Author: Inti Navia

  • Old Raena

    Old Raena lurks in her sea-stranded tavern, using her Fey magic to lure ship captains to their doom. Her matted hair and long fingernails hide beneath her brown cloak until it’s too late.

    Medium Fey, Neutral Evil

    Armor Class 16

    Hit Points 152 (18d8 + 72)

    Speed 30 ft.

    Initiative +6 (16)


    STR 13 (+1) (+1)

    DEX 14 (+2) (+6)

    CON 18 (+4) (+8)

    INT 15 (+2) (+2)

    WIS 14 (+2) (+6)

    CHA 19 (+4) (+4)


    Skills Perception + 6, Stealth + 6

    Resistances Cold

    Senses Darkvision 60 ft.; Passive Perception 16

    Languages Common, Sylvan, Primordial

    Challenge 10 (5,900 XP), Proficiency Bonus +4


    Traits


    Legendary Resistance (3/Day). If Raena fails a saving throw, she can choose to succeed instead.

    Actions


    Multiattack. Raena makes three Oceanic Burst attacks. 

    Oceanic Burst. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 120 ft. Hit: 14 (3d6 + 4) Cold damage, and the target’s Speed is reduced by 10 feet until the end of its next turn.

    Surging Waves. Dexterity Saving Throw: DC 16, each creature in a 30-foot Emanation originating from Raena. Failure: 36 (8d8) Cold damage, and the target’s Speed is reduced to 0 until the end of its next turn. Success: Half damage only.

    Reactions


    Blessing of the Depths. Trigger: Raena is hit by an attack roll and takes damage. Response: Raena reduces the damage she takes from the attack by 11 (2d10) and teleports up to 30 feet to an unoccupied space she can see.

    Legendary Actions


    Legendary Action Uses: 3. Immediately after another creature’s turn, Raena can expend a use to take one of the following actions. Raena regains all expended uses at the start of each of her turns.

    Raging Seas. Raena makes one Oceanic Burst attack. 

    Plunder Spirit. Wisdom Saving Throw: DC 16, one creature Raena can see within 90 feet. Failure: 13 (3d8) Psychic damage, the target has the Incapacitated condition until the end of its next turn, and Raena gains Temporary Hit Points equal to the damage dealt. Failure or Success: Raena can’t take this action again until the start of her next turn.

    Credit: Inti Navia and Ivo Hoying

  • Lure of Alaq’Oatin

    The lure appears as a bloated corpse crawling on the beach at night, its legs long rotted away. A tendril juts from its back, connecting it to the unknown horror of Alaq’Oatin beneath the waves.

    Medium Aberration, Chaotic Evil

    Armor Class 18

    Hit Points 297 (35d8 + 140)

    Speed 30 ft.

    Initiative +7 (17)


    STR 19 (+4) (+4)

    DEX 15 (+2) (+7)

    CON 19 (+4) (+9)

    INT 3 (-4) (-4)

    WIS 18 (+4) (+4)

    CHA 6 (-2) (-2)


    Skills Perception +7

    Resistances Fire

    Immunities Cold, Lightning

    Senses Blindsight 30 ft.; Passive Perception 17

    Languages Deep Speech, Primordial, Telepathy 60 ft.

    Challenge 14 (11,500 XP), Proficiency Bonus +5


    Traits


    Legendary Resistance (3/Day). If the lure fails a saving throw, it can choose to succeed instead. 

    Maddening Presence. Wisdom Saving Throw: DC 17, any creature that starts its turn within 20 feet of the lure. Failure: The target can’t take Bonus Actions or Reactions and subtracts 1d4 from any d20 Tests it makes until the start of its next turn. Success: The target is immune to the lure’s Maddening Presence for 1 hour. 

    Unnatural Regeneration. If the lure is defeated, it reforms in 1d4 hours unless all 8 sacrificial chains are in place. 

    Actions


    Multiattack. The lure uses Psionic Bellow and makes two Sunder attacks.

    Sunder. Melee Attack Roll: +9, reach 5 ft. Hit: 23 (3d12 + 4) Slashing damage. 

    Psionic Bellow. Intelligence Saving Throw: DC 17, each creature within 60 feet of the lure that can hear it. Failure: 17 (5d6) Psychic damage, and the target has the Incapacitated condition until the end of the lure’s next turn. Success: Half damage only.

    Legendary Actions


    Legendary Action Uses: 3. Immediately after another creature’s turn, the lure can expend a use to take one of the following actions. The lure regains all expended uses at the start of each of its turns.

    Maim. The lure makes one Sunder attack. 

    Piranha Surge. Dexterity Saving Throw: DC 17, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 20 (8d4) Piercing damage, and the target has the Blinded Condition until the end of its next turn. Failure or Success: The lure can’t take this action again until the end of its next turn. 

    Lightning Strike. Dexterity Saving Throw: DC 17, one creature the lure can see within 120 feet. Failure: 27 (5d10) Lightning damage, and the target has the Stunned condition until the end of its next turn. Failure or Success: The lure can’t take this action again until the end of its next turn. 

    Credit: Inti Navia and Ivo Hoying

  • Goodberry Gazette #17: NEW PLAYABLE SPECIES! The Croaker

    “If yer a fan of slime, you’ll love these bastards. Not exactly my best friends.” -Borus Dirtbeard, Dwarven Fighter

    The original croakers trace their ancestry to Klurb River Drinker, a deity thought to have consumed the Great Pond, which once covered all of Sehrabadd. After guzzling the Great Pond, Klurb laid a clutch of eggs, which hatched into the first croakers, much larger and enriched in magic than the croakers of today. Imbued with the confidence of Klurb, croakers strived to live life to its fullest, despite their relatively short life span of around 50 years. 

    Short and squat, croakers resemble all manner of amphibious creatures, with their coloration as broad as Klurb himself. Some are bright and vibrant, while others are more subdued. 

    While worldbuiling The Reach of Sehrabadd, we knew that we wanted a species to live in the jungles of Korath. Wishing to depart from traditional fantasy species like elves, dwarves, and orcs, we settled on something a little more eccentric: a species of anthropomorphic frogs.

    Often found in scattered, scorching jungle villages, or in their bustling city of Kerakith, the croakers are a people rich in culture and diversity. They worship their frog god Klurb, who they believe spewed water from his pond back into the world, thus creating the oceans.

    You may notice their Swamp Stealth trait. While most croakers do reside in the jungle of Korath, some dwell in the mucky Maldavore Marsh. Maldavore croakers are deeply agricultural and reside on floating villages, catching fish and crustaceans while cultivating fields of edible lily pads.

    If you’re looking for a unique species to play for your game, it doesn’t get much more unique than the croakers. When Ivo and I name croaker characters, we like to think of the ribbits they make. Some frogs have higher pitched ones, like lililili, or throatier ones like errrr….errrrr. Have fun naming your playable character like we did, and let your new croaker persona hop right into your next game!

    By Inti Navia and Ivo Hoying

    Species stats by Ivo Hoying

  • One Page Wonder: The Boar of Beligerence

    Need an adventure? Here’s a FREE 11th level encounter based on artwork by Aaron Miller. In the FREE PDF BELOW, face The Boar of Beligerence deep within the misty stone forest…

    This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at: https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at: https://creativecommons.org/licenses/by/4.0/legalcode.

    Written by Inti Navia and Ivo Hoying

    Illustrated and edited by Aaron Miller.

  • One Page Wonder: Anarog, Heir to the Death Dragons

    Need an adventure? Here’s a FREE 8th level encounter based on artwork by Aaron Miller. In the FREE PDF BELOW, face Anarog, Heir to the Death Dragons, in the blackness of a deep forest by your campsite!

    This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at: https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at: https://creativecommons.org/licenses/by/4.0/legalcode.

    Written by Inti Navia and Ivo Hoying

    Illustrated and edited by Aaron Miller.

  • Crustachnid

    Crustachnids are large spider-like crabs, dwelling in ocean grottos and coastal caves. They wait for unsuspecting prey to wander into their den, before using their long hairy legs and noxious stinger to make them their next meal.

    Large Monstrosity, Unaligned

    Armor Class 17

    Hit Points 93 (11d10+33)

    Speed 30 ft., Climb 30 ft.

    Initiative +3 (13)


    STR 20 (+5) (+5)

    DEX 10 (+0) (+3)

    CON 16 (+3) (+3)

    INT 2 (-4) (-4)

    WIS 12 (+1) (+1)

    CHA 3 (-4) (-4)


    Resistances Fire

    Senses Blindsight 30 ft.; Passive Perception 11

    Languages

    Challenge 5 (2,300 XP), Proficiency Bonus +3


    Amphibious. The crustachnid can breathe air and water.

    Actions


    Multiattack. The crustachnid makes two Claw attacks and uses Noxious Stinger.


    Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.


    Noxious Stinger. Constitution Saving Throw: DC 14, one creature Grappled by the crustachnid. Failure: 10 (4d4) Poison damage, and the target has the Poisoned condition, repeating the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target takes 5 (2d4) Poison damage at the start of each of its turns.

    Credit: Inti Navia and Ivo Hoying

  • Reaper of Veridos

    All tremble beneath the single mad eye of the Reaper of Veridos– a humanoid plant made of writhing black vines. All run if they see it within the depths of the forest, for the Reaper has disobeyed its god.

    Medium Plant, Neutral Evil

    Armor Class 15

    Hit Points 52 (7d8+21)

    Speed 30 ft.

    Initiative +4 (14)


    STR 8 (-1) (-1)

    DEX 17 (+3) (+3)

    CON 16 (+3) (+3)

    INT 11 (+0) (+0)

    WIS 16 (+3) (+3)

    CHA 12 (+1) (+1)


    Skills Perception +5

    Vulnerabilities Fire

    Senses Blindsight 30 ft.; Passive Perception 15

    Languages Telepathy 60 ft.

    Challenge 4 (1,100 XP), Proficiency Bonus +2


    Verdant Regeneration. The reaper regains 10 Hit Points at the start of each of
    its turns while in contact with plant life. If the reaper takes fire damage, this trait doesn’t function on the reaper’s next turn. The reaper dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.


    Vision of the Undergrowth. The reaper only has Blindsight when in contact with plant life.

    Actions


    Multiattack. The reaper makes two Tendril attacks.


    Tendril. Melee Attack Role: +5, reach 15 ft. Hit: 8 (2d4 + 3) Bludgeoning
    damage. If the target is a Medium or smaller creature, the reaper pulls the target 5 feet straight toward itself.


    Root Eruption. Dexterity Saving Throw: DC 13, each creature on the ground within 10 feet of the reaper. Failure: 15 (6d4) Piercing damage, and the target has the Restrained condition until the end of the reaper’s next turn. Success: Half damage only.

    Reactions


    Protective Tendrils. Trigger: The reaper is hit by a melee attack roll. Response: The reaper adds 2 to its AC against that attack, possibly causing it to miss.

    Credit: Inti Navia and Ivo Hoying

  • Thrall of Veridos

    This bear filled with writhing, black vines is a dangerous foe to encounter in the forest alone. Even more dangerous considering it serves its master, Veridos, meaning not only have you enraged the Thrall, but also a god.

    Large Plant, Neutral Evil

    Armor Class 13

    Hit Points 42 (5d10 + 15)

    Speed 40 ft.

    Initiative +1 (11)


    STR 19 (+4) (+4)

    DEX 11 (+1) (+1)

    CON 16 (+3) (+3)

    INT 2 (-4) (-4)

    WIS 12 (+1) (+1)

    CHA 4 (-3) (-3)


    Resistances Fire

    Senses Blindsight 60 ft. (blind beyond radius); Passive Perception 11

    Languages 

    Challenge 2 (450 XP), Proficiency Bonus +2


    Treacherous Spines. Creatures that move within 5 feet of the sentinel or hit it
    with a melee attack take 3 (1d6) piercing damage.

    Actions


    Multiattack. The thrall makes one Claw attack and one Infestation attack.


    Claw. Melee Attack Role: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage.


    Infestation. Melee Attack Role: +6, reach 5 ft. Hit: 10 (1d12 + 4) Piercing
    damage, and the target has Disadvantage on the next attack roll it makes.

    Reactions


    Enraged by Flame. Trigger: The thrall takes Fire damage. Response: The thrall
    moves up to its speed toward the source of the damage and makes an Infestation
    attack.

    Credit: Inti Navia and Ivo Hoying

  • Cacti Sentinel

    Cacti Sentinels live only to serve their master. Popping unexpectedly from the forest floor, they shoot their deadly spines at any who enter their immovable radius. These thin, black cacti are not to be trifled with.

    Large Plant, Unaligned

    Armor Class 15

    Hit Points 16 (3d8+3)

    Speed 0 ft.

    Initiative +3 (13)


    STR 8 (-1) (-1)

    DEX 16 (+3) (+3)

    CON 13 (+1) (+1)

    INT 2 (-4) (-4)

    WIS 10 (+0) (+0)

    CHA 3 (-4) (-4)


    Vulnerabilities Fire

    Senses Blindsight 60 ft. (blind beyond radius); Passive Perception 10

    Languages 

    Challenge 1/2 (100 XP), Proficiency Bonus +2


    Treacherous Spines. Creatures that move within 5 feet of the sentinel or hit it
    with a melee attack take 3 (1d6) piercing damage.

    Actions


    Spine Shot. Ranged Attack Roll: +5, reach 60 ft. Hit: 6 (1d6 + 3) Piercing
    damage.

    Credit: Inti Navia and Ivo Hoying

  • ONE TIME PURCHASE – Goodberry Adventure Zines Vol. IV: Campfire Combat

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