power}.",
"Someone who has proficiency with {@item leatherworker's tools|PHB} or {@item weaver's tools|PHB} can incorporate the hide of a mausgeist into a {@item cloak of the mausgeist|GHMG} {@homebrew |(see chapter 4)}. Doing so requires 10 days of work, extra materials worth 2,000 gp, and a successful {@dc 15} Intelligence ({@skill Arcana}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 212,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 212,
"entries": [
"A mausgeist is a fiend immune to poison and resistant to weapons that aren't silvered."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 212,
"entries": [
"A mausgeist can take humanoid form, but it still resembles a rodent in such a disguise. Even in that form, each of the fiend's whiskers can create a magical effect."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Jungeist",
"page": 213
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mausgeist",
"page": 213
},
{
"type": "image",
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},
{
"type": "entries",
"name": "Memori Lich",
"page": 214,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/MemoriLich1.webp"
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{
"type": "quote",
"entries": [
"Some find honor in a warrior's death, but others seek an everlasting place among those who fight on in undeath."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Beyond Death",
"page": 214,
"entries": [
"A warrior who seeks lichdom does so in pursuit of glory in battle beyond death. These skilled fighters enter a bargain with an evil entity to evade the afterlife. Unlike wizards who seek arcane knowledge in their immortality, a warrior desires unmatched strength and prowess in battle. The arcane transformation causes a memori lich's physical form to decay but, in exchange, the undead form has supernatural strength and can call up fire to divide the battlefield. As with spellcasting liches that have individualized magical talents, each memori lich is unique."
]
},
{
"type": "entries",
"name": "Memento Skull",
"page": 214,
"entries": [
"To transcend death, a warrior drinks a toxic concoction mixed with the blood of a powerful creature poured into the skull of a defeated enemy. Drinking the fluid causes immediate death and transformation into a memori lich, whose soul is pulled into the skull.",
"The memento skull must be fed to sustain its magic. When a memori lich slays an opponent, the opponents fleeting spiritual energy feeds the memento skull through the memori lich. Most memori liches prefer stronger foes who have skills the lich can learn by consuming the stored energy."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 214,
"entries": [
"A memori lich's skull can be a primary component for a {@item mace of disruption|DMG}. Someone who has proficiency with {@item smith's tools|PHB} can incorporate the skull into the mace, which takes 10 days and other materials worth 2,000 gp to make. The mace must also have {@spell dispel evil and good} cast on it at least three times during its making."
]
},
{
"type": "entries",
"name": "Lore",
"page": 214,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 214,
"entries": [
"A memori lich is a warrior who became immortal through eldritch means."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 214,
"entries": [
"A memori lich has supernatural strength and prowess, along with resistances common to the undead. It takes magic weapons to effectively hurt one, and its form can't be changed."
]
},
{
"type": "entries",
"name": "{@dc 25} Intelligence ({@skill Arcana}):",
"page": 214,
"entries": [
"The magic that sustains a memori lich lies within a relic called a memento skull. To permanently kill the lich, one must destroy the skull."
]
}
]
},
{
"type": "insetReadaloud",
"page": 214,
"name": "A Memori Lich's Lair",
"entries": [
"A memori lich might haunt an ancient battlefield or a fortress from which it can lead undead soldiers.",
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"type": "statblock",
"tag": "legroup",
"source": "GHMG",
"name": "Memori Lich",
"page": 214
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]
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{
"type": "entries",
"name": "Meyana",
"page": 217,
"entries": [
{
"type": "quote",
"entries": [
"Some people eat only plants. A few plants are happy to return the favor."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hunting Plants",
"page": 217,
"entries": [
"Meyanas are bipedal plant creatures that walk on leglike roots, and they can use tools they hold in appendages resembling arms. These appendages end in pincers that can hold and utilize tools.",
"A meyana can be up to 7 feet tall. Its torso is most of that, with a long, grasping frond that resembles a clam shell. This torso frond is big enough to \"swallow\" an adult human. Inside these fronds, meyanas digest flesh into a nutrient goo the creature can absorb. A meyana uses leftover bones as tools, weapons, or decorations.",
"Several stalks grow out of a meyana's body, and the meyana uses these to sense the environment. (A meyana has no head.) Holes in these stalks allow the meyana to communicate with vocalizations. Most meyanas speak {@language Sylvan|PHB}.",
"Meyanas reproduce by shedding one mature \"hand.\" This pod then grows into a new meyana. An infant starts at about a foot long, but after feasting on meat, the baby can grow to full size in 6 months."
]
},
{
"type": "entries",
"name": "Humid Habitat",
"page": 217,
"entries": [
"Meyanas live in forests or other tropical, subtropical, or temperate climates. They camouflage themselves in thick vegetation, making their hunting easier. Meyanas live in sheltered thickets or wet underground areas. They prefer enclosed spaces to open ones.",
"Despite their preferences, meyanas can survive in any area that supports plant growth. They can be a threat to any area in which they can gain a foothold. Only inadequate prey can slow their proliferation.",
"Meyanas congregate in small tribes. Those tribes work together in a larger system that cooperates, shares food, and defends each other."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 217,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} can use the leaves of one adult meyana to brew a {@item potion of greater healing|DMG}. Doing so takes 4 hours of work and a successful {@dc 13} Intelligence or Wisdom check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 217,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 217,
"entries": [
"The woody, plantlike structure of a meyana makes the creature resistant to piercing damage. Anyone trapped in the plant's central body risks being quickly digested."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 217,
"entries": [
"Meyanas can sense the footfalls of those moving on the ground."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Meyana",
"page": 217
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Young Meyana",
"page": 217
}
]
},
{
"type": "entries",
"name": "Mjorks",
"page": 218,
"entries": [
{
"type": "quote",
"entries": [
"Is it just me, or does the darkness seem thicker? And did it just get really warm in here?"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sootling Spawned",
"page": 218,
"entries": [
"Where the powers of fire and earth meet, sparks of elemental energy can ignite a faint light of sentience between the two elements. These sootlings are amorphous creatures, folding and stretching into various beastlike shapes. If allowed to thrive between the elements of fire and earth, the sootling eventually grows into a mjork unless magic keeps its development halted."
]
},
{
"type": "entries",
"name": "Volcanic Elementals",
"page": 218,
"entries": [
"A mjork is a creature as filled with chaos as the fires that fueled it, and as solid as the rock that gave it shape. The elemental looks like a humanoid of volcanic rock, moving with a jagged, stilted gait. Small cracks accent its surface, revealing a pulsating flame within. Heat emanates from the mjork's body, burning those who come too close and leaving singed, sooty tracks where it moves.",
"As they grow larger, mjorks specialize. Some focus on their solid, rocky shape and charging through foes. Others emphasize fire, allowing their internal flames to sheathe the body. Still others embrace smoke and ash. Some of these ashers grow from sootlings who barely survived their emergence and became attached to their sooty origins."
]
},
{
"type": "entries",
"name": "A World of Ash",
"page": 218,
"entries": [
"Mjorks have a narrow worldview, having been raised in the grind and heat of volcanic stone. To them, the environment they spawned from is the only place of safety they have known, and they wish to spread it across the world. To bring about this ideal, mjorks wander sparsely inhabited areas where they spread fires and watch the world around them burn. These expeditions of destruction last until the mjork returns to the volcanic area that gave it life."
]
},
{
"type": "entries",
"name": "Elemental Nature",
"page": 218,
"entries": [
"A mjork doesn't require food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 218,
"entries": [
"Within every mjork is a heart of ash hardened into smoky crystal. This crystal might already be broken in the remains of a slain mjork, making it useless. An intact crystal can be broken or hurled at a point up to 60 feet away as an action. When it breaks, which it does upon landing if hurled, the crystal releases a 20-foot-radius sphere of sooty smoke, centered on a point in the breaker's space or on the point where the crystal landed. The smoke spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. It lasts for 1 minute, but a moderate wind (at least 10 miles per hour) disperses it in 4 rounds. A strong wind (20 or more miles per hour) disperses the smoke in 1 round. These crystals sell for 15gp or more each.",
"The smaller crystals from sootlings or broken mjork crystals are like smoky quartz. These gems can be worth from 1 sp to 1 gp each, or more to collectors who believe they are mjork crystals. Someone who polishes them using {@item jeweler's tools|PHB} can increase their value as semiprecious stones."
]
},
{
"type": "entries",
"name": "Lore",
"page": 218,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 218,
"entries": [
"Mjorks are made from earth and fire clashing together. These elementals often dwell near volcanoes."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 218,
"entries": [
"Mjorks are vulnerable to thunder damage, which cracks their rocky skin. They can also sense through smoke as if the haze provided them {@sense blindsight}."
]
}
]
},
{
"type": "image",
"href": {
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"name": "Mjork",
"page": 218
},
{
"type": "statblock",
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"source": "GHMG",
"name": "Mjork Charger",
"page": 219
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mjork Burner",
"page": 220
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mjork Asher",
"page": 220
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mjork Sootling Swarm",
"page": 218
},
{
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{
"type": "insetReadaloud",
"page": 221,
"name": "Variant: Sootling Familiar",
"entries": [
"Sootlings that have become familiars have the following trait.",
{
"type": "entries",
"name": "Familiar",
"page": 221,
"entries": [
"A sootling can partner with another creature as a familiar, forming a telepathic bond with this willing partner. While the two are bonded, the partner can sense what the sootling senses while they are within 1 mile of each other. If the partner harms the sootling, the sootling ends the telepathic bond and ceases being a familiar."
]
}
]
}
]
},
{
"type": "entries",
"name": "Morbus Kobolds",
"page": 222,
"entries": [
{
"type": "quote",
"entries": [
"If a group of lions is called a pride, a group of morbus kobolds is called an infection."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Health Hazards",
"page": 222,
"entries": [
"Across Etharis, and particularly in the city-state of Liesech, kobolds are associated with vermin and plague. Sewer-dwelling kobolds, known as morbus kobolds by the few scholars who study such beings, seem immune to the diseases they carry. Worse, these kobolds move from region to region spreading outbreaks. If a gathering of morbus kobolds is found in a sewer system, where they prefer to take up residence, local officials are quick to put a bounty on the creatures before they bring about a health crisis."
]
},
{
"type": "entries",
"name": "Fervent Filth Followers",
"page": 222,
"entries": [
"Morbus kobolds worship the Filth Grazer, a creature they claim blessed morbus kobolds with resilience against plague and other ailments on the condition that they helped spread the diseases they carry. Morbus kobolds believe that commitment to spread plagues did not end with their ancestors, but that the blessing must be renewed. This dogma allowed morbus kobolds to flourish at the expense of other people.",
"Guided by their beliefs, morbus kobolds live in nomadic clans. These clans stop in a settlement long enough to infect locals with diseases from other regions, contract local diseases, then move on. Morbus kobolds consider it a point of pride when their efforts produce a pandemic, particularly if the disease is as severe as {@disease the Weeping Pox|GH}.",
"Morbus kobolds obsess about losing the Filth Grazer's blessing. If a morbus kobold expresses doubts about spreading disease or the existence of the Filth Grazer, they face banishment or worse. Most loyally spend their days wallowing in filth, training giant rats, and carrying out plots to spread infection."
]
},
{
"type": "entries",
"name": "Kobold Kin",
"page": 222,
"entries": [
"Built like other kobolds, morbus kobolds stand out with their jaundice and webbed feet. Some morbus kobolds have functioning gills, a trait these kobolds believe signifies the Filth Grazer's favor. One can often smell a morbus kobold before seeing it, owing to their sewer homes and filthy habits.",
"Morbus kobolds who survive long enough become elders. These elders show cosmetic signs of diseases they've carried over their lifetime, such as bloodshot eyes, discolored skin, and raspy voices punctuated with coughing fits. Disease growths protrude from an elder's body, each a mark of worthiness in morbus kobold beliefs."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 222,
"entries": [
"Someone who has proficiency with {@skill Medicine} can attempt a {@dc 13} Wisdom ({@skill Medicine}) check to extract the largest tumor from a morbus kobold elder. If this check succeeds, someone who has proficiency with {@item alchemist's supplies|PHB} or an {@item herbalism kit|PHB} can wrap the tumor with herbs and reagents worth 200 gp. The wrapped tumor must be left in open air so it receives daily sunlight for 7 days. Someone must cast {@spell lesser restoration} on the tumor during this time. At the end of the process, the tumor can be polished and set in a necklace, making a {@item periapt of health}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 222,
"entries": [
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill Nature}):",
"page": 222,
"entries": [
"Morbus kobolds are a known for spreading disease. Despite their role in propagating contagions, they are immune to the effects of all known diseases."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill History}):",
"page": 222,
"entries": [
"The first documented record of an encounter with a morbus kobold was in the city of Liesech during the early days of {@disease the Weeping Pox|GH}. Shortly after this encounter, {@disease the Weeping Pox|GH} began spreading in nearby regions."
]
},
{
"type": "entries",
"name": "{@dc 16} Wisdom ({@skill Medicine}):",
"page": 222,
"entries": [
"The largest tumors in morbus kobold elders can be treated then dried in sunlight to create a ward against diseases."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Morbus Kobold",
"page": 222
},
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Morbus Kobold Elder",
"page": 223
}
]
},
{
"type": "entries",
"name": "Mothfolk",
"page": 224,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Mothfolk.webp"
}
},
{
"type": "quote",
"entries": [
"Many things haunt the night. But what I witnessed after the bridge collapsed...that was horrid. I can still see its red eyes and hear the beating of wings."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Flying Terror",
"page": 224,
"entries": [
"Those carrying bright torches or lanterns at night risk catching the attention of the mothfolk. These winged 7-foot-tall humanoids with large moth wings fly across the night sky searching for bright lights."
]
},
{
"type": "entries",
"name": "Disaster Seekers",
"page": 224,
"entries": [
"Mothfolk are often found around disasters, relishing the mayhem."
]
},
{
"type": "entries",
"name": "Red Glow",
"page": 224,
"entries": [
"The mothfolk have giant red glowing eyes. Creatures that stare too long into them are terrified at what those eyes reveal."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 224,
"entries": [
"The mothfolk's eyes glow with arcane potential. Someone collecting 10 mothfolk eyes can craft a {@item mace of terror|DMG}. This requires a proficient weaponsmith to succeed on a {@dc 15} Intelligence ({@skill Arcana}) check after 5 days of work and using 500 gp of components."
]
},
{
"type": "entries",
"name": "Lore",
"page": 224,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 224,
"entries": [
"The mothfolk are fast fliers, making it impossible to land {@action opportunity attack|PHB|opportunity attacks} on them at times."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 224,
"entries": [
"The mothfolk are drawn to disasters."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 224,
"entries": [
"The mothfolk's eyes can cause paranoia in those who look too deeply into them."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mothfolk",
"page": 224
}
]
},
{
"type": "entries",
"name": "Mouruge",
"page": 225,
"entries": [
{
"type": "image",
"href": {
"type": "external",
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}
},
{
"type": "quote",
"entries": [
"A twisted manifestation claws its way out of the mire, looking for warm flesh to feast on, driven by an insatiable hunger."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Black Mire Born",
"page": 225,
"entries": [
"When an evil humanoid falls in the Black Mire, vines find the body. They wrap the corpse, strip away flesh, and create two belts of bones that cross the chest. After transformation, the sapient and emotionless mouruge contends with eternal hunger for flesh. It roams and consumes all corpses, while the bones around its body rattle a warning."
]
},
{
"type": "entries",
"name": "Kindled Hatred",
"page": 225,
"entries": [
"Some mouruges were so powerful in life that their personality carries into undeath. This phenomenon is so rare that no one attempts to become a mouruge. Such a kindled mouruge hunts down and devours those it hated in life. This hatred manifests in mastery of soul fire."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 225,
"entries": [
"The mouruge doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 225,
"entries": [
"The bones of one mouruge can be ground into a powder. When combined with raw meat, mud, and other reagents worth 100 gp, the mixture creates a magical substance known as {@item gristaline|GHMG} {@homebrew |(see chapter 4)}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 225,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 225,
"entries": [
"A mouruge is driven by the need to eat flesh, favoring that of their enemies during their living years."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 225,
"entries": [
"Kindled mouruges can control fire, and they are vulnerable to holy water. Such a mouruge has more self-awareness and can be reasoned with."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mouruge",
"page": 225
},
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Kindled Mouruge",
"page": 226
}
]
},
{
"type": "entries",
"name": "Mud Zombie",
"page": 227,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/MudZombie.webp"
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},
{
"type": "quote",
"entries": [
"Never go into a fight with a mud zombie alone. It's full of surprises you won't enjoy."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fused Gore",
"page": 227,
"entries": [
"Any muddy or swampy area could hide a grotesque surprise. Mud zombies form from piles of gore. At rest, they look like mounds of remains, but when roused, each becomes a writhing mass of muckcovered limbs. These limbs can split from the mass and continue fighting."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 227,
"entries": [
"A mud zombie doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 227,
"entries": [
"Mud zombies often contain or still wear equipment and jewelry left on the zombie's constituent parts."
]
},
{
"type": "entries",
"name": "Lore",
"page": 227,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 227,
"entries": [
"Mud zombies look like large piles of gore."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill Religion}):",
"page": 227,
"entries": [
"Stories tell of these writhing masses breaking into smaller monsters when attacked."
]
}
]
},
{
"type": "inset",
"page": 227,
"name": "GM Advice:",
"entries": [
"For some added fun and challenge, add a ranged attack for the mud zombie, where it throws grasping hands at enemies. These hands attack at {@hit 5}, doing 6 ({@damage 1d6 + 3}) damage on a successful attack. A hand continues to claw at the targeted creature for that damage each round until the target escapes the claw (escape {@dc 13})."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mud Zombie",
"page": 227
}
]
},
{
"type": "entries",
"name": "Mukad",
"page": 228,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/MukadLarva.webp"
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},
{
"type": "quote",
"entries": [
"The Aether Kindred slumber, but mukads writhe and work, preparing for their masters' return. We must eradicate every infestation before it's too late."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Aether Kindred Agents",
"page": 228,
"entries": [
"Mukads are big, sapient insectile creatures that scrabble feverishly in the darkness beneath towns and cities. They serve the Aether Kindred and prepare for the return of their extraplanar masters. A gathering of mukads is known as an infestation."
]
},
{
"type": "entries",
"name": "Communal Mind",
"page": 228,
"entries": [
"Many sages believe the mental powers of mukads come from a connection to Pharazorthok. Some have suggested individual mukads are physical manifestations of a fragment of an Aether Kindred's mind."
]
},
{
"type": "entries",
"name": "Grotesque Forms",
"page": 228,
"entries": [
"Mukads are bizarre humanoid-sized centipedes with tough greenish-black carapaces. A mukad walks on hundreds of thin legs, providing rapid movement across walls and ceilings. Also, each mukad has two clawed hands and a pair of venom-filled mandibles.",
"Mukads come in sizes and shapes based on their place in the infestation hierarchy and their stage of growth. Larvae, each about the size of a house cat, are voracious. They form swarms to devour whatever they can and grow quickly. Most larvae grow into workers, about as large as a human child. These workers can specialize in colony defense, growing a little larger and becoming droners or warriors.",
"All these mukads issue from progenitors. Mukad progenitors are central to a mukad infestation. These massive leaders direct the infestation's activities and implant prey with a reproductive substance from which larvae emerge to expand the infestation."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 228,
"entries": [
"Someone who has proficiency in the {@skill Arcana} or {@skill Medicine} skill can extract the venom sacs from an adult mukad with a successful {@dc 13} Intelligence ({@skill Arcana}) or Wisdom ({@skill Medicine}) check. Somebody who has proficiency with {@item alchemist's supplies|PHB} or a {@item poisoner's kit|PHB} must refine and preserve the toxin with reagents worth 5 gp. Success in this process yields one dose of {@item mukad venom|GHMG}, or two doses from a progenitor mukad.",
{
"type": "statblock",
"tag": "item",
"source": "GHMG",
"name": "Mukad Venom",
"page": 228
}
]
},
{
"type": "entries",
"name": "Lore",
"page": 228,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 228,
"entries": [
"The mandibles of these sapient centipedal aberrations contain a paralytic poison."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 228,
"entries": [
"Mukads are telepathic, and some have psychic powers to enthrall, distract, and cause pain."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 228,
"entries": [
"Progenitor mukads can inject already {@condition paralyzed} creatures with a strange \"poison\" that causes a creature to be {@condition paralyzed} for a day. The substance creates an ectoplasmic \"cocoon\" from which mukad larvae eventually emerge to feed on the {@condition paralyzed} victim."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mukad Larva",
"page": 228
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mukad Worker",
"page": 229
},
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mukad Droner",
"page": 229
},
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mukad Larva Swarm",
"page": 230
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mukad Warrior",
"page": 230
},
{
"type": "image",
"href": {
"type": "external",
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{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Mukad Progenitor",
"page": 231
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]
}
]
},
{
"type": "section",
"name": "N",
"page": 232,
"entries": [
{
"type": "entries",
"name": "Nacambra",
"page": 232,
"entries": [
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "quote",
"entries": [
"The foul odor of a nacambra should be warning of its presence, yet it manages to creep unnoticed through the shadows, preying on those who can't easily defend themselves."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shadow Suckers",
"page": 232,
"entries": [
"Nacambras come out at night. They \"bite\" a victim's shadow, pinning the unfortunate in place and magically sucking blood through the shadow."
]
},
{
"type": "entries",
"name": "Hideous Hybrid",
"page": 232,
"entries": [
"A nacambra resembles a hornless goat, but has large ears and a long, flexible tail that can be used as a whip. It's often seen walking backwards with its head lowered between its hind legs."
]
},
{
"type": "entries",
"name": "Horrible Odor",
"page": 232,
"entries": [
"A nacambra exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench serves as a defense mechanism."
]
},
{
"type": "entries",
"name": "Picky Eaters",
"page": 232,
"entries": [
"Although the nacambra usually stalks easy prey, sometimes it emerges from its lair in search of children, who it kills to harvest their hearts, which its master uses to fashion amulets."
]
},
{
"type": "entries",
"name": "Magical Minions",
"page": 232,
"entries": [
"Those who possess the power to command nacambras are sorcerers called nacambraan, said to keep nacambras in jars made of clay."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 233,
"entries": [
"The scent glands of a nacambra contain a toxin. Harvesting the glands without releasing noxious fumes requires a successful {@dc 15} Wisdom ({@skill Medicine} or {@skill Survival}) check by someone who has proficiency with a {@item poisoner's kit|PHB}. The poisonous substance can then be mixed with fortified wine and turned into a {@item potion of poison|DMG} with a successful {@dc 15} Intelligence check in one hour using the kit."
]
},
{
"type": "entries",
"name": "Lore",
"page": 233,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 233,
"entries": [
"A nacambra is a nocturnal creature and has sensitivity to sunlight."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 233,
"entries": [
"A nacambra has magic resistance."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 233,
"entries": [
"A nacambra can attach itself to a victim's shadow and magically draw blood through it."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Nacambra",
"page": 232
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/NacambraanSorcerer.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Nacambraan Sorcerer",
"page": 233
}
]
},
{
"type": "entries",
"name": "Nether Spider",
"page": 234,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/NetherSpider.webp"
}
},
{
"type": "quote",
"entries": [
"As the venom of the large black-and-red spider acts, the victim disintegrates into smoking ashes."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Nether Arachnids",
"page": 234,
"entries": [
"A mix of black and fiery red, these large spiders glow with infernal heat. Fiends spawn nether spiders in the Netherworld to patrol and defend strongholds. They slip into Etharis to hunt for fresh prey, which they reduce to ashy sludge to drink."
]
},
{
"type": "entries",
"name": "Light-Absorbing Webs",
"page": 234,
"entries": [
"The webs of a nether spider are resistant to flame, and they absorb light, making a nether spider lair extremely dark."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 234,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} or {@item cook's utensils|PHB} can prepare the venom glands of a nether spider with spices worth 10 gp to create a soup equivalent to two {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}. Doing so requires 4 hours of work and a successful {@dc 13} Intelligence or Wisdom check. Failure by 5 or more on this check causes the soup to ignite before it can be bottled."
]
},
{
"type": "entries",
"name": "Lore",
"page": 234,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 234,
"entries": [
"Nether spider venom is a toxin and a magical substance that burns victims from the inside out. These spiders are resistant to fire damage."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 234,
"entries": [
"The webs of a nether spider aren't just sticky, but they also absorb light. They're immune to fire damage but vulnerable to cold."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Nether Spider",
"page": 234
}
]
},
{
"type": "entries",
"name": "Night Serpent",
"page": 235,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/NightSerpent.webp"
}
},
{
"type": "quote",
"entries": [
"Stories say that Malikir sends night serpents to poison heroes that they might fail to act in a critical moment. I think they just like biting everyone."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Abyssal Snakes",
"page": 235,
"entries": [
"Night serpents are violet-scaled snakes native to the infernal realms, who's poisonous bite temporarily paralyzes its victims."
]
},
{
"type": "entries",
"name": "Untrustworthy Followers",
"page": 235,
"entries": [
"Night serpents are attracted to fiends or mortals who wield great power. They frequently sneak into the lairs of those who oppose the ones they serve to kill them when they are unprepared. Eventually the night serpents grow bored of those they follow and turn on them as well."
]
},
{
"type": "entries",
"name": "Light's Enemy",
"page": 235,
"entries": [
"Night serpents are creatures of darkness. They are less effective in the light and are vulnerable to radiant effects."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 235,
"entries": [
"The night serpent's hollowed teeth are perfect for crossbow bolt heads. Someone who collects the fangs of a night serpent can create a {@item paralyzing bolt|GHMG} {@homebrew |(see Chapter 4)} with a successful {@dc 10} Intelligence ({@skill Nature}) check by someone proficient with {@item woodcarver's tools|PHB}. Crafting this item takes 1 hour and costs 20 gp per bolt."
]
},
{
"type": "entries",
"name": "Lore",
"page": 235,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 235,
"entries": [
"Night serpents are a poisonous wildlife from the depths of the infernal planes. Bright lights put them at a disadvantage and radiant damage is effective against them."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 235,
"entries": [
"Night serpents are resistant to nonmagical weapons and cannot be harmed by necrotic or poison damage."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 235,
"entries": [
"A night serpents bite {@condition paralyzed|PHB|paralyzes} its victim for a short time."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Night Serpent",
"page": 235
}
]
},
{
"type": "entries",
"name": "Nolid",
"page": 236,
"entries": [
{
"type": "quote",
"entries": [
"A sharp howl echoes into the night, too high to be a wolf. Moments later, a large, tan-and-white rodent with torn ears, body covered in scars, crashes through the scrub brush."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Desert Survivors",
"page": 236,
"entries": [
"Native to Castinella, nolids are monstrous rodents that have adapted to harsh deserts. Hunting venomous prey has also rendered nolids immune to poison, which they can convert to a painkiller. They are also territorial, stalking, slaying, and devouring other rodents in their area."
]
},
{
"type": "entries",
"name": "Fierce Defender",
"page": 236,
"entries": [
"Nolids vocalize when defending their territory by howling so loudly it can frighten other creatures. Building trust with a nolid takes time, but is possible. Food must be plentiful, and dominance asserted through training. Nolids are fierce defenders once bonded and are willing to die to protect their handler."
]
},
{
"type": "entries",
"name": "Nolid Evolution",
"page": 236,
"entries": [
"Some nolids have adapted to urban living to become nolidirs, merging humanoid features with larger arms and walking on two legs. Nolidirs are rare enough to be used as cautionary tales to children if they don't go to bed on time. These creatures hunt verminous abominations to claim their territory."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 236,
"entries": [
"A nolid's carcass can provide enough edible meat for one Medium humanoid for 10 days. Someone with proficiency in {@item alchemist's supplies|PHB} can use all the blood from one nolid or nolidir mixed with mountain laurel worth 20gp to brew two {@item Potion of Poison Resistance|DMG|potions of resistance (poison)}. Doing so requires a successful {@dc 14} Intelligence check using the supplies and 4 hours of work."
]
},
{
"type": "entries",
"name": "Lore",
"page": 236,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 236,
"entries": [
"A nolid is immune to poison."
]
},
{
"type": "entries",
"name": "{@dc 15} Wisdom ({@skill Survival}):",
"page": 236,
"entries": [
"A nolid's high-pitched howl can cause an enemy to become frightened, and its blood can be fashioned into a potion to nullify poison."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Nolid",
"page": 236
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Nolidir",
"page": 236
}
]
}
]
},
{
"type": "section",
"name": "O",
"page": 237,
"entries": [
{
"type": "entries",
"name": "Oblivion Stalkers",
"page": 237,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/OblivionStalkers.webp"
}
},
{
"type": "quote",
"entries": [
"If you hear the strange, low whistling in the darkness, run! They whistle before they strike, striding out of the darkness, hungry for the souls of the living."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Beings of Shadow",
"page": 237,
"entries": [
"The learned theorize that oblivion stalkers are related to {@creature shadow|MM|shadows}, sharing traits manifesting from the same dark corners of reality. It's a fair point; these foul undead are similarly strange, crawling from the dark to feed upon the living. Lacking the fluid nature of {@creature shadow|MM|shadows}, they are a more overt threat\u2014a legion marching forth from nothingness."
]
},
{
"type": "entries",
"name": "Strange Behaviors",
"page": 237,
"entries": [
"Oblivion stalkers are creatures of strange fixations and dark rituals. These beings whistle, sing, or howl before they strike, and they attack only those who hear those sounds, though it's uncertain how the stalkers could know such a thing. Oblivion stalkers don't harm children, though they have left countless orphans. Among animals, oblivion stalkers feed only on canines such as wolves."
]
},
{
"type": "entries",
"name": "Always More Than One",
"page": 237,
"entries": [
"Oblivion stalkers come at least in pairs, favoring trios and sometimes hunting in sizable packs. This habit isn't a preference, though. Oddly, if a pack of oblivion stalkers is reduced to a single member, the remaining creature often dissipates into nothingness."
]
},
{
"type": "entries",
"name": "Diverse Forms",
"page": 237,
"entries": [
"Oblivion stalkers appear as a shadowy and hazy version of how they appeared in life. The larger the oblivion stalker, the more powerful. When the stalker kills a living creature, its essence manifests in the shadowy corners of the multiverse and join the ranks of these horrors. However, the process is not immediate. Small stalkers typically take the form of dogs or small humanoids. Larger stalkers can take on a multitude of forms, but share similar abilities."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 237,
"entries": [
"An oblivion stalker doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 237,
"entries": [
"There is a {@chance 25|25% chance|Oblivion Stalker|A gemstone is left behind.|Nothing is left behind.} that an oblivion stalker leaves behind a gemstone when it is defeated. These stones are worth between 10 and 500 gp, depending on the size of the creature. There is a {@chance 90|10% chance|Oblivion Stalker Gem|The gem has no special properties.|The gem attracts additional Oblivion Stalkers.} that one of these stones acts as a magnet to additional oblivion stalkers, which appear and attack the holder of the gem at midnight during a new moon. A {@spell remove curse} makes the gemstone safe."
]
},
{
"type": "entries",
"name": "Lore",
"page": 237,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 237,
"entries": [
"An oblivion stalker is at disadvantage in daylight."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 237,
"entries": [
"An oblivion stalker is vulnerable to radiant damage and resistant to nonmagical weapons."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Religion}):",
"page": 237,
"entries": [
"If an oblivion stalker kills a mortal, it's believed that mortal joins their shadowy ranks."
]
}
]
},
{
"type": "insetReadaloud",
"page": 237,
"name": "Customizing Oblivion Stalkers",
"entries": [
"Since oblivion stalkers can drain almost any living creature's energy, they can take just about any form. Some oblivion stalkers retain the natural abilities of their original form. For instance, an oblivion stalker that was once a {@creature wolf|MM} might retain the Pack Tactics trait. Similarly, a {@creature boar|MM} could possess a version of Charge, draining its prey while adding slashing damage and the possibility of knocking their victim {@condition prone}.",
"Keep one special ability that makes sense for a creature of the stalker's former form without affecting the Challenge of the stalker. Avoid bestowing an oblivion stalker any ability that is magical, grants the stalker a ranged attack, or expands its resistances or immunities."
]
},
{
"type": "statblockInline",
"dataType": "monster",
"dependencies": [
"GHMG"
],
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"name": "Oblivion Leaper\u00A0",
"source": "GHMG",
"_copy": {
"name": "Oblivion Leaper",
"source": "GHMG",
"_preserve": {
"page": true
}
}
}
},
{
"type": "statblockInline",
"dataType": "monster",
"dependencies": [
"GHMG"
],
"data": {
"name": "Oblivion Whistler\u00A0",
"source": "GHMG",
"_copy": {
"name": "Oblivion Whistler",
"source": "GHMG",
"_preserve": {
"page": true
}
}
}
},
{
"type": "statblockInline",
"dataType": "monster",
"dependencies": [
"GHMG"
],
"data": {
"name": "Oblivion Brute\u00A0",
"source": "GHMG",
"_copy": {
"name": "Oblivion Brute",
"source": "GHMG",
"_preserve": {
"page": true
}
}
}
},
{
"type": "statblockInline",
"dataType": "monster",
"dependencies": [
"GHMG"
],
"data": {
"name": "Oblivion Juggernaut\u00A0",
"source": "GHMG",
"_copy": {
"name": "Oblivion Juggernaut",
"source": "GHMG",
"_preserve": {
"page": true
}
}
}
}
]
},
{
"type": "entries",
"name": "Ogre of the Vale",
"page": 240,
"entries": [
{
"type": "quote",
"entries": [
"So many people with missing limbs in this area! Farming accidents, they say. I'm planning to speak to the Baron about it later. But I've been instructed that I must only eat corn and grains and drink only milk for two weeks before my audience...curious."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "A Hunger for Corruption",
"page": 240,
"entries": [
"The ogre of the vale is a newly-minted baron who gained his title through long years of gruesome warfare, where he also gained a taste for blood... literally. None know if desperation or moral rot caused him to first eat human flesh, but gorging himself on a cannibal's diet turned a mortal man into an overgrown and brutish monster. This petty tyrant now gives himself over to gluttony, hedonism, and casual violence, and he takes his harvest from his people, casually feasting on them, growing his bloated and greasy body from atop a gilded palanquin."
]
},
{
"type": "entries",
"name": "Remote Country",
"page": 240,
"entries": [
"This monstrous tyrant rules with an iron fist in Grey Spine, near the Raevan border. It is a war-torn and ravaged land, full of small, isolated baronies and cantons, and beset by mountain bandits. Those who rule here do so via rough justice and fear, attracting all manner of sadistic lackies to enforce their dominion. While this region is home to many monsters, the commonfolk fear the monsters who rule over them the most."
]
},
{
"type": "entries",
"name": "A Keep of Horrors",
"page": 240,
"entries": [
"The ogre's castle is a haven for all manner of scum: violent criminals, bloodthirsty soldiers, sadists, and blasphemers. His inner circle are cannibals on their way to becoming ogres themselves, and vampire diplomats are frequent guests of the ogrish baron. Cults to Sitri, Malikir, and Tormach abound in his domain. He even keeps a barn full of monstrous pigs, known as {@creature ogre swine|GHMG}, who devour the ogre's grisly leftovers. The ogre of the vale wields his authority with petty vindictiveness and wanton cruelty, abusing his power to the fullest and hiding behind the pretense of law when it suits him all while his minions keep an eye out for promising prey among the peasants."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 240,
"entries": [
"The ogre of the vale's spleen and gall bladder are filled with fatty bile, more slippery than oil and more flammable than pitch. Someone who collects this bile and succeeds on a {@dc 10} Intelligence ({@skill Nature}) check can craft 6 torches that burn underwater or in magical {@quickref Vision and Light|PHB|2||darkness}. Crafting these items takes 4 hours and requires 10 gp of other materials.",
"When the bile is used as a component in casting a spell that requires a Dexterity saving throw, the DC increases by 1. This can be done 4 times with the bile from one ogre of the vale."
]
},
{
"type": "entries",
"name": "Lore",
"page": 240,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 240,
"entries": [
"Life is cruel to the folk who live in the western hills and valleys along the Raevo and Soma border. Raids and skirmishes are common, and the lords and barons of that country cruel and hard."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 240,
"entries": [
"The baron earned the nickname \"ogre of the vale\" due to his enormous size and his enormous capacity for casual violence. Locals are rightly terrified of his henchmen kidnapping them in the night."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill History}):",
"page": 240,
"entries": [
"They say that the socalled \"ogre of the vale\" regularly eats his commonfolk who are freshly butchered in the baron's own kitchens. Rumor is he even feeds the scraps to his overgrown hogs."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ogre of the Vale",
"page": 240
}
]
},
{
"type": "entries",
"name": "Ogre Swine",
"page": 241,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/OgreSwine.webp"
}
},
{
"type": "quote",
"entries": [
"That pig smells terrible... and... is it laughing at us?"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Big Pig",
"page": 241,
"entries": [
"An ogre swine is a normal barnyard hog that has eaten too much humanoid flesh. Such pigs swell to a grotesque size. Their teeth, already good for an omnivorous diet, grow longer and more useful for cutting flesh."
]
},
{
"type": "entries",
"name": "Porcine Predator",
"page": 241,
"entries": [
"Once transformed, an ogre swine often eats its fellows, escapes its enclosure, eats the farmer, and escapes into the wild. From there, it hunts more tasty humanoid morsels. It also eats offal and refuse, or almost anything even remotely edible. When not eating, an ogre swine wallows in filth to ease its aching skin, stretched taught over its bulk. The creature soon exudes a stench that, for some reason, ogres find tolerable."
]
},
{
"type": "entries",
"name": "Cursed Sapience",
"page": 241,
"entries": [
"As the ogre swine transforms, it also gains humanoid characteristics. Its piggish cleverness grows into malicious cunning. It understands more. Vocalizations can sound more humanlike, from crying to laughter. And the pig's hooves grow long and fingerlike."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 241,
"entries": [
"Someone with proficiency with {@item leatherworker's tools|PHB} can use the hides of five ogre swine to make {@item pigskin armor|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 3 days of work and other materials worth 100 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 241,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 241,
"entries": [
"Rumors swirl that the Baron of the Vale has a special breed of immense swine on the grounds of his keep in the Grey Peaks. They say folk there go hungry but the baron won't butcher the herd."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 241,
"entries": [
"Few know that pigs fed a steady diet of humanoid flesh grow monstrous and take on humanoid features and mannerisms. Such an ogre swine is a filthy beast. Its stink can cause other creatures to retch. Its mouth festers with disease. And it kills people, feasts on them, and naps on their remains."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ogre Swine",
"page": 241
}
]
},
{
"type": "entries",
"name": "Ogresh",
"page": 242,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/OgreshChampion.webp"
}
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/OgreshSage.webp"
}
},
{
"type": "quote",
"entries": [
"Children love the ogresh living on the outskirts of town. She's a rare flame in this dark world: a stranger you can trust."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Big Size",
"page": 242,
"entries": [
"An ogresh has wide features and a stout build. Apart from remarkable girth, ogresh are like humans in appearance. This similarity rarely allows them to pass as human, however, due to their sheer mass. Adolescent ogresh are about as large as the largest humans while elder ogresh can weigh as much as three or four humans combined.",
"Their appetites match their mass. Ogresh wandering and integration traditions likely stem from the need to spread their population thinner. Lots of ogresh living together might have trouble providing for themselves. In a cosmopolitan setting, an ogresh stands out less, even with a big appetite."
]
},
{
"type": "entries",
"name": "Itinerant Youth",
"page": 242,
"entries": [
"Ogresh spend their adolescence traveling. This journey develops social skills and ensures ample distance between the young ogresh and its elders. When a young ogresh encounters an elder during this time, the elder can hear about current affairs, and the youth can learn more of the history of their people."
]
},
{
"type": "entries",
"name": "Outsized Lives",
"page": 242,
"entries": [
"Ogresh provide entertainment and counsel to others. These beings are a rare sight, and even rarer still is seeing more than one ogresh in a settlement. Ogresh have a knack for languages and learning customs, and they like to be good neighbors.",
"Although ogresh prefer service and diplomacy, some take up arms to defend their adopted homes. Others take the counselor role to a higher level, studying to provide good advice to community leaders."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 243,
"entries": [
"Defeated ogresh might carry currency from far-flung kingdoms, unusual herbs or spices, or letters from friends. Despite their wanderlust, ogresh rarely become adventurers, so magic items they possess are more likely to facilitate travel or comfort, such as a {@item bag of holding}, {@item helm of comprehending languages}, or {@item ring of animal influence}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 243,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 243,
"entries": [
"Ogresh are big people known for their equally big hearts."
]
}
]
},
{
"type": "inset",
"page": 243,
"name": "GM Advice:",
"entries": [
"Though most ogresh are good-hearted creatures, little is worse than an evil one. They use their influence to corrupt whole communities. These communities tend to do the bidding of their ogresh leader, and often they are tricked into not even realizing their actions are vile. Such ogresh are as duplicitous others are kind."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ogresh Champion",
"page": 243
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ogresh Sage",
"page": 243
}
]
},
{
"type": "entries",
"name": "Oozing Vulture",
"page": 244,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/OozingVulture.webp"
}
},
{
"type": "quote",
"entries": [
"The squawking and flapping of wings didn't cause me to flee. The blood-dripping feathers and gnarled beak? A whole different story."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Oozing Feathers",
"page": 244,
"entries": [
"Oozing vultures appear as avian creatures with red-tinged feathers that drip blood when they're hunting. This blood often attracts other predators, which the oozing vulture attacks when they approach expecting an easy meal."
]
},
{
"type": "entries",
"name": "Attracted to Blood",
"page": 244,
"entries": [
"The oozing vulture can smell an open wound over great distances, and the smell of blood causes it to slip into a ravenous frenzy."
]
},
{
"type": "entries",
"name": "Semi-Social",
"page": 244,
"entries": [
"While oozing vultures are frequently found in groups, their blood frenzy keeps them from working together as a flock like other avian creatures. However, they might enter symbiotic relationships with ground-dwelling creatures to maximize their hunting prospects. If caught and trained, oozing vultures can act as excellent guards or hunters."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 244,
"entries": [
"An oozing vulture's feathers are prized by tailors and arcanists alike. A character can collect {@dice 2d10} feathers with a successful {@dc 10} Dexterity ({@skill Nature}) check. Each feather is worth 3 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 244,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 244,
"entries": [
"Oozing vultures have a vicious bite that can knock their victims {@condition prone}."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 244,
"entries": [
"Oozing vultures can track the smell of blood over great distances."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 244,
"entries": [
"An oozing vulture is enraged by the smell of blood and gains advantage on attacks against wounded prey."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Oozing Vulture",
"page": 244
}
]
},
{
"type": "entries",
"name": "Ordeal Tree",
"page": 245,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/OrdealTree.webp"
}
},
{
"type": "quote",
"entries": [
"In the primeval wood rises the ordeal tree. Should you hang from this hoary pillar of begone time for seven moons, you will gain power of the ancients."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hidden Danger",
"page": 245,
"entries": [
"Much like a {@creature treant}, an ordeal tree is capable of movement or even speech, but it rarely does so, preferring to tempt victims into believing it's a magical tree."
]
},
{
"type": "entries",
"name": "The Worst Are Best",
"page": 245,
"entries": [
"An ordeal tree only grants power to those with the capacity to do great evil. Those with pure hearts are simply murdered."
]
},
{
"type": "entries",
"name": "Power with Cost",
"page": 245,
"entries": [
"The ordeal tree's blessing, if granted at all, comes with a curse."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 245,
"entries": [
"The heartwood of an ordeal tree can be turned into an incense that, when inhaled, acts as a cure for removing powerful curses. Obtaining the wood requires a successful {@dc 15} Dexterity ({@skill Sleight of Hand}) check by someone proficient with {@item woodcarver's tools|PHB}. Recovering and preparing this incense takes 15 days and costs 1000 gp, also requiring a successful {@dc 20} Intelligence ({@skill Religion}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 245,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 245,
"entries": [
"Lashing yourself to an ordeal tree for 7 days can grant a petitioner power based on their heart's desire."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 245,
"entries": [
"The blessings of the ordeal tree often come with curses."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 245,
"entries": [
"Ordeal trees only grant their blessings to those whose hearts are evil."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ordeal Tree",
"page": 245
}
]
},
{
"type": "entries",
"name": "Outlaw",
"page": 246,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Outlaw.webp"
}
},
{
"type": "quote",
"entries": [
"Stick to the roads to avoid the monsters of the wild, they tell you. The roads aren't all that safe, I reply!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Roads of Etharis",
"page": 246,
"entries": [
"Travel in Etharis is a dangerous proposition. Those who venture beyond the safety of city walls often stick to the network of roads laid down during the Bürach Empire's heyday. These roads have their own perils, however, as evidenced by the outlaws who've made highway robbery their trade."
]
},
{
"type": "entries",
"name": "Flamboyant Thievery",
"page": 246,
"entries": [
"Outlaws of the road differ from usual thieving ruffians in several ways. Traversing the roads quickly and keeping pace with carriages and wagons means that this breed of bandit relies on horses or other mounts. Riding in on horseback makes stealth less of an option, so this path attracts those with a flair for the dramatic. When a traveler hears a gunshot and a boisterous laugh, an outlaw won't be far off."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 246,
"entries": [
"The {@item blackpowder pistol|GHPG|blackpowder pistols} outlaws favor are extremely rare and valuable. However, rough use and poor upkeep comes with a robber lifestyle, which means that the pistol requires maintenance before it can be used reliably. This maintenance costs 100 gp and must be performed by someone who has proficiency with {@item smith's tools|PHB} or {@item tinker's tools|PHB}. Without this refurbishing, the pistol breaks beyond repair the next time a shooter using it rolls a 1 on the {@dice d20} for an attack roll. This catastrophe occurs before any other trait can mitigate it unless the GM rules otherwise."
]
},
{
"type": "entries",
"name": "Lore",
"page": 247,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 247,
"entries": [
"Outlaws rely on speed and a decisive first strike to demoralize their quarry. Those in this profession often love a flamboyant lifestyle and the thrill of riding into danger."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 247,
"entries": [
"Outlaws prefer to use {@item blackpowder pistol|GHPG|blackpowder pistols} for an initial strike. The powerful attack and the loud noise strengthen the impact of the outlaw's arrival, causing many to give up without a further fight."
]
}
]
},
{
"type": "inset",
"page": 247,
"name": "GM Advice:",
"entries": [
"Hit and run tactics are a mainstay of outlaw tactics. Any outlaw worth their weight in blackpowder always has a contingency plan for when circumstances don't favor them. Using mounts means they can escape more easily, and often the paths they take while escaping are lined with traps that they can easily avoid, while pursuers must contend with them."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Outlaw",
"page": 247
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Master Outlaw",
"page": 247
}
]
}
]
},
{
"type": "section",
"name": "P",
"page": 248,
"entries": [
{
"type": "entries",
"name": "Pactbreaker",
"page": 248,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Pactbreaker.webp"
}
},
{
"type": "quote",
"entries": [
"If the daemons seek to influence mortals by these blasphemous bargains, we'll see to it their pawns know the price of their dealings."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Chaotic Constructs",
"page": 248,
"entries": [
"Pactbreakers are constructs that seek out and punish those who enter bargains with otherworldly entities. Each is crafted in a distorted image of a warrior, angel, or another representation of justice."
]
},
{
"type": "entries",
"name": "Celestial Weapons",
"page": 248,
"entries": [
"Followers of Solyma, the Arch Seraph of Justice, crafted the first pactbreakers. Bereft of her guidance, members of this sect decided to take vengeance on those who treat with fiends, evil fey and Aether Kindred. They forged pactbreakers to enforce their holy laws, using celestial magic and forces drawn from elemental chaos. This magic grants each pactbreaker the ability to alter its attacks."
]
},
{
"type": "entries",
"name": "Tireless Trackers",
"page": 249,
"entries": [
"Pactbreakers have an instinctive sense, instantly recognizing those who make infernal, evil fey, or aberrant bargains. Those bound by such rules set off the construct's enhanced senses. A pactbreaker uses this ability to relentlessly pursue any warlock or fiendish thrall."
]
},
{
"type": "entries",
"name": "Constructed Nature",
"page": 249,
"entries": [
"A pactbreaker doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 249,
"entries": [
"The closest creature within 30 feet of a pactbreaker when it is destroyed absorbs a portion of the construct's chaotic energy. If more than one creature is that close, each creature rolls a {@dice d20}. The creature that rolls the highest or each creature that ties for highest gains the effects of a {@item potion of heroism}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 249,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 249,
"entries": [
"Pactbreakers are constructs that hunt down mortal allies of fiends, evil fey, and aberrations. They can sense beings bound by bargains with such entities. Pactbreakers are resilient, resistant to normal weapons that aren't adamantine, and resistant to magic."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 249,
"entries": [
"A pactbreaker can shift its shape and weapon. This magic weapon disrupts magic gained from supernatural contracts and pacts."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Religion}):",
"page": 249,
"entries": [
"A pactbreaker's weapon can adjust to exploit some of a foe's weaknesses. The construct can also fire a beam of force that grounds flying creatures."
]
}
]
},
{
"type": "inset",
"page": 249,
"name": "GM Advice:",
"entries": [
"In the world of Grim Hollow, characters are going to face powerful temptation to gain power through contracts with evil or unscrupulous powers. Not only are there typical warlock pacts, but there are some transformations granted through dealings with unholy forces. The pactbreaker is a wonderful tool for the GM to use to provide suitable consequences for those deals.",
"Introducing a pactbreaker at lower levels, before the characters are powerful enough to simply kill it, can make for a fun, recurring threat that the characters must first escape from, and then later deal with. The more toward evil the characters shift in their behaviors with the campaign, the more frequently the pactbreakers find and challenge them."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Pactbreaker",
"page": 249
}
]
},
{
"type": "entries",
"name": "Panjaian",
"page": 250,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Panjaian.webp"
}
},
{
"type": "quote",
"entries": [
"Instilled with the power of the Primordials, panjaians are literal forces of nature."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Elemental Gifts",
"page": 250,
"entries": [
"When the Primordials need champions and emissaries, they empower mortals with their elemental blessings, exalting them into panjaians. These panjaians bridge the gap between elemental and humanoid. Most panjaians look vaguely human with hair, eyes, and skin tones that reflect their elemental affinity.",
"When fighting on behalf of their Primordial patron, a panjaian could never be mistaken for a normal mortal. They weaponize the elements. Towers of flame, rising walls of earth, grasping tendrils of water, and lightning arcing from outstretched fingertips are the chosen weapons of an enraged panjaian.",
"Once a humanoid becomes a panjaian, their patron can't undo the process. Most panjaian's loyally serve their masters, allying with those who share the same creator. But if a threat is dire, or a quest critical, panjaians empowered by different Primordials work together to ensure success."
]
},
{
"type": "entries",
"name": "Primordial Servants",
"page": 250,
"entries": [
"Each panjaian is tied to a specific Primordial. Alondons serve the Lord of the Depths, Alondo. Morakeshi are the chosen of Lady Morakesh, ruler of Flamebourne and of fire. Empowered by the Living Mountain, Citrolach, citrolachi have mastery over earth and stone. Servants of the Queen of Air and Shadow, Ilhara, ilharans wield the power of wind and storm.",
"Although they vary as humanoids do, panjaians have tendencies related to their element. Alondons prefer to remain neutral unless the outcomes are serious or impact them directly. Morakeshi are as charismatic as they are quick tempered. Citrolachi are the most stoic of the panjaians and the least likely to act out of impulse or passion. Ilharans are far more likely to act as spies and saboteurs than soldiers."
]
},
{
"type": "entries",
"name": "Return of the King",
"page": 250,
"entries": [
"Within the last decade, panjaians with the ability to manipulate coldfire\u2014a swiftly spreading, freezing, blue flame that plagues Grarjord\u2014have reappeared in the world. These servants of Gormadraug frighten other Primordials. Many speculate the reemergence of these panjaians is a sign of Gormadraug's return.",
"But the origins of the panjaian gormadraugons are unknown to those outside their ranks. Their presumed patron, Gormadraug, has been dormant for some time, and the gormadraugons aren't sharing their origins. Pariahs among other panjaians, gormadraugons' motives are as enigmatic as their existence."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 250,
"entries": [
"Someone who has proficiency in {@skill Medicine} can attempt a {@dc 13} Wisdom ({@skill Medicine}) check to remove a panjaian's heart intact. Somebody who has proficiency with {@item alchemist's supplies|PHB} can treat the heart with reagents worth 100 gp in a process that takes 3 days and a successful {@dc 13} Intelligence or Wisdom check. This process, if successful, hardens the heart into an {@item elemental gem}: {@item Elemental Gem, Blue Sapphire|DMG|blue sapphire} for ilharan, {@item Elemental Gem, Yellow Diamond|DMG|yellow diamond} for citrolachi, {@item Elemental Gem, Red Corundum|DMG|red corundum} for morakeshi, and {@item Elemental Gem, Emerald|DMG|emerald} for alondon. What this process creates when used on the heart of a panjaian gormadraugon is unknown. History records no such act. (A {@item gem of brightness|DMG} is a good possibility, however.)"
]
},
{
"type": "entries",
"name": "Lore",
"page": 251,
"entries": [
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill Religion}):",
"page": 251,
"entries": [
"Panjaians first appeared near the end of the Primordial's war with the gods. Some scholars believe if panjaians had been created earlier, it might have changed the conflict's outcome."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill Nature}):",
"page": 251,
"entries": [
"Every panjaian has an affinity for the element of their Primordial patron. This affinity manifests in resistances, control over the element, and the ability to wield that element as a weapon."
]
}
]
},
{
"type": "inset",
"page": 251,
"name": "GM Advice:",
"entries": [
"Since a panjaian can be created from any type of humanoid creature, the stats shown here can be used as a template for adding powers to other creatures. For example, there's nothing stopping you from creating an ogre ilharan. Creatures within the 4\u20138 CR range won't become too powerful if given some of the traits of the panjaian. Creatures lower than CR 4 would become a CR 6 monster and should just use the regular panjaian stat block. Creatures of CR 9 or higher don't gain much by adding the traits, but it could be a great mystery for the characters to unravel."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Panjaian Alondon",
"page": 251
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Panjaian Morakeshi",
"page": 251
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Panjaian Gormadraugon",
"page": 252
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Panjaian Citrolachi",
"page": 252
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/PanjaianIlharan.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Panjaian Ilharan",
"page": 253
}
]
},
{
"type": "entries",
"name": "Parasite Warlock",
"page": 254,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ParasiteWarlock.webp"
}
},
{
"type": "quote",
"entries": [
"Some lose their grasp on reality. Others revel in a strange and terrible reality they've seen."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Between Realities",
"page": 254,
"entries": [
"Aether Kindred exist in the far reaches beyond normal space and time, but they aren't the only entities to inhabit those in-between places. Other strange entities writhe and swim in the nothingness between stars, hungering for energies they can sense just beyond the veil. Occasionally they taste freedom when a mage manages to open a thin crack, whetting the appetite of these strange beings and drawing them toward the known world."
]
},
{
"type": "entries",
"name": "Subtle Infiltrators",
"page": 254,
"entries": [
"Contact with the outer cosmos is rare, but a seeker of arcane knowledge might briefly touch the mind of a creature from that far realm. If that creature takes notice, it might be intrigued by the rich domain it senses. Such an entity perceives the mortal world as a fertile spawning ground, abundant with food for its offspring. And so, it sends forth a fragment of its will in the form of a larva to worm its way into the mind and body of the one foolish enough to contact it."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 254,
"entries": [
"A parasite warlock always has a blightworm within. In the typical blightworm warlock, the worm is immature and unable to live outside the host. Extracting a blightworm from the host requires someone who has proficiency in the {@skill Medicine} skill to succeed on a {@dc 15} Wisdom ({@skill Medicine}) check. The corpses of two such immature blightworms or one mature one can be used to create four doses of a potion that mimics the {@spell telepathic bond} spell for those who drink it at the same time while within 30 feet of each other and are willing to participate in the bond. Making this potion requires the blightworm or worms, reagents worth 250 gp, 8 hours of work, and a successful {@dc 15} Intelligence or Wisdom check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 254,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 254,
"entries": [
"Parasite warlocks draw their power from a parasitic creature dwelling within them. The parasite, known as a blightworm, is from some other plane of existence."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 255,
"entries": [
"Blightworms exist to consume energy, draining worlds until they are depleted husks. Their hosts gain limited ability to siphon magic from their foes. The parasite does the same to its host, eventually merging into a unified being."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 255,
"entries": [
"The blightworm can survive the death of its host. It emerges from the corpse and attempts to infest a new body. The new host's soul departs and that of the original warlock takes its place, a horrific reward for service to otherworldly forces."
]
}
]
},
{
"type": "inset",
"page": 255,
"name": "GM Advice:",
"entries": [
"A parasitic blightworm infestation can be a devastating plot twist in a campaign. A trusted ally who falls prey to one can do irreparable harm to the characters. If this happens, give the characters subtle hints that their ally is acting differently, without stating it outright. The players will feel great if they figure it out based on your subtle clues, and they can solve the problem before it gets too far out of hand."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blightworm Warlock",
"page": 255
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blightworm Ascendant",
"page": 255
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Blightworm.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Blightworm",
"page": 256
}
]
},
{
"type": "entries",
"name": "Pesta",
"page": 257,
"entries": [
{
"type": "quote",
"entries": [
"Each season, a fieldhand sees a hazy shimmer and thinks it's just the heat. They go out to work, and they never come back. It ain't the heat shimmering out there."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Heat Haze",
"page": 257,
"entries": [
"Appearing as yellowish, humanoidshaped clouds, pestas can be hard to spot due to their incorporeal form. During hot days, a pesta and a heat shimmer appear identical.",
"Pestas are also called \"the farmer's shade.\" Most of their victims are found in or around fields. They blend in with the wheat and corn, and farmers have mistaken a pesta for a cloud of dust."
]
},
{
"type": "entries",
"name": "Bearers of Disease",
"page": 257,
"entries": [
"Pestas are the risen souls of people who died of a disease while working under the hot sun. In their final moments, they cursed their life being cut short. This emotion kept their soul anchored as an angry reflection of what they were in life, bound to spread the disease that claimed them."
]
},
{
"type": "entries",
"name": "Diseased Corpses",
"page": 257,
"entries": [
"The victims of a pesta appear drained of vitality and have an unhealthy yellow hue to their skin. No matter how vigorous they were in life, in death they look as if they spent months battling a horrid disease. Such bodies are wrapped in cloth to avoid touching them and burned soon after they're found. The pesta might be long gone, but the diseased corpse left behind can spawn another and continue to wreak havoc."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 257,
"entries": [
"Legend says that if you listen carefully, succeeding on a {@dc 15} Wisdom ({@skill Perception}) check if you're within 10 feet of the pesta when it perishes, the pesta reveals a cherished secret as it dissipates. Someone might also intuit this information with a successful {@dc 15} Wisdom ({@skill Insight}) check. This knowledge could lead to something valuable."
]
},
{
"type": "entries",
"name": "Lore",
"page": 257,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 257,
"entries": [
"The pesta can emit a noxious cloud that can infect victims with terrible diseases."
]
}
]
},
{
"type": "insetReadaloud",
"page": 257,
"name": "Variant: Weeping Pesta",
"entries": [
"Some pestas are the undead victims of {@disease the Weeping Pox|GH}, carrying that disease. Those diseased by such a pesta's Plague Cloud or {@condition poisoned} by its aura are infected with {@disease the Weeping Pox|GH}. A humanoid infected with this disease must repeat a {@dc 15} Constitution saving throw every 24 hours, increasing its {@condition exhaustion} level by one on a failure. This {@condition exhaustion} can't be reduced until the disease is cured by magic.",
"Until the first level of {@condition exhaustion} sets in, however, the victim has sharpened senses. When making an ability check or saving throw against anything other than the disease, they can add a {@dice d4} to ability checks or saving throws. A slight fever and overexcitement are the only signs this condition comes from {@disease the Weeping Pox|GH}."
]
},
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{
"type": "entries",
"name": "Plague Doctor",
"page": 258,
"entries": [
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"type": "image",
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{
"type": "quote",
"entries": [
"Those who hold power over life and death are dangerous for exactly that reason."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Medical Calling",
"page": 258,
"entries": [
"When {@disease the Weeping Pox|GH} spread in Liesech, the call went out for any mage or physician who might be able to develop a cure for this horrible blight. This call led to an influx of healers and wizards, many hoping to gain fame and glory by solving the riddle of this new disease. They were unprepared for the situation that awaited them."
]
},
{
"type": "entries",
"name": "Forged by Disaster",
"page": 258,
"entries": [
"Liesech was in a horrible state. The disease swept from person to person unhindered by treatments that science and magic could bring to bear. In desperation, the few healers who managed to avoid succumbing to the disease developed entirely new branches of magical alchemy in hopes of stemming the tide.",
"Two groups emerged from this plague-ridden metropolis. One is the Morbus Doctore, who claimed victory over the disease with a secretive and costly cure. The other is an ununified host of would-be saviors, some twisted by the horrors they witnessed."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 258,
"entries": [
"Plague doctors are experts at medicinal arts and possess {@item alchemist's supplies|PHB}, {@item healer's kit|PHB|healer's kits}, and {@item herbalism kit|PHB|herbalism kits}. Once they progress into the more specialized alchemy, they might also have several concoctions, including many potions that mimic spells. See the {@class Wizard|PHB|Plague Doctor wizard tradition|Plague Doctor|GHPG} {@homebrew |in chapter 5 of Grim Hollow: The Players Guide} for more information on what a plague doctor might have or how these NPCs might be customized."
]
},
{
"type": "entries",
"name": "Lore",
"page": 258,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 258,
"entries": [
"In the wake of {@disease the Weeping Pox|GH}, many mages and scholars delved into the study of diseases. Those who learned the secrets of blending science and magic into alchemical concoctions are known as plague doctors."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Medicine}):",
"page": 259,
"entries": [
"The repeated failures and deaths during the search for a cure for {@disease the Weeping Pox|GH} led to a new epidemic of unhinged magical alchemists. Some still seek to ply their trade, curing whatever sicknesses they come across. Others now see life itself as a disease in need of a cure."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 259,
"entries": [
"Inured to disease and suffering, some former physicians turned their alchemical concoctions to combat uses. They can heal themselves and throw volatile magical grenades that can afflict foes with disease symptoms."
]
}
]
},
{
"type": "inset",
"page": 259,
"name": "GM Advice:",
"entries": [
"For maximum surprise and effectiveness in challenging the characters, plague doctors are best used when the characters trust them. Perhaps the characters are relying on a doctor to help them in a situation where diseases are ravaging an area. A plague doctor is as likely to kill a character suffering from a disease (in the name of medicine, of course) than heal them."
]
},
{
"type": "statblock",
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"page": 259
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Master Plague Doctor",
"page": 259
}
]
},
{
"type": "entries",
"name": "Poffer",
"page": 260,
"entries": [
{
"type": "image",
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{
"type": "quote",
"entries": [
"You see these fellas in the wild and think, 'aw, look at them sheep with cute bushy wool!' But step closer and they'll fall upon you like a storm, and where there's storms, there's lightning."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rambunctious Ruminants",
"page": 260,
"entries": [
"Poffers are sheeplike creatures named after the typical poffer's bushy woolen coat. Alone, a poffer is docile and can make a nice, lowmaintenance pet. But flocks of poffers are aggressive, charging other creatures that come too close."
]
},
{
"type": "entries",
"name": "Worthwhile Wool",
"page": 260,
"entries": [
"Ranching poffers is worth the risk. Although a flock of poffers can be dangerous, their wool is insulating in multiple ways. It can make warm, comfortable clothing that also protects the wearer from shocks."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 260,
"entries": [
"People prize poffer wool for its insulating properties. Someone who has proficiency with {@item weaver's tools|PHB} can use the wool of five poffers to make one {@item suit of the lamb|GHMG} {@homebrew |(see chapter 4)}. Creating the suit takes 3 days."
]
},
{
"type": "entries",
"name": "Lore",
"page": 260,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 260,
"entries": [
"Multiple poffers in proximity to another creature can cause an incapacitating shock. The creatures are aggressive in flocks, and they trample fallen foes."
]
}
]
},
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"type": "statblock",
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},
{
"type": "entries",
"name": "Poppet",
"page": 261,
"entries": [
{
"type": "quote",
"entries": [
"Destroy our evil deeds, we pray. Disperse shadows from our minds, lest we perish for our sins."
],
"from": "Ancient Prayer"
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cursed Existence",
"page": 261,
"entries": [
"A poppet is a doll with a spirit inside it. This spirit can be a cursed humanoid soul or a fiend. In either case, the doll can be permanently destroyed only if the curse binding the spirit to it is ended.",
"Strong negative emotions can trap a spirit, as in the case of ghosts. With a poppet, a soul remains after a tragedy or negativity allows a fiend in. The evil that binds the spirit to the doll is so strong that anyone who picks up the poppet risks being cursed.",
"As part of the curse, a poppet has a cherry-sized stone heart within its torso. When the doll is slain and the curse is removed, the seams tear or the poppet vanishes, and the heart clatters to the ground amid a bloodlike fluid. Properly treated, this gem is a potent talisman against fear (see Salvage)."
]
},
{
"type": "entries",
"name": "Talking Doll",
"page": 261,
"entries": [
"A poppet can talk, saying simple phrases that have sinister meaning in context or with hindsight. The doll speaks when a situation calls for it. Whenever a particular poppet is about to attack, for instance, it might say, \"It's time to play.\"",
"When a person, usually a child, bonds with a poppet, the doll uses telepathy to converse with that person. Amused adults think the child is talking to an imaginary friend, not recognizing the real threat it slowly turns its owner toward evil.",
"When the opportunity presents itself, a poppet fiend strikes a deal. It makes a contract for that coveted pony, revenge on a bully, or getting out of chores. With each agreement, the owner descends further into wickedness."
]
},
{
"type": "entries",
"name": "Lifelong Friend",
"page": 261,
"entries": [
"If the true nature of the poppet fiend remains undiscovered, it reveals its true nature when it believes its owner might accept this revelation. Stories tell of corrupted people working with a poppet fiend to continue the cycle of deceit and obtain their desires."
]
},
{
"type": "entries",
"name": "Constructed Nature",
"page": 261,
"entries": [
"A poppet that is a construct doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 261,
"entries": [
"Embedded in a poppet is a {@item telltale heart|GHMG} {@homebrew |(see Chapter 4)}. The faint whisper of the possessing spirit's memories, whether ghost or fiend, lives on in this bloodstone the size of a large cherry. For the stone to work, the poppet it was attached to must have been truly dispatched, its curse ended."
]
},
{
"type": "entries",
"name": "Lore",
"page": 261,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 261,
"entries": [
"These possessed dolls are resistant to damage. Magic weapons can kill it, as can adamantine or silver."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 261,
"entries": [
"Some poppets are possessed by unquiet spirits but others are fiendish. All are cursed."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 261,
"entries": [
"Embedded within a poppet is a bloodstone heart that can't be found until the poppet's curse is lifted."
]
}
]
},
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"tag": "creature",
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"name": "Poppet",
"page": 261
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Poppet Fiend",
"page": 262
},
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},
{
"type": "entries",
"name": "Potbelly",
"page": 263,
"entries": [
{
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{
"type": "quote",
"entries": [
"Our invader does nothing but laugh at our pain. Someone, anyone, save our little town!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cursed Giant",
"page": 263,
"entries": [
"A potbelly is a giant cursed by unseelie fey. What remains is the mockery of a giant filled with the desire to cook and consume other living beings. The giant's name comes from its new appearance. A cauldron hangs in the giant's abdomen. It contains a bizarre boiling oil, and the potbelly can use this vessel to cook foes."
]
},
{
"type": "entries",
"name": "Gleeful Mayhem",
"page": 263,
"entries": [
"A potbelly always smiles and joyfully goes about murdering and cooking other creatures. It happily snacks on fried corpses from its belly pot while crushing other foes. Even at the edge of death, a potbelly keeps up this twisted good cheer."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 263,
"entries": [
"The cooking fluid in a potbelly's cauldron cools and evaporates quickly after the potbelly dies. Someone who has proficiency with {@item alchemist's supplies|PHB} can preserve some of the fluid within 1 minute of the fey giant's death. This sample can be used to create a {@item sizzling serum|GHMG} {@homebrew |(see chapter 4)}. Brewing this serum takes 4 hours and reagents worth 50 gp, and it requires a successful {@dc 13} Intelligence ({@skill Nature}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 263,
"entries": [
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill History}):",
"page": 263,
"entries": [
"A potbelly is a giant cursed by fey magic. It can grab smaller creatures and cook them in its belly pot."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 263,
"entries": [
"A potbelly receives a supernatural boost from eating those who died in the giant's stomach cauldron."
]
}
]
},
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},
{
"type": "entries",
"name": "Primordial Troll",
"page": 264,
"entries": [
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{
"type": "quote",
"entries": [
"What's worse than a troll? A smart troll with elemental powers!"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Nature Incarnates",
"page": 264,
"entries": [
"Trolls infused with elemental forces serve the primordials. These primordial trolls are more cunning than their troll cousins, and their elemental nature affects their regeneration. Each type of primordial troll has abilities based on the primordial the trolls serve or have connections to."
]
},
{
"type": "entries",
"name": "Fireborn",
"page": 264,
"entries": [
"Favored by Lady Morakesh, fireborn trolls have a similar mercurial temperament. Their black eyes flash red when the troll is angered, in stark contrast to their charred, warty skin.",
"Small clans of fireborn trolls can be found in mountainous regions across Etharis, but they're most common around Mount Vengeance and in the mist-covered expanse of southern Charneault. Fireborn trolls have been seen accompanying elves traveling to the Temple of the Mists, though the elves haven't said why.",
"Fireborn trolls fight with their fangs and claws, like their normal kin, but a fireborn troll has a body hot enough to burn other creatures. Their leaders can summon magic flame and throw fiery spells at all who threaten them."
]
},
{
"type": "entries",
"name": "Seaborn",
"page": 264,
"entries": [
"As with their Primordial Lord Alondo, seaborn trolls prefer to be left alone. Their small familial communes are hidden along remote storm-wracked coasts, where the trolls hunt the waters.",
"Seaborn troll skin ranges from slate blue to mossy green. They are built to easily navigate surging coastal tides. Among the waves, they hunt using wicked claws and an acidic bite.",
"The most powerful seaborn trolls wield powers of acid and mist. They can conjure thick and sometimes caustic fog. These seaborn trolls spit acid at foes before disappearing into the mists."
]
},
{
"type": "entries",
"name": "Stoneborn",
"page": 264,
"entries": [
"Rarely seen on the surface, stoneborn trolls are native to the underground realm of Stonereach. Therein, they grudgingly pledge fealty to Citrolach, lord of the underground realms, but their contemplatives ponder an existence unbeholden to the primordial lord's stubbornness.",
"Stoneborn trolls are hulking, musclebound creatures sheathed in grey, warty skin as tough as rock. Their claws and teeth are harder than normal, as well, and can sheer through metal and flesh.",
"Contemplative stoneborn trolls lead small clans of stoneborn. Though introspective, they aren't pacifists. Numerous unfortunate explorers who stumbled into the giant's territory have discovered that fact."
]
},
{
"type": "entries",
"name": "Windborn",
"page": 264,
"entries": [
"Ilhara, the Queen of Air and Shadow, has a dedicated following of windborn trolls. They carry powerful confidence in their stormy souls. Windborn trolls are impatient to help their matron ascend to control Etharis.",
"Mighty windborn can twist shadows, creating minor illusions to trick their enemies. The coloring of their smooth skin adjusts to their surroundings, making them difficult to spot and find. These infiltrators subtly pursue Ilhara's agenda. However, if subterfuge fails, they are cunning fighters who can hurl lightning."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 264,
"entries": [
"Nodules inside primordial trolls empower them with elemental traits. Someone who has proficiency in the {@skill Arcana} or {@skill Medicine} skill can extract these \"organs\" with a successful {@dc 13} Intelligence ({@skill Arcana}) or Wisdom ({@skill Medicine}) check. Somebody who has proficiency with {@item alchemist's supplies|PHB} can take the nodules from one troll, along with other reagents worth 100 gp, to refine an {@item elixir of elemental spittle|GHMG} {@homebrew |(see chapter 4)}. Making one elixir takes 1 day of work."
]
},
{
"type": "entries",
"name": "Lore",
"page": 264,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 264,
"entries": [
"Most primordial trolls have natural weapons empowered with elemental damage. Stoneborn trolls don't, but their strength and resilience make up for this lack."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 264,
"entries": [
"Powerful primordial trolls have magical abilities tied to their ancestry and traditions."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana} or {@skill Nature}):",
"page": 264,
"entries": [
"Only the windborn troll's regeneration is sensitive to acid and fire like normal trolls. Cold and acid damage affect fireborn trolls, while seaborn trolls are susceptible to fire and magical cold. And acid and thunder temporarily shut down a stoneborn troll's regeneration."
]
}
]
},
{
"type": "inset",
"page": 267,
"name": "GM Advice:",
"entries": [
"Primordial trolls are dangerous in their own right, but they are likely to serve more powerful masters that have a mastery over the elements they're associated with. Conversely, lesser elemental creatures can be found serving elemental trolls."
]
},
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"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Fireborn Troll Flamecaller",
"page": 265
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"name": "Seaborn Troll",
"page": 266
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{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Seaborn Troll Fogcaller",
"page": 266
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"source": "GHMG",
"name": "Stoneborn Troll",
"page": 267
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Stoneborn Troll Contemplative",
"page": 267
},
{
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{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Windborn Troll",
"page": 268
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Windborn Troll Infiltrator",
"page": 268
}
]
},
{
"type": "entries",
"name": "Puck",
"page": 269,
"entries": [
{
"type": "image",
"href": {
"type": "external",
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},
{
"type": "quote",
"entries": [
"I've heard pixie dust is beautiful, magical stuff. The dust I saw was definitely magical, but it wasn't beautiful."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Crushed Spirit",
"page": 269,
"entries": [
"A puck is a pixie whose hopes and dreams, loves and playfulness, have been erased by mistreatment, betrayal, or loss. Once a beautiful and merry being, a puck is now a sad, twisted monster. Once the transformation happens, the pixie's dust dissipates. Without pixie dust, a pixie can't fly, can't use its magic, and can't turn invisible. They lose their ability to commune with nature."
]
},
{
"type": "entries",
"name": "Puck Dust",
"page": 269,
"entries": [
"Taking the place of pixie dust, puck dust allows the puck to retain magical powers that resemble those of a pixie. The substance corrupts soil, vegetation, and beast, and it enthralls plants and trees to do the puck's bidding. Plants under the dust's influence become telepathically and emotionally bonded to the puck. Despair drives these plants. Each feels the harm done to one."
]
},
{
"type": "entries",
"name": "Corpse Gardener",
"page": 269,
"entries": [
"Pucks farm their glittering soil, using animals and other living creatures to produce fertilizer. The puck force feeds the grove's dead material and soil to animals and humanoids. After a ripening time, the puck opens these unfortunates up to take refined soil from their innards. The puck keeps the creatures alive until this grisly harvest, earning the terrible epithet \"corpse gardener.\""
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 269,
"entries": [
"A slain puck produces up to six pinches of puck dust, which are magical but less effective in the hands of a non-puck. Each dose can be used in one of two ways. Puck dust dispersed on a plant creature within reach of the disperser forces the plant to succeed on a {@dc 13} Wisdom saving throw as if {@spell charm monster} were cast upon it by the disperser. If the dust is dispersed on an inanimate shrub, it becomes an {@creature puck shrub|GHMG|evil awakened shrub with an Intelligence and Charisma score of 3}. Three doses scattered on a tree make it an {@creature puck tree|GHMG|evil awakened tree with an Intelligence and Charisma score of 3}. Either use of puck dust animates the plant for only 1 hour."
]
},
{
"type": "entries",
"name": "Lore",
"page": 269,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 269,
"entries": [
"The veil between the world and the fey world is thin here. A dark fey spirit has corrupted this place."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 269,
"entries": [
"The trees themselves are hindering your steps. They are in cahoots with a fey spirit. Anything you say or do is probably sensed by the spirit. Your senses might become targeted by the spirit. Do not trust anything you see."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 269,
"entries": [
"You are within the domain of a puck, pitiful creatures who scorn humanity and dominate nature. It uses plants as its weapons and concealment as its defense. Finding it may prove difficult, as the forest will protect it, but once found, it is frail."
]
}
]
},
{
"type": "entries",
"name": "A Puck's Lair",
"page": 269,
"entries": [
"Soil within a puck's lair occasionally twinkles as if filled with sparkling fertilizer. Many of the trees and plants are likely to be the puck's thralls, and allied plant creatures might also dwell there. Within the lair, only creatures of the puck's choice leave tracks. Tracking such creatures is possible only with magic.",
"A puck makes their hidden home in small crevices beneath the interlaced roots of plant thralls. These roots act as labyrinthine hallways connecting all parts of the grove, which the puck uses to sneak around. While hidden in this maze, the puck whispers to the trees and telepathically commands them. Hiding and commanding the plants to protect the puck is crucial, for it knows that despite its great power, it is physically frail.",
{
"type": "statblock",
"tag": "legroup",
"source": "GHMG",
"name": "Puck",
"page": 269
}
]
},
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"_copy": {
"name": "Puck",
"source": "GHMG",
"_preserve": {
"page": true
}
}
}
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/PuckTree.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Puck Shrub",
"page": 271
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Puck Tree",
"page": 271
}
]
},
{
"type": "entries",
"name": "Putrefaction Slug",
"page": 272,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/PutrefactionSlug.webp"
}
},
{
"type": "quote",
"entries": [
"While all slugs and such slick sliders are creepy, one type in particular transforms other creatures to something even more disgusting."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Repulsively Quick",
"page": 272,
"entries": [
"Slithering along faster than you'd expect on a glistening trail as clumpy and green as plague victim's snot, the putrefaction slug's brownish-red bodies writhe unnaturally, as if their innards are itching to escape. Their slithering mass vibrates and shakes loose a strange and dusty yellow miasma just before they spit, emitting a sulfuric stench."
]
},
{
"type": "entries",
"name": "Fates Worse than Death",
"page": 272,
"entries": [
"Slugs target their victims with bile-colored spit, causing unfortunates to dissolve in a matter of moments. A slug's hunger is also its weakness. Once they've spewed their digestive juices and flesh begins to putrefy, a slug's instincts take over, and it begins to feed. That's not good for the victim, but the slug focuses on little other than the eating, which is an excellent time to strike for the kill."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 272,
"entries": [
"Putrefaction slugs ignore what they can't devour, making any treasure they possess incidental. But the glands that generate their digestive acid are prized by alchemists.",
"Removing an intact slug gland requires a successful {@dc 12} Intelligence ({@skill Nature}) or Wisdom ({@skill Medicine}) check. Once removed, the gland must be stored in alcohol or similar preservative agents. Using four such glands, a person can create a more potent version of acid that renders a target that takes damage from the acid vulnerable to bludgeoning damage until the end of the thrower's next turn.",
"These enhanced acids are called {@item slugger (vial)|GHMG|sluggers}, cost 40 gp, and weigh the same as a standard {@item Acid (vial)|PHB|vial of acid}. Creating a {@item slugger (vial)|GHMG|slugger} requires proficiency with {@item alchemist's supplies|PHB} and a successful {@dc 13} Intelligence check to use them in a process that takes 4 hours. Failure creates normal acid, while failure by 5 or more renders a useless result."
]
},
{
"type": "entries",
"name": "Lore",
"page": 272,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 272,
"entries": [
"A putrefaction slug spits acid. This acid can dissolve a creature into a puddle of goo."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 272,
"entries": [
"The slug's digestive acid softens tissue, making it vulnerable to crushing and tearing. Water helps dilute this acid."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Putrefaction Slug",
"page": 272
}
]
},
{
"type": "entries",
"name": "Putrid Giant",
"page": 273,
"entries": [
{
"type": "quote",
"entries": [
"Beware a giant with pustules and sloughing skin. Hill giants respond differently to the pox. It rots their flesh and instills them with deadly mania."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Infected, Unrestrained",
"page": 273,
"entries": [
"{@disease The Weeping Pox|GH|Weeping Pox} is deadly to most creatures, but it can manifest differently. When a hill giant becomes infected, the fever sharpens the senses and creates a manic euphoria that never dissipates. Pustules form, and the flesh necrotizes, some sloughing off in strips and patches, but the disease doesn't kill the giant. Accompanying exhilaration pushes the sick giant to greater violence and depravity.",
"The new flurry of mental activity impedes what little logic the giant had. This state makes the giant more arrogant. It believes no one can best it, physically or intellectually. Only death can convince the giant it's mistaken."
]
},
{
"type": "entries",
"name": "Disease Seekers",
"page": 273,
"entries": [
"Putrid giants believe the {@disease The Weeping Pox|GH|Weeping Pox} is a boon. They seek out those who have the pox or died from it. The giants consume infected flesh, believing doing so bolsters their power. No evidence supports this view, but reasoning with a healthy hill giant would be a challenge.",
"Putrid giants kill and eat most other creatures. But their laziness competes with their depravity. A putrid giant might attract a following of morbus kobolds, who see the giant as a living representative of the Filth Grazer. This misbegotten clan serves the giant as further spreaders of its ailment, and the giant allows this service, likely eating only enough kobolds to keep the others servile."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 273,
"entries": [
"A putrid giant is such a haven for the {@disease The Weeping Pox|GH|Weeping Pox} that its gear and trinkets pose risk of exposure to the disease. It's best to burn the body and flee the area the giant inhabited with care and haste. However, the possessions of those the giant killed are scattered about its lair.",
"A successful {@dc 20} Wisdom ({@skill Medicine}) check allows one to carefully remove the brain of a putrid giant. This brain, if treated with 200 gp worth of magical components, can be turned into a meal for 4 people. For 8 hours after eating the brain, a creature gains {@dice 4d6} temporary hit points."
]
},
{
"type": "entries",
"name": "Lore",
"page": 273,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 273,
"entries": [
"A putrid giant looks like it's undead, but it's still living and under the strange power of the {@disease The Weeping Pox|GH|Weeping Pox}. Contact with the giant can infect other creatures, as can touching objects the giant has recently handled."
]
}
]
},
{
"type": "inset",
"page": 273,
"name": "GM Advice:",
"entries": [
"The strange effect the {@disease The Weeping Pox|GH|Weeping Pox} has on hill giants might mutate them even further, including giving them a high enough Intelligence to allow them to start casting spells and reasoning much better than normal. Imagine a hill giant chieftain who figures this out: they would seek out the {@disease The Weeping Pox|GH|Weeping Pox} for all of their followers!"
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Putrid Giant",
"page": 273
}
]
}
]
},
{
"type": "section",
"name": "Q",
"page": 274,
"entries": [
{
"type": "entries",
"name": "Quake Drake",
"page": 274,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/QuakeDrake.webp"
}
},
{
"type": "quote",
"entries": [
"Sometimes I still feel the rumble, always right before I fall asleep."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Protective Breed",
"page": 274,
"entries": [
"Ancient arcanists once bred dragonlike creatures to protect their isolated homes. As often happens when arcanists interfere with the natural world, these drakes turned on their masters, destroyed their homes, stole their treasures, and buried themselves beneath the earth."
]
},
{
"type": "entries",
"name": "Affinity for the Earth",
"page": 274,
"entries": [
"These drakes, suffused with the magic from their creators, found that they could hold sway over the tremors and power of the very mountains in which they took residence. When an unexpected tremor moves the ground, people of mountain villages say that two quake drakes are either warring or mating."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 274,
"entries": [
"The quake drake has a thick hide of scales that can be worked into {@item quakescale armor|GHMG} {@homebrew |(see Chapter 4)}. A proficient armorer can spend 30 hours and 300 gp of components to make this armor, and then must succeed on a {@dc 15} Intelligence ({@skill Nature}) check.",
"Additionally, a quake drake has a {@chance 50|50% chance|Quake Drake|The belly contains a valuable item.|The belly is empty.} of having a particular precious metal or gem resting in its belly. Any coin amount represents an approximate value, since the metal is now compressed into a ball:",
{
"type": "statblock",
"tag": "table",
"source": "GHMG",
"name": "Quake Drake Hoard",
"page": 274
}
]
},
{
"type": "entries",
"name": "Lore",
"page": 274,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 274,
"entries": [
"Quake drakes are the bane of precious metal or gem mines, or caravans carrying such things. More than one mine has been obliterated and collapsed by a quake drake."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 274,
"entries": [
"Be wary of collections of sand or rock spheres you find, that's from a quake drake belly."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 274,
"entries": [
"The quake drake is suffused with magic that shakes the earth and can stun a person with its tail attack."
]
}
]
},
{
"type": "inset",
"page": 274,
"name": "GM Advice:",
"entries": [
"A single or pair of quake drakes would make a significant challenge for a lower-level party trying to remove the beasts from an old mine that they're using as a lair. Not only are the creatures themselves a threat, but the very setting itself could prove dangerous. Imagine dealing with the drakes and some other creatures dwelling in the area, while at the same time having to use skills in nature, engineering, and other fields to keep the entire place from crashing down on their heads.",
"The key to making such an adventure tense and fun while still being manageable and fair is to ramp up the tension first. As the characters move into the lair, describe some cave-ins and rumblings. Then have the characters experience a slightly dangerous passage where {@skill Perception} and {@skill Investigation} checks can avoid the damage. At the end, and maybe even during a battle, the characters must reinforce supports or rock formations that are the only things holding up the ceiling."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Quake Drake",
"page": 274
}
]
},
{
"type": "entries",
"name": "Quiet One",
"page": 275,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/QuietOne.webp"
}
},
{
"type": "quote",
"entries": [
"When you can't hear anything, you've heard them coming."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Horrifying Appearance",
"page": 275,
"entries": [
"A quiet one is horrifying to behold. They are vaguely humanoid with grey pebbled skin, a large ovoid head, sharp claws, and a massive, fanged maw."
]
},
{
"type": "entries",
"name": "Silent Hunters",
"page": 275,
"entries": [
"Quiet ones always generate an aura of absolute silence."
]
},
{
"type": "entries",
"name": "Feed On Fear",
"page": 275,
"entries": [
"Quiet ones eat fear and seek to panic their victims as much as possible before killing them."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 275,
"entries": [
"The brain of a quiet one can be made into a meal for three people with a successful {@dc 10} Intelligence check by someone proficient with {@item cook's utensils|PHB}. Consuming the brain within 24 hours of the quiet one's death gives the eater advantage on saving throws against effects that cause the {@condition frightened} condition for 1 week. Crafting this meal takes 2 hours and costs 20 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 275,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 275,
"entries": [
"Quiet ones are so named for the constant aura of silence they generate."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 275,
"entries": [
"A quiet one is immune to psychic and thunder damage."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 275,
"entries": [
"Quiet ones feed on fear and gain temporary hit points from those with the {@condition frightened} condition."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Quiet One",
"page": 275
}
]
},
{
"type": "entries",
"name": "Quoxxarie",
"page": 276,
"entries": [
{
"type": "quote",
"entries": [
"Four rush out, their stable opened.",
"Their steps spawn screams, their chains have broken.",
"Wounded wails and bloody fields.",
"White for sickness, red for vying.",
"Empty tables and sundered shields.",
"Black for hunger, gray for dying.",
"Note this doom we've spoken.",
"Dread rams arise. They have awoken."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Guts and Glory",
"page": 276,
"entries": [
"A quoxxarie resembles a large ram stripped of parts of its skin with its innards exposed. It looks more like a gutted carcass than a living being. Mortals hesitate when they see a quoxxarie's impossible form. The quoxxarie doesn't. It charges its foes as they stand staring."
]
},
{
"type": "entries",
"name": "Infernal Vanguard",
"page": 276,
"entries": [
"Quoxxaries are mighty fiends, wrath incarnate, that fight at the vanguard of infernal armies. Some believe a quoxxarie is so bloodthirsty that only death can bring it peace. Fury is part of the creature's body. When unable to fight, a quoxxarie paces in anticipation of combat.",
"Only another mighty fiend can control a quoxxarie, but risking a quoxxarie offers such a fiend a valuable soldier. An army with multiple quoxxaries is a powerful one. If their commander provides them with enough battles, the quoxxaries serve without much problem, and their fearsome reputation can keep enemies and rivals at bay."
]
},
{
"type": "entries",
"name": "Fourfold Destruction",
"page": 276,
"entries": [
"Legend says that all four types of quoxxaries\u2014red, black, white, and gray\u2014brought together make an inexorable force that can lead to worldwide destruction. Most scholars consider this belief to be hyperbole. It's true that quoxxaries of varied colors fighting alongside one another make for a deadly group, especially with their combined auras. The myth likely arises from how rare it is to see multiple quoxxaries together. Without enemies to fight, quoxxaries of differing colors turn on each other, making the likelihood of seeing four different ones together all the less likely.",
"The four colors indicate unique traits. Red or izil quoxxaries are most common. The creature resembles a bloody carcass trailing gore, and its lust for battle is infectious. Black or ara quoxxaries are the smallest of these fiends, with the appearance of a burnt corpse. These quoxxaries weaken enemies and pollute the ground they walk on. White or oko quoxxaries resemble a pale, disease-ridden corpse, with a pestilential cloud hanging around it. The creatures appear weak, prone to stumbling and coughing, but they are as supernaturally sickening as their appearance suggests. Gray or boza quoxxaries are the rarest and most powerful, and they are also the most patient and circumspect in battle. A gray quoxxarie is skeletal, its ashy skin stretched tight over the bones, its desiccated organs giving off dust. This fiend brings pain and death with it, causing wounds to fester and refuse to heal. A gray quoxxarie prefers foes that are close to death."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 279,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} can brew and refine the blood of one quoxxarie with reagents worth 100 gp to make a {@item potion of relentlessness|GHMG} {@homebrew |(see chapter 4)}. The process takes 8 hours, and the alchemist must succeed on a {@dc 15} Intelligence or Wisdom check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 279,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 279,
"entries": [
"The four kinds of quoxxarie are distinguished by their different colors. Red is the most common, while gray is the deadliest and rarest."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 279,
"entries": [
"Quoxxaries are aggressive, fast, and ruthless. They respond to attacks with crushing blows and are impossible to poison."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 279,
"entries": [
"Four quoxxaries of differing colors fighting alongside one another makes a deadly combination. Their auras complement each other, spelling big trouble for the quoxxaries' enemies."
]
}
]
},
{
"type": "inset",
"page": 279,
"name": "GM Advice:",
"entries": [
"Overlapping auras of quoxxaries can be both powerful and difficult to keep track of, potentially slowing combat. Use them with care. On the other hand, a powerful party that might be difficult to challenge in combats should find multiple quoxxaries can be part of a very tough fight."
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Quoxxarie1.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Red Quoxxarie",
"page": 276
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Black Quoxxarie",
"page": 278
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "White Quoxxarie",
"page": 278
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Quoxxarie2.webp"
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},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Gray Quoxxarie",
"page": 276
}
]
}
]
},
{
"type": "section",
"name": "R",
"page": 280,
"entries": [
{
"type": "entries",
"name": "Rabenhex",
"page": 280,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Rabenhex.webp"
}
},
{
"type": "quote",
"entries": [
"Sing a song of rabenhex,",
"A hanging garlic braid,",
"Three and ten years bad luck",
"For those who never prayed."
],
"from": "Nursery Rhyme"
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bird of Ill Omen",
"page": 280,
"entries": [
"A rabenhex haunts the woods where witches are said to dwell. This ravenlike bird has black feathers tinged with flecks of red. Its beak and talons are also red, making it look bloody."
]
},
{
"type": "entries",
"name": "Magical Gift",
"page": 280,
"entries": [
"Many believe killing a rabenhex brings bad luck, but much the opposite is true. Rarely, a rabenhex bears one golden feather. This enchanted feather is said to remove curses."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 280,
"entries": [
"A rabenhex has a {@chance 10|10 percent chance|Rabenhex|The Rabenhex has a enchanted feather.|The Rabenhex has no special feathers.} of having an {@item enchanted feather|GHMG} {@homebrew |(see chapter 4)} growing from its body."
]
},
{
"type": "entries",
"name": "Lore",
"page": 280,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 280,
"entries": [
"A rabenhex is swift in flight and doesn't provoke {@action opportunity attack|PHB|opportunity attacks}."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 280,
"entries": [
"A rabenhex can curse a creature within 60 feet of it. This curse makes it harder to hit the rabenhex or hags it might serve"
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Rabenhex",
"page": 280,
"collapsed": true
}
]
},
{
"type": "entries",
"name": "Raven of Ill Omen",
"page": 281,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/RavenofIllOmen.webp"
}
},
{
"type": "quote",
"entries": [
"Ravens can be a sign of bad tidings, but their monarchs bring mischief and upheaval."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Raven \"Rulers\"",
"page": 281,
"entries": [
"Ravens of ill omen are larger than normal ravens. A plume of feathers, red and white, and alabaster eyes set it further apart from its kin. These regal ravens also have magical influence over fortune. This prescience causes misfortune for the raven's enemies and good luck for fellow corvids.",
"Ravens are harbingers of misfortune. A raven of ill omen is the embodiment of this belief. When one appears, battlefield deaths increase, pestilence spreads quickly, and misery abounds."
]
},
{
"type": "entries",
"name": "Cunning Deceivers",
"page": 281,
"entries": [
"Contrary to popular superstition, ravens of ill omen aren't beasts. These mischievous creatures are fey who actively spread misfortune. They influence ravens and sometimes ally with other fey, drawing unwitting creatures into traps and nasty schemes through mimicry and other tricks."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 281,
"entries": [
"Many people believe the crown feather of the raven of ill omen bestows good fortune, while others insist the opposite is true. Someone can sit with such a feather for 1 hour and attempt to attune to it, making a {@dc 10} Charisma check. On a success, the feather acts as a {@item stone of good luck|DMG}. On a failure, the feather seems to be a {@item stone of good luck|DMG}, but the GM secretly subtracts 2 from ability checks and saving throws after the player adds the \"luckstone's\" +1. The ill-fortune feather is cursed. Until the curse is removed, the attuned user can't discard it. The good-fortune feather crumbles to dust if the user rolls a 1 on a death saving throw. The ill-fortune feather crumbles, ending the curse, if the user rolls a 20 on a death saving throw."
]
},
{
"type": "entries",
"name": "Lore",
"page": 281,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 281,
"entries": [
"The raven of ill omen is a creature that can speak and mimic sounds and voices. Those the raven deems enemies might quickly find that luck has abandoned them."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 281,
"entries": [
"This raven is no beast, but rather a devious fey keen to bestow misfortune on mortals."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Raven of Ill Omen",
"page": 281
}
]
},
{
"type": "entries",
"name": "Red Hag",
"page": 282,
"entries": [
{
"type": "quote",
"entries": [
"Those three ladies who own the new tavern are so friendly! It's become my favorite drinking spot."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hag Schism",
"page": 282,
"entries": [
"Long ago, folk believed a few hags were kind, that most hags bared their fangs, but others lent a hand. This inspired the notion that some hags could blend into mortal society. In truth, the \"nice\" hags learned to catch more flies with honey\u2014a little kindness goes a long way when deceiving mortals.",
"A schism formed among hags. A majority of hags saw those who pretended to be kind as an anathema. Covens convened to perform one of the most unholy curses hags ever produced. This curse set a hag who transgressed apart and made her mortal, marking her in scarlet: a red hag."
]
},
{
"type": "entries",
"name": "Unchanging Form",
"page": 282,
"entries": [
"A red hag can't change her form. She knows no magic to disguise herself. She must get along in her natural form, that of a middle-aged human. Unable to trick mortals using deceptive magic, they instead rely on more common deceptions and wit. Once a red hag feels she has pushed her luck in one settlement, risking revealing her true nature, she moves on to the next."
]
},
{
"type": "entries",
"name": "Life and Voice Thieves",
"page": 282,
"entries": [
"A red hag subtly manipulates people to gain trust and friendship before preying on a target. To do so, the hag uses magic to {@condition charmed|PHB|charm} the target, then to make the target forget it was {@condition charmed}. Over time, the process makes a creature feel genuine fondness for the hag, or more.",
"The hag's touch saps the will to live and express, energizing the hag and extending her life. If a red hag all but kills a target with this draining, the creature can lose their voice to the hag forever. The hag can speak in the voices she has stolen."
]
},
{
"type": "entries",
"name": "Red Covens",
"page": 282,
"entries": [
"As with other hags, red hags seek hag partners to form covens and increase their magic. Such covens usually involve only red hags, and they often create a situation or seek work that brings them into contact with mortals vulnerable to manipulation. Coven members can also perform a ritual that allows a coven member to take a mortal's body. The hag's curse makes even this \"transformation\" temporary, but the theft gives the red hag opportunities she lacks in her normal form. And a youthful body can further stave off the hag's mortal decline."
]
}
]
},
{
"type": "entries",
"name": "Red Hag Coven",
"page": 282,
"entries": [
"Red hags form covens, although few other hags are willing to work with red hags, and so such a coven is usually of three red hags. Red hags are more cooperative than other hags, so their coven can function more cohesively and efficiently.",
{
"type": "spellcasting",
"name": "Shared Spellcasting",
"page": 282,
"headerEntries": [
"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list. For casting these spells, each hag is a 10th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 11 + the hag's Intelligence modifier, and the spell attack bonus is 3 + her Intelligence modifier. The three hags share the indicated spell slots among them:"
],
"spells": {
"1": {
"slots": 4,
"spells": [
"{@spell charm person}",
"{@spell detect magic}",
"{@spell identify}"
]
},
"2": {
"slots": 3,
"spells": [
"{@spell invisibility}",
"{@spell misty step}",
"{@spell suggestion}"
]
},
"3": {
"slots": 3,
"spells": [
"{@spell bestow curse}",
"{@spell counterspell}",
"{@spell nondetection}"
]
},
"4": {
"slots": 3,
"spells": [
"{@spell arcane eye}",
"{@spell charm monster|XGE}"
]
},
"5": {
"slots": 2,
"spells": [
"{@spell mislead}",
"{@spell scrying}"
]
}
}
},
{
"type": "entries",
"name": "Steal Body",
"page": 282,
"entries": [
"A red hag coven can allow one of its members to steal a humanoid's body. The target of this ritual must be a humanoid one of the hags cursed to be voiceless, and only the hag who stole that voice can take the body. The ritual requires the target to be {@condition incapacitated} or {@condition restrained}, and the red hag taking the body is {@condition paralyzed} during the ritual, which takes 1 hour to complete.",
"Any magic that protects the target from possession prevents the ritual from succeeding. The target can also make a {@dc 14} Charisma saving throw, preventing the ritual's completion on a success. A successful save also means the target is immune to the effects of the ritual for 24 hours.",
"If the ritual works, the target's soul departs the body, the red hag's body dies, and her soul possesses the target's body. The hag has the target's Strength, Dexterity, and Constitution, but otherwise, she retains her statistics. The hag's new body has three levels of {@condition exhaustion} when the ritual ends, and each level can be removed only by a long rest. Further, until this {@condition exhaustion} ends, any effect that ends or prevents possession causes the new body to become {@condition paralyzed} for the effect's duration as the hag's mental connection to the body breaks.",
"Once the {@condition exhaustion} ends, the hag's soul and the new body unite. Over the course of three years and three days, the new body changes back into the hag's original form. The hag still gains the benefit of the body's age when she took possession of it."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 282,
"entries": [
"Red hags maintain readiness to flee their current living arrangements. They carry their most precious belongings with them. These objects are treasures that might have some malevolent emotional value to the hag, like a trophy. Red hags are willing to use this wealth to bargain with attackers or other beings."
]
},
{
"type": "entries",
"name": "Lore",
"page": 282,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 282,
"entries": [
"A red hag is a mortal fey cursed to absorb life from people to avoid aging and dying. This kind of hag can drain a person's vigor to heal herself."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 282,
"entries": [
"Red hags are subtle rather than mighty foes. Their enchantments are potent, and a red hag can make a victim forget they were {@condition charmed}. These hags rarely attack directly when manipulation can work. And those the hag drains can lose their voices, which the hag keeps and uses."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 282,
"entries": [
"Three red hags can form a coven that puts more magic at each member's disposal. A red hag coven can perform a ritual to steal the body of a mortal, sending that person's soul to the afterlife as the hag's soul possesses it. Red hags enact this ritual most often to stave off aging. The hag's curse causes her to slowly transform back into herself."
]
}
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/RedHag.webp"
}
},
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},
{
"type": "entries",
"name": "Remorseful Storm",
"page": 284,
"entries": [
{
"type": "quote",
"entries": [
"If you venture into the Unterland province and hear a sound that's a terrible cacophony of thunder and wailing\u2014RUN."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "A Storm Unleashed",
"page": 284,
"entries": [
"This storm giant took up Maligant's call to arms during the war between the Four Divines. Once part of a celestial host, it's now a lost veteran and skilled holy warrior who hunts down fiends and anyone who gets in its path. People who've seen it call it the \"Remorseful Storm.\""
]
},
{
"type": "entries",
"name": "Depraved Paladin",
"page": 284,
"entries": [
"Driven by a strict adherence to its own unmoored sense of morality, it tracks down and faces its rivals at any cost. It wanders the Unterland province, seeking to find and destroy followers of Tormach. And often it believes everyone follows Tormach."
]
},
{
"type": "entries",
"name": "Rampages of Regret",
"page": 284,
"entries": [
"The Remorseful Storm's morals have become corrupted by its solitude as deeply as its sorrow has intensified. Its remorse for divine loss results in lashing out, while often apologizing as it does."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 284,
"entries": [
"Someone who collects the tears of the Remorseful Storm can drink the liquid, which acts as a {@item potion of lightning resistance|DMG}. With a successful {@dc 15} Intelligence ({@skill Arcana}) check, a proficient alchemist can spend 8 hours and use 100 gp of components to create a {@item grenade of remorse|GHMG} {@homebrew |(see Chapter 4)}."
]
},
{
"type": "entries",
"name": "Lore",
"page": 284,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 284,
"entries": [
"The Remorseful Storm seeks to battle fiends and is reluctant to believe that anything it encounters isn't complicit with them."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 284,
"entries": [
"Due to its storm giant nature, the Remorseful Storm is immune to lightning and thunder, and resistant to cold."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 284,
"entries": [
"Remorseful Storm cannot be killed as long as it is still landing blows on its enemy."
]
}
]
},
{
"type": "inset",
"page": 284,
"name": "GM Advice:",
"entries": [
"The Remorseful Storm might gain followers who share its mania for chasing down supposed evil-doers. It might provide a benefit similar to its Relentless Zeal to them, giving the characters a hint at what they might face later."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Remorseful Storm",
"page": 284
}
]
},
{
"type": "entries",
"name": "Restless Lumberer",
"page": 285,
"entries": [
{
"type": "quote",
"entries": [
"Huge thumps from across the street woke me. All night long, I swear. Next day, I go to say something to the noisy thumpers. Everyone there was dead, and strange arcane marks covered the walls."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dream Protectors",
"page": 285,
"entries": [
"Lanky, long-limbed, and stooped, a restless lumberer is a giant scarred by contact with the Aetheric Kindred. Restless lumberers once cast their slumbering minds abroad into the far reaches of the multiverse, communing with cosmic beings in somnolent bliss. This left them vulnerable to the nightmares of the Kindred as they waged war on the gods of Etharis, which shattered the minds of the restless lumberers.",
"Having seen cosmic horrors firsthand, some restless lumberers seeks to thwart the Kindred's influence by denying them the dreams of mortals. Other restless lumberers work to restore the Kindred, seeing resistance to their immense power as pointless. They collect strange sleepers for this purpose."
]
},
{
"type": "entries",
"name": "Literal Sleepers",
"page": 285,
"entries": [
"The most infamous restless lumberer dwelt in the abandoned vaults of Stehlenwald in the Rauland province of the Bürach Empire. Other cities house restless lumberers, but they largely keep to themselves. The different factions are, however, known to fight each other, causing minor earthquakes and sinkholes. They lair in old cellars, bricked-up vaults, and derelict tunnels, often burying themselves in sleepless hibernation, contemplating the collections of strange objects and items of eldritch significance taken from dreamers' homes that predict when the Kindred's dreams seep into the nightmares of mortal sleepers."
]
},
{
"type": "entries",
"name": "No Sleep for the Dreamers",
"page": 285,
"entries": [
"Lumberers who fight against the Kindred keep dreamers awake by rattling foundations, knocking on walls, or shouting to prevent them from sleeping until the dreams pass. They may kidnap sleeping people out of their beds, taking them to their lair. Restless lumberer devotees of M'rorcameleth are particularly fond of people with peculiar or mystical dreams."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 285,
"entries": [
"A restless lumberer's lair is home to its collection of arcane curios and eldritch paraphernalia and might contain any number of spell components, spell foci, or magic scrolls.",
"The brain of a restless lumberer has been molded and washed over by countless waves of psychic energy from the Aetheric Kindred. A proficient jeweler can take the powdered brain of a restless lumberer and combine it with 1000 gp of components to create a {@item ring of nightmares|GHMG} {@homebrew |(see Chapter 4)}. This requires 5 days of work and a successful {@dc 20} Intelligence ({@skill Arcana}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 285,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 285,
"entries": [
"Local sightings report hearing houses groaning and rattling and feeling the ground thump with an irregular beat."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 285,
"entries": [
"The merchants league found their secure vault empty recently, including their collection of ancient temple scrolls. The entire floor was gone and a gaping tunnel leading deep into the undercity left in its place."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 285,
"entries": [
"Legend says the lumberer was once a dream-walking giant who witnessed a gods' death and now lurks in forgotten vaults beneath the city collecting interesting dreamers."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Restless Lumberer",
"page": 285
}
]
},
{
"type": "entries",
"name": "Resurrection Horror",
"page": 286,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ResurrectionHorror.webp"
}
},
{
"type": "quote",
"entries": [
"Sometimes it's better to stay dead. Something always tries to balance the scales."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Price to Be Paid",
"page": 286,
"entries": [
"A resurrection horror is spawned the midnight after a creature who died on unhallowed ground is returned to life. The horror seeks to return the resurrected creature to death."
]
},
{
"type": "entries",
"name": "Swath of Destruction",
"page": 286,
"entries": [
"Resurrection horrors unerringly move toward the resurrected creature, no matter how far away they may be, killing anything that tries to interfere."
]
},
{
"type": "entries",
"name": "Spawned of the Grave",
"page": 286,
"entries": [
"Resurrection horrors are massive undead built of the bones of many bodies and the unhallowed dirt the returned creature died upon."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 286,
"entries": [
"The grave dirt of a resurrection horror can be refined to create a pouch of dirt that when sprinkled as an action works as a {@i scroll of} {@spell protection from energy|PHB|protection from necrotic energy} and {@spell protection from evil and good} with a 30-minute duration. The process requires a successful {@dc 20} Intelligence ({@skill Arcana}) check by someone proficient in the {@skill Religion} skill who works for 8 hours and uses 300 gp worth of additional components."
]
},
{
"type": "entries",
"name": "Lore",
"page": 286,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 286,
"entries": [
"Resurrection horrors appear when someone who died on unhallowed ground is later magically returned to life. The horror hunts down and attempts to kill the being returned to life."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 286,
"entries": [
"Resurrection horrors are resistant to cold, necrotic, and psychic damage, and immune to poison."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Religion}):",
"page": 286,
"entries": [
"Resurrection horrors can unleash a blast of bone shards and dirt that does piercing and necrotic damaged and causes those damage by it to bleed uncontrollably."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Resurrection Horror",
"page": 286
}
]
},
{
"type": "entries",
"name": "Returned",
"page": 287,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Returned.webp"
}
},
{
"type": "quote",
"entries": [
"Those taken by the fey come back changed. Rarely for the better."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Escaped Fey Captives",
"page": 287,
"entries": [
"Powerful fey abduct mortals, dragging them into the fey realm to serve as entertainers, servants, or adopted family. Most mortals taken this way are never heard from again, but a rare few manage to escape the clutches of their fairy kidnappers and find their way back. These changed people, the returned, come back to a life that has moved on without them.",
"The returned cope with their trauma in many ways. Some wage a personal war against the fey, while others struggle to take back the life stolen from them. In either case, the returned passionately pursue their goals and recruit others to help."
]
},
{
"type": "entries",
"name": "Irreversible Changes",
"page": 287,
"entries": [
"Mortals who spend extensive time in the fey realms change irreversibly. The most obvious signs are physical or cosmetic, such as iridescent irises or footsteps that sound like distant thunder, but the alterations run deeper. Magic of the fey realms seeps into the soul of a returned, whether they want it or not. Many returned enjoy these magical powers. Others limit their use of fey magic, afraid they might attract the attention of their abductors. A few turn their eldritch skills to revenge, including imparting a psychic resonance that allows weapons to harm the body and mind."
]
},
{
"type": "entries",
"name": "Mutable Form",
"page": 287,
"entries": [
"The fear returned have about using magic has some foundation in fact. Each time a returned casts a spell, a cosmetic trait, such as eye color or the sound of the voice, changes randomly and permanently."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 287,
"entries": [
"The bones, hair, and sinew of a returned retain magic antithetical to the fey. Someone who has proficiency with {@item leatherworker's tools|PHB} or {@item tinker's tools|PHB} can spend 3 days working with these materials, along with reagents an alchemist recommends worth 250 gp. If the artisan succeeds on a {@dc 15} Intelligence ({@skill Arcana}) check, they can build {@item dimensional shackles} that work only on the fey."
]
},
{
"type": "entries",
"name": "Lore",
"page": 287,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 287,
"entries": [
"Those abducted by the fey and later escape back to the mortal world are known as the returned. Time in the fey realms makes such people prone to cosmetic changes and able to use fey magic."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 287,
"entries": [
"An old story tells of a prince who was stolen by the fey only to fight his way back to his kingdom. After his return, he went decades without cutting his hair. When he died an old king, his daughter cut his hair and used it to bind the fey who long ago kidnapped her father."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Returned Hunter",
"page": 287
}
]
},
{
"type": "entries",
"name": "Rime Hungers",
"page": 288,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/RimeHungers.webp"
}
},
{
"type": "quote",
"entries": [
"You almost feel sorry for them. Freezing to death is a bad way to go, but they did something to cause their state. And they hunger for warm flesh. I think you get my point."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rime-Covered Corpses",
"page": 288,
"entries": [
"Rarely straying far from where they died and never willingly wandering into areas of warmth and sunlight, rime hungers are frostcovered, sickly blue corpses that haunt frozen regions in continuous search for victims."
]
},
{
"type": "entries",
"name": "Hungry Dead",
"page": 288,
"entries": [
"Rime hungers devour all forms of living flesh but crave that of sapient creatures. It's believed their undead state is a curse brought on by cannibalism they engaged in to stave off their original demise."
]
},
{
"type": "entries",
"name": "Persistent Shamblers",
"page": 288,
"entries": [
"While they are slow and will not follow their prey into warm lands, rime hungers track prey with the persistence of the dead while in colder lands."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 288,
"entries": [
"A rime hunger doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 288,
"entries": [
"Rime hungers sometimes carry the treasures they had in life. Some sages claim a rime hunger tongue dissolves in a {@item potion of cold resistance}, doubling the potion's duration. However, many alchemists consider this claim to be bunk."
]
},
{
"type": "entries",
"name": "Lore",
"page": 288,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 288,
"entries": [
"A rime hunger is immune to cold and vulnerable to fire damage. It can't be {@condition poisoned}."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 288,
"entries": [
"One should avoid the grasp of rime hungers. They can feed on the life and warmth of creatures they hold, which strengthens the rime hunger."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Rime Hunger",
"page": 288
}
]
},
{
"type": "entries",
"name": "Rougaugh",
"page": 289,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Rougaugh.webp"
}
},
{
"type": "quote",
"entries": [
"The rage of remembering its lost life quivers in the very spines of the great beast, and the evil intelligence that shines in its eyes can freeze your soul."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Children of the Beast",
"page": 289,
"entries": [
"Rougaugh are mutated creatures that fell prey to the transformative powers of the Beast. These aberrations were once humanoids, but as they lay dying at the feet of the Beast, they were reborn into something out of a nightmare. They took a quadrupedal form, and their ribcages grew into vicious spines emerging from their backs. Yet their heads and faces still have a resemblance to their old selves."
]
},
{
"type": "entries",
"name": "Beasts of Destruction",
"page": 289,
"entries": [
"Rougaugh are created by the Beast for the sole purpose of destroying and pillaging heavily populated areas. Imbued with an unholy strength, rougaugh can use their head to batter down doors or their spines to tear flesh from bone. They do not eat their victims, as they lap up the blood to sustain themselves."
]
},
{
"type": "entries",
"name": "Filled with Rage",
"page": 289,
"entries": [
"The intelligence that was once present within the rougaugh has been horribly twisted. With hatred and madness fueling its actions, a rougaugh destroys anything put before it, but it also knows when to retreat from a battle it cannot win, using tactics seemingly beyond such a bestial creature."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 289,
"entries": [
"The rougaugh's thick purple blood carries a powerful enhancement. Someone who gathers the blood from two rougaugh can create an {@item oil of sharpness} by a proficient alchemist who succeeds on a {@dc 15} Intelligence ({@skill Arcana}) check. Crafting this item takes 16 hours and requires 400 gp of components."
]
},
{
"type": "entries",
"name": "Lore",
"page": 289,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 289,
"entries": [
"The spines of the rougaugh were what is left of its ribcage before its transformation, and these spines can be expelled with great force to damage foes."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 289,
"entries": [
"It is rumored that rougaugh were once humanoids who died in the presence of the Beast, and now they seek to destroy anything natural and beautiful in the world."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Nature}):",
"page": 289,
"entries": [
"The rougaugh has a natural defense in its spines, making attacking one in melee combat a dangerous proposition."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Rougaugh",
"page": 289
}
]
},
{
"type": "entries",
"name": "Runa Banasár",
"page": 290,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/RunaBanasár1.webp"
}
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/RunaBanasár2.webp"
}
},
{
"type": "quote",
"entries": [
"Pull up a chair and hear the story of Runa Banasár. She proved that with enough willpower, you can overcome the cold of death as easily as the cold of the North."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Revered Leader",
"page": 290,
"entries": [
"Runa Banasár was the leader of a northern tribe in time long forgotten. She lived for the thrill of the hunt, and her rare skills kept her clan fed for many years. Runa grew bored hunting wild game and left her home many times, exploring farther and farther to find bigger challenges. She returned home months or years later with the trophies from countless monsters and beasts."
]
},
{
"type": "entries",
"name": "Path to Undeath",
"page": 290,
"entries": [
"During her travels, Runa learned the ritual to become a {@creature memori lich|GHMG}. She feared aging and death. To become immortal and avoid frailty, Runa was willing to do whatever was required. She eventually slaughtered her clan to become a lich and maintain that status. Runa still travels the world, looking for fierce enemies and souls to maintain her undeath."
]
}
]
},
{
"type": "entries",
"name": "Runa Banasár's Traits",
"page": 290,
"entries": [
{
"type": "entries",
"name": "Ideal",
"page": 290,
"entries": [
"\"I can conquer anything, including death.\""
]
},
{
"type": "entries",
"name": "Bond",
"page": 290,
"entries": [
"\"My strength has carried me from life to immortality. I'll meet any challenge.\""
]
},
{
"type": "entries",
"name": "Flaw",
"page": 290,
"entries": [
"\"I'm no coward. I'll never back down from a fight.\""
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 290,
"entries": [
"Runa's prized possession is her +3 handaxe, which she calls {@item Coldrazor|GHMG} {@homebrew |(see chapter 4)}. From her wanderings, she also carries trinkets worth at least 10,000 gp whether in raw value or to collectors."
]
},
{
"type": "entries",
"name": "Lore",
"page": 291,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 291,
"entries": [
"Runa Banasár belonged to the Stál clan and was one of the most powerful warriors who ever walked the North. Her axe, {@item Coldrazor|GHMG}, is almost as legendary as she is."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill History}):",
"page": 291,
"entries": [
"Folklore says that, because of her cruel slaughtering of her kin, Runa sacrificed her shapechanging ability and instead channels death and fiery rage. In fact, her form is unchangeable."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Runa Banasár",
"page": 291
}
]
}
]
},
{
"type": "section",
"name": "S",
"page": 292,
"entries": [
{
"type": "entries",
"name": "Sand Giants",
"page": 292,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/SandGiant.webp"
}
},
{
"type": "quote",
"entries": [
"At least if you die in a sandstorm, you don't end up spending your time in chains, serving the whims of wicked giants."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Wasteland Masters",
"page": 292,
"entries": [
"Sand giants live in nomadic tribes, each ruled by a monarch and spiritual leaders dubbed callers. They scavenge materials from anything left in the desert, and they rob and hunt as they move from one oasis to the next. Sand giant raiders rarely kill creatures the giants can force to labor for the tribe. But death might be preferable to servitude in the wastelands."
]
},
{
"type": "entries",
"name": "Hearty Navigators",
"page": 292,
"entries": [
"Born into the lands of shifting dunes, sandstorms, and unforgiving temperature extremes, sand giants have adapted to survive. They navigate with all their senses and rarely become lost. A lifetime of crossing shifting dunes makes sand giants nimble in rough terrain. Sand giants can also go for long periods without food and water, and their skin is conditioned to natural heat and cold."
]
},
{
"type": "entries",
"name": "Traveled Traders",
"page": 292,
"entries": [
"Sand giants travel far to pursue trade. They respect the laws of the lands they journey in, but they believe they are entitled to anything they can win through might and skill. A sand giant avoids costly battles, however, whether the price is being banned from a trading hub or death at the hands of a stronger foe."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 292,
"entries": [
"Sand giants value shows of wealth, and they carry their belongings in ornate packs. Every sand giant has valuable personal effects worth at least 100 gp in their packs.",
"Sand giants are also expert cartographers, carrying detailed maps of the areas that they travel. A sand giant monarch carries maps worth up to 500 gp. Some might be more valuable to anyone interested in mapmaking, trade, or travel. One or more of these maps might show locations of potential treasure, such as ancient ruins in the desert."
]
},
{
"type": "entries",
"name": "Lore",
"page": 293,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 293,
"entries": [
"Having adapted to the hot desert, sand giants are inured to many of its travails, from temperature swings and too little sustenance to {@quickref difficult terrain||3}. Their coloration and skill make them good at hiding in sandy landscapes despite their size."
]
},
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 293,
"entries": [
"Sand giants enslave weaker creatures they encounter, forcing them to cook, clean, and haul spoils."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 293,
"entries": [
"{@creature Efreeti|MM|Efreet} have a long history of enslaving sand giants. In retribution, sand giants attack {@creature Efreeti|MM|efreet} on sight and leave no survivors."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Sand Giant",
"page": 292
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Sand Giant Caller",
"page": 293
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Sand Giant Monarch",
"page": 293
}
]
},
{
"type": "entries",
"name": "Scream Thief",
"page": 294,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ScreamThief.webp"
}
},
{
"type": "quote",
"entries": [
"It appeared from the darkness: a faceless wraith whose outstretched arms sought purchase on my mortal frame. In desperation, I cried to my companions for aid, but my voice was silent. When it stole my words, I knew my doom was at hand."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Retribution",
"page": 294,
"entries": [
"A scream thief springs forth when a human dies while stopping another creature from fulfilling an important goal. The phantom is cursed to an eternal undeath of having memories lie torturously out of reach, but the weight of their desire to remember their lives incites violence against mortals who intrude on their immortal prison."
]
},
{
"type": "entries",
"name": "Cursed Locations",
"page": 294,
"entries": [
"The site of their death is tainted with hate and regret. Psychic fragments, souls of the creatures the scream thief has killed, linger nearby, taunting the spirit with nonsensical murmurings."
]
},
{
"type": "entries",
"name": "Spiritual Victims",
"page": 294,
"entries": [
"When a scream thief kills an intelligent creature, tortured fragments of its spirit linger as vaporous orbs. The touch of these haunting forms withers the flesh, potentially adding another death to a cursed location."
]
},
{
"type": "entries",
"name": "Uncanny Voices",
"page": 294,
"entries": [
"Psychic fragments call to the living. They yearn to join their fractured essence with a complete soul. They utter nonsensical words or phrases once spoken in life."
]
},
{
"type": "entries",
"name": "Maddening Gatherings",
"page": 294,
"entries": [
"When a scream thief lingers in one location, the fragments of the many spirits it has killed can swarm together, creating a frightening ghostly orb. A mind-numbing chattering of the individual fragments can confound the unwary."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 294,
"entries": [
"The bones of a mortal transformed into a scream thief remain imbued with its undead aura. A skilled magic item crafter using 200 gp of magical regents, and spending at least 5 days of effort, can create a {@item wand of silence|GHMG} {@homebrew |(see Chapter 4)} if they succeed on a {@dc 15} Intelligence ({@skill Arcana}) check.",
"A spellcaster can capture a psychic fragment's essence before it dissipates after death. The spellcaster requires a container worth at least 100 gp. Anyone who succeeds on a {@dc 13} Intelligence ({@skill Arcana}) check can capture a portion of the defeated psychic fragment. The container can store up to 10 hit die worth of undead essence for 8 hours before they dissipate.",
"As an action, a container holding this spiritual essence can be thrown up to 20 feet, shattering on impact. All creatures within 5 feet of the broken container must make a {@dc 12} Constitution saving throw. A failed saving throw results in {@damage 1d4} necrotic damage per hit die of essence stored, while a success deals half as much damage."
]
},
{
"type": "entries",
"name": "Lore",
"page": 294,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 294,
"entries": [
"The scream thief is immune to necrotic and poison. The incorporeal nature of psychic fragments makes them resistant to nonmagical weapons."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 294,
"entries": [
"The touch of a scream thief drains life that magic cannot heal; only time and rest can.",
"A scream thief remains trapped in its place of death, often accompanied by spirit fragments of the creatures it has killed."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Scream Thief",
"page": 294
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Psychic Fragment",
"page": 295
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Psychic Fragment Swarm",
"page": 295
}
]
},
{
"type": "entries",
"name": "Seraph",
"page": 296,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CelestialCelebrant.webp"
}
},
{
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"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CelestialCampaigner.webp"
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},
{
"type": "quote",
"entries": [
"The only thing worse than facing a daemon is facing a seraph who thinks you're doing wrong."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shattered Hierarchies",
"page": 296,
"entries": [
"The disappearance of the gods shattered the governing order of the celestial host. Leaderless and adrift, the Arch Seraphs took it upon themselves to lead mortals to the path of righteousness. It became apparent that each Arch Seraph had a different idea of that path. Soon, each Arch Seraph led their own campaign against perceived evils, which usually meant whatever disagreed with their personal goals."
]
},
{
"type": "entries",
"name": "Religious Intolerance",
"page": 296,
"entries": [
"Lacking the power of gods, the Arch Seraphs sought to spread their influence and increase their power by any means necessary. Mortals are the weapons and the prize in this conflict. Rather than entice with contracts, as Arch Daemons do, the Arch Seraphs chose to take a firm stance on doctrine. Either you're with them, or you're against them."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 297,
"entries": [
"Someone who has proficiency with {@item alchemist's supplies|PHB} can treat a seraph's feather to create a charm against falling. Creating the charm takes one celestial feather, 2 hours of work, and reagents worth 50 gp. When a creature that carries or wears the charm falls more than 15 feet, the charm triggers, slowing the rate of descent to 60 feet per round. Provided the creature touches ground again in 1 minute, the creature takes no falling damage and can land on its feet. Once one charm triggers, no other charm carried by the same creature triggers until the magic from the first charm ends. After a charm provides its magic for 1 minute or the user ceases falling, the charm crumbles to inert dust."
]
},
{
"type": "entries",
"name": "Lore",
"page": 297,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 297,
"entries": [
"After the gods' disappearance, the Arch Seraphs descended upon Etharis, seeking to impose their will and combat evil in person. Angels and lesser celestials have come to be a more common sight since then."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 297,
"entries": [
"An Arch Seraph can gift a worthy mortal with the might of a lesser celestial. These lesser celestials boast potent defenses and powers, allowing them to rush headlong to battle those they view as evil. Most lesser celestials are as uncompromising as their Arch Seraph leaders."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Celestial Celebrant",
"page": 297
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Celestial Campaigner",
"page": 297
}
]
},
{
"type": "entries",
"name": "Seraph Servants",
"page": 298,
"entries": [
{
"type": "quote",
"entries": [
"With the gods of Etharis gone, the Arch Seraphs and their servants have fought to cling to their individual purposes. Some of those celestials have even changed themselves to suit their new roles."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Specialized Skills",
"page": 298,
"entries": [
"These servants of the Arch Seraphs have morphed themselves to fit the needs of their leaders and the tasks on which they're sent. Some have taken their focus to extremes."
]
},
{
"type": "entries",
"name": "Not Fallen, Just Different",
"page": 298,
"entries": [
"Some Seraph servants barely resemble what they once were. And yet their essence remains intact, even when they may have lost their immortality and other celestial traits."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 298,
"entries": [
"Anyone who manages to collect five eyes of Zabriel can ingest all five at the rate of one per round. At the end of the fifth round, if the ingester succeeds on a {@dc 10} Wisdom ({@skill Insight}) check, they can cast the {@spell augury} spell. They need not ordinarily be able to cast the spell or to have any other material components to cast the spell in this manner.",
"The wings that sprout from an Empyrean knight's back look like they're made from swords, in homage to the Arch Seraph they serve. Someone can attempt to attach the wings to their back as an action with a successful {@dc 15} Strength ({@skill Religion}) check. On a success, the wearer can fly as per the {@spell fly} spell for 10 minutes.",
"The bloodied are a strange occurrence, and their chains are a powerful magical ward. Someone succeeding on a {@dc 15} Wisdom ({@skill Arcana}) check can attach them to their body for a brief time. On a success, the chains provide life protection as per the {@spell death ward} spell for 1 hour."
]
},
{
"type": "entries",
"name": "Lore",
"page": 299,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 299,
"entries": [
"Although all celestials were once united in service to the gods, in the time since their disappearance, the Arch Seraphs designs have seen many changes to their servants' nature."
]
},
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 299,
"entries": [
"Eyes of Zabriel are spies, and their light literally shines on those around them, watching and judging with radiant energy."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 299,
"entries": [
"The chains of the bloodied can never be removed or their self-sacrifice will go unchecked, and they die instantly. The bloodied turn the damage dealt by violent foes back on them."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Religion}):",
"page": 299,
"entries": [
"Empyrean knights act as brutal and just servants of the righteous. Their attacks carry a radiant sting, and they never cease fighting someone they consider a foe."
]
}
]
},
{
"type": "inset",
"page": 300,
"name": "GM Advice:",
"entries": [
"While these Seraph servants generally act for the side of good, it's conceivable that the creatures could be corrupted to act on behalf of the forces of evil. Evil celestials or fiends might send one or more bloodied to sacrifice themselves before a larger assault takes place."
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/EyeofZabriel.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Eye of Zabriel",
"page": 298
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/EmpyreanKnight.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Empyrean Knight",
"page": 299
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/TheBloodied.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "The Bloodied",
"page": 300
}
]
},
{
"type": "entries",
"name": "Shadow Mauler",
"page": 301,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ShadowMauler.webp"
}
},
{
"type": "quote",
"entries": [
"The worst monsters are those you don't see coming."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shadow Predator",
"page": 301,
"entries": [
"Shadow maulers are weird predators with multiple eyes and multiple fanged mouths that can extend from the body on ephemeral flesh. They conceal themselves in the dark, waiting to kill any living creature that crosses their path. Cruel and calculating, a shadow mauler prefers to attack creatures alone or isolated from a group."
]
},
{
"type": "entries",
"name": "Born to Darkness",
"page": 301,
"entries": [
"Sunlight is the bane of a shadow mauler. The monsters might have originated from a place without such light. They dwell in lightless spots to avoid sunlight, which hinders their abilities, preventing them from being effective hunters."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 301,
"entries": [
"The ephemeral flesh of a shadow mauler is a silklike substance that appears to be made of shadow. Someone who has proficiency with {@item leatherworker's tools|PHB} or {@item weaver's tools|PHB} can fashion a {@item cloak of elvenkind} from this material. Doing so takes 3 days and other materials worth 50 gp. This cloak loses its magic if exposed to sunlight for 8 hours or more."
]
},
{
"type": "entries",
"name": "Lore",
"page": 301,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 301,
"entries": [
"Shadow maulers are most potent in shadows. In sunlight, they become more solid and easier to hurt. They also have a hard time seeing, fighting, escaping, and hiding."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 301,
"entries": [
"The shadow mauler weakness to sunlight extends to a vulnerability to radiant damage."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Shadow Mauler",
"page": 301
}
]
},
{
"type": "entries",
"name": "Shadowsteel Ghoul",
"page": 302,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ShadowsteelGhoul.webp"
}
},
{
"type": "quote",
"entries": [
"Shards of dark metal pierce the skin of the foul creature. The metal pushes out from within the abomination rather than the other way."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shadowsteel Toxicity",
"page": 302,
"entries": [
"Cursing an enemy requires an enormous amount of work and personal power. However, these efforts are for naught without the inclusion of the forbidden metal known as Shadowsteel. The frequent use of Shadowsteel takes its toll upon the mage handling it. In using it, the mage binds their soul, a bit at a time, to the energies of the fell metal. Those who use Shadowsteel can end up feeling its effects even after death."
]
},
{
"type": "entries",
"name": "Cold Afterlife",
"page": 302,
"entries": [
"Sometime between a week and a year after a mage steeped in the use of Shadowsteel dies, their body rises, reinforced with shards of the metal. A Shadowsteel ghoul is no flesh-eater, but it resembles a ghoul with its gangly limbs and hairless, hunched body. Undeath has given the Shadowsteel ghoul a cruel nature and a strong desire to infect living creatures with the curses it carries. A Shadowsteel ghoul instinctively seeks out carriers of Shadowsteel, hoping to consume their supply of the substance."
]
},
{
"type": "entries",
"name": "Ghast Form",
"page": 302,
"entries": [
"Once a Shadowsteel ghoul has amassed and absorbed enough Shadowsteel, the creature's physiology changes. The cursed metal brings back memories and mental acuity, allowing the fallen mage to reclaim some of their arcane power. The Shadowsteel shards embedded in the ghast's skin grow, forming gleaming plates. A miasma follows the creature, an extension of their magic resistance, diminishing the resistances of others around the ghast. More potent curses are transmitted through the ghast's claws."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 303,
"entries": [
"Taking 1 hour to extract the shards of Shadowsteel from a Shadowsteel ghoul, someone can collect an amount worth 250 gp. A Shadowsteel ghast yields a quantity worth 500 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 303,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 303,
"entries": [
"Those who use Shadowsteel to power curses can become Shadowsteel ghouls upon death. These undead creatures seek out more of the metal. As the creature ages, it can regain a semblance of the arcane power it had in life, empowering similar creatures and cursing nearby foes."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Shadowsteel Ghoul",
"page": 303
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Shadowsteel Ghast",
"page": 303
}
]
},
{
"type": "entries",
"name": "Shatter Corpse",
"page": 304,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ShatterCorpse.webp"
}
},
{
"type": "quote",
"entries": [
"The sound of breaking glass startles most, but think twice before going to see what caused it if it is followed by the sound of moaning."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Covered in Glass",
"page": 304,
"entries": [
"When someone dies with glass embedded in their skin\u2014such as being stabbed by a shard of glass or killed by a falling window\u2014they may rise as a shatter corpse. Shards of glass continually grow through the skin of a shatter corpse, covering them in razor-sharp weapons."
]
},
{
"type": "entries",
"name": "Ponderous and Noisy",
"page": 304,
"entries": [
"Shatter corpses are no more mobile than an average zombie, and the constantly breaking glass makes them even easier to hear coming."
]
},
{
"type": "entries",
"name": "Dangerous Volley",
"page": 304,
"entries": [
"Shatter corpses can flick hails of glass shards at nearby creatures. The shards grow back within a few seconds."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 304,
"entries": [
"The glass from ten shatter corpses can be used to create a suit of {@item glass-studded armor|GHMG} {@homebrew |(see Chapter 4)} with a successful {@dc 10} Dexterity ({@skill Sleight of Hand}) check by someone proficient with {@item jeweler's tools|PHB}. Crafting this item takes 10 days and costs 1000 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 304,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 304,
"entries": [
"Shatter corpses are a stronger kind of zombie that arises when someone dies from being impaled on broken glass."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 304,
"entries": [
"Those that attempt to use a melee attack against a shatter corpse are likely to cut themselves unless they attack with carefully."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 304,
"entries": [
"Shatter corpses can launch volleys of broken glass."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Shatter Corpse",
"page": 304
}
]
},
{
"type": "entries",
"name": "Shrieking Mandrake",
"page": 305,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/ShriekingMandrake.webp"
}
},
{
"type": "quote",
"entries": [
"The farmer sighed as he saw yet another corpse in his mandrake field. Would foolish thieves never learn?"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Lethal Deterrent",
"page": 305,
"entries": [
"Some enterprising farmers grow ordinary mandrakes, valuable to alchemists and mages. Shrieking mandrakes usually grow in the wild, but they can be cultivated to protect a crop of normal mandrakes. When a shrieking mandrake is plucked from the ground, it releases a deadly sound."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 305,
"entries": [
"When casting a spell that deals psychic damage, a spellcaster can include powder from one shrieking mandrake. The spell consumes the powder, but the caster can roll one extra damage die, then eliminate the lowest die before calculating the damage."
]
},
{
"type": "entries",
"name": "Lore",
"page": 305,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}):",
"page": 305,
"entries": [
"Shrieking mandrakes can easily be mistaken for ordinary mandrakes, but it emits a potentially lethal shriek when it comes out of the ground."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 305,
"entries": [
"A shrieking mandrake is immune to being {@condition blinded}, {@condition deafened}, and {@condition frightened}."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Shrieking Mandrake",
"page": 305
}
]
},
{
"type": "entries",
"name": "Skeleton Troopers",
"page": 306,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/SkeletonTroopers.webp"
}
},
{
"type": "quote",
"entries": [
"A line of skeletons marches into the town square with military precision. They raise rifles and take aim at the temple in unison."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Enhanced Undead",
"page": 306,
"entries": [
"Some necromancers bolster their animation rituals with additional, expensive components to add to their minions' powers. For those seeking such minions, long-forgotten battlefields and mass graves make for fine harvesting."
]
},
{
"type": "entries",
"name": "Blackpowder Enhancements",
"page": 306,
"entries": [
"It's possible to infuse the defunct blackpowder weapons of the dead with necrotic energies to simulate their function in life. These weapons are useless in living hands but are potent in the clutches of the dead. Such skeleton riflers work in tandem with skeleton warriors raised to provide frontline defense.",
"Stationed farther out than skeleton riflers, teams of skeleton cannoneers provide artillery support to deal with threats at longer range. The cannons are cumbersome and take effort to \"load\" and fire, so skeleton cannoneers work in pairs. One loads, which is a mimed activity that charges the otherwise useless cannon, and the other fires. If one of the two-corpse team is destroyed, the other cannoneer joins another fire team or the main army's ranks."
]
},
{
"type": "entries",
"name": "Effective Commanders",
"page": 307,
"entries": [
"A sufficiently powerful necromancer can use the corpse of an officer to raise a skeleton commander. Infusing the skeleton's bones with an approximation of its knowledge and presence in life takes a great deal of power, but it allows a necromancer to better direct and inspire an army of the dead."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 307,
"entries": [
"Firearms recovered from skeleton troopers are nonfunctional, but parts of them might be useful. Each firearm recovered can reduce the cost of making a similar firearm by 10%, up to 50%."
]
},
{
"type": "entries",
"name": "Lore",
"page": 307,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 307,
"entries": [
"Necromancers with advanced training and hefty resources can make skeletons that are linked in death to their firearms."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 307,
"entries": [
"A commander leads some platoons of skeleton troopers. This skeleton directs the attacks and enhances the efficiency of its undead underlings."
]
}
]
},
{
"type": "inset",
"page": 307,
"name": "GM Advice:",
"entries": [
"Skeletal troopers are effective when used as minions in the army of a higher-level threat. Cinematic battles focused on sieges or large battles are perfect for troopers. In these cases, having the troopers immune to turning until their powerful leader is defeated prevents anticlimactic encounters."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Skeleton Rifler",
"page": 306
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Skeleton Cannoneer",
"page": 307
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Skeleton Commander",
"page": 307
}
]
},
{
"type": "entries",
"name": "Skinweaver",
"page": 308,
"entries": [
{
"type": "quote",
"entries": [
"I don't brook with tanners no longer. If ya' know what's good for you, ya' won't ask me why."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Arachnophobes Beware",
"page": 308,
"entries": [
"A skinweaver is a hybrid humanoid-spider that jumps out of the shadows, the clicking of its legs drowned out by the scraping sound of twin tanning knives and the soft, crisp lilting of its melodic voice as it sings its song of death. Like a spider, it weaves silk webs, but its real designs are created from the delicately tanned and worked hides of its victims. Its lair is unmistakably caustic, the sharp ammonia smell of leatherworking chemicals permeating the air."
]
},
{
"type": "entries",
"name": "Master Leatherworkers",
"page": 308,
"entries": [
"Skinweavers are as proficient with the tanning trade as the best humanoid leatherworkers\u2014sometimes better. Their preferred hide is humanoid skins. Armored by their own creations, the half-human, half-spider creatures encase themselves in perfectly cured and stitched leather armor. These patchworks are meticulously sewn, tailored to every curve and surface on the skinweaver's body. Their minions are similarly outfitted in perfectly tailored creations by their spider-like overlords."
]
},
{
"type": "entries",
"name": "Refined and Cultured",
"page": 308,
"entries": [
"Skinweavers are well-read, considering themselves paragons of culture and breeding. They collect books written in every language and are sometimes willing to trade knowledge with visitors\u2014or victims. A deal made by a potential victim for its life (in exchange for knowledge) may or not be honored; skinweavers are as capricious as they are curious. Their leather creations are often dyed and have fringes, tassels, or other decorative embellishments that make each garment unique."
]
},
{
"type": "entries",
"name": "Three-Dimensional Living",
"page": 308,
"entries": [
"While they often employ ground-bound creatures to serve and protect their lairs, skinweavers make use of their living space in all three dimensions, often weaving lounges and spaces to hang along walls and ceilings: leather hammocks, netting, and swings."
]
},
{
"type": "entries",
"name": "Refined Ambush Predators",
"page": 308,
"entries": [
"While skinweavers feed on prey they catch in their webs (or brought to them by minions), they develop tastes and desires for specific flesh (taste in food) or skins (artistic taste). A skinweaver may be close to a particular settlement and go unnoticed for years, until it develops a taste for the specific humanoids who live there."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 308,
"entries": [
"Skinweavers collect valuable artwork and other items that display their erudition and refinement. They're never without their custom-made suits of bespoke leather armor. This leather is so finely crafted that a suit of armor stitched from a skinweaver's own suit is better than almost any other tanner's creations.",
"If a proficient armorer or leather worker uses a skinweaver's suit to create a humanoid suit of light armor and succeeds on a successful {@dc 15} Dexterity ({@skill Nature}) check, the armor acts as {@item +1 leather armor|DMG} and can be donned or doffed as a standard action. This process takes 24 hours and requires 250 gp of other components."
]
},
{
"type": "entries",
"name": "Lore",
"page": 308,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 308,
"entries": [
"A skinweaver is resistant to fire damage because of its leathery skin and armor."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 308,
"entries": [
"A skinweaver's terrifying appearance can scare an opponent multiple times in the same fight."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Skinweaver",
"page": 308
}
]
},
{
"type": "entries",
"name": "Skywailer",
"page": 309,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Skywailer.webp"
}
},
{
"type": "quote",
"entries": [
"These things float silently at night. If you hear their wail, it means someone you know is being eaten."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Floating Horrors",
"page": 309,
"entries": [
"Skywailers are aberrations like giant, airborne jelly fish, sporting long tentacles. Covered in bloated air sacs and humanoid faces, they emit a horrific wailing noise when they manage to entrap prey. A skywailer usually drifts aimlessly, looking for food. If it spots a likely morsel, it can jet forward rapidly."
]
},
{
"type": "entries",
"name": "Psionic Manifestations",
"page": 309,
"entries": [
"Skywailers can also spit psychically toxic ectoplasm. Useful at longer range than the skywailer's tentacles, the ectoplasm tendrils still allow the skywailer to reel prey in. Once the monster has one or more victims in its grasp, it emits a psionic keening that can kill."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 309,
"entries": [
"An airtight bladder can be used to collect the gas trapped within a skywailer's sacs, provided the creature capturing the gas succeeds on a {@dc 15} Dexterity ({@skill Sleight of Hand}) check. One dose of this gas can be consumed, acting as a {@item potion of flying} that lasts for 1 minute. One skywailer has enough gas for someone to collect {@dice 2d6} doses."
]
},
{
"type": "entries",
"name": "Lore",
"page": 309,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 309,
"entries": [
"Skywailers are floating, multifaced monsters with tentacles to capture prey."
]
},
{
"type": "entries",
"name": "{@dc 13} Intelligence ({@skill Arcana}):",
"page": 309,
"entries": [
"Skywailers can spit ectoplasmic goo from their many mouths. The sticky stuff addles the mind and {@action grapple|PHB|grapples} the body."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 309,
"entries": [
"A skywailer's wail is a psionic shriek that blasts the mind of any creature the skywailer holds {@condition grappled}."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Skywailer",
"page": 309
}
]
},
{
"type": "entries",
"name": "Sleep Gulper",
"page": 310,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/SleepGulper.webp"
}
},
{
"type": "quote",
"entries": [
"Like everything in the unnatural realms, the evil fey try to take everything from you. Whether it's your money, or all your insides, even the smallest of creatures will be greedy."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Greedy Monsters",
"page": 310,
"entries": [
"Sleep gulpers hide in the sewers and middens of populated areas, waiting to find a lone creature to attack or sneaking into bedrooms to plague sleeping victims."
]
},
{
"type": "entries",
"name": "Sleep Tight",
"page": 310,
"entries": [
"The sleep gulpers use the long thin stinger on their back end to stab prey. A paralytic magic hinders the victim, making it easier for the sleep gulper to latch onto the nearest foe. They settle for pets and other animals, but they savor the sweet taste of humanoid essence."
]
},
{
"type": "entries",
"name": "Agile and Adaptive",
"page": 310,
"entries": [
"Thanks to the sleep gulper's leechlike body, spider legs, and bat wings, the sleep gulper has many ways to travel. Whether climbing, swimming, or flying\u2014they can go anywhere at any time."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 310,
"entries": [
"A sleep gulper's stinger has magic in its poke. If someone collects 30 sleep gulper stingers, they can craft a {@item wand of paralysis}. This requires a proficient arcanist to succeed on a {@dc 20} Intelligence ({@skill Arcana}), crafting the wand in 10 days and using 2000 gp of components."
]
},
{
"type": "entries",
"name": "Lore",
"page": 310,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Arcana}):",
"page": 310,
"entries": [
"The sleep gulper can magically {@condition paralyzed|PHB|paralyze} a target with the touch of its stinger."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 310,
"entries": [
"Sleep gulpers can see in {@quickref Vision and Light|PHB|2||darkness} thanks to their {@sense blindsight}."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill History}):",
"page": 310,
"entries": [
"Sleep gulpers can breathe underwater and ambush from the water."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Sleep Gulper",
"page": 310
}
]
},
{
"type": "entries",
"name": "Slimm",
"page": 311,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Slimm.webp"
}
},
{
"type": "quote",
"entries": [
"The ooze dripping from the tall person in the grey clothing indicates something is amiss."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rare Ooze",
"page": 311,
"entries": [
"A new strain of ooze dubbed the slimm has been seen in the ruins of Etharis, particularly in areas struck by {@disease the Weeping Pox|GH}. This fluid creature takes a form reminiscent of a tall, lanky person. Its coloring makes it resemble a man wearing a black coat over a gray suit. The protoplasm forming \"exposed skin\" is a waxy yellow-gray color."
]
},
{
"type": "entries",
"name": "Defensive Actor",
"page": 311,
"entries": [
"No one can mistake a slimm for a humanoid for long, though. A passive predator, like most oozes, a slimm responds to stimuli. It harms prey by exploding in reaction to damage. Then, it slowly reforms, attacking those in the path of its reconstitution."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 311,
"entries": [
"A defeated slimm's remains contain semiprecious stones worth 100 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 311,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 311,
"entries": [
"This rare, amorphous creature explodes when damaged, splitting into smaller oozes. These small oozes can rejoin into a larger one again, which can then explode again."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Slimm",
"page": 311
}
]
},
{
"type": "entries",
"name": "Slumbering Titan",
"page": 312,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/SlumberingTitan.webp"
}
},
{
"type": "quote",
"entries": [
"We camped for the night on a big hill, away from the trees. Had a good view all around. Halfway through the night, we woke up as the hill started moving. I never ran so fast in my life."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "True Giants",
"page": 312,
"entries": [
"The first giants arose in the time of the Primordials, wrought from the very mountains by Citrolach. Larger even than modern giants, these titans were fearsome combatants until the god of trickery intervened and sealed the worst of them in magical slumber."
]
},
{
"type": "entries",
"name": "Hulking Monuments",
"page": 312,
"entries": [
"As time went on and mortals forgot that age-old war, slumbering titans became parts of the landscape, as rocky cliffs or barren hills. They had only a vague humanoid shape. Some made their way into folklore."
]
},
{
"type": "entries",
"name": "Awakened Rage",
"page": 312,
"entries": [
"With the death of the gods, the seal on the slumbering titans has weakened. They stir once more. Their memories of conflict linger, and when roused, they resume their war against mortalkind."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 312,
"entries": [
"A weapon that incorporates bones and the rocky hide of a slumbering titan and is then boiled in the titan's blood for 3 days becomes a {@item giant slayer} weapon, provided the blood is no more than 21 days old. Making the weapon before boiling it takes someone who has proficiency with {@item smith's tools|PHB} 6 days, and the process requires other materials worth 500 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 312,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 312,
"entries": [
"A slumbering titan is a member of a species that is the precursor to modern giants."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 312,
"entries": [
"A god placed the titans into a magical slumber. They retain vulnerability to such magic."
]
}
]
},
{
"type": "inset",
"page": 312,
"name": "GM Advice:",
"entries": [
"The rules of 5e don't manage well creatures the size of a mountain. In the case of a slumbering titan, that is exactly what they are. In some situations, a slumbering titan could be larger enough that a combat could take place not just with the monster, but on top of the monster!",
"If you are running a theater of the mind combat, an encounter with a slumbering titan is easier to run, as exact positioning is less important and less necessary to track. The characters can attack any area they are standing on, and likewise the slumbering titan can attack any character.",
"Running combat on a grid with a slumbering titan can offer challenges if you play by the rule that creatures cannot share the same space. If this is the case, you'll likely want to reduce the size of the slumbering titan and have the characters occupy the squares around it.",
"For a great deal of fun, have a combat between other creatures and the characters take place on top of a slumbering titan. The monstrous mountain would attack the pesky creatures on its back indiscriminately. If the characters are lower level, this turns a typical combat encounter into one where the goal for the characters is survival!"
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Slumbering Titan",
"page": 312
}
]
},
{
"type": "entries",
"name": "Snarite",
"page": 314,
"entries": [
{
"type": "quote",
"entries": [
"I cut my hair every week for half a year last time one of those was spotted in my village. That was decades ago, but the habit of keeping my hair short stuck. Safer, I suppose."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Subtle Parasites",
"page": 314,
"entries": [
"Not unlike the common head louse, snarites start incredibly small and pass from head to head with surprising ease. As thin and long as a strand of hair\u2014or a thick braid when they are at their most powerful\u2014snarites burrow into the scalp and grow slowly. If the creature they've attached to isn't the sort to regularly trim their hair, snarites can go unnoticed for years. By the time snarites are long and thick enough to be differentiated from normal hair, it's too late to get rid of them without a fight."
]
},
{
"type": "entries",
"name": "Wisdom Stealer",
"page": 314,
"entries": [
"A short time after attaching to a host, a snarite can steal and affect the host's thoughts. Each year a snarite is attached to a host, the host's willpower and ability to process thoughts are lowered. The drive of the snarite is to grow until it reaches old age, after which it sheds hundreds of young snarites into the region to infect more humanoids."
]
},
{
"type": "entries",
"name": "Growing Out",
"page": 314,
"entries": [
"A young snarite is indistinguishable from a strand of hair. As it grows, an adult snarite is easily confused with a long lock of hair. An old snarite looks like a long and luxurious head of hair or a thick ponytail."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 314,
"entries": [
"An old snarite can be woven into a {@item cap of bravery|GHMG} {@homebrew |(see Chapter 4)}. This requires a proficient weaver to spend 4 hours and 50 gp of components and then succeed on a {@dc 10} Dexterity ({@skill Sleight of Hand}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 314,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 314,
"entries": [
"If you trim your hair and one strand simply refuses to cut, you've probably found a snarite."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill History}):",
"page": 314,
"entries": [
"Rumor speaks of remote villages where the citizens walk around in a stupor, and their hair seems to have a mind of its own."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 314,
"entries": [
"Snarites are aberrations that disguise themselves as long strands of hair. They can affect the thinking of hosts, and killing them can be difficult because of their perch atop the head of an innocent victim."
]
}
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Snarite.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Young Snarite",
"page": 314
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Adult Snarite",
"page": 315
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/OldSnarite.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Old Snarite",
"page": 315
}
]
},
{
"type": "entries",
"name": "Soman Vampire",
"page": 316,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/SomanVampire.webp"
}
},
{
"type": "quote",
"entries": [
"The rest of the world calls vampires monsters. In Soma, we call them 'your highness.'"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "The Crimson Court",
"page": 316,
"entries": [
"Vampires rule as part of the Crimson Court of Soma. These vampires openly declare their presence, presiding over a land shrouded in eternal night. The Crimson Court is a place of subtle political maneuvering interspersed with hedonistic indulgence, all at the expense of the serfs, who serve at their undead masters' whim."
]
},
{
"type": "entries",
"name": "Aristocratic Predators",
"page": 316,
"entries": [
"Soman vampires worm their way into high society, seeking positions of power and authority, presupposing the vampire lacks those. In gaining immortality while retaining their appearance and sapience, vampires consider themselves superior to other undead and to mere mortals. To them, ruling is their right, and normal folk are little more than cattle."
]
},
{
"type": "entries",
"name": "Unique to Soma",
"page": 316,
"entries": [
"Soman vampires are different from other vampires, which are detailed in {@book chapter 2|GHMG|2}. Their special strain of vampirism gives them unique powers. They are careful to pass on their \"gift\" with their blood only to the worthy."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 316,
"entries": [
"Soman vampires crumble into dust when they die, and alchemists value that dust for its properties. The Morbus Doctore purchase vampire dust. Sold to such a buyer, one vampire yields dust worth 100 gp times its Challenge. The dust must be kept dry and out of direct sunlight to retain its value and usefulness.",
"Someone who has proficiency with {@item alchemist's supplies|PHB} can use the dust and other materials worth 500 gp to make an {@item elixir of life protection|GHMG} {@homebrew |(see chapter 4)}. Making the elixir takes 2 days and requires the alchemist to succeed on a {@dc 13} Intelligence or Wisdom check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 317,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 317,
"entries": [
"Soman vampires are undead who feed on the blood of the living by night and the hard work of the living by day. These vampires can pass as human and live according to rules. Other Soman vampires shun their fellows who give in to bloodlust or needlessly terrorize mortals."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 317,
"entries": [
"Like other vampires, Soman vampires can't enter dwellings unless invited. Sunlight bothers them, but only the elder Soman vampires suffer as much in sunlight as normal vampires do. These elders also have other weaknesses common to other vampires, such as being paralyzed by a stake to the heart. Many Soman vampires get around the home ban by owning the homes that their serfs and servants live in, giving the vampire freedom to enter at any time."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 317,
"entries": [
"The gaze of elder Soman vampires is particularly insidious, allowing them to infiltrate and manipulate the minds of mortals. They use this ability to retain their aristocratic hold over the Soman population."
]
}
]
},
{
"type": "inset",
"page": 319,
"name": "GM Advice:",
"entries": [
"Vampires throughout fantasy rules rule the night. Soman vampires rule the day as well, as they are the leaders of the land. This makes Soman vampires much more dangerous\u2014not because of their martial or magical powers, but because of their political power. Anything that the characters might use to fight the powers of the Soman vampires will soon become outlawed in Soma, the possession or use of it punishable by death. Characters opposing the Soman vampire leaders might easily find themselves hunted by the very population they are trying to save and free from oppression."
]
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/SomanVampireBerserker.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Soman Vampire Berserker",
"page": 317
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/SomanVampireSangromancer.webp"
}
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Soman Vampire Sangromancer",
"page": 318
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Soman Vampire Noble",
"page": 319
}
]
},
{
"type": "entries",
"name": "Spythronar",
"page": 320,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Spythronar.webp"
}
},
{
"type": "quote",
"entries": [
"The rest of the world calls vampires monsters. In Soma, we call them 'your highness.'"
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shocking Arachnids",
"page": 320,
"entries": [
"Spythronars are spiders touched by the power of the primordial Ilhara, transformed into aberrant, lightning-charged creatures. In addition to lightning powers, the Queen of Air and Shadow grants the former spiders malign intelligence, gifting even their webs with sentience.",
"Every aspect of a spythronar's life is a danger. The egg sacs release lightning. Electricity charges a mature swarm's bites. Their sentient webs weave, ensnare, and electrocute any creature near them."
]
},
{
"type": "entries",
"name": "Clan Prey",
"page": 320,
"entries": [
"The clans of Rune, Sýr, and Völgr have traditions of capturing, killing, or salvaging parts from spythronars. Each uses parts in their crafts and fighting arts. Members of these clans admire anyone experienced in battling spythronars and offer hospitality to those who can prove their expertise."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 320,
"entries": [
"Spythronar silk is prized, although it's worthless if acid or fire touched the web. One web can be used to make silk rope or fine clothing. A proficient alchemist can use the same amount of silk to produce a {@item potion of lightning resistance} or a dose of an oil that allows a metal weapon to deal {@damage 1d6} extra lightning damage for 1 hour. Producing either concoction takes 4 hours of work and a successful {@dc 13} Intelligence check.",
"A proficient weaver can turn three spythronar webs into a {@item rope of entanglement} or 10 webs into {@item leather armor of lightning resistance}. Doing either requires other materials worth 500 gp, 5 days of work, and a successful {@dc 15} Intelligence ({@skill Arcana}) check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 320,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Nature}):",
"page": 320,
"entries": [
"Spythronar swarms can weave dangerous webbing, making egg sacs quickly. It takes them some time to weave a sentient web."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 320,
"entries": [
"The sentient spythronar webs adhere to you if you touch them, and they charge their silken strands with lightning.",
"Crushing spythronar egg sacs sets off a lightning discharge, but hitting them with lightning releases a new spythronar swarm."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Spythronar Sac",
"page": 320
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Spythronar Web",
"page": 321
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Spythronar Swarm",
"page": 321
}
]
},
{
"type": "section",
"name": "Steeds of Etharis",
"page": 322,
"entries": [
"This entry details several special steeds that are found on Etharis. While these mounts are most often encountered being ridden by evil enemies, they might be trained and used by characters if properly trained and treated well.",
{
"type": "entries",
"name": "Withered Steed",
"page": 322,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/WitheredSteed.webp"
}
},
{
"type": "quote",
"entries": [
"Against the lightning, a tan horse dripping tattered flesh rears, its antlers and empty skull reflecting the light. Saddleless, it lowers its head to pull its master onto its back."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rider-Bonded",
"page": 322,
"entries": [
"Thought to have originated in Grarjord, the withered steed is a rare sight due to the difficulty of creating one. Withered steeds are the most loyal of all the summoned and created steeds in Etharis, living only as long as their creator."
]
},
{
"type": "entries",
"name": "Ritual Creation",
"page": 322,
"entries": [
"To create a withered steed, a spellcaster must have at least one 4th-level spell slot and materials worth 5,000 gp, which the ritual consumes. The ritualist must remove and consume a living horse's heart under a full moon. In its place, a living raven encaged in tree roots must be inserted. The body must be buried with its head removed and a stag skull in its place. The creator pours 1 pint of their own blood over the body and places a rope necklace inscribed with runes of summoning magic placed around the corpse's throat. The ritual takes 6 hours. By the new moon, the withered steed frees itself from its grave."
]
},
{
"type": "entries",
"name": "Constructed Nature",
"page": 322,
"entries": [
"A withered steed doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 322,
"entries": [
"When a withered steed dies, it becomes a mass of gore with a deer skull and a cage containing an undead raven. If someone frees the raven and cares for it for 10 days, it becomes bound to that person who can then summon it with a {@spell find familiar} spell, provided the keeper is able to cast that spell by some means. This undead raven has the Immutable Form trait, and the damage and condition immunities of a withered steed."
]
},
{
"type": "entries",
"name": "Lore",
"page": 322,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 322,
"entries": [
"A withered steed is a construct with related immunities and damage resistances."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 322,
"entries": [
"The steed's form can't be changed. If its master is slain, the steed is instantly destroyed."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Withered Steed",
"page": 322
}
]
},
{
"type": "entries",
"name": "Ghost Mustang",
"page": 323,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/GhostMustang.webp"
}
},
{
"type": "quote",
"entries": [
"The faint stench of death surrounds a translucent horse, a pale glow shining where its eyes should be. An ornate saddle jingles as it stomps in place."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Necromancer Steeds",
"page": 323,
"entries": [
"Ghost mustangs are the favored mounts of necromancers, who often create these horses as an early experiment in mastering the arts of undeath. While loyal to their creator, a ghost mustang avoids the afterlife and endangers itself only if ordered to do so."
]
},
{
"type": "entries",
"name": "Ritual Creation",
"page": 323,
"entries": [
"Ghost mustangs are ectoplasmic manifestations of wild horses that died of unnatural means. A spellcaster with at least one 4th-level spell slot can enact this ritual, using materials worth 5,500 gp, which the ritual consumes. A wizard of the school of necromancy must instead be 5th level. In a ritual performed at night, the creator creates a {@spell magic circle} around the slain horse and places a drop of the creator's blood in each eye. The creator then incants for 6 hours. The body disappears during the ritual, and the ghost mustang appears to serve the creator 13 days later."
]
},
{
"type": "entries",
"name": "Undead Nature",
"page": 323,
"entries": [
"A ghost mustang doesn't require air, food, drink, or sleep."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 323,
"entries": [
"The ghost mustang disappears when it dies, leaving behind puddles of ectoplasm. This substance can be used to brew a {@item potion of invisibility} when combined with a hair from the creator's head and materials worth 100 gp. This process requires proficiency with {@item alchemist's supplies|PHB}, a successful {@dc 15} Intelligence ({@skill Arcana}) check, and 8 hours of work."
]
},
{
"type": "entries",
"name": "Lore",
"page": 323,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill Religion}):",
"page": 323,
"entries": [
"A ghost mustang is undead, made of corporeal ectoplasm. It has related immunities and resistances, and it's hard to kill."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 323,
"entries": [
"A ghost mustang is vulnerable to radiant damage, and that type of damage can keep the steed from surviving a killing blow."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Ghost Mustang",
"page": 323
}
]
},
{
"type": "entries",
"name": "Crimson Stallion",
"page": 324,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/CrimsonStallion.webp"
}
},
{
"type": "quote",
"entries": [
"This fanged horse with scaly red skin stretched across its frame has cloven hooves dripping with dark oil. Embedded chains hold a black saddle to its back."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Infernal Mounts",
"page": 324,
"entries": [
"Created in the Netherworld, these steeds come into existence when a contract for a {@optfeature Gift of Liberating Freedom|GH} is signed. Like most fiends, the crimson stallion can be summoned by learning its true name. These true names are often revealed in dreams to worthy owners, usually as rewards to fiends or mortals who have sent many souls to hell. Crimson stallions are reluctantly bound into service and fulfill their contracts, but rarely bond with their creators."
]
},
{
"type": "entries",
"name": "Ritual",
"page": 324,
"entries": [
"Once a true name is discovered, a spellcaster with at least one 4th-level spell slot can summon a crimson stallion in a {@spell magic circle} drawn using the summoner's blood and materials worth 5,000 gp, which the ritual consumes. The bond is completed when the summoner attaches a bridle made of humanoid sinew and chains to the fiend."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 324,
"entries": [
"A crimson stallion ignites upon death, burning the body to ash within seconds, leaving only the hooves. Each of these can be ground into a powder and used to create a {@item Alchemist's Fire (flask)|PHB|vial of alchemist's fire}. Doing so requires proficiency with {@item alchemist's supplies|PHB}, a successful {@dc 10} Intelligence check, and 2 hours of work per vial."
]
},
{
"type": "entries",
"name": "Lore",
"page": 324,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 324,
"entries": [
"A crimson stallion is a fiend that has related immunities and resistances."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 324,
"entries": [
"A crimson stallion's bite and hoof attacks are fiery."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Crimson Stallion",
"page": 324
}
]
}
]
},
{
"type": "entries",
"name": "Stygian Bat",
"page": 325,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/StygianBat.webp"
}
},
{
"type": "quote",
"entries": [
"Normal bats eat bugs to survive. Stygian bats will eat you, and they'll do it for fun."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Corrupted Predators",
"page": 325,
"entries": [
"Bats that dwell in places suffused with the energy of death can absorb such power and become big, monstrous horrors. These creatures are not only far more aggressive and bloodthirsty than their tiny cousins, they're also cruel. A stygian bat enjoys bringing death."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 325,
"entries": [
"Someone who has proficiency with {@item leatherworker's tools|PHB} can fashion the hides of four stygian bats into a {@item cloak of the stygian bat|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 5 days of work and materials worth 500 gp."
]
},
{
"type": "entries",
"name": "Lore",
"page": 325,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 325,
"entries": [
"Where powerful undead creatures or other forces of death hold sway, normal bats can grow into blood-drinking monsters called stygian bats."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Nature}):",
"page": 325,
"entries": [
"Stygian bats are akin to giant bats, but they are cunning and cruel. They drink blood rapidly."
]
}
]
},
{
"type": "inset",
"page": 325,
"name": "GM Advice:",
"entries": [
"For an increased challenge for powerful characters, give the stygian bat the ability to {@action grapple} Medium and smaller creatures, and fly away with them. To make it reasonable, the stygian bat should only be able to fly at half speed when carrying a creature. And while this would let the bat carry a creature high into the air and drop it, this should only be done if you know that the players have resources to deal with that contingency, such as the {@spell feather fall} spell.",
"Also note that while a stygian bat does not have the flyby trait, its swoop ability does allow it to knock targets {@condition prone}, which means that flying away from a targeted creature would allow them to make {@action opportunity attack|PHB|opportunity attacks} with disadvantage."
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Stygian Bat",
"page": 325
}
]
},
{
"type": "entries",
"name": "Styrkvisnar",
"page": 326,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Styrkvisnar.webp"
}
},
{
"type": "quote",
"entries": [
"The appearance of the tripart styrkvisnar terrifies anyone viewing it, but it's presence hints at a master even more terrifying."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Monstrous Servant",
"page": 326,
"entries": [
"When a powerful being of great evil, such as a {@creature memori lich|GHMG}, is created, residual power courses out into the world, changing and attracting nearby creatures. One such result is a styrkvisnar, a monster appearing to be part wolf, part eagle, and part seal."
]
},
{
"type": "entries",
"name": "Corrupt Connection",
"page": 326,
"entries": [
"Styrkvisnars bond with potent evil beings, becoming servants and scouts. Such a bond takes 24 hours to establish. Once the bond forms, the styrkvisnar makes every effort to carry out the wishes of its new master. It uses its shapechanger ability to accomplish tasks for which a monstrous form won't do."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 326,
"entries": [
"Someone who has proficiency with {@item leatherworker's tools|PHB} can fashion the hide of a styrkvisnar into a {@item cloak of therianthropy|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 10 days, other materials worth 2,000 gp, and a successful {@dc 15} Intelligence or Wisdom check."
]
},
{
"type": "entries",
"name": "Lore",
"page": 326,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 326,
"entries": [
"A styrkvisnar is a monstrous blend of a wolf, eagle, and seal. It can shapechange into a humanoid."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 326,
"entries": [
"Styrkvisnars are created by or attracted to the welling of power at points where mighty and wicked creatures permanently transform into a monstrous being, such as a lich. The styrkvisnar serves the reborn being."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Styrkvisnar",
"page": 326
}
]
},
{
"type": "entries",
"name": "Sunwraith",
"page": 328,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Sunwraith.webp"
}
},
{
"type": "quote",
"entries": [
"An eclipse can drive the superstitious to extremes. But imagine an eclipse charging at you with murderous intent. That's a sunwraith."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Corrupted Celestials",
"page": 328,
"entries": [
"Powerful fiendish or undead beings seek ways to harness and pervert celestial power. Sunwraiths result when such creatures succeed in corrupting a mighty celestial and stripping it of its sense of self."
]
},
{
"type": "entries",
"name": "Living Eclipse",
"page": 328,
"entries": [
"Sunwraiths are luminous, vaguely humanoid beings of white light with a golden halo. When the pious approach, the sunwraith reveals its shadowy form, like that of an eclipse, with a luminous or prismatic corona."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 328,
"entries": [
"When a sunwraith dies, it disintegrates, leaving behind a golden gem shot through with obsidian veins. This jewel is a {@item gem of brightness} with {@dice 2d10} charges. The jewel can be thrown up to 60 feet, where it is destroyed as it releases a flame strike (save {@dc 15}) that has a {@chance 50|50% chance|Sunwraith|The jewel deals necrotic damage.|The jewel deals radiant damage.} to deal necrotic damage rather than radiant, and it deals 1 extra damage of that type per charge the gem had remaining."
]
},
{
"type": "entries",
"name": "Lore",
"page": 328,
"entries": [
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Religion}):",
"page": 328,
"entries": [
"Celestials can be corrupted, and a sunwraith is a product of one corrupting process. When the corrupt celestial kills, it can subjugate the victim's spirit."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 328,
"entries": [
"Sunwraiths are resistant to necrotic and radiant damage, and they deal that damage. Magic weapons are most effective against this monster."
]
},
{
"type": "entries",
"name": "{@dc 20} Intelligence ({@skill Arcana}):",
"page": 328,
"entries": [
"A sunwraith's corona flashes when someone who isn't next to the sunwraith harms it. This flash can be blinding."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Sunwraith",
"page": 328
}
]
},
{
"type": "entries",
"name": "Suture Golem",
"page": 329,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/SutureGolem.webp"
}
},
{
"type": "quote",
"entries": [
"Just because it's made to gather corpses doesn't mean it can't harm the living."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Corpse Seeker",
"page": 329,
"entries": [
"Gathering corpses for necromantic rituals is difficult, dirty work. Powerful arcanists delegate that work to constructs. Suture golems are that sort of construct, made to bring corpses back to their masters. If corpses are hard to find, the golem can make them."
]
},
{
"type": "entries",
"name": "Wire Body",
"page": 329,
"entries": [
"A suture golem is a hulking mass of flesh and tough wire. The magic imbued in the construct allows it to use its filaments as limbs. These entangling threads work well to grab and hold those the golem intends to return to its master."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 329,
"entries": [
"Someone who has proficiency with {@item weaver's tools|PHB} can use the wire from one suture golem to make a {@item living net|GHMG} {@homebrew |(see chapter 4)}. Doing so takes 3 days of work and other materials worth 100 gp. Someone must cast {@spell hold person} on the net each day of its crafting."
]
},
{
"type": "entries",
"name": "Lore",
"page": 329,
"entries": [
{
"type": "entries",
"name": "{@dc 10} Intelligence ({@skill History}):",
"page": 329,
"entries": [
"Suture golems are constructed of body parts and wires. Necromancers use them to collect corpses. However, the golem can use its abilities to entangle and restrain living beings."
]
},
{
"type": "entries",
"name": "{@dc 15} Intelligence ({@skill Arcana}):",
"page": 329,
"entries": [
"A suture golem is immune to nonmagical weapon attacks. However, adamantine weapons can harm it, as can slashing weapons, although adamantine or magic slashing weapons are more effective. The golem's attacks are magical."
]
}
]
},
{
"type": "statblock",
"tag": "creature",
"source": "GHMG",
"name": "Suture Golem",
"page": 329
}
]
},
{
"type": "entries",
"name": "Svangras",
"page": 330,
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/GHMG/Svangras.webp"
}
},
{
"type": "quote",
"entries": [
"In a world fraught with danger, sometimes even the underfoot flora is deadly."
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cursed Grass",
"page": 330,
"entries": [
"Stories claim that imps plant svangras, but it really grows in places where travelers died, particularly from {@condition exhaustion}. Svangras is a bulb plant that looks like a large onion that can move on small tendrils. When svangras forms, grass in its area falls under its control. Anyone walking on svangras is said to be doomed to unending {@condition exhaustion}."
]
}
]
},
{
"type": "entries",
"name": "Salvage",
"page": 330,
"entries": [
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