Amarune's Adventures - Vagrant in Wonderland
Amarune's Adventures - Vagrant in Wonderland
Amarune's Adventures - Vagrant in Wonderland
Appendix D: Sidekick 20
Mee Myconid Scout............................................ 20
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Actions
Multiattack. The azmyth uses Discharge Lightning
if it can, or makes a talons attack. It then makes a
bite attack.
Shiah “Cinder” Irgangladen
Azmyth
—
Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 30 ft.
—
STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)
S—
enses blindsight 60 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Cavvekan
E—cholocation. The bat can’t use its blindsight
while deafened.
Keen Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
creature. Hit: (1d1) piercing damage.
Cavvekan
Cavvekan Light Blindness. The cavvekan has disadvantage on
Small beast, unaligned Wisdom (Perception) checks that rely on sight, and is
blinded while in sunlight.
—
Armor Class 13 (natural armor) Pack Tactics. The cavvekan has advantage on an attack
Hit Points 27 (5d6 + 10) roll against a creature if at least one of the cavvekan’s
Speed 50 ft. allies is within 5 feet of the creature and the ally
—
STR DEX CON INT WIS CHA
isn’t incapacitated.
15 (+2) 17 (+3) 15 (+2) 3 (-4) 12 (+1) 7 (-2) Pounce. If the cavvekan moves at least 20 feet straight
—
Skills Perception +3, Stealth +5
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
Senses blindsight 120 ft., passive Perception 13
12 Strength saving throw or be knocked prone. If the
Languages —
target is prone, the cavvekan can make one bite attack
Challenge 1 (200 XP)
against it as a bonus action.
Nathanaël Roux
—
Armor Class 12 —
Armor Class 10
Hit Points 7 (2d6) Hit Points 2 (2d1)
Speed 30 ft. Speed 20 in.
—
STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) 4 (-3) 10 (+0) 10 (+0) 8 (-1) 12 (+1) 5 (-3)
S—
enses darkvision 60 ft., passive Perception 10 —
Senses darkvision 120 in., passive Perception 11
Languages — Languages —
Challenge 1/8 (25 XP) Challenge 0 (10 XP)
—
K een Smell. The rat has advantage on Wisdom S—hared Consciousness. A Mee myconid is mentally
(Perception) checks that rely on smell. connected to any other Mee myconid within 120 feet of
it. All connected Mee myconids are aware of anything
Pack Tactics. The rat has advantage on an attack
any individual is aware of – sensory impressions as well
roll against a creature if at least one of the rat’s
as emotions and memories. A mee myconid isolated
allies is within 5 feet of the creature and the ally
from their shared consciousness quickly becomes
isn’t incapacitated.
languid and unresponsive, falls unconscious after 1d4
hours, and dies after 1d4 days.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Actions
target. Hit: 4 (1d4 + 2) piercing damage.
Rapport Spores. A 10-inch radius of spores extends
from the mee myconid. These spores can go around
corners and affect only creatures with an Intelligence
of 2 or higher that aren’t undead, constructs, or
elementals. Affected creatures can communicate
telepathically with one another while they are within
30 feet of each other. The effect lasts for 1 hour.
Giant Rat
—
Armor Class 13 (natural armor) Spore Weaver
Hit Points 25 (3d8 + 12)
Speed 30 ft., climb 30 ft.
—
STR DEX CON INT WIS CHA
Nathanaël Roux
—
Amarune's Adventures | Vagrant in Wonderland
18
Appendix C: Flora mushroom can’t attempt to trap a creature again for
the next hour.
Bigwig When it comes time to reproduce, ladies spring
A bigwig is a four-inch-tall mushroom with a thin on a victim and inject them with spores. They then
stem and a wide purple cap. A creature that eats one let go. Eventually, the spores burrow back out of the
can choose to make a DC 12 Constitution saving skin and drop to the stone floor, where they begin
throw to not be affected by the mushroom’s magic. to grow anew.
If the creature fails or forgoes the saving throw, it
grows in size as though under the enlarge effect of an Nimergan
enlarge/reduce spell. The effect lasts for 1 hour. Ten Coveted by the duergar, nimergan is a fungus that
minutes before the effect ends, the creature feels serves a unique purpose within the Underdark. The
a tingling sensation, at which point it can sustain small, beige mushroom only grows to be an inch
its current size by eating another purple. The effect or two tall, three inches at its maximum. Its stem
ends if the creature eats a pygmywort mushroom or is dotted with many dark brown bumps, a parasitic
is magically reduced to its normal size (using the organism that feed on the stem of the nimergan.
reduce effect of an enlarge/reduce spell, for example). Once the nimergan reaches maturity, it is
The bigwig mushrooms grown in Mee are of a harvested and sealed in a cask not unlike a wine
special variety. They affect a target with an enlarge/ or spirits cask. The parasitic organism feeds on
reduce spell if the target is its normal size. If the target the nimergan, and creates a fermented liquid
is smaller than its normal size, it restores it to its that serves as a potent alcohol. The potency of
normal size. Additionally, there is no saving throw this alcohol varies depending on the time spent
against this effect. casked. Nimergan that has been casked for too long
can become so potent that it can be lethal. When
Lady of the Caves brewing nimergan to drink, you must make a DC
Often called ladies for short, these mushrooms 15 Wisdom check using brewer’s supplies. A failed
grow low to the ground but can reach up to 30 feet check represents a batch that is allowed to become
in radius. It’s a carnivorous fungus, often cultivated too potent, turning it poisonous.
by drow and duergar alike for use in torture or When brewing it as a poison, you must make a
execution. Its flat, stone-like cap is covered in DC 15 Intelligence check using a poisoner’s kit.
rows of concentric stalagmite-like spikes. This A failed check represents a batch that is finalized
camouflage is convincing, and requires a DC too early, leaving it as a normal alcoholic beverage.
15 Wisdom (Perception) check to realize the When the substance is poisonous, a creature who
mushroom’s surface is not natural stone. When it imbibes it becomes poisoned for 1 hour and must
senses a weight at its center (at least 25 pounds), its make a DC 12 Constitution saving throw or fall
piston-like stalks spring up, trapping every creature unconscious for 1d4 − 1 hours. If the result of this d4
on its cap in a natural iron maiden where they are is 0, the creature begins making death saving throws
painfully digested. as if they are at 0 hit points. Curingthe poison, or
Creatures on the cap when it springs must succeed receiving magical healing of any kind, automatically
on a DC 13 Dexterity saving throw if its radius is stabilizes the target.
less than 20 feet, or DC 15 otherwise. On a success,
the creature jumps to an unoccupied space not on
the cap. On a failure, the creature is pushed to the
Shiah “Cinder” Irgangladen
Actions
Arm Flailing. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (2d4 + 1) bludgeoning damage.
Rapport Spores. A 10-feet radius of spores extends from
the Mee myconid scout. These spores can go around
corners and affect only creatures with an Intelligence
of 2 or higher that aren’t undead, constructs, or
elementals. Affected creatures can communicate
telepathically with one another while they are within
30 feet of each other. The effect lasts for 1 hour.