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Every year, in the dead of winter, the gävlebocken descends on the towns and villages of the northern lands. A towering goat made of straw and flame, it burns brightly but briefly, spreading havoc over the course of a few days and then disappearing into the aether. Its purpose is unclear, but some say that the gävlebocken aims to bring people together in preparation for the Midwinter celebrations. I suppose there aren't many things that unite the people quite like a giant flaming monster!
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If you bite it and you die, it's poisonous. If it bites you and you die, someone probably cast this spell on it.
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The legendary warrior doesn't just know their enemy: they learn from them. Just because we call them 'monsters', doesn't mean they don't know how to fight.
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Much like half-ogres, a half-yeti is smaller and weaker than its full-blooded kin, but smarter and more likely to employ weapons and armour. To some extent, they can be negotiated with, but their natural hostility towards outsiders makes them quick to violence in most situations.
Best not to ask where half-yetis come from, either.
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According to all the known rules of arcana, this spell should produce a perfectly random item every time it is cast. A number of superstitions persist, however, including some who believe that the spell somehow has a sense of humour, and others who insist that chanting a certain mantra can guarantee a useful item.
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It is traditional for dwarves to sing rousing shanties while working extended hours, but you needn't feel obliged if that's not your cup of tea. After all, it's also traditional for dwarves to down vast quantities of booze while on the job, and I'm sure no one wants to see you emulating that.
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This huge amorph was created by combining the essences of the sinister void ooze and that alchemist's nightmare, the arcane ooze. It is imbued with twisted magic that makes it an excellent wizard-killer: resistant to spells of all kinds and able to charge up its own abilities by feeding on their energy. Even worse, it is unusually fast for an ooze, thanks to the haste spell that it always casts on itself at the start of battle.
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No more fumbling around in your pack for a tape measure! No more broken thermometers! No more visits to the local tinker for recalibration! Save time AND money with this simple cantrip TODAY!
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Not something you're likely to carry with you while adventuring, I'll admit, but one of these is sure to liven things up if a fight happens to break out near the workshop!
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Every pack must have its leader. Alpha werewolves tend to be superior to their lesser bretheren in every way: stronger, tougher, and much more ferocious. It's a little sad when you think about it, but the wild, violent lives of werewolves leave little room for anything other than brute force and bloodlust, so naturally these are the traits that one needs to rise to the top of the pack.
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Being able to hide a whole adventuring party with a greater invisibility effect is a an extremely valuable skill. Remember that being invisible doesn't make you silent, though!
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The world is a big place; something's always going wrong somewhere. If only there was a hero who could save the day...
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Whether transformed by the chaotic energies of wild magic, or created in the laboratory of a mad wizard, a mutant dragon is a frightening and unpredictable beast. Their bodies being in constant flux, only one thing about these dragons is constant: their insatiable appetite for destruction.
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This dual-element evocation was originally designed for fighting trolls and similar regenerating creatures. The delayed acid-burn effect is ideal for extending the duration in which they can't regenerate, and it also confounds anyone making use of elemental defenses that only block one type of damage.
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A luxurious resting place, fit for even the most discerning vampire, this coffin will make you the envy of the whole graveyard! For adventuring undead, it may not be the easiest object to transport through the wilds, but if anything is worth buying a wagon for, it's this.
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The hateful and hideous abaasy venture out of the Abyss often, hoping to spread madness and disease among the living. They have only one eye, one arm and one leg, but stand nearly 50 feet tall, breathe fire, and possess skins of iron and poisonous blood.
As is the case with most demons, it is pointless to try to reason with an abaasy. Their unthinking hatred of humanity is born of long, tormented eons that have replaced any hint of positive emotion with naught but rage.
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Holding raw magical potential in your hands sounds great on paper, but when you find yourself tiptoeing through a trap-filled dungeon carrying a symbol of pain in one hand while desperately fending off giant bats with the other, well. Maybe the adventuring life isn't all it's cracked up to be.
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