Pardon the delay, I meant to release this update alongside A Planar Grimoire, but a few things got in the way. Anyway, here’s four new werebeasts, as well as four new NPC creatures to torture your heroes with, all outside of the norm for the curse of lycanthropy. On top of that, the NPCs all have a roguish-assassin type of theme.
- Seawolf (Swashbuckler) – A seafaring terror that can stalk both on deck and in the murky depths. Its NPC counterpart is a cruel sailor who mingles with crews before viciously slaying as many as possible, usually amidst a deadly storm or allied seawolves.
- Weremantis (Shadowdancer) – A were-insectoid capable of long reach and deadly bite. Its NPC counterpart is a master of stealth and dark sorceries.
- Wereserpent (Stygian Cultist) – Cursed with the blood of snakes, this creature can not only doom others to such a life, but can choose to kill undesirables through deadly venom instead. The NPC counterpart is dedicated to a dark cabal of death, assassination, dark gods and the lower planes.
- Werewasp (Toxic Assassin) – This were-insectoid takes to the skies to shock and terrify its prey. While it lacks a potent bite, its curse can be transferred through a venomous sting. Similar to the wereserpent in terms of tactics, the werewasp also has the boon of flight. Due to its natural poisoning ability, its NPC counterpart can unleash a barrage of alchemically augmented toxins, poisons and more.
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Just letting everyone know, I’ve made an update to one of my initial works for DM’s Guild, a Planar Grimoire! The following spells inspired by the Eberron setting, and also given a somewhat spooky Halloween vibe! The following spells have been added:
- Augment Natural Weapon
- Dream Lock
- Essence of the Living
- Healing Light of Irian
- Intensive Repair
- Repair Damage
- Silverflame Smite
- Sporadic Shapeshifting
Even during your travels through the rather alien hub known as Sigil, your eyes latch onto a few familiar sights; goods and magicks from your prime material, creatures and cultures you have encountered in your travels and one very familiar and eager merchant that seems to follow you wherever you go. Zam’dul too has seemed to appear in this fantastical city of doors.
“Hoohoohoo, traveler! Zam’dul knows you to be an excellent customer! Fear not, there is no stalking happening here, but simply travel to the places that adventurers go to! As always, wares find their way to Zam’dul and prices remain fair. Plus, a rather intriguing guild known as “The Fated” seem to have Zam’Dul’s interests in mind, should ruffians appear. In the meantime, please sit upon a meditative cushion. It is fluffed for long term discussions over philosophies and trading.”
Author’s Note: Magic items are always fun to make. In fact, they might be the most fun thing for me to make. So simple, yet there’s potential to create truly fantastical things! Read onward and continue your adventure.
Born (Or Reborn) among Wild Realms
The Plant Folk were created within another reality known to scholars as “arcadia”. What exactly is this realm? Not fully known, except it is the origin source of several types of magic as well as the fair folk. Besides the native denizens, many fantastic creatures have been created through use of their alien magics. Among these mystical sights and strange places is the Wyld, a sprawling plane of untamed wilderness. Its alluring and inspiring atmosphere is quite deceptive, as terrible monsters and far worse curses dwell within the spacious demiplane. Those who become trapped are doomed to become one of the many kinds of wildlife that inhabit this realm. The plant folk are one such creation.
Native to a domain known as the “Wylds”, a planar place of natural beauty and (at times) savage brutality, the plant folk are at home within the bounds of their typically serene wilderness. Like the beastfolk, many of these created beings weren’t originally humanoids. In their case, they were merely plants that were animated and given new life through powerful sylvan magic. Many have taken after the realm that created them, in hopes of creating a utopia of the organic, while defeating the inorganic. Despite this, many are by no means evil and aggressive, some don’t even follow the cult-like ethos of their home plane. Many grow tired of the semi-comprehensible rules, hidden behind the alien chaos of the primal realm. As such, they’ve set out to explore other possibilities within known (and unknown) reality. Some still retain attachment to their original home, but hope to “put down roots” elsewhere.
Author’s Note: Looking back at what I made last year, I was wasn’t satisfied with my concept for races of magical plant people. They seemed really derivative and some decisions felt like rehashes of previous posts, with a different theme. Now, I’m still struggling a tad with the concept, but here’s my updated take on the idea! Some of the ideas are something I wanted to try and might be revised in another draft. Also, I’m sorry for that one pun… Really, I am.